Commit Graph

1345 Commits

Author SHA1 Message Date
SyncIt21
d830b73b10 Fixes 2 order console bugs (#93417)
## About The Pull Request
- Fixes #93416
- Order console displays correct Private/Department order text amounts

## Changelog
🆑
fix: order console correctly differentiates between private & department
orders
fix: order console checkout cart displays correct Private/Department
order text amounts
/🆑

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2025-10-12 23:49:46 +02:00
Fghj240
dac24540ec A new type of cybernetic ear, volume-adjusting ears. Also changes the stats of the basic and regular cybernetic ears for consistency (#93362) 2025-10-11 09:10:53 +11:00
Ghom
aa4cf2b136 The nullrod refactor (the carp-sie plushie is now actually a plushie) (#93311) 2025-10-10 13:42:33 +11:00
ArcaneMusic
bf4cc3e415 Cargo requests for other departments may now request they come out of the department budget. (#93152)
## About The Pull Request

When placing a cargo request as a non-cargo staff, you may now specify
which department you are requesting this for, which if approved will
bill that department from their budget. Requests placed this way will
need to be approved by cargo staff by default.

Originally I was going to tie this to my proposed rolling permission
system (Think an email chain where if things don't get approved, it goes
up a PDA Message chain until someone approves the thing), however I've
quite stalled on that and I wanted to at least get the baseline
functionality into people's hands.

Cargo, as per usual, has a right to refusal to reject the request as
well.

<img width="797" height="199" alt="image"
src="https://github.com/user-attachments/assets/19889b0a-8af5-4347-b91a-91cc39ab2bee"
/>
_WIP Photos, names/departments only show here as undefined due to being
admin spawned and not naturally spawned players_

## Why It's Good For The Game

Heads of staff can already order crates using their departmental
ordering apps and utilizing their funds, without needing QM approval.
This will allow for crewmembers within a department to request to
requisition supplies using their budget's funds as well.

As it stands, ordering from budget is already quite clunky, and being
able to go to cargo to place a request for your department should at
least elicit a conversation between heads of staff to see if it makes
sense. Keeping in mind, spending too much of a budget's funds can result
in failure to complete paychecks, so there is some conflict that can
arise from interacting with this mechanic too aggressively.

**I'll be real, there's a pretty good chance this may be too easy to use
and too powerful in it's current state.** If it needs something like the
additional rolling permissions system in place in the future, we may
want to re-assess at a later point.

## Changelog

🆑
qol: When placing cargo requests, you can now request that a crate be
obtained using your department's funds as opposed to the cargo budget.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-10-09 21:16:15 +02:00
Krysonism
def17fd90a Rare Earths! Advanced soils for botany. (#92513)
## About The Pull Request

This PR adds 4 new types of soil and a holder item; the soil sack, to
contain and transport said soils.

<img width="496" height="378" alt="bild"
src="https://github.com/user-attachments/assets/57f42a9c-c731-4195-91df-b4456ec45e7b"
/>

Two of the new soils + the regular old soil are available in the premium
section of the nutrimax.

All 5 soil types are available from cargo. 

It also adds two new plant traits; soil lover and semiaquatic, that
allows coders to confer maluses to plants growing in trays or soil
respectively.

Potatoes, sweet potatoes, carrots, parsnips, cahn'roots, white and red
beets currently have soil lover, reducing their produced yield by 30%
and their potency randomly between 20-80% if grown hydroponically.

Rice has semiaquatic which increases the amount of weeds gained by 50%
if grown in soil rather than hydroponically.

## Advanced soil types

### Vermaculite
  #### Stats
    Max Nutrients: 20u
    Max Water: 150u 
  
  #### Special Effects
Multigraft: Up to 3 grafts can be cut from a plant planted in
vermaculite.
Graft Medium: Graft cuttiongs can be directly placed into vermaculite to
create a new plant vegetatively.

### Hydrogel Beads
  #### Stats
    Max Nutrients: 15u
    Max Water: 300u
  
  #### Special Effects
Hydroponic + Soil: Both water loving and soil loving plants can grow
without maluses.
    Super Water: Water consumption rate is decreased by 50%

### Korta Coir
  #### Stats
    Max Nutrients: 20u
    Max Water: 100u
  
  #### Special Effects
Fast Mushrooms: Mushrooms mature(and age) 40% faster if planted in this
soil.

### Worm Castings 
  #### Stats
    Max Nutrients = 35u
    Max Water = 200u
  
  #### Special Effects
Slow Release: If the nutrients run out, 1u nitrogen will be
automatically added to the nutient pool.
Worm Habitat: Composting veggies in this soil has a chance to produce an
extra slimy worm.

### Soil Sacks

Use them on the floor to place a soil at that location. 

You can reverse this process by right clicking a soil with a shovel.

The sacks are huge items that deals stamina damage, but have slowdown
when carried.

They can be wielded to remove slowdown, double the damage output and
gain 25% block chance.

They have unique normal and wielded inhands for each sack type.

