Commit Graph

1300 Commits

Author SHA1 Message Date
MrMelbert
135a09182b Refactors obscured (#92779)
## About The Pull Request

Fixes #85028

Obscured flags and covered flags are tracked on carbons, updated as
items are equipped and unequipped. It's that shrimple.

Closes #92760

Just removes the species exception checks for not making sense

Also refactors handcuffs / legcuffs removal. In all of these situations
they were hardcoded when they could easily just use an inventory proc to
work.

## Why It's Good For The Game

Stops a million excessive calls to `check_obscured_slots`

Makes obscured behavior more consistent

Makes obscured behavior easier to use

Cleans up human rendering (There was some cursed stuff before with
render item -> updated obscured -> update body -> cause side effects)

## Changelog

🆑 Melbert
del: Golems which somehow manage to grow wings and somehow manage to
equip something that covers their jumpsuit can no longer fly.
(Seriously, this will not affect anyone)
refactor: Refactored clothing obscurity entirely. Items should be a
loooot more consistent and what covers what, and should update a lot
snappier. As always, report any oddities, like mysteriously disappearing
articles of clothing, hair, or species parts
refactored: Refactored handcuffs and legcuffs a bit, report any odd
situations with cuffs like getting stuck restrained
/🆑
2025-09-07 09:24:34 +02:00
Y0SH1M4S73R
f8511ea227 You can install B.O.R.I.S. in circuits with MMI components (+other MMI component changes) (#92002)
## About The Pull Request

This PR adds the ability to install a B.O.R.I.S. in a circuit that
contains an MMI component. These circuits can then be remotely connected
to by an AI by clicking on them or anything they are inside of. To
indicate that a circuit allows remote AI connection, an indicator is
given to the circuit and anything containing it.

Additionally:
- Refactors the MMI component to use `item_interaction`, since it was
pertinent.
- You cannot insert an MMI/B.O.R.I.S. into a locked circuit.
- You can no longer hotswap MMIs/B.O.R.I.S.es - you must manually eject
the inserted one.

Let me know what changelog labels I should use for the hotswap removal
and the prevention of insertion into locked circuits.

## Why It's Good For The Game

If you can put an MMI or posibrain in a circuit, why not allow an AI to
use it using a B.O.R.I.S.?

## Changelog

🆑
add: B.O.R.I.S.es can be installed inside of integrated circuits with
MMI components, allowing an AI to remotely interface with them the same
way an MMI or posibrain could.
refactor: The MMI component now uses item interaction behavior for
inserting MMIs/B.O.R.I.S.es.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-09-03 23:25:50 -07:00
mcbalaam
d40bb5ddd2 H.A.U.L. gauntlets and package wrapper QOL (#92427)
## About The Pull Request

- Wrapping a crate with package wrapping while pulling it will now
automatically make you grab it
- You can now open the crate while dragging it with the H.A.U.L.
gauntlets if you're the one who's pulling it. Also applies to other
items (including MOD modules) that have the component


https://github.com/user-attachments/assets/7b4743c8-855d-4274-89ca-b0507f6d3e0e

## Why It's Good For The Game

QOL for cargo technicians - having to constantly grab and let go of
crates is very annoying
2025-09-02 21:32:47 -05:00
necromanceranne
cb7e44e7ee Updates the AFK logout report to utilize configs for it's timers (#92662)
## About The Pull Request

Rather than use hardcoded timers for the logout report, the report
instead utilizes a timer based on config values. The default value is
the current live value.

This timer can also be configurated to utilize randomization. Currently,
it defaults to randomizing between -3 minutes to +3 minutes for when the
report is sent.

The logout report timer is also added to the admin log.

## Why It's Good For The Game

This shouldn't be dictated by the codebase, as it is an admin tool.
2025-08-26 12:29:56 -05:00
Ben10Omintrix
db9e3cf9dd red raptors are now able to attack while ridden (#92455)
## About The Pull Request
red raptors will now be able to retaliate against mobs adjacent to it
while ridden.

## Why It's Good For The Game
red raptors dont have much use compared to its colleagues. this gives it
a bit of a unique purpose and makes it a viable option to have out on
the field

## Changelog
🆑
balance: red raptors are now able to attack while ridden
/🆑
2025-08-26 10:33:46 +10:00
Thunder12345
7c6e6422cc Misc File Purge: The Return (#92438)
## About The Pull Request

Purged several files inthe theme of misc.dm and broken the contents out
into better organised files.

Incidentally done some minor cleanup by removing an unused global list
referring to a string file that no-longer exists, and removing a useless
proc that replicated the behaviour of file2list().

## Why It's Good For The Game

See #60358 and all its successors

## Changelog
🆑
code: Reduced the number of files named misc.dm or similar by 14%.
/🆑
2025-08-12 21:18:24 +02:00
MrMelbert
5df4de3f71 [MDB Ignore] Re-add hop console second ID slot (#92157)
## About The Pull Request

<img width="491" height="301" alt="image"
src="https://github.com/user-attachments/assets/a3b5b19f-edf5-4de9-9201-9cbfab9e8827"
/>

Mod computers with the access changing software installed have a
secondary ID slot once again. This ID slot doesn't contribute to access.
You can insert IDs into the slot with right click and remove them with
alt-right click.

Also removes the "New IDs and you" memo paper. 

Also tweaks PDA on_deconstruct so contents are dropped on when they're
deconstructed with assembly.

Fixes #92151

## Why It's Good For The Game

Changing IDs is very unnecessarily clunky with the one slot. Insert hop
id, log in, remove hop id, insert crew id, change access, remove crew
id, log out.

We had it right back when we had two slots. Insert hop ID, insert crew
id, log in. It just works.

This also allows for mobile HoPs to change access without necessitating
removing their ID from their PDA.

Other changes: 

The "New IDs and you" memo is very old. They haven't been new for 4
years now. I don't think anyone reads it and they served their purpose.

I found it odd that, if your PDA was melted or blown up, it would delete
your ID. If this is a hold-over from old PDA behavior feel free to let
me know but otherwise it seems sensible that it'd spit out the contents
as you would expect.

## Changelog

🆑 Melbert
qol: The access changing software (the HoP console) now has ID two slots
again (one for the HoP's id and one for the ID being changed). You can
insert IDs in the secondary slot via the UI or right click, and remove
them via the UI or alt-right click.
qol: If your PDA is destroyed via acid or bombs, your ID (and similar
contents such as disks) are spit out instead of being deleted
del: Deletes the "New IDs and you" memo in the HoP's office. They
haven't been new for 4 years.
fix: Engineering sub-tab in the access changing software no longer looks
messed up
fix: Fix reversed alt-click logic for mod pcs
/🆑
2025-08-11 19:08:18 +00:00
Time-Green
43fc75facb Organ Growing Kit | Coroner Cytology Cargo Content (1/2) (#92108)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-08-11 18:36:50 +02:00
Ghom
940d73aeae replaces the health variable for fishes with integrity (#92192)
## About The Pull Request
Because fish is an item, it inherits the use of integrity from objects,
however it also has its own health variable. For consistency, ~~damaging
its integrity should also lower its health and healing it should also
recover its integrity. Fish has a max integrity that's double its
health.
I've also renamed `adjust_health` to `set_health` since it doesn't
adjust the health by the provided value but sets it to said value.~~
I've scrapped the latter to instead use integrity.

## Why It's Good For The Game
A small bit of consistency. If you shoot a fish with a laser gun,
wouldn't it die?
2025-08-04 22:30:53 -05:00
Thunder12345
d97c57b263 The Glitterening (#92226)
## About The Pull Request

Adds a number of new capabilities to glitter.

- It can be any colour.
<img width="657" height="398" alt="image"
src="https://github.com/user-attachments/assets/60e80c04-8eee-470c-8953-47f6eda9f83e"
/>

- It can be made in chemistry and dyed by combining it with acetone and
other reagents to give it the average colour of the non-glitter,
not-acetone reagents.
- Multiple colours can be mixed into one reagent datum, randomly
depositing a colour from those in the datum on the floor.
<img width="554" height="507" alt="image"
src="https://github.com/user-attachments/assets/9cc7d1d5-9bec-4b28-af06-310ffb24de49"
/>

- Anyone with glitter reagent in them will cough glitter onto the floor
- Glittery crates will leave a trail of appropriately coloured glitter
when moved
<img width="960" height="259" alt="image"
src="https://github.com/user-attachments/assets/71cc1176-23f9-4ae7-b500-1744b752c014"
/>

Resprited glitter to support these changes and make it not look like gas
(or ass).

## Why It's Good For The Game

It looks cool and raises the bar for chemists maximally pissing off the
janitor as they fill a room with multicoloured glitter and all the
occupants run off to cough more up all over the surrounding area.

