## About The Pull Request
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack
This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.
This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).
## Changelog
🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...
...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!
I also tried to replace some of those single letter vars/args but there
are just way too many of them.
## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.
## Changelog
🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
## About The Pull Request
so there is a problem of:
if 2 modsuit modules were to apply the same trait and 1 were removed,
shit would break
so now all instances of mod_trait applied to the modsuit wearer are refs
instead, with mod_trait used for stuff added to items as that isnt
likely to have the same thing
also qdeleted modsuits delete their parts apparently accidentally
removed at some point. the previous time they did it caused qdel loops
but this time it doesnt
makes boots need to be out for an ai to move someone in a modsuit
improves the ui, non-standard cores now have unique colors for the
charging bar, and you can extend/retract things from ui, also adds a
configurable button to config menu so that the tether doesnt repurpose
the pin function made for circuits
redoes modsuit balloon alerts to use simpler language
makes the weapon recall module make you pick up the weapon if its on
your tile as throws dont work on same tile

## Why It's Good For The Game
futureproofing (also technically presentproofing, if you wear something
like infiltrator and normal back modsuit and both have ai control they
both will give you a trait)
also ai movement doesnt have any checks currently, i think it makes
sense that it would require your boots to be out so that the ai has
something to move
fix stuff change break boom wack
## About The Pull Request
I talked with Fikou on discord about #84801, and he said that it would
be fine to make a standalone suit that is slowdown-free but also not
spaceproof. So yeah, that's what this is. The civilian skin for the
standard modsuit has been turned into a standalone model. It is similar
to the loader modsuit that cargo has, in that it has no slowdown while
active but doesn't protect you from space. It also has only a complexity
limit of 12 instead of the usual 15, and it has abysmal armor values. It
also doesn't protect you from pepper spray and the helmet doesn't allow
you to use internals or block you from eating.
I tweaked the sprites for it as well, removing the visor from the inhand
and mob overlay sprites, to better reflect it's lack of spaceproofing. I
also whipped up a quick sprite for the civilian mod plating, based off
of the medical mod plating since they have similar color schemes.
## Why It's Good For The Game
I'm going to just copy and paste what I said in the last PR, because all
of it still applies to this one. There are a lot of really cool modsuit
modules that are hampered by the other drawbacks that modsuits have.
These drawbacks exist for a good reason; space proof suits should have
tradeoffs, especially ones available at the start of the round like
modsuits are. But that doesn't really solve the problem with the
modules.
One of the biggest examples of this problem is the pepper shoulders
module that comes on security modsuits. It's a very cool module
conceptually, but it tends to have limited usefulness in practice. Out
in space, whoever you're fighting is likely wearing a spacesuit of their
own, which will make them completely immune to the pepper spray. On the
station, the person wearing the suit has to deal with the slowdown from
it, which will far outweigh any advantage granted by the pepper
shoulders module.
Another good example is the medical modules, like the surgical
processor, organ thrower/organizer, and thread ripper modules. All of
these are great for a medical player trying to perform surgery, but who
is going to be doing surgery in a depressurized room? All these modules
don't mesh well with the design of modsuits as special spacesuits, and
the new civilian model will hopefully give them more room to be used.
## Changelog
🆑
add: Added the civilian modsuit module as a standalone model. It offers
no slowdown while activated but does NOT protect you from the void of
space. You can print the plating from an exosuit fabricator and build it
like a normal modsuit.
del: Removed the civilian skin from the standard modsuit, as it is now a
standalone model.
image: Tweaked the sprites for the civilian modsuit head, both in-hand
and on the mob. Also added a civilian mod plating sprite.
/🆑
## About The Pull Request
[Fixes static lights not
moving](ffef43c05a)
Worked fine when the owner moved, but if the owner was inside something
else, it would try and trigger an update on the PARENT's lights, which
are obviously not us.
[Renames MOVABLE_LIGHT and STATIC_LIGHT to better describe what they
do](de73a63bd4)
People keep trying to change the lighting system of lamps and it makes
me mad.