#### Price List

**Soil**
  Nutrimax: 50 cr
  Cargo: 400 cr /  5 sacks

**Vermaculite**
  Nutrimax: 100 cr
  Cargo: 400 cr / 3 sacks

**Hydrogel**
  Nutrimax: 100 cr
  Cargo: 400 cr / 3 sacks

**Coir**
  Nutrimax: N/A
  Cargo: 600 cr / 3 sacks

**Worm Castings**
  Nutrimax: N/A
  Cargo: 800 cr / 3 sacks

#### Misc Soil Changes

Soil now have a new armour type and are generally much harder to destroy
by shooting or bashing them.

Fixed a bug where weeds would instantly reduce yield to 3 instead of
lowering it by 1-2 per cycle.

## Why It's Good For The Game

I have long been a fan of using soils in botany, they are the cheapest
and easiest way to make new trays and enable many interesting
strategies.

The default soil is fine for what is but it kinda sucks, not only having
low stats but also missing autogrow, a feature botanist have grown
completely addicted and dependent on.

When self sustaining trays were removed and autogrow added, it was
intended as a way to keep a couple of plants alive while you ran out to
do errands or grab a drink.

However, the feature has devolved into basically a shift start self
sustaining for all your trays and standard practice is using it on every
single tray that currently is not trying to mutate.

This has resulted in certain core botany mechanics like water and pests
being made totally irrelevant, shrinking design space a lot.

Rather than just reaching for the stick, I thought it would be fun to
instead offer them a carrot in the form of an expanded toolset of soils
with unique effects that cannot be replicated by trays.

These new soils offer niche benefits that enable advanced botany
gameplay and provides a framwork for deepening plant / tray interactions
in the furture.

## Changelog

🆑
add: Added 4 new types of soil
add: Added soils sacks to the nutrimax
add: Added soil sack crates to cargo.
balance: Soil now has higher armor values.
balance: Rice now gets more weeds if grown in soil.
balance: Carrots, potatoes, beets and their mutations now get reduced
yield and potency if grown hydroponically.
fix: Weed overgrowth no longer instantly sets yield to 3.
/🆑
2025-10-04 05:01:26 +02:00
Tim
44b35180fe Add cooking oil, nutraslop, and beer keg to cargo supply packs (#93083)
## About The Pull Request
This adds the cooking oil vat, nutraslop serving tray, and beer keg as
purchasable items from cargo. I also removed the anchored state from the
cooking oil and nutraslop so that they can be moved.

## Why It's Good For The Game
These objects had no method to be created in game. Allowing them to be
purchased via cargo should lead to more usage. I'd honestly love to see
the crew's reaction to a mean chef who decides to feed the entire crew
nothing but nutraslop for the shift.

## Changelog
🆑
add: Add cooking oil, nutraslop, and beer keg to cargo supply packs.
Nutraslop serving trays and cooking oil vats can now be pushed and
moved.
/🆑
2025-09-23 21:42:22 +02:00
MrMelbert
750ca9d2ec Two as anything greps (and some other cleanup) (#92974) 2025-09-20 13:44:28 -04:00
Hatterhat
c0f8e7bb5c Multiload Second Pass (ft. Speedloaders Will Be Real In 2025) (#92854)
## About The Pull Request
Gets, yet again, more granular with multiload capabilities, by
introducing `AMMO_BOX_MULTILOAD_OUT_LOADED`; ammo boxes flagged with
this can speed-load ammo boxes that are currently inside another gun,
like revolver cylinders or internal magazines.

To accomodate for this, the previous flag that covered this,
`AMMO_BOX_MULTILOAD_OUT` can no longer speedload into currently loaded
magazines (e.g. internal magazines, including revolver cylinders).

Also implements a base type for speedloaders, moving .38 and .357
speedloaders along with .310 stripper clips to this type, instead of
being ammo boxes. Also features an UpdatePaths script for mappers, which
is why there's so many files touched - repathing is a pain.

Also also adds fancy types for ammo boxes, magazines, and speedloaders,
which isn't particularly player-facing.

Also also also makes the lionhunter ammo strip for the lionhunter rifle
visually three rounds only instead of being perpetually half-full (or
half-empty, depending on your pessimism).

## Why It's Good For The Game

The hypothetical case of "ammo box that holds shotgun ammo" should
probably... not... teleport as much of its ammo as possible into a
tube-fed shotgun, but should probably still be okay at reloading
magazines that actually go into shotguns. Or something.

More relevant, reloading BR-38 magazines with speedloaders, while funny,
probably also shouldn't be teleporting in six fresh rounds.

## Changelog

🆑
balance: General ammo boxes (not speedloaders, not stripper clips) can
no longer multiload into currently loaded magazines (revolver cylinders,
internal magazines).
balance: Speedloaders are now a separate type from ammo boxes, and can
only multiload into currently loaded magazines e.g. revolver cylinders.
qol: Ammo boxes, magazines, and speedloaders now have fancier types for
spawning in by admins.
sprite: Lionhunter ammo clips are visually smaller now.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2025-09-20 08:10:35 +10:00
RusselNotSCP
72580ce0bb Adds Various Classic Cocktails (#92955)
## About The Pull Request
TL;DR: "What do you mean we didn't have an old fashioned in the game
before?"