## Changelog
🆑
add: Glitter can now be made from plastic polymers and aluminium.
add: Plastic polymer can be made at any temperature, and then heated to
produce sheets.
add: Glitter can now be made any colour, mix 10 units each of glitter
and acetone to change its colour to that of the other reagents in the
beaker.
add: Mixing different colours of glitter will cause a random selection
of those colours to appear on the floor when released.
add: Being exposed to glitter in reagent form causes you to cough up
more glitter onto the floor
add: Dragging glittery crates will now spread a trail of glitter and
angry janitors behind them.
image: Added new glitter sprites (that don't look like gasses)
/🆑
2025-08-03 00:25:58 +10:00
SmArtKar
8bd66b1d21 Fixes fire arrow ritual not appearing, and certain nullrods not being considered valid for dispelling/conversion purposes (#92375)
## About The Pull Request

We have multiple "nullrods" which aren't actually ``/obj/item/nullrod``
subtypes, which causes runtimes when selecting them, which prevented the
signal from being sent out and the global variable from being assigned.
Additionally, we have multiple interactions which directly typecheck for
the nullrod item, which blocked multiple interactions (dispelling
heretic runes, rends, haunted items, psyker revolver and cult blade
conversion), which I fixed by instead converting those interactions to
check for ``TRAIT_NULLROD_ITEM`` which is assigned to all nullrods and
non-nullrod weapons spawned from the nullrod.
- Closes #77373

## Changelog
🆑
fix: Fixed fire arrow ritual not being accessible
fix: Fixed certain nullrod types not being usable for certain holy and
unholy interactions
/🆑
2025-08-01 02:52:51 +02:00
itsmeow
23816b8ef2 Bumps rust_g to 4.0.0 / IconForge Improvements (#92333) 2025-07-30 22:51:23 -06:00
SmArtKar
5a263b77a3 Changes to crusher trophies and mining AOE, adds a new raptor-sourced trophy (#92241)
## About The Pull Request

- Rebuke effect (from god's eye and lobstrocity claw trophy) now works
on basicmobs, increasing the cooldown on their ranged attacks just like
it does for simplemobs.
- Bileworm spewlet trophy shots no longer hit your allied mobs, as
previously this would cause you to constantly hit your own
raptor/minebots/NODE drones, making it actively detrimental in some
situations. Its shots now deals brute damage instead of burn, as
otherwise its damage was reduced by 70% due to innate projectile
resistance of lavaland mobs, making it deal measely 6 damage every 10
seconds.
- MOD sphere module bombs now properly aggro lavaland mobs, as
previously they only worked on simplemobs (also fixed a direct
assignment to the blackboard in legionnaire spine code).
- They also no longer deal damage to minebots and NODE drones.
- Afterimages from the ice demon and their trophy can now be passed
through, although hostile AI would attempt to avoid doing so. This way
the trophy should no longer be an active detriment to players, and
demons themselves should be less jank to fight.

And if you're a heartless enough bastard, you can kill and butcher your
raptor to get a new raptor feather crusher trophy, which allows your
destabilizer shots to phase through your allied mobs similarly to
passthrough mods for PKA.

<img width="174" height="125" alt="Aseprite_3Olcd7oyVJ"
src="https://github.com/user-attachments/assets/99d7eebb-e36d-428b-aa48-f1261a173ca1"
/>

## Why It's Good For The Game

These changes should make vent defense more bearable, as right now its
very easy to accidentally damage and kill your own drone due to them
being hit by all AOEs in miner arsenal.
- Rebuke - should probably work on basicmobs as only remaining
simplemobs on lavaland are megafauna
- Bileworm spewlet - its a joke of a trophy at 6 damage as it has a 10
second cooldown, and it hitting your allies made vent defense much
harder than it should've been
- Sphere changes - should make bombs not kill your NODE/mining drones,
aggro helps prevent cheese.
- Afterimages - the trophy can end up bodyblocking you, this change
should make it less of a pain in the ass to use the trophy and to fight
the demons themselves.
- Raptor feather - useful for vent defense when you're using minebots or
have dismounted your raptor, right now its a pain for reasons mentioned
above

## Changelog
🆑
add: Added a raptor feather crusher trophy which makes your crusher
shots go through your allied mobs.
balance: Rebuke effect from lobster claw trophy and the eye of god now
applies to basicmob attacks
balance: Bileworm spewlet's damage is no longer reduced by 70% when
hitting lavaland fauna, and it no longer can hit allied mobs
balance: Sphere MODule bombs no longer hit NODE drones and minebots
balance: Ice demon/ice demon cube afterimages can now be walked through
by players
fix: Sphere MODule bombs now aggro basicmobs hit by their explosions
/🆑
2025-07-28 17:24:19 +10:00
Nick
192059b67d Removes the ralsei plushie (#92311)
## About The Pull Request

Removes ralsei plushie

## Why It's Good For The Game
Its a lazy sprite forced into the game
+ i killed him


https://github.com/user-attachments/assets/a678fa08-0882-4e24-86df-942e7adfda84



## Changelog

🆑 Ezel
del: Removes ralsei plushie
/🆑
2025-07-26 15:04:33 -07:00
Time-Green
fe17cd1b96 Three Recovered Crew QoL's (#91983)
Three quality of life additions for recovered crew:
1. Jumpsuits are spawned in the crate, and no longer in the lockbox
2. Formaldehyde will no longer metabolize during the "soul pending" fase
so you don't have to constantly re-up them with it
3. Gives them 200cr starting money instead of 100. Also get a headset in
their lockbox now

## Why It's Good For The Game
1. This lets the reviver know what job they can expect to have, and make
more informed choices about which organs, implants and surgeries are
most beneficial to them. They can still change their mind, but it's
something I've always missed having and can help to tailor the
experience a bit
2. This is just annoying. Trying to revive them and not realizing the
formaldehyde is gone, and then realizing absolutely everything decayed,
is super fucking ass.
3. They get barely any starting gear, so some more money to help them
buy gear is really needed. The headset is just there to make it easier
to communicate with the department head or the HoP, it just gets you
going faster.
2025-07-15 14:56:34 +00:00
Waterpig
b01756b97c Datumizes DNA blocks, makes DNA cleaner in general (#92061)
## About The Pull Request

Moves all the dna block handling onto singleton datums initialized
inside global lists, to make the handling dna less of a copy-paste mess
and make adding new blocks significantly easier. There is still some
work to be done in the copypaste department but ultimately that falls
under its own PR scope after the core refactor goes through. (Ill
probably do those but it will also be easier for everyone else as the
code is now significantly less of an eyesore)

Both features and identities have been tested through and through, and
seem to be working fine.

Also removed the reliance on weird hardcoded lookup tables for length,
and other similar things that just didn't make sense when I was passing
through DNA code. There's a lot more that fall out of scope for this
exact PR's goal however

## Why It's Good For The Game

I've been told the maintainers will love me for doing this

## Changelog

🆑
code: feature keys are no longer magical strings floating around the
codebase and use proper defines
refactor: DNA blocks are now handled with singleton datums.
/🆑
2025-07-14 16:51:45 -06:00
MrMelbert
d291e45e30 Decal Painter refactor + merge with tile sprayer + more decals to paint (#91915)
## About The Pull Request

1. Decal painter has been refactored. Decals to paint are now datums.

2. Tile sprayer has been deleted, and merged with the decal painter. 

3. A bunch of map decals previously un-paintable are now paintable.

4. Some preset map colors are now available for selection

Including:

- All sidings (Colored, Plating, Wood)
- Missing tile decals (Full tile, checkered tile)
   - And the missing tile decal colors (Dark colors)
- Missing warning decals (Loading area)


![image](https://github.com/user-attachments/assets/dc67f913-1e3e-42a4-8bec-1cf65381b5fb)

## Why It's Good For The Game

1. Makes it drastically easier to add more decals in the future.

2. The split always felt needless to me. I always printed one, ran to my
construction site, opened up the UI - only to realize I printed the
wrong one.

3. Allows for much greater potential while building

4. Makes it easier to match mapped in decals

(This code is commissioned, but I also wanted it, soooo)

## Changelog

🆑 Melbert
refactor: Refactored the decal painter, report any missing decals or
ones that come out weird.
del: Tile sprayer is dead. Its functionality has been merged with the
decal painter.
qol: A bunch of decals have been added to the decal painter. Style to
your heart's content.
/🆑
2025-07-12 22:58:56 +02:00
Jacquerel
7146a6bb10 Platforms (#91559)
## About The Pull Request


![image](https://github.com/user-attachments/assets/32a5f39a-59b8-46c3-8418-1a089379d6a4)

This PR adds "platforms" to the game, a port of the window frames from
the Wallening branch but with no windows attached.
You can craft them with two stacks of many kinds of materials.
Functionally they're basically just tables for standing on and act as a
decorative tool allowing you to make raised areas like stages.
Largely as far as I can tell I _think_ these were sprited by @Krysonism
although it's a little hard to check if there's any that were done by
someone else.

You can walk directly from tables to platforms (and crates) and vice
versa. You can also tableslam people onto them.

This PR also comes with "steps" (AKA small stairs)
You can use steps to walk onto platforms (or tables, or crates) without
needing to do the climbing action first.

![dreamseeker_umhbakZ4lE](https://github.com/user-attachments/assets/675e815b-8901-49d2-81b1-64ef7a56cd31)
If you try to run through them the wrong way you will trip.
Right now they only come in "Iron" flavour. Maybe one day someone will
sprite some wooden ones, or other varieties.