I choose OVERLAY_LIGHT and COMPLEX_LIGHT here, I couldn't figure out a
better name for turf matrix lighting. Suggestions welcome
## Why It's Good For The Game
Closes#80005
Hopefully improves understanding of lighting at a glance
## Changelog
🆑
fix: Fixes fancy lights not updating their source location when picked
up and moved
/🆑
Whatever you do, if it warrants the use of something like
`handle_atom_del`, chances are `Exited` can do it better, as most of
these cases involve movables that shouldn't be moved out of their loc
(`Destroy` forcefully moves movables to nullspace) without calling
specific procs, and for the remaining few, `handle_atom_del` doesn't
even cover the eventuality of a movable being deleted outside the source
atom, so it's quite garbage.
Beside, I feel confident in saying `handle_atom_del()` is older than the
DCS, an echo on the workarounds done at the time.
## About The Pull Request
renames plasmaman helmet exempt flag to stackable helmet exempt. hat
stabilizer now cares about this instead of letting you stack eva helmets
on top of modsuit helmets
improves some code that dripped in quality when i was on break
kinesis has some tweaks
previously it used to stun for a set amount of time - i think this is
because the creator couldnt figure out how to stop movement while being
held? this is changed, now as long as youre holding someone they are
immobilized
you can cancel your kinesis without throwing or moving out of range by
using right click on the click catcher
adds an admin version of kinesis just for the admin suit. it can grab
(almost) ANYTHING and config menu lets you enable phasing, which makes
it so the atom you grabbed phases through everything. pick up that can.
## Why It's Good For The Game
its fun
## Changelog
🆑
balance: hat stabilizer module can now hold what plasmaman helmets can
hold
qol: kinesis module can be stopped without launching an object with
right click
balance: kinesis module stuns last until the kinesis stops
add: admin suit has a version of kinesis that can pick up anything at
any range and can be configured to make grabbed mobs phase through walls
:)
/🆑
This PR gives a small update to the patch of eden lavaland ruin, and
adds a new item that can be used as an upgrade to the plasma mod core.
The idea around this item is that it's a flower that has absorbed all
the plasma and bad-vibes in the small area around the ruin, leaving an
area full of plants, and a flower full of energy. This flower can be
taken from the oasis and turned into a functional MOD core using some
wires. As a MOD core, it is the same as the plasma mod core, but has a
higher energy capacity, being equivalent to a super power cell. It also
gives you a cool pollen effect, and spawns butterflies around you while
your suit is active. These butterflies disappear when they get too far
away, or if the suit deactivates. They also don't leave corpses, so they
shouldn't cause too much clutter.
Adds lints for `balloon_alert(span_xxx(...))` (which is always wrong),
and balloon alert where the first letter is a capital (which is usually
wrong). Fixes everything that failed them. As a reminder, abbreviations
like "AI" and "GPS" shouldn't be capitalized in a balloon alert.
In cases where this is intentional for flavor (there was one case), you
can `UNLINT` like so:
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
makes dropkey deactivate device modules
fixes speed potion being fucky
fixes doubled up balloon alerts
makes some cell code better i think
makes the gps module open the gps tgui for you, instead of putting a gps in your hand
the loader suit can now hold mailbags
Reworks the mining modsuit.
The suit is no longer cold-proof (this can be mitigated by using module space for thermal regulators)
The suit fits less modules than standard suits, but cant burn in lava.
In suit storage it can carry ore bags, resonators and kinetic crushers.
It features a storage, gps, ore bag, drill, clamp and by default comes with a plasma core, being recharged with plasma ore rather than by power cell.
Features two new modules:
Ash Accretion, it gathers dust from basalt (or snow) you walk on to create a layer of ash around the suit, acting as armor and a speed up that quickly drains when you walk on other terrain.
Sphere Transform, turns you into a fast moving ball that can travel past lava, you cannot use your hands when in this form, but you can launch aoe mining bombs to attack or mine
fixes#64029 (Springlock MOD module kills you even when you have Memento Mori necklace)
fixes#64136 (modsuits cant run out of charge)
fixes#64158 (trying to install a battery into a modsuit with free storage space places the battery into storage)
fixes#64186 (ModSuits : taking out cell doesn't give it back)
fixes#64161 (Modsuit cores disappear in construction)
makes mod jetpacks show particles indoors
gives the prototype suit back their upgraded cell (they literally lose 1% of power per 3 seconds with their current one)
Fully reworks the kinesis module to not be TK but lamer, it is now a gravitational anomaly locked module.
Unique stuff that can be used in fun scenarios