This adds a bunch of different classic cocktails to the game that I
always felt were rather odd holes in the lineup of drinks that
bartenders could make, as well as a few less classic ones 'cause why
not. Adds thirteen new alcoholic drinks and one non alcoholic one.
Mechanically relevant drinks include the Blue Blazer and Hot Toddy which
warm you up like coffee, Bitters and Soda which settles upset stomachs,
and the Suffering Bastard which, in it's role as a hangover cure, calms
nausea, prevents headaches, and very slowly heals brain damage, giving a
way to heal chip brain damage that doesn't require chemistry or surgery.

Full list here: https://hackmd.io/@0lHAWBNkSXixU4v6xxYS_w/SkjlmIbsgx

<img width="439" height="435" alt="drinks"
src="https://github.com/user-attachments/assets/406ca285-63af-49d4-b0e8-176edb251291"
/>


PS This is basically my first real project and also my first time
spriting for anything, so I would really appreciate any advice or
reccomendations.
## Why It's Good For The Game
More variety for service is always nice, but also many of these drinks
are extremely commonly ordered in real world bars. Adding them here
fills some weird gaps in the bar's line up, allows people to order more
drinks that they personally like, and decreases the amount of awkward
interactions in which people order a drink that they're familiar with
and then get confused when a partender somehow can't give them an
daiquiri despite having everything to make it.
## Changelog
🆑
add: You can now make 15 new classic (and some less classic) cocktails.
Includes old standards like the Old Fashioned, Daiquiri, Ramos Gin Fizz,
and more!
/🆑
2025-09-14 21:17:27 -04:00
tiramisu
be9f6ab593 Fixes ordering hat stabilizer module actually buying a tanning module (#92894)
## About The Pull Request
When you ordered a MOD hat stabilizer module on the black market you
would get ripped off and get a tanning module instead, but not even as a
feature where the black market gives you the wrong item as a joke or
anything. This was just someone forgetting to update the line after copy
pasting.
## Why It's Good For The Game
fix
## Changelog
🆑
fix: you can actually get the hat stabilizer modsuit module on the black
market
/🆑
2025-09-11 20:26:09 +02:00
Tim
37a34b4cd3 The Grinch Who Patched Christmas: Preventing Trashy Presents (#92734)
## About The Pull Request
- Fixes #88595

Cargo's gift giving was so bad it landed them on Santa's _very_ naughty
list. The ~cargo techs~ elves in charge were handing out game breaking
equipment.

This closes a loophole that allowed players to spam dumpsters during the
Christmas event for gifts that could contain admin tools and other debug
loot. I've removed Christmas presents (and holiday items) from the
dumpster spawns to put a stop to this.

## Why It's Good For The Game
![The Grinch Vintage GIF by The Good
Films](https://github.com/user-attachments/assets/dcc1e49b-ba9f-479c-a793-f743baf5e9f1)

Players were using the cargo system to purchase and dumpster dive
endlessly for OP shit. During the Christmas event, these dumpsters had a
high chance of spawning the special `/anything` gifts, which can contain
literally any item in the game, including admin tools and debug
equipment. This exploit bypassed the intended rarity of these items,
which were meant to be one-time, limited gifts from Santa's bag or the
Christmas tree.

## Changelog
🆑
fix: Santa has put cargo in his very naughty list for spam producing his
presents by dumpster diving. This fixes Christmas presents (and other
holiday items) from spawning inside dumpsters.
/🆑
2025-09-09 10:23:40 -07:00
massaheartsu
50499dba9a Adds opium and meth rocks! (#92699)
## About The Pull Request


![demo2](https://github.com/user-attachments/assets/26223fa6-6eb8-43eb-ba87-54be7d2c19b3)<img
width="612" height="185" alt="dreamseeker_SNMvxqCRiR"
src="https://github.com/user-attachments/assets/1d3103e9-edc1-4e50-8793-c8c2ace53aea"
/>

This is a small expansion to narcotics, their production, and presence
in the game! For my esteemed Terry and Manuel/Sybil sector colleagues
I've added:
- 2 new solid drug items: **crystal meth and opium**!
- A **precipitation reaction** for meth after it's been cooled,
producing a solid crystal form, 2u sulfuric acid, 10u meth. **Above 90%
purity, the meth will gain an increasingly blue tint!**
- A production method for opium! Slice a well developed poppy pod with
any sharp item, **before it's fully mature and flowered** to extract a
small amount of opium to enjoy! It's a small container for morphine. Can
be pressed together to combine the concentrations up to 10u, as each
extraction contains trace amounts. Scales off poppy's potency.
- Populated narcotics/contraband spawners with new items, and items that
really should have been on there.
- Added a brand new smoking apparatus, the glass pipe! Can be crafted.
Fixed the transparent pixel.
- **Fixed methsplosions so that now spacemen can finally smoke meth
without exploding!!!** Omegaweed too. Normal methsplosions are
untouched!
- **Expanded the ability for players to insert all drug items into
pipes**, so now players can smoke moon rocks, SaturnX, and my new items!
Previously, only 'dried' items were.
- Fentanyl patch box for narcotics spawner, also for a new ruin I've
made.
- **Expanded these changes to the black market uplink.** 
<img width="640" height="256" alt="demo"
src="https://github.com/user-attachments/assets/c8a0eb2c-b0fa-4e70-b6c1-2e741cd170a2"
/>

Now, players can precipitate meth into a solid form, and produce opium.
I added a lot of these substances and the ones that didn't exist into
spawners that they were partially in, or could reasonably be in. The
opium poppy extraction required a new variable that can be used for
similar interactions too. Crystal sprites are transparent, smoked sprite
has a nice little animation and glow.