Basically the intention is to use them to build a little stage or altar
or maze or something. They don't have a lot of non-decorative purpose.

Don't be alarmed by the touched files list. It's mostly sprites and
there's barely even any code in this PR. It's almost entirely elements
and boilerplate.

## Why It's Good For The Game

Mappers keep asking me to add these.
Salvages some sprites from the Wallening project which we can still use.
You can make a really really big multitile pizza.

## Changelog

🆑 Jacquerel, Smartkar, sprites by Kryson
add: Added "platforms", or "half-walls" which are a kind of decorative
block similar to tables which you can walk around on.
add: You can walk freely between tables, platforms, and crates that
happen to be near tables or platforms.
add: You can construct iron steps to traverse tables and platforms
without needing to climb on, but try not to trip over them.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2025-07-11 07:21:02 +00:00
necromanceranne
8f15d0ea2c Adds .38 Flare, which is a lethal laser bullet casing available for printing with Advanced Beam Weaponry. Adjust ammo material values. (#91726)
## About The Pull Request


![image](https://github.com/user-attachments/assets/1332d28c-8d5f-41b7-a614-b74027210145)

Adds the .38 Flare. It does 20 damage. This round highlights the target
for 2 minutes, and projectiles hitting the target always hit the limb
that the shooter was aiming at. Your shot has effectively perfect limb
accuracy, no matter how far the bullet needs to travel. This also
affects other projectiles hitting the target that aren't the .38 Flare.

To indicate whether or not a round in a magazine is either lead or
laser, I've borrowed the implementation of ammo overlays from the C-20r
toy magazines Now each bullet in the speedloaders for .38 can be a
distinct type visibly. Might be interesting if anyone wants to add
additional unique appearances for some of the other .38 rounds.

Reduces the overall cost of a lot of the ammunition in the sec and
autolathe, such as loose bullets. Also reduces the material quantity
within bullet casings.

## Why It's Good For The Game

> .38 Flare

By popular demand, I've come up with a new idea. And that idea...is an
anti-bullet deviation tool. Most players are probably not conscious of
bullet deviation. But if you're familiar with the mechanic, it's why
sometimes your shots may hit into an arm or a leg even though you were
aiming at the head.

The way this works is that over the course of a bullets flight, it
increases in inaccuracy and the pobability of drifting into a limb. From
my last estimate, shooting somewhere around 5 tiles away will usually
result in bullet drift.

While affected by the flare shot, that does not happen. You shoot at the
head, you hit the head.

To put it into perspective; you could consider bullet deviation a form
of damage loss (its a bit more complicated than this and there are
instances where it is positive), and this projectile eliminates that
problem for everyone shooting the target.

> Ammo cost

Some of these were pretty excessive for the cost, and a notable example
of this include the .357 loose casings, .310 Surplus loose casings, and
most shotgun shells. These should go down to roughly below 3/5th of a
sheet of metal when printed from a fully upgraded lathe.

Meanwhile, a single bullet casing was like a sheet of metal each, which
didn't seem right to me. So they're now by default one fifth of a sheet
of metal on recycle.

## Changelog
🆑
add: .38 Flare, a laser bullet! Available in both .38 speedloader and
BR-38 magazine once Advanced Beam Weaponry is researched.
add: .38 Flare highlights the target in an outline and makes sure your
bullets never accidentally hit any limb except the one you are aiming
at. Never accidentally hit someone in the arm when you were going for a
headshot.
balance: Reduces the printing costs of several ammunition types from the
autolathe and security lathe. Reduces the overall material contents of
said printed ammo/magazines. If you find a material dupe, let a coder
know.
/🆑

---------

Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2025-07-09 17:11:23 +00:00
necromanceranne
6d0910c396 Adds the ability for felinids to bite on purpose. This is an action button toggle. (#91955) 2025-07-07 14:51:20 -04:00
Y0SH1M4S73R
fa573fa539 Adds the self-surgery skillchip as a fairly rare black market item (#91606)
## About The Pull Request

This PR adds a skillchip that allows the user to perform normal
surgeries on themselves, albeit with a 1.5x speed penalty and a flat 33%
increase to the probability of screwing up each step. You can find this
skillchip occasionally on the black market. It is also contraband, and
can be detected by n-spect scanners.

## Why It's Good For The Game

Provides a risky alternate means of obtaining surgical intervention,
such as if you either can't trust anybody else to do surgery on you or
can't be trusted to have certain surgeries done on you.

## Changelog

🆑
add: The Centcom Department of Import Control has become aware of the
use of highly-illegal and medically dubious self-surgery skillchips
aboard company stations. We suspect they are being sold to the station
through the black market.
/🆑
2025-07-05 17:43:54 +10:00
Krysonism
c5f1b7f8c3 Da blobmob update! Indepedent strains, new sprites, egglike spores, fixes, sounds and buffs! #Cytology2025 (#91368)
## About The Pull Request

This PR makes a number of changes focusing on improving the blob
minions, spores, nauts, zombies and their associated component.

## New sprites

The blob spore, blob zombie and blobbernaut has been resprited. 

The spore and zombie have been lightly touched to preserve the most of
the original characteristics while given a cleaner look.

The spore and zombie have a partially desaturated version used to let
more of the strain colour through instead of them all ending up dark
brown.

The blobbernaut has been reshaded and the side sprite has been made
coherent with the front state, I made decided how the front state was
shaded should be the "canon" one (this might be a bit controversial but
the wild inconsistency was bugging me.)

The blobbernaut is a bit less veiny, but the veins look more natural and
use the strain complementary colour. Many combinations are cool, some
are a bit lacking due to the weird choices of complementary colour.


![image](https://github.com/user-attachments/assets/aee01fb1-5d3a-47ad-abd6-85096f8b8751)

![image](https://github.com/user-attachments/assets/732a4157-c7f6-4a43-ad46-62a505a97088)

## New Cytology Related Features

Blob mobs can now have strains independently of an overmind. 

The 15% mutation chance of vat grown creatures causes a spore or
blobbernaut to get a random strain.

When I first added the blob spore cell line, ghosts could click on cyto
blob spores to posses them, they would then presumably(?) but not
explicitly be free antags. This ability was lost when the blob spore
code was modernised.

Very few people knew about this, and no one grew blob spores anyway.
 
This feature is coming back in a big way, vat grown blob spores present
a new unique job hazard, they are automatically offered to ghost as an
extremely shitty, but free antag.

I have tested spawning like 15 antag pre-buff blob spores in a live
round and they failed completely to antagonise the crew effectively,
hopefully these buffed spores won't present too much of an issue to our
great administration team, if that ends up being the case, there are
many levers to pull to tone them down.

## Blob Spore Buffs 

Blob spores prior to this PR were almost completely useless.

The main cause of this was the extremely dilute reagent smoke reaction;
10u divided over 20 seconds.

This resulted the smoke clouds dealing 0.15 - 0.6 DPS, a completely
negligible and useless amount.

The smoke reagent concentration has been massively increased(10u -> 40u)
and the smoke duration has been reduced(20s -> 8s).
The result of this is that blob spore clouds are something you want to
avoid standing in, but they provide less smoke cover for the blob and
nauts.

Blob spores have also gained the ability to vent crawl. Simple mobs that
can't either open doors or vent crawl feel super bad to play.

They also deal a little more melee damage, but this is still
pathetically low on account of their low attack speed.

I have adjusted their supplementary reagents and reduced the amounts of
spores produced per cycle(2 -> 1) to make them a bit harder to mass
produce.

## Blob Strain Buffs

I have not made this PR with the goal of buffing any particular strain,
but some changes have affected blob strain balance:

### Debris Devourer 

This was the only strain that was strongly mechanically tied to the
core.
In order to allow for independent debris devourer mobs, they can now eat
trash(or any item really), they are independent, they store these items
inside their mob, and use these for the debris devourer reactions.

If they have an overmind, the item gets sent to the core.

This should result in a nice buff to the strain, which I've been told is
one of the bad ones.

### Regenerative Materia & Cryogenic Poison

5 years back another contributor removed the ability of blobs and
blobbernauts to transfer reagents with their attacks(as their expose
method is vapour).

This was a completely undocumented change and possibly unintentional, so
I am reverting it by giving blob reagents penetrates_skin = VAPOR again.

This only really affects these two strains. It makes regenerative
materia much stronger, while barely having any effect on cryogenic
poison, because temperature normalisation changes has made it completely
ineffective even with much more reagent applied.

### Electromagnetic Web

The spore reagent cloud buff might also give a boost to some strains
with good expose effects, like electromagnetic web.

## Blob Cooking

Blob spores now drop spore sacks, they can be ground for spore toxin, or
cracked on a griddle to create an egg-like treat!

I also added a detoxification reaction to reduce the amount of toxin
when cooked, might not work yet because I think griddles may not
actually heat the food?

## Sound Effects

Blob spores bursting and blobbernauts dying have sound effects. 