These items are now on the black market uplink, in both expensive dealer
shipments of varying rarities for different narcotics, as well as
personal use quantities on a different rotation, at a steeper price.
Expanded randomized spawners to give the black market and ruins more
teeth and edge, without adding another weapon.

Credit to the moon rock guy, I'm just happy I made your stuff smokable!!
<img width="219" height="201" alt="dreamseeker_N8x9bsN3kS"
src="https://github.com/user-attachments/assets/64d23c27-92b9-423b-91ac-903b8476d0b4"
/>


tl;dr added opium and meth
## Why It's Good For The Game
For **too long**, narcotics, chems and stims have been mere integers or
buffs/debuffs in pills or syringes, so I introduced two new methods for
making them and populated niche, criminal vectors with them. These are
real items now, with more interactions. Allowing these to be smoked also
allowed moon rocks and SaturnX to be smoked too, including them into
this and enticing players to have another reason to make them as well.
Buffs with drawbacks, addictions and problems are actually great.

It's a new venue for flavor. I've put thought into the balance for
addition and quantity. It'll add a criminal, or exotic tone to a round,
provide new business opportunities, and new access to stims and chems
without going over the top. Perhaps something peaceful antagonists can
do. More proverbial floor pills give security or command something to
selectively enforce, and absolutely provide novel opportunities for
medical staff!

Also, methsplosions now don't happen in cigarette items! You can smoke
omegaweed without fucking dying!
## Changelog
🆑
add: Added meth, opium, and their production! Also added to black market
uplink.
add: Added a craftable glass pipe.
add: Added to contraband spawners. 
qol: Can now insert any drug item into a pipe.
fix: Spacemen can now smoke meth without exploding!!
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2025-09-09 01:13:46 +00:00
Rhials
f89f5ac378 Pirates can export minerals again, as well as everything else they could before (#92840)
<!-- 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

Pirate export markets now check against both pirate markets AND cargo
markets when selling loot.

In layman's terms, you can sell everything you used to be able to sell,
like crates and stolen materials, instead of pirate-only loot like
credit chips or kidnapped victims.

I sure hope this doesn't break the unit tests.

This was done by making the export loop accept a list of markets, as
suggested in #91349.

<!-- 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

Closes #91349, for the most part. Parrots are still sold for 0 credits
but I'm pretty sure that issue is unrelated to the market issue.

I'll make a new issue report focusing on the parrot matter if this goes
through.

<!-- 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
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probably isn't good for the game in the first place. -->

## Changelog

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🆑 Rhials
fix: Pirates can sell minerals and other cargo exports on their bounty
pad again.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
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2025-09-02 19:27:48 -04:00
tonyhawq
64af7e953d Adds back mounted wind turbines (#92516)
## About The Pull Request
Adds portable wind turbines that can be put in your back slot or
anchored to the ground. They accept a cell-powered item and charge it
while you walk, or when space wind passes over them. Can be purchased
for 400 credits or crafted with 3 kitchen knives, plastic, and servos.
Requires a capacitor to charge things, and higher tiers charge faster,
faster walkspeed also charges faster.

<img width="592" height="644" alt="im222age"
src="https://github.com/user-attachments/assets/e9997536-5ee0-4417-a31c-cb58666d4d07"
/>


https://github.com/user-attachments/assets/1cf7fce5-d385-4e3e-be97-fb15e253c308

## Why It's Good For The Game
Sometimes you don't have a cell charger. And you need to charge
something. Now you can charge something by running laps around the
station.
During a blob, rechargers are brought to the front lines to charge
energy guns and such but what if the blob turns off the power? And what
are bar-rp'ers to do? Kill two birds with one stone by having them run
laps instead of sitting around doing nothing.
Also its funny.

## Changelog

🆑
add: Added a portable wind turbine which can charge things when you walk
around
add: Added a signal that procs when an object resists space wind (from
being anchored / pulled)
sound: added woosh.ogg as a low "wooshing" noise
image: added a wind turbine sprite
/🆑

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2025-08-31 21:13:11 +00:00
necromanceranne
89ac4472f5 Adds the surplus energy sword; the mall katana of the future. (#92544)
## About The Pull Request

<img width="911" height="517" alt="image"
src="https://github.com/user-attachments/assets/631d5254-95a4-42d5-ae07-f58a815a1976"
/>

Adds the surplus energy sword. This is found in the black market with a
reasonable probability of being stocked but at a pretty high cost.

The weapon otherwise functions as an energy sword, but with a
significantly lower amount of damage if you're not hitting someone who
is in a compromised position; such as being prone, staggered, attacked
from behind or incapacitated (like stuns).

After 20 hits, you need to recharge the sword by clicking it with the
right mouse button. After an interaction timer, the weapon recharges to
full. You can do this early if you'd like.

Energy swords default to WEIGHT_CLASS_HUGE while active.

## Why It's Good For The Game

I've seen a few folk complain about a lack of particularly interesting
and potent melee weapons that might be floating around to find and
acquire. It'd also be somewhat funny for an actual traitor to have to
get through a pack of goons wielding shitty knockoffs of their own
energy sword.

This was actually my first ever idea for a PR back when I was first
starting the game but had absolutely no idea as to how to code or
anything. I was hardstuck on this for a long ass time. Now I guess I'm
doing it because I was reminded abotu that fact.

## Changelog
🆑
add: Adds the surplus energy sword; the mall katana of the future. It
cuts like shit, but if you're desperate enough, you could kill someone
with it. Just remember to keep it charged.
balance: Energy swords are huge objects while activated.
/🆑

---------

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-08-21 20:08:50 +02:00
panvxv
75ed68aaac Laser Carbine and Disabler SMG as Goodies in Cargo and energy/laser cargo crates rebalance (#92656)
## About The Pull Request
Adds Laser Carbine and Disabler SMG Single-Packs.
Laser Carbine Single-Pack costing 800 credits and Disabler SMG costing
600 credits.

Moved Laser Guns crate from security category to armory category. 
Added 3rd Energy Gun to Energy Guns crate. 

Added 3rd BR gun to BR crate and 2 more magazines making it 6 (2 for
each gun).

This should bring gun crates to nice standardization of 3 guns in crate.
## Why It's Good For The Game
Standardization improves logistic and makes it easier for brain.
(Standardization of guns inside of crates)
Laser guns being in armory category together with rest of the gun crates
makes looking for guns to order less confusing.
More goodies to choose from, able to buy non lethal SMG I think is
needed too. Especially with all lethal option in Goodies.
## Changelog
🆑
add: Added Disabler SMG Single-Pack
add: Added Laser Carbine Sigle-Pack
balance: Moved Laser Guns crate from security to armory category in
cargo
balance: Increased amount of Energy Guns to 3 in Energy Guns crate
balance: Increased amount of NT BR to 3 and magazines to 6 in NT BR
crate
/🆑
2025-08-20 19:52:31 +00:00
Rhials
4f6e27ca92 Makes water coolers more mechanically interesting, fills them up with fruit punch sometimes (#92480)
## About The Pull Request

This overhauls Water Coolers (now referred to as "liquid coolers"
internally and in most external cases). They'll feel less like a useless
prop now.

(sprites may look off because of the gif software I use)

**Important Thing # 1:** The reagents are now handled by cooler jugs.
You can pop the jug off of a cooler, fill it with whatever the hell you
want, and put it back on. Fill it with drugs. Fill it with acid. I don't
care, I'm not your mom.

<img width="41" height="56" alt="image"
src="https://github.com/user-attachments/assets/4c618cab-99b4-4a72-ae7b-7b900d7f5eaf"
/>

The sprite now uses an overlay to change colors based on the mix. Water,
when present in the cooler, is magically turned blue to keep that
classic water cooler look.

<img width="280" height="333" alt="image"
src="https://github.com/user-attachments/assets/8a6a905c-bef4-4f5f-9393-5ce5dcca0620"
/>

The jugs are 200 reagents, and are mechanically comparable to the jerry
can. No 200 unit acid splashes or anything.

Y'know, unless you put the jug in a cooler and knock it over...

![JUST COVER ME IN ACID WHY
DONTCHA](https://github.com/user-attachments/assets/7536a13c-1cb4-4af1-bfcc-25842215b393)

**Important Thing # 2:** They can be anchored, tipped, and crafted.

Tipping them requires the cooler be unanchored. If you want to use one
of these tactically, unwrench it beforehand.

![the
tipperrrr](https://github.com/user-attachments/assets/6b2cef28-bfb6-457a-b191-d91ec4fd9028)

**Important Thing # 3:** They can be bought from cargo now!

<img width="501" height="605" alt="image"
src="https://github.com/user-attachments/assets/6f261aab-f11a-4126-98ce-d9278d01d0a0"
/>

**Important Thing # 4**

Fruit punch.

<img width="175" height="127" alt="image"
src="https://github.com/user-attachments/assets/ac81e48c-47ff-461f-85f8-3e77a6a6ca55"
/>

Fruit punch is a drink with impressive (slightly faster than omnizine)
healing qualities. Unfortunately, it's so unbearably sweet that it can
only be safely consumed near a liquid cooler! Drinking this stuff is a
commitment, since if you stray from the cooler while digesting it, you
will be hurt and disoriented. You should avoid drinking too much at
once, in case an emergency comes up!

For this reason, we encourage drinkers to _take small sips from your
paper cooler cup, hang around the cooler, and maybe chat with other
people who are healing too._

(Mapload) water coolers have a 1% chance to start full of punch instead
of water. Maybe you'll get lucky and start with a healing station in
your department, or maybe a hopeless space explorer will find one in a
ruin and be saved.

You can also buy one from cargo but it's priceyyyyy. It's also the only
source of punch.
## Why It's Good For The Game

Realizing how little functionality water coolers have was super
disappointing. They do hardly anything but take up space and look
pretty. And now, they're getting mapped into all of the new stations! We
can't have a bunch of inert, sandbox-shunning furniture just sitting
around, the other codebases would laugh at us!