## Why It's Good For The Game

level 5 biohazard

## Changelog
🆑
image: blob mobs have been respectfully resprited. 
add: vat grown blob mobs can sometimes get born with a blob strain.
add: blob spores drop spore sacks, crack them on the griddle. 
add: debris devourer mobs can now eat trash, sending it to the core, if
there is one.
add: vat grown blob spores are now sentient and evil.
balance: blob spores now have much more concentrated smoke.
balance: blob spores can ventcrawl.
fix: regenerative materia and cryogenic poison strain blob tiles & nauts
now inject chems again.
sound: blob spores & blobbernaut now have death sound effects.
/🆑
2025-07-02 16:03:47 +00:00
Hatterhat
0523b2d2a4 Food items should now pass down their intrinsic food materials during crafting (#91808)
## About The Pull Request

![image](https://github.com/user-attachments/assets/3bf777fc-2636-4b7d-8fef-dab10723e937)
Food items pass down their intrinsic materials during crafting, which
should prevent foods being crafted from meat being red and squishy. The
implementation might be too broad or kinda suck but it worked for the
problem items I tested it on (headcheese, crispy breaded headcheese,
moussaka, ballpark tsukune).

Also properly sets up `material_flags` to be a bitflag when viewing
variables.

## Why It's Good For The Game
Makes intrinsic food materials actually do what they're supposed to do
(prevent food being crafted with meat from being weirdly too meaty).

## Changelog

🆑
code: Materials bitflags should now show the bitflag interface in VV.
fix: Food items now pass down their intrinsic materials during
crafting/processing/microwaving/etc. etc.
/🆑

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2025-07-02 12:00:36 +10:00
MrMelbert
aae6dbb6db Energy Katana Teleport Attack (and misc. tweaks) (#91825)
## About The Pull Request

1. The Energy Katana, when clicking on a mob, no longer refuses to
teleport. It will instead teleport you adjacent to the mob (to the tile
closest to your origin) and immediately perform an attack.

2. Energy Katana is now a bit more consistent about what you can and
cannot teleport to, now abiding by the same rules as the heirophant
staff - you can teleport onto tables, but you can't teleport into dense
objects by clicking on the tile instead of the object.

3. The Energy Katana now has `NEEDS_PERMIT` flag, like the Energy Sword,
meaning Beepsky will consider it a threat (but it won't hunt down Ninjas
over it)

Also added pass_flags_self bitfield and updated pass_flags bitfield.

## Why It's Good For The Game

I ran around with it for like 3 seconds and found it a little clunky. So
I just cleaned it up a bit to make it 1. easier to use 2. cooler to use

The permit thing was just making it consistent with other melee weapons

## Changelog

🆑 Melbert
qol: Energy Katana is now a bit more consistent about what you can and
cannot teleport to, now abiding by the same rules as the heirophant
staff. IE, you can now teleport onto tables.
add: Energy Katana now has a "teleport attack" - if you click on a mob,
you will teleport adjacent to them and immediately perform an attack!
add: Energy Katana is now considered a threatening weapon by secbots.
Ninjas will be unaffected, but if you loot one off a dead ninja and
don't have a weapons permit, it might chase after you.
/🆑
2025-07-01 14:29:48 +01:00
Time-Green
39a2434c06 Voidwalker Rework | Basic Mob Edition + Bonus Antag (#91646)
## About The Pull Request

Reworks the Voidwalker into a basic mob, including a lot of the balance
and mechanics!

Old (left), new (right)

![image](https://github.com/user-attachments/assets/5583db66-6025-4874-95dd-938aa828634c)![image](https://github.com/user-attachments/assets/2785c5cc-ccda-4ffd-bc1c-5bb278873d9b)


https://github.com/user-attachments/assets/22d6138f-11aa-4f7a-8600-2565e6578bcf

(little outdated)
https://youtu.be/cp1E3qPJGX4 (high res mirror)

**🟨Voidwalker mob changes🟨**
No longer a human species and no more void eater. Instead deals damage
by simple unarmed attacks.
Instead of dealing brute, the voidwalker does oxygen damage (4-5 hits to
knock out) with left-click, and slight brute on right click. Non-human
mobs automatically take brute damage instead of oxygen damage.

150 HP
33% burn armor

Yes it has hands, but it can only pick up and drop stuff

**🟨Window phase🟨**

![image](https://github.com/user-attachments/assets/82a330ee-16f8-46e4-a325-c894fc8931d6)
Instead of needing to smash a window with the void eater, moving through
windows simply leaves them passable for 5 seconds. Makes kidnapping a
lot easier, but also makes it easier for people to chase you

People who used the voided skull also leave windows passable for a short
bit.

**🟩Cosmic Charge🟩**
Standard charge ability, but only lets you charge towards space and
works while dragging people

**🟩The Vomitwalker🟩**
People you kidnapped now occasionally do the nebula vomit, which
voidwalkers can use to dive from and into

![image](https://github.com/user-attachments/assets/e483a0d2-a418-479e-89e5-1dcd71165140)
Diving into it is very fast but also removes the nebula vomit. You can
also kidnap people into the vomit (this doesn't remove the vomit).

There is also a little UI for tracking this. Clicking it while in space
dive teleports you to the next nebula vomit, if there are any.


![image](https://github.com/user-attachments/assets/8907f261-6395-44fb-86ea-0ed548aca3ab)

**🟨Voided people changes🟨**
Kidnapped people and people that used the cosmic skull are no longer
muted, but take 10% extra brute and occasionally leave behind glass
shards when taking a lot of damage.

Are no longer obliterated on a second encounter with voidwalkers.
Voidwalkers can't hurt people they've already voided (unless they really
want to), but instead just knock them out for 30s

Also the kidnapped do space vomit as I said earlier.

**🟩Sunwalker🟩**
Voidwalker variant made for pure murderbone. Has no camo and kindap
mechanics, but has a fiery charge, loads of damage and area igniting and
people ignition. It's admin, but I might change this later once I've had
some more time to think about it.

![image](https://github.com/user-attachments/assets/2383dc6e-2173-4449-b71b-367e81c55f88)

Other changes: 
- Voidwindows no longer need to be space adjacent
- Unsettle works faster but can't be used in combat anymore
- Space camo now grants complete space invisibility
- Makes a lot of aspects easily moddable, so we can easily mod it into a
moistwalker in-game
- Taking a cosmic skull when you already used one gives you the old
voidwalker void eater arm. Additional uses just gives you more void
eater arms until you run out of hands
- I definitely forgot a lot more
- I made a cool voidwalker hud! It even has a unique space camo toggle
## Why It's Good For The Game

<details>
  <summary>Lot of text</summary>
  
Voidwalker was basically a snowflaked toghether human species because I
didn't know how to sprite, but I was able to work with species and
visual effects. Then I realized I can just commission sprites!

This also let me just cut out a lot of the snowflake code, because it's
no longer a human so half the things I didn't want them to be able to
do, they just literally cannot do.

Voidwalkers were in a bit of strange spot with kidnapping? There was
essentially no incentive, other than "smash spaceman = funny". They also
had issues doing, anything? There's surprisingly little space on a space
station, especially maps such as tram. Making the voided victims have
nebula vomit gives the voidwalker a reason to WANT to kidnap, by giving
them a way to appear basically anywhere on the station. I don't think
it's too overpowered. Voided people don't vomit that much, it's easily
cleanable and diving into it removes them, so they're limited usability.

Replacing the brute damage with oxygen damage also kinda... just makes
sense? I seriously contemplated letting them do stamina damage for the
first iteration, but opted not to do it because stamina damage has so
many hooks attached. Oxygen damage doesn't! It's also just incredibly
thematic, let's them bypass most armor and makes them more suited to
non-letha kidnappings.

Space camo making them completely invisible was also long overdue. It
was literally just urging people to turn up their gamma and turn down
their parallax settings. I thought it was an interesting mechanic, but
it's just straight up unfair and doesn't belong in a multiplayer game.
They now more frequently leave behind little glass shards, leave
particles from nebula vomit they leave from and have more unique sound
effects, so attentive (and lucky) people can still deduce if an area is
safe-ish.

I removed being able to shatter voided people because the mechanic was
deeply misunderstood. It was intended to give them a means of removing
people if they kept incessently bothering the voidwalker, but people
went out of their way to use this to roundremove people they had already
voided. The 30s sleep conveys my intention a lot better, and fits better
now that the voidwalker benefits from having as many voided people
vomitting all over the place.

The cosmic charge gives them some much needed survivability. My
experiences (in observing voidwalkers, I can never get the roll ;_;) is
that they're constantly one mistake away from complete obliteration. The
cosmic charge let's them get out quick despite their slow movement speed
in gravity. It also makes them stronger when fighting in space.

They got 33% burn armor so it's a tiny bit harder to wipe them away in a
single laser salvo, while still giving people ample opportunity to fight
them off . Also they're like glass or something so it fits thematically.