Now, coolers are more congruent with how most people would expect one to
behave in the game environment. Even minor changes like making them
unanchorable or refillable helps them fit in with most players'
intuitive understanding of how atoms typically behave.

The reagent storage change gives coolers their own unique niche in the
sandbox. Tipping them over can also give you an edge in escaping
someone, so even the untouched roundstart coolers can serve a purpose to
savvy players.

For the punch cooler, I figured "why not make a reagent that rewards
players for treating the water cooler like a water cooler?" The punch
encourages players to stand around it, slowly sip from the cooler, and
chat with their co-workers. Just like people do in offices! It's
thematically sound!
## Changelog
🆑 Rhials
add: You may now remove water cooler jugs and put whatever you want in
them. Go nuts.
add: Water coolers are now craftable (with plastic), orderable from
cargo, and tippable when unanchored.
add: Rarely, water coolers will spawn full of healing fruit punch
instead of water! Be careful not to stray from the cooler while
digesting this stuff.
add: You can also just buy the punch cooler from cargo if you feel like
it.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-08-17 02:04:46 +00:00
tonyhawq
48fc67f7bb Fixes an issue where called shuttles would say "1 minutes" instead of "1 minute" (#92539)
## About The Pull Request
<img width="397" height="190" alt="image"
src="https://github.com/user-attachments/assets/41e915bc-6d8c-4180-83f1-12380c76554c"
/>

<img width="220" height="112" alt="image"
src="https://github.com/user-attachments/assets/ef3aa542-e6e3-4983-8917-66009d4f843e"
/>

## Why It's Good For The Game
It. is good 👍 

## Changelog

🆑
spellcheck: shuttles will now say "arriving in 1 minute" instead of "1
minutes"
/🆑
2025-08-15 04:22:08 +02:00
Thunder12345
260960d6f4 Converts a bunch of time/delay vars to use time defines (#92495)
## About The Pull Request

Converts as many time vars expressed in deciseconds as I could find to
use time defines.

## Why It's Good For The Game

Makes these values neater and more readable.

## Changelog
🆑
code: Converted a lot of time-based variables to be expressed with time
defines.
/🆑
2025-08-12 18:30:25 -04:00
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
StaringGasMask
950f446cfe Removes a remaining mention of the cytology plumbing RCD (#92367)
## About The Pull Request

As stated in the title. In #84235 cytology plumbers got removed, but
they still remained in the crate description.

## Why It's Good For The Game

Misleading people into thinking someting exists isn't that good
actually.

## Changelog

🆑
spellcheck: The cytology crate no longer references the non-existent
research plumbing constructor.
/🆑
2025-08-06 22:21:37 +10:00
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
Bloop
9e5ff3cc67 Fixes manifest hard dels (#92283)
## About The Pull Request

<img width="378" height="199" alt="1eSxYbsh0e"
src="https://github.com/user-attachments/assets/e8a658ca-c1c4-48fe-bb51-c77c85a7f824"
/>

Noticed some hard dels here, does some light refactoring/code
improvement to ensure that doesn't happen.

Crates shouldn't really be owning a hard ref to the manifest in the
first place since they are detachable. Removes some code duplication in
favor of calling `tear_manifest()` which has the safety check to prevent
`forceMove()`ing a qdeleted manifest out of nullspace.

## Why It's Good For The Game

Less server hiccups.

## Changelog

Nothing players will notice besides less server hiccups.
2025-07-25 20:15:29 -06:00
ArcaneMusic
90a81e6a4e The Material Stock Market will now showcase the current elastic modifier of materials. (#92005)
## About The Pull Request

The GMM Material stock market now informs the player about the elastic
modifier which that material currently has, namely for avoiding funny
situations where someone sells hundreds of units of a material and
doesn't quite follow why their perfectly priced material has sold for
nothing.


![image](https://github.com/user-attachments/assets/87ab1987-769e-44b8-919c-9b06fcffa6d2)

Additionally, I've added a note to the instructions dropdown describing
how elasticity works. In hindsight, that drop down only gets more ugly
by the day, and should probably be co-opted by a modal all things
considered, but for this 3 seconds I think this is fine as a stopgap.

## Why It's Good For The Game

The elasticity feature on the GMM has been REALLY poorly handled all
things considered, and it's not very clear that elasticity even effects
stock market sales. This adds at least a UI element describing how the
sale price has decreased, so that cargo can better coordinate on how to
work around different material elasticities.

This also pairs well with the other fix PR syncit dropped, in the case
that we can clear up a bit about how this mechanic works overall.

## Changelog

🆑
qol: The GMM Stock market now shows material elasticity, AKA the sale
price reduction caused by selling a material, which will steadily
recover after a sale.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2025-07-19 11:40:51 -06:00
EnterTheJake
ec0a685866 Several balance changes to Combat MODsuits (#91944)
## About The Pull Request

atomization of https://github.com/tgstation/tgstation/pull/91702 with a
few changes.

- armor booster module has been removed, nukie suits are now always
fully armored and EVA proof.

- Jetpack modules have had their power drain reduced considerably.

- Cap,Hos and Sec MODs armor values have been bumped up (similar to the
old hardsuit values).

- Sec armor plates are now a cargo import.

The nf suit now comes with the Shock absorber pre-installed.

- Fixes Nukie suits not having T4 flash protection.


- All combat modsuits now have ear protection by default when the suit
active (Cap,Sec,Hos,Syndie,ERT, Death Squad, Ninja and RD.)

- Night visor module now comes preinstalled in the syndie mods and
doesn't conflict with other vision modules, nor it costs complexity,
power drain reduced, the module itself has been removed from the uplink.

- Increases the complexity on the nukie suits by 2 points.

- all traitor modules now cost 1 less TC.

## Why It's Good For The Game

**armor booster removal**

I really dislike how this module works, it's a constant hassle having to
manually swap mode depending on the pressure, it's just an annoyng
memory check that punishes you with chip damage when not respected.

The choice of wheter wearing a mod or not doesn't really apply to
nuclear operatives since they wear these things all the time and losing
half of your armor in space never really made a ton of sense to begin
with.

**Jetpack power drain buff**

The drain on this thing is absolute fucking nuts, it eats high capacity
cells in a matter of minutes, power should be a limiting factor to using
these things but it shouldn't tank your battery health this quickly.

**Cap,Sec,Hos MODs buffs**

Back when Fikou introduced MODsuits, one point he clarified in the
design doc is that "Combat stuff usually leads to uninteresting design,
it makes the suits do everything for everyone"

I don't want to diss on the dude (Love you bud), but I don't think his
point makes a ton of sense.

Combat stuff, on this case Combat mods should be built with Combat in
mind.

In all fairness he then has a paragraph addressing why the crew based
combat suits should have low armor, but it still rings hollow to me.

Armored or not, being slower than your average spessman is enough to
make you an easy target or to never be able to chase anyone on foot,
even with their armor increased I don't see players having them
constantly on all the time, the slowdown is a hard enough disincentive.

The Magnate and HoS mods specifically are unique pieces of gear, and
they are usually assigned to 2 of the most important (and prone to
assassination) roles on the station.

There's also a weird paradox with some of the modules they come equipped
with the sec MODs, the pepper spray and the projectile dampener are
built around getting hit, which is a hard sell when your armor is so low
you might as well just die straight up.

Out of respect to Fikou's will of not wanting to grant the crew the
ability to mass produce combat MODs, I removed the sec modplates from
the techweb and moved em as a cargo import.

**Uplink MODules Price reduction**

These were originally priced with progression in mind, traitor
specifically has become considerably weaker since they lost access to
avenues to generate extra TCs.

It's hard to justify getting a suit when most weapons in the uplink cost
more than half of your budget, let alone the modules.

**Shock absorption into the inf suit**

This module is pretty much already mandatory if you don't want to lose
fights in one hit, wearing a syndie modsuit makes you giga valid to
everyone on station and any traitor worth their salt will buy this
module regardless anyway; it just punishes new players who don't know
better.


**Night Visor MOD changes**

This module is completely useless, nobody ever uses it, because it
conflicts with other vision modules, and it's completely redundant since
Thermal vision already comes packed with NV on their own.

**Complexity increase on the Nukie suits + T4 flashing protection
added**

The nukie suits have honestly quite limited complexity for the role they
are supposed to fill , the T4 flash protection missing from the suit is
unintended as we made any other MODsuit have T4 protection already, Moth
Nukies rejoice.

**Ear Protection on combat MODs (oh boy)**

Listen, as of right now we have a total of 2 counters for flashbangs, a
Bowman or being deaf.

A sealed, airtight suit shouldn't offer less protection against loud
noises than a mere headset.
baddies that usually pack these suits usually have a Bowman anyway,
Nukies have it, ninja can easily teleport into a sec outpost and get it,
it's a bit more tricky for traitor since they usually have to invest in
an emag to quickly take the set or kill a security officer.

At least now if you see a baddie roll up in a suit you no longer have to
play hypotheticals wheter your flashbang will work properly or not.

I also gave the ear protection to the RD mod despite it not being a
combat MOD, because frankly it made sense, it's a bomb proof armor, It
should also protect you from loud noises.

## Changelog

🆑
removal: Armor booster module has been removed.
balance: Jetpack module energy drain has been massively reduced.
balance: armor on the Magnate,Safegaurd and sec modsuits has been
considerably increased.
balance: Sec MOD plates have been transferred from RnD to Cargo.
balance The Infiltrator MOD now comes with the shock absorption module
pre-installed.
balance: Nukie MODsuits hav a bit more complexity.
fix: Nukie MODs now have the same flash protection as the other suits
with welding protection.
balance: night visor module comes pre-installed in the syndie mods, no
longer consumes complexity,drains less power and doesn't conflict with
the other visor MODules.
removal: Nightvision MODule removed from the uplink.
balance: Combat MODs and RDs now grant earing protection when the suit
is active.
/🆑

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
2025-07-19 14:14:58 +10:00
Da Cool Boss
af45bab672 Rewrites description of agent IDs, splits limited-slot and unlimited-slot IDs more cleanly (#92097) 2025-07-15 18:50:35 -06:00
SyncIt21
bd2edb30f2 GMM material export respects apply_elastic parameter (#91998)
## About The Pull Request
- Fixes #90544
- Fixes #91093