I gave them hands because I thought it was cool, might be a mistake idk
  
</details>

## Changelog

🆑 Time-Green, INFRARED_BACON
add: Voidwalker has been throughly reworked! Now you are even less safe!
admin: Adds admin-only Sunwalker mob
fix: Unsettle doesnt work on yourself anymore
fix: Space camo doesnt stop bobbing anymore
fix: Voidwalker windows now recharge on kidnap 
runtime: Fixes healthanalyzers runtiming when scanning mobs without
reagent holders
/🆑
2025-07-01 12:55:31 +01:00
Twaticus
8d08fc6c53 Schoolgirl Outfit Resprited Renamed and GAGsified (#91871)
## About The Pull Request

Renames the schoolgirl costume to seifuku, the japanese name for sailor
style uniforms.
Resprites the uniform using GAGs.
Adds an 'adjust' style for the uniforms(rolled sleeves).
Tweaks the stock uniform colors from blue, red, green, and orange to
blue, red, teal, and tan.

stock options
blue, red, teal, tan. long sleeve/short sleeve

![dreamseeker_SZEV1Ql3XP](https://github.com/user-attachments/assets/5e183af5-816d-454c-b20b-353d849f3c91)

custom colors as example
+anyone sad about the sailor moon reference being replaced with more
basic colors dont worry you can still make them :)

![dreamseeker_ECcQewtUaI](https://github.com/user-attachments/assets/defb90a2-0c78-4119-a7b6-2f830b82b23e)
## Why It's Good For The Game

Updates the sprite to be more inline with our current clothes.
Makes the sprite in-game player customizable.
## Changelog
🆑
image: resprites the schoolgirl outfit using GAGs
/🆑
2025-06-28 21:43:28 -07:00
san7890
f74c9d7aac Soulscythe Refactor to Basic Mob (#91667)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

I was planning on doing this a few years ago but didn't to let other
people do it; no one did it so I just did it since it's still on the
docket. Even easier in a post #90578 world

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

Lot more lightweight as it were. This mob also doesn't really need to
"live" either, so we can bypass the whole life chain as well to
alleviate any struggles. The item does 95% of the work anyways lol.

also damn you guys laxed up on the alphabetization requirements. touched
all that up while in the areas i was fixing. soulscythes are in their
own file now too instead of the bubblegum one or whatever

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
refactor: Soulscythes have undergone a mild refactor, but everything
should work as it should. Report any issues.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
2025-06-28 15:29:45 +12:00
John Willard
096c032402 Adds a new halloween species: Spirits (#90711)
## About The Pull Request

Adds 2 new species: Spirits and Ghosts

Spirits are available roundstart during Halloween, Wabbajack and
Xenobio's black slime extract
Ghosts are available through Magic mirrors

They fly around, and don't have legs and instead float around. They also
can't get legs implanted onto themselves.

They also do have organs, so they are affected by flashbangs, they do
get hungry, they do need oxygen to survive (they don't take damage in
space but they do suffocate & get slowdown), and can process chems.
Gibbing a ghost gives ectoplasm, an ingredient for ghost burgers.

Chaplains also got a buff here, null rod-type weapons' bane is now
against Spirit mobs, rather than hardcoded revenants. This means it now
includes Spirits/Ghosts, but also Soulscythes & Cult shades.

Also re-adds https://github.com/tgstation/tgstation/pull/81630 which was
reverted in https://github.com/tgstation/tgstation/pull/86506 which I
assume was accidental.

### The difference between Spirits and Ghosts

Ghosts have an innate ability to become incorporeal, which allows them
to phase through walls and stuff. Using this will immediately make them
drop any non-ghost limb/organ (not implants cause I thought it would be
funny). This ability is not available if they have holy water in their
system, and like revenants they also can't walk over blessed tiles with
it. They are also invisible to cameras while using this (not the obscura
though).

Sprites taken from observers directly, if anyone wants to make custom
sprites for them feel free. If anyone wants to make this obtainable
somehow in-game as well I wouldn't be opposed, halloween is just where I
thought it would fit most.

This also adds a lot of fixes that I encountered trying to add this,
from systems that have been neglected throughout the years.


https://github.com/user-attachments/assets/e368d710-80a0-4c63-b271-1abe3dd41a5e

## Why It's Good For The Game

We haven't gotten a new halloween species in a long time and thought it
would be fun if you can play as an actual ghost, the soul that remains
after a person passes, so Halloween feels more haunted. It's overall
made in just good fun, with a bonus that Ghosts are a cool species to
play with as well for Wizards & maybe Chaplains in the future (Dead sect
when?)

## Changelog

🆑
add: Added a new halloween species: Spirits, a species without legs and
instead floats.
add: Added a new magic mirror species: Ghosts, like spirits but with the
ability to become incorporeal, traversing through solid wall.
fix: Mobs unable to use storage items now can't use storage items.
fix: Mobs unable to use items can now not open airlocks & closets
fix: Mobs unable to pick items up can no longer pick items up and
immediately drop, moving one tile at a time.
fix: Mobs with intentional missing limbs (Alien larva) no longer show
their limbs as missing on examine (again)
fix: Golems' pref page had a missing icon, it now has one.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2025-06-22 10:02:06 +02:00
Ssalty
4f85964c82 Fixes the text of the Rust Walker in the ghost poll notifications menu (#91731)
Changes the name of the Rust Walker in the ghost poll for selecting
notifications. Currently it's Rust Spirit, that is not a mob, we have a
Rust Walker and an Ash Spirit. It cleary was meant to be the Rust
Walker.
2025-06-21 09:28:13 -04:00
Jacquerel
19b0e734a8 Fixes changeling void adaption (#91626)
## About The Pull Request

This PR changes `TRAIT_SPACEBREATHING` from a lung trait to a mob trait,
and simultaneously renames it to the much less snappy but simultaneously
more specific `TRAIT_NO_BREATHLESS_DAMAGE`
This proc technically does not allow you to breathe specifically in
space, it only bypasses any checks for minimum levels of gases
regardless of if you are in space or not

At the same time I implemented it for basic mobs, just because I can. I
don't think they have any way of gaining it, but if some future dev was
going to make a temporary buff that lets something breathe in space now
it could also work on basic mobs.

## Why It's Good For The Game

This is how developers expected the trait to work and no longer requires
that the mob have lungs to be used

## Changelog

🆑
fix: Changelings with Void Adaption can once again breathe in space
/🆑
2025-06-19 00:12:25 -04:00
SmArtKar
1e0668802c Planecube Optimizations and Job Security: Part One (#91696)
## About The Pull Request

This is an atomized revival of #82419, with this part containing the
simplest of its features:
- Fixes AO pref refreshing the wrong plane, thus not updating until you
swap bodies
- Removes supermatter's copypasted warp effect
- Culls distortion effects when they're not in use because its a chonky
filter
- Hides the escape menu when its, well, hidden
- Fixes hide_highest_offset not working upon parent's creation (we're so
good at our jobs hell yeah)
- Replaces runechat's AO dropshadow with an outline, because its barely
visible due to low opacity.

## Why It's Good For The Game

Our rendering performance is shit and we need to improve it, and the
first step in this task is optimizing planecube's simplest parts. The
next step is conditional culling, better non-multiz handling and
parallax rework/removal, but all of those need to be atomized as to
prevent the PR from sharing the fate of the original.

## Changelog
🆑
fix: Ambient Occlusion pref should now update immediately upon being
changed, instead of having to swap bodies or waiting for server restart
to get it updated.
code: Slightly improved rendering code/performance just a tiny bit.
/🆑
2025-06-18 21:00:23 -07:00
MGOOOOOO
109bf9d6c6 The Inversenning : Narcotics + Other Reagents (Part 1) (#91430)
## About The Pull Request

Please read the contents of my HackMD to see what my PR does, as well as
further elaboration on the reagents and why it's good for the game
overall.

https://hackmd.io/@MGO/B1YX80nMT

## Contents
Introducing new inverse reagents for existing narcotics and other
reagents! This push includes...

**Naloxone** : New medicine! Requires equal parts Morphine, Hydrogen
Peroxide, Bromine and Ethanol to be made. Opioid antagonist that purges
drowsiness and narcotics from the patient, restores breath loss and
accelerates addiction recovery. Consumption Rate at 0.2u.


![spess1](https://github.com/user-attachments/assets/65dd8e1e-4e52-4263-8d1f-9fb40c416435)

**Permonid** : Inverse of Krokodil. Highly potent sedative that provides
the best painkilling effects, but is also extremely addictive. Speeds up
surgery times by 30%. Consumption Rate at 0.1u.


![spess2](https://github.com/user-attachments/assets/9a07f6db-8ae6-4d0c-bed4-5ca3f96a8d01)

**Monkey Dust** : Inverse of Bath Salts. Oop aak chee aak eek chee. Eek
aak oop chee oop aak aak!! (Consumption Rate at 0.2u.)


https://github.com/user-attachments/assets/cbd5ea48-9c0f-49ca-ba59-59cd65599641

(You can also combine 50u Monkey Powder with 10u Monkey Dust to make an
angry monkey!)

![spess3](https://github.com/user-attachments/assets/f55c4af5-a058-4ec8-9119-7da5352e9c3a)

**Epoetin Alfa** : Inverse of Aranesp. Synthetic medication that induces
blood regeneration, heals liver damage and synthesizes Sanguirite when
the patient is bleeding. Causes several side effects if taken for too
long. Consumption Rate at 0.25u.


![spess5](https://github.com/user-attachments/assets/f7d73a6a-4218-4ca0-a718-76b333f9d3b5)

(Overdose in action.)


https://github.com/user-attachments/assets/27a51a11-0e42-4000-9c96-ba10cbd9e18b

**Sadness** : Inverse of Happiness. Causes severe depressive behavior in
users, and actively purges other antidepressants. Being hugged by a
friendly person that gives good hugs will purge all Sadness unless the
user has the Bad Touch trait. Consumption Rate at 0.1u.


https://github.com/user-attachments/assets/874b0549-1d96-4f4f-ad95-65f780a68436


![spess4](https://github.com/user-attachments/assets/b971f8ef-e318-4129-80bf-d45cfab2cf57)

**Maldium** : Inverse of Baldium. Potent psychotropic that causes
intense anger within users. On end consumption, user will experience a
burst of burn damage that scales with the amount of time the user was
enraged. Consumption Rate at 0.4u.


https://github.com/user-attachments/assets/31a4700e-32b5-4855-a266-45bfde62f718

**Dulling Reagent** : Inverse of Colorful Reagent. Extremely drab
coloring pigment that is favored by corporations who wish to maximize
suffering. Forces Colorblindness trauma in consumers. Consumption Rate
at 0.4u, lowered to 0.04u if overdosing.


https://github.com/user-attachments/assets/3db461d1-26aa-4c77-ad3d-44794230b391

**Newtonium** : Inverse of Gravitum. Experimental reagent that induces
heavy gravokinetic effects on users. Consumption Rate at 1u.


https://github.com/user-attachments/assets/b20e5200-9beb-40a2-8d37-c0d44f0fb4ef

## Why It's Good For The Game

This is an effort to add more variety to the existing inverse reagent
system within chemistry. Not only should this variety serve to provide
additional options for a Chemist to experiment with, they should also
broaden the possibilities for already existing strategies.

## Changelog

:cl:MGO
add: Introduces new inverse reagents for Krokodil, Bath Salts, Aranesp,
Happiness, Baldium, Colorful Reagent and Gravitum!
add: An alternate reaction output has been added for Monkey Powder.
Instead of 1u Water, add 10u Monkey Dust to make an angry monkey!
add: Adds a medicine: Naloxone! Requires equal parts Morphine, Hydrogen
Peroxide, Bromine and Ethanol to be made. Purges opioid-class reagents,
can also help with mitigating drowsiness and breath loss. Also purges
good moodlets associated with opiates and replaces them with negative
moodlets, so don't expect your patient to be happy about losing their
high!
/🆑
2025-06-16 23:36:32 +00:00
SyncIt21
932e4d2ecc Removes REAGENT_NOSPLIT flag (#91526)
## About The Pull Request
Because it does nothing.

The only reagents that had this flag were inverse reagents & some
medicines but those reagents already had their `inverse_chem` set to
null meaning they are incapable of splitting even without this flag.

From the comments it said the flag had something to do with stomachs
constantly calling `on_mob_add()` which would split the reagent twice
however upon inspecting stomach code no such thing exists so it didn't
create any problems.

Once the reagent enters the mob it splits just once because purity is
preserved when transferring the reagent to different organs so this flag
never had a chance to do anything

Less code to worry about

## Changelog
🆑
code: removed `REAGENT_NOSPLIT` flag
/🆑
2025-06-14 19:59:32 +02:00
SmArtKar
79fae4eda2 Fixes weird pipe/vent/cable rendering under glass and catwalk floors (#91454)
## About The Pull Request

Changes some logic in underfloor object and atmos component rendering to
make them look nicer when visible, but not accessible under floors. Also
changes how catwalks get rendered to improve their visuals when opened.

Before:


![image](https://github.com/user-attachments/assets/217070c6-3df7-4a25-8e83-557601f87d36)

After:


![image](https://github.com/user-attachments/assets/e568176f-c116-4a30-8212-6c6b879ed847)

## Why It's Good For The Game

Makes pipes look less shit. The rendering curse reigns eternal.

## Changelog
🆑
fix: Fixed vents and pipes partially poking out from under glass and
catwalk floors
/🆑
2025-06-08 16:03:18 +00:00
Ghom
14fb86e3e8 Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
## About The Pull Request
This PR aims to clean or bring up to date portions of code about dna,
the dna console and mutations. This includes taking care of or removing
some of the awful choices like the pratically useless
`datum/mutation/human` pathing, or the class variable, in favor of using
sources to avoid potential issues with extraneous sources of a mutation.

The files changed are over a hundred just because I removed the
`datum/mutation/human` path, but the actual bulk of the code is mainly
shared between the datum/dna.dm, _mutations.dm and dna_console.dm.

## Why It's Good For The Game
Mutation shitcode is hurting my future plans for infusions a little.
Also it's a much needed refactor. Drafted 'till I'm sure it works
without issues.

## Changelog

🆑
refactor: Refactored mutation code backend. Report any issue.
/🆑
2025-06-08 13:57:10 +02:00
carlarctg
0b683d175b Adds the bloodroach (#91383)
## About The Pull Request

Adds bloodroaches.


![image](https://github.com/user-attachments/assets/2f122787-0a22-4ff3-9c9b-7e14ca479369)

These are cockroaches that have gorged themselves on blood in
maintenance. They're very gross!


![image](https://github.com/user-attachments/assets/1ff744ed-a61b-4f6b-8d1c-28664f7a953f)

Splatting one causes an explosion of blood all around the death
perimeter, splashing both turfs and mobs with blood.

They have a 1% chance of spawning in place of normal roaches.

They also spawn in:
- Abandoned crates, replacing the 30 roaches with 30 bloodroaches.
- As backup anomalous crystal possession targets.
- Grimy fridges

Added a trait given to things killed by pest spray, used to check on
death explosion for bloodroaches.
Changed roach spawns in maps to use mob spawners, so I can replace them
with bloodroaches 1% of the time.
## Why It's Good For The Game

Splatting a random roach in maintenance that explodes into blood sounds
hilarious. It also adds janitorial depth by requiring pest spray to
carefully eliminate these pests
## Changelog
🆑
add: Added bloodroaches, a rare variant of cockroaches that explode into
a shower of blood when squashed.
/🆑
2025-06-04 14:57:11 -07:00
Ghom
4f6727024d Crafting refactor, implementing materials (#89465)
## About The Pull Request
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.

EDIT: Several things have come up while working on this, so I apologise
that it ended up changing over 100+ files. I managed to atomize some of
the changes, but it's a bit tedious.

EDIT: TLDR because I was told this section is too vague and there's too
much going on. This PR:
- Improves the dated crafting code (not the UI).
- replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion`
with `atom/on_craft_completion`.
- Reqs used in food recipes are now deleted by default and not stored
inside the result (they did nothing).
- Renames the customizable_reagent_holder comp and improves it (No
harddels/ref issues).
- Adds a unit test that tries to craft all recipes to see what's wrong
(it skips some of the much more specific reqs for now).
- In the unit test is also the code to make sure materials of the
crafted item and a non-crafted item of the same type are roughly the
same, so far only applied to food.
- Some mild material/food refactoring around the fact that food item
code has been changed to support materials.

## Why It's Good For The Game
Improving the backbone of the crafting system. Also materials and food
code.

## Changelog

🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑
2025-06-01 16:37:43 -07:00
necromanceranne
5a3d6881ec Completely strips silicon control options out of open cage mechs (except mech domination). Adds flags to handle granular control restrictions and beacon limitations. (#91118)
## About The Pull Request

Open cabin mechs cannot be piloted by silicon pilots. MMI's, uploaded
AI's, positronics or AI control beacons. The mechs can still be tracker
beaconed. It can also be dominated via the malfunctioning AI power.

Adds some flags to help flag which mechs can or cannot be beaconed, or
which are silicon compatible.

## Why It's Good For The Game

I'm not going to lie. I do feel a bit pressured on this change in
particular. This is somewhat meant to be an intended feature.

But I think the cats out of the bag on open cabin mechs and the ways to
circumvent their downsides. And the more I think about it, the more I
come to realize that I frankly haven't had many, if any, good
interactions with a posibrain/MMI mech army. So making that more
efficient is...a problem.

Using a silicon-based pilot can help you evade the potential
consequences of being a flesh and bone pilot inside of a steel mesh
cabin and being shot repeatedly. So you may as well, in those instances,
treat it as a sealed cabin mech. And these mechs are surprisingly pretty
strong statistically. Especially the Paddy with its ability to equip
actual lethal weaponry.

They're cheap, can be mass produced, come out early, and durable. The
only limitation is pilots, and if you're printing positronics and get
ghosts for those positronics, you can usually just keep producing more.

From a purely objective standpoint, there isn't much reason to not push
out posi-paddys over any other mech. Rather than settle for a perfect
answer, let's at least require some human pilots in these mechs so that
their supposed downside is more of an Achilles heel.

## Changelog
🆑
balance: Caged mechs cannot accept silicon pilots. AI uploaded pilots,
AI control beacons, MMIs or positronics. Malfunctioning AIs can still
dominate these mechs.
code: Allows for a higher degree of granularity for what mechs can and
cannot accept by including additoinal mecha flags to block beacon type
installations, pilot uploads and so on.
/🆑
2025-06-01 13:07:21 -07:00
SmArtKar
b4061f1800 [MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
## About The Pull Request

Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.

- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.

- Closes #91039 

#### Examples

A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


![dreamseeker_BSP7FE9pRB](https://github.com/user-attachments/assets/45711fa0-ae65-4ec2-9e89-753fa7dd876f)

![dreamseeker_zyv9ssh5VN](https://github.com/user-attachments/assets/7b112854-b7e3-4bfe-b78b-199a55b5b051)
2025-05-31 19:38:07 -05:00
necromanceranne
66200c6b76 Being on combat mode potentially allows melee weapons with armour penetration to pierce through a mech's cockpit and hit the pilot (#91066)
## About The Pull Request

Ostensibly https://github.com/tgstation/tgstation/pull/91063 but about
melee weapons. While in combat mode, hitting a mech with a melee weapon
that possesses armor penetration can potentially hit the pilot as well.
This hits both pilot AND mech. (We check for combat mode mostly because
it is convenient as a user intention control)

The calculation to determine the probability of hitting someone inside
of a mech is ``armour_penetration`` - ``MELEE Armor / 2``

The passed attack is reduced by a multiplier equal to the probability /
100. So, if an attack had a 50% chance of penetrating into the pilot, it
would reduce the attack down to just 0.5 of its expected force.

## Why It's Good For The Game

Many of the same factors for projectiles with AP against mechs apply to
melee weapons, even though there are standouts amongst the list that
will destroy a mech in quick order (energy swords mostly). However, many
of the AP weapons that crew get aren't super good at killing mechs
themselves.

Some tider with a spear made of bullshitium glass could stick someone in
an elite modsuit clean through, but for whatever reason this same logic
may not necessarily apply to mechs due to their nature as objects, and
the limitations caused by demolition mods impacting their effectiveness.

IF the weapon can bypass at least half the mechs armor, hitting the
pilot sounds like a reasonable upside for trying to take on a mech in
melee.

Some people are of the opinion that killing a mech in melee is not only
the best approach, but easy. Personally, I think I've killed more people
who believe this to be true and to their horror discover that mechs can
turn on a dime (and have a stun melee punch if they're a combat mech
with a separate cooldown to their guns) than those who actually give
mechs the necessary wide berth to not get skill checked by someone who
knows their shit. But I do respect people who do it anyway so why not
give them a reason to do it and get a cool story out of it?

(Also I want to see a captain stab a pilot to death through his mech
using the sabre. Or the Power Crepe I guess.)
2025-05-28 22:24:59 -05:00
SmArtKar
a5eed384ce Colorblindness now prevents you from seeing wire colors (#91315)
Being colorblind now makes you see all wires in tones of grey.

Also fixes the eyechart not taking the monochromacy quirk into account
when checking for colorblindness

Makes the quirk/trauma a bit more immersive and can lead to funny
situations when you know which color to cut but can't find it.
2025-05-28 09:45:20 -04:00
necromanceranne
57a52ff13f Makes energy gun cells bomb proof. Makes the cells of indestructible energy guns also indestructible. (#91284)
## About The Pull Request

The cell contained within energy guns can sometimes be destroyed due
to...reasons. This makes it so that the cell is bombproof, and if the
gun is indestructible, also indestructible for good measure.

## Why It's Good For The Game

This is basically a constant problem that doesn't seem to ever go away
due to the fact that the cell is an actual physical object and not an
abstraction.

While it remains an actual object, lets just...make it not break and
brick an important item, yeah?

## Changelog
🆑
fix: If an energy weapon is indestructible, so is the cell within the
weapon.
fix: Cells inside of energy guns are bomb proof so as to not brick a gun
that somehow survives being bombed.
/🆑
2025-05-26 13:06:31 +00:00
Ben10Omintrix
b639a4d6e5 adds snail swabbing (#91197)
## About The Pull Request
a player requested i add this, i think its harmless enough to add, but u
can now swab snails, or mapped in watering cans in botany for snail
samples

## Why It's Good For The Game
adds a few more beneficial creatures to the cytology pool, these ones
specifically being helpful for botanists.

## Changelog
🆑
add: snails are now growable from cytology. u can swab snails or
watering cans for samples
/🆑
2025-05-24 20:36:14 -04:00
fleur
8e667c7c7d Monkey plush (#91154) 2025-05-24 23:18:38 +00:00
Bloop
cb51a652a9 Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
## About The Pull Request

Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.

What this PR does:

- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.


![FOuGL6ofxC](https://github.com/user-attachments/assets/e5414971-7f13-4883-9f7f-a8a212b46fe8)

<details><summary>Mappers rejoice!</summary>


![StrongDMM_1oeMSoRHXT](https://github.com/user-attachments/assets/83dcfe4c-31be-4953-98f3-dff90268bbc4)


![StrongDMM_uyqu3CggPn](https://github.com/user-attachments/assets/7896f99e-2656-40e1-a9da-3a513882365a)

</details>

<details><summary>Uses iconforge so it does not take up much time during
init</summary>


![dreamdaemon_u4Md3Dqwge](https://github.com/user-attachments/assets/17baaff8-5d5e-4a4d-ba8f-9dd548024155)

</details>

---

### Copied from https://github.com/tgstation/tgstation/pull/86482 as
this still applies:

Note for Spriters:

After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.

Note for Server Operators:

In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt


## Why It's Good For The Game

No more error icons in SDMM and loadout.

## Changelog

🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-05-24 15:21:02 -07:00
Cirrial
379e2a0ee0 Refactor: Moves throwing and giving items from /mob/living/carbon to /mob/living (#91049)
## About The Pull Request

Given the existence of basic mobs with hand slots, it feels like
throwing and giving items shouldn't be something exclusive to carbon
mobs, so I've pulled things around to make this happen. The only basic
mobs with hands at time of writing are gorillas and dextrous
holoparasites, but the inability to throw things when you're a gorilla
just doesn't seem right to me.

Some more details about what I've done here:

- Made the dextrous component optionally enable throwing for the mob
it's added to.
- Moved offer/give item functionality to /mob/living (I can't see any
reason why only carbon mobs should have this option)
- Moved throwing and give item hotkeys from carbon to "human" (where all
the other /mob/living hotkeys go) and, as a result, removed carbon
hotkeys (nothing is left in them).
- Moved throwing code and item offering code to its own file because
living.dm is 3000+ lines long and should probably be broken up some day
(I'm not brave enough for that)
- Cleaned up an unused global signal that hasn't been used since dogs
got moved to basic mobs.
- Other miscellaneous cleanup where I noticed it.
- In terms of testing: Tested using gorillas (only checked the dextrous
holoparasite to confirm the button and hotkeys worked). Things that were
working:
  - Can throw items if the mob is set up to allow it.
- Can give items as a gorilla to a human, as a human to a gorilla, and
as a human to a human.
- Can give a high five to a gorilla (and the gorilla can receive it).
Gorillas can't give a high five back, though (they don't have the
emote), this already ballooned in scope, someone else can make that
happen.
- There are an alarmingly high amount of niche
emote-into-item-into-giving behaviours I suspect half the playerbase or
more aren't even aware of (does anyone offer their hand to someone to
get them up off of the ground?) and I don't know if I broke any of them
with this, but the fact high fives work gives me some hope they're
probably still fine.

## Why It's Good For The Game
Lets gorillas and dextrous holoparasites throw things and give things,
but most importantly sets up more framework for any future dextrous
basic mobs to also be able to do this. There's no real reason to keep
this functionality confined to carbon mobs when dextrous basic mobs are
a thing.

## Changelog
🆑
add: Gorillas can now throw things and offer items to players.
refactor: Moved throwing and offering item code to be based on living
mobs, not just carbon mobs.
/🆑

---------

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-05-22 09:02:28 +02:00
Krysonism
b3580b8a8d Clown Abomination Rebalance! #Cytology2025 (#91000)
## About The Pull Request

This PR includes a number of fixes, buffs and improvements to the clown
mobs to make them more playable and worthwhile.

### Atmos tolerance buffs
This PR removes the insane unsuitable atmos and temperature damage clown
mobs used to take and bring it in line with other mobs.

In addition, clownanas can tolerate lower oxygen levels and are immune
to carbon dioxide due to their half plant biology.

### Movement speed changes

A lot of these mobs were previously unviable due to their slow speed,
one of the most important stats.

This problem will only get worse for basic mobs if the proposed basic
mob stamina changes get implemented.

Most of them are still slower than humans but now have some chance to
corner a human in some circumstances.

(I plan to add more ways to modify basic mob run speed in the future to
help with this.)

The flesh clown and honkling are now fast again, I remember the original
speed nerf of fleshclown upset the very few fleshclown enjoyers once i
PR'd in the initial balance pass years back.

### Glutton buffs

The banana glutton is now given a mechanical incentive to eat lots of
foods to nudge them into good RP.

They heal for every item and gain max health every 5 items eaten!

The banana glutton can now smash doors.

They can now prank the crew with ink sacs should they find them.

### Biotype update

Clownana has gained the plant biotype.

Living lube has gained the slime biotype.

### cell lines & samples

clownana and longface; the two other clown cell lines now have samples
associated with them and can be biopsied to create pure samples of each
cell line.

The clownana banana bunch can also be swabbed for the pure clownana cell
line!

### death drop changes

The death drop element now spreads the items out slightly instead of
stacking lots of drops in the center of the tile.

Clown mobs now drop less soap and more peels, with some of the rarer
ones dropping mimana, bluespace or gros michel peels.

The clownana now has a chance to drop full bananas or even a full banana
bunch.

The banana glutton has a chance to drop a heart of freedom. 

The flesh clown now drops a meatclown instead of soap, and a piece of
human skin instead of a bloated human suit.


### other stat changes

living lube is now highly resistant to brute damage

longface can now acutally fight a little bit, still kinda terrible
though.

## Why It's Good For The Game

These mobs are quite beloved but their level of playability is low due
to poor balance.

The main problem is atmos.

Even a whiff of bad atmos would gib these mobs before they could get to
safety.

Many of them had their speed set way too high or way too low when they
were first added, even after i adjusted their speeds years ago I was
being too conservative.

Their loot tables were too similar, this helps with that a little bit. A
couple of them might even be worthwhile farming for their drops in
certain niche situations!

The banana glutton has such a cool sprite but has been neglected
mechanically, this helps make him a little more worthwhile and the extra
obj damage helps him not be in that sucky place where he is too large to
vent crawl and not powerful enough to break down doors.

Ideally in the future we should probably be more restrictive with
allowing mobs to smash airlocks and give them another way of opening
doors via armblade -like prying or ID implants.

## Changelog

🆑
add: banana gluttons gain max health and heal by eating foods! And they
can smash doors.
balance: clown mobs no longer get nuked by bad atmos.
balance: blown mobs have new death drops.
balance: most clown more are now faster!
balance: clownanas are now plants and are immune to carbon dioxide.
balance: living lube is now a slime and highly brute resistant.
balance: longfaces now hit decently hard.
fix: clownanas and longfaces can now be biopsied.
/🆑

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-05-17 16:36:04 +00:00
MrMelbert
685ca9db69 [MDB Ignore] Damp Rag can now get dirty / Repaths damp rag (it's no longer a cup) (#90700)
## About The Pull Request

- Damp rag is now no longer god's perfect cleaning tool. After blood,
the damp rag will collect it, and after cleaning a lot of blood, you can
no longer clean with the rag until you wash it in a sink (or with
cleaner or however you want)
- This means the rag will collect DNA in it as you clean, which gives
detectives an opportunity to investigate.
- It also means the DNA it collects will occasionally spread onto you,
meaning you will have to clean your gloves or hands.
- Cleaning vomit and such is (currently) unaffected (and does not dirty
the rag).
- Diseases are not currently transferred to the rag (but this would be
fun to add)

- Gauze now gets dirty when using it to wrap bleeding wounds. This is
just visual, though blood DNA gets transferred. It can be washed in a
sink.

- Removed gauze on sink / cloth on sink interaction.
   - Can't really wash gauze with it, plus it's redundant.

- Damp rag is no longer a cup.

## Why It's Good For The Game

Damp rag is just "soap without any downsides", which is kinda lame. 
I thought about going a step further and making it require you wet it
first but then it just becomes "mop but small" which is also lame.

Instead, you're required to clean it, which gives janitors / crewmembers
an alternate cleaning method:
- Soap: Small, finite, limited. Can't be replenished.
- Cleaner: Small, finite, even more limited, ranged. Can be refilled
with chemistry's help.
- Mop: Large, infinite, limited. Needs a water bucket.
- Damp Rag: Small, infinite, limited. Need to clean it after a few goes.

## Changelog

🆑 Melbert
balance: Damp Rags can now get dirty when using them to clean blood,
passing blood DNA along.
add: Gauze now gets dirty when apply it to actively bleeding wounds.
Doesn't spread disease or anything, just passes blood DNA. It can be
cleaned in a sink.
del: Removed cloth on sink / gauze on sink interaction to make rags.
Just use the crafting menu
/🆑
2025-05-16 13:49:27 -07:00
throwawayuseless
54ea5b5333 Immunodeficiency Quirk 2: Localhost Boogaloo (#90937)
## About The Pull Request
Adds a new quirk, (-10 cost) called Immunodeficiency, and a new inverse
chem of spaceacillin, sepsisillin. Both cause the same effect. (Well,
the quirk version is permanent obviously) When affected by either of
these, viruses will progress faster and you will catch them more easily,
burns will necrotize faster and be harder to sanitize, and alien embryos
will gestate more quickly. These effects can be mitigated with
spaceacillin, but even while under the effects of spaceacillin, you'll
only be about on par with or slightly worse than a normal person, as
opposed to the blanket protection that spaceacillin normally provides.

Owners of the quirk will be provided with a bottle of 3 low dose (1
minute duration) spaceacillin pills to mitigate their condition, and a
sterile medical mask(the noninternals kind) for style and flavor.
## Why It's Good For The Game
More unique quirk options = good. Reasons to actually ask RP and
chemists for things = good. More inverse chems = good.
Also, the sepsisillin was too good an inverse name and effect to resist.
Sepsisillin also has some interesting use cases.

Example: Need a guy dead and work in medical? you could just stab him,
or... you offer him a coffee. Inside said coffee is 10u of sepsisillin
and the deadliest blood transmitted virus (to minimize collateral
damage) you can cook up. Watch as he drinks said coffee, feels fine, and
then 2 minutes later suddenly starts attempting to un-dock from his
lungs.

## Testing Images:

Spawns with mask and pills: 
 
![Screenshot 2025-04-30
181323](https://github.com/user-attachments/assets/6c8f3cd7-27f5-431c-adab-cfacf43b57c8)
![Screenshot 2025-04-30
180418](https://github.com/user-attachments/assets/ba3306ee-9d34-4d8a-9460-0bdc64b284d8)

Monkeyhuman with Fungal TB after 1 minute.
![Screenshot 2025-04-30
182920](https://github.com/user-attachments/assets/c3227d72-20a2-4ff2-87ae-5685c359170b)

Monkeyhuman with Fungal TB and Immunodeficiency after 1 minute.
![Screenshot 2025-04-30
182933](https://github.com/user-attachments/assets/08138108-143e-41d3-ac78-201bf62ff396)

## Changelog


🆑
add: Adds new immunodeficiency negative quirk, and sepsisillin, the
inverse of spaceacillin. Both have an immune system weakening effect,
mitigate-able with spaceacillin.
/🆑

---------

Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
2025-05-13 10:40:36 +12:00
Krysonism
2a30c6da70 Da huge stonking cans update! 2025 edition. (#90318)
## About The Pull Request


![bild](https://github.com/user-attachments/assets/d3643592-4907-4d01-8fc6-3d613aa3e772)

![bild](https://github.com/user-attachments/assets/d859e878-72e3-4200-8c1c-8521e5c499d2)

## This PR:

*  Adds a new type of reagent container; the jerrycan!

* Replaces the nutrient bottles in the nutrimax with cans.

* Adds some prefilled cans to the maint loot table.

### Can knowledge

* Jerrycans can hold a hold an incredible 200u.
* They can be printed roundstart at the auto and protolathes for 2
sheets of plastic.
* They are balanced by being bulky.
* They can be thrown around by without spilling their contents.
* They are not beakers and cannot be used to make grenades.

The upfront cost associated with buying nutrients will be greater, but
it will be cheaper per unit.
I would actually like to charge more but this is not really feasible
right now due to the heavy department discount.

#### Maint loot additions
The new maint loot cans have a low weight so far, collectively appearing
half as often as basic healing items.

The cans that have been added to maint loot are as follows:

* space cleaner ( weight: 2)
* oil (weight: 2)
* diethylamine (weight : 1)
* phlogiston (weight: 1)

#### Reagent overlay code

I have added an option to have reagent containers use a colour matrix to
lighten and increase the contrast of the reagent filling overlay in an
attempt to prevent dark coloured reagents from completely obliterating
all contrast.
The math may need to be tweaked but it should offer some improvement
provided the filling overlay has some contrast to begin with.

## Why It's Good For The Game

The jerrycan is not only a flavourful & setting appropriate way to store
reagents, it also offers several design benefits due to its unique
combination of high roundstart capacity and bulky size.

* It prevents one coworker from hogging a shared reagent container.
* The high volume eases grinding and mixing.
* It allows reagents to be stolen or borrowed due to being stored
outside the safety of an inventory.
* The highly visible inhand sprite allows you to see who is holding or
transporting reagents.
* The smart cap flag increases quality of life by allowing you to throw
the container without spilling.
* It reduces the tedium associated with dispensing and throwing away
botany nutrient bottles, encouraging refilling.
* Bulky size prevent players from looting the can unless it is something
they really want.
* Comes with a large number of visual customisation options for coders
who with to add new variants.

## Throwing away the little nutrient bottles when doing botany sucks!

## Changelog

🆑
add: Added a new type of reagent container; the jerrycan.
add: Added some prefilled jerrycans to maint loot.
balance: Botany nutrients now come in bulk packaging.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-05-08 07:17:09 +00:00