## Changelog
🆑
fix: stock blocks created via GMM have the correct export value every
time & won't apply price elasticity
/🆑
2025-07-12 16:18:00 -04:00
SyncIt21
177dc73236 GMM correctly adjusts ordered materials with proper feedback (#92009)
## About The Pull Request
- Fixes #82910

Cargo now adjusts the material market quantity & prices when the shuttle
is called from the order console itself instead of adjusting it after
the shuttle arrives 1 minute later. This has 2 implications
- If the market crashes 1 minute after calling the shuttle i.e when it
arrives, the ordered quantities are not affected because it retrieved
those sheets from the market at the time of calling the shuttle from the
order console
- If some orders could not be satisfied because there were not enough
materials at the time of calling the shuttle then instead of arriving
with an empty crate a detailed summary is displayed explaining which
orders could not be delivered & why, even cancelling the order if needed

**a) Order adjusted**
![Screenshot
(489)](https://github.com/user-attachments/assets/39aa8746-8848-4415-a23d-c0a7cbd433db)

**b) Order adjusted & cancelled**
![Screenshot
(491)](https://github.com/user-attachments/assets/7a800f55-47d9-4d22-b871-c67858c8329a)

**c) Order fully cancelled**
![Screenshot
(492)](https://github.com/user-attachments/assets/e3231156-aaa8-44f5-b50a-2a8bd34d9064)


## Changelog
🆑
fix: ordering materials from the GMM won't result in empty crates & will
display detailed feedback if there weren't enough sheets in the market
/🆑
2025-07-11 15:00:35 -04:00
SyncIt21
2d41569c65 Flatpacker & machine frame enhancements (#91752)
## About The Pull Request

**1. Makes the machine creation process from both efficient.**
The machine frame no longer creates & deletes the machines old component
parts before moving in the new parts. It instead now passes its parts
directly to the circuit boards `apply_default_parts()` meaning the old
parts are never created and the new ones get applied directly. This also
mean it does not have to again call `RefreshParts()` as the machines
`Initialize()` proc will do that for us by default so the performance is
just faster now.
Flatpack box also benefits from this and it will need it as stated below

- Fixes #86514. As the circuit board is passed to the machine's
`Initialize()` proc during reconstruction so it sets it's
`all_products_free` from the board both during mapload & when player
constructed from either machine frame & flatpack

**2. Flatpack enhancements** 
- The flatpack box now passes its stored circuit board into the machine
meaning any changes made like with a screw driver or such are preserved
in the newly created machine rather than the board getting deleted & the
machine creating the default board
- Flatpacker now accept custom component parts that replaces its stored
circuit board default parts. This implements

https://github.com/tgstation/tgstation/pull/91670#issuecomment-2977259973
meaning instead of the vendor created from the flatpacker starting out
empty it now accepts the refill canister and will package both of them
together. Then during deployment that stored canister is stored back in
the vendor meaning instead of starting out empty you get to carry over
all your previous stock

Depends on https://github.com/tgstation/tgstation/pull/91512 because of
named arg conflict. Keep this drafted till that gets merged

## Changelog
🆑
qol: flatpacker now accepts custom component parts(like vendor refill
canister) along with the circuit board so you can carry over your
previous stock during deployment rather than starting out empty
fix: flatpack boxes now passes its stored circuit board into the machine
thus preserving its properties instead of creating a default board in
the machine
fix: vending machines reconstructed on station from circuits loaded off
station(having free products) will continue to sell free products
code: machine construction via flatpacker/machine frame is faster
performance wise
/🆑
2025-07-11 08:58:11 +02:00
SyncIt21
3aba465c0b Material sheets show their proper amounts on crate manifests (#92033)
## About The Pull Request
- Fixes #76802

![Screenshot
(493)](https://github.com/user-attachments/assets/dbf03ab9-38a4-48e3-8067-f1a20da63cbf)

## Changelog
🆑
fix: material sheets show their proper amounts on crate manifests
/🆑
2025-07-11 08:29:49 +02:00
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
SmArtKar
57456921a4 Makes vendors created from flatpacks start empty to prevent duping (#91670)
## About The Pull Request

Flatpacks pass an arg into ``on_construction`` which makes vendors wipe
their inventory to prevent duping by repeatedly flatpacking a vendor to
refill its inventory.
Closes #91615

## Changelog
🆑
fix: Flatpacked vendors start empty to prevent duping
/🆑
2025-06-20 20:15:41 +00:00
Sealed101
bdc4c31335 Kills the impostor infinite pizza and fixes the actual infinite pizza (#91689)
## About The Pull Request

Box slicing was fucking up on pizzaboxes from cargo because the pizza
from those boxes weren't actually placed in the pizzabox contents. Ghost
pizza. What's more, slicing a pizza spawned in a infinite pizzabox would
brick the funny property of said box since you would only ever get one
type of slice that's bound to not be someone's favorite. Also the way
the cargo order populates the boxes works in such a way that it would
not pre-slice the pizza, unlike pre-built pathed pizza boxes that do, in
fact, pre-slice their pizza.

So all that's fixed.

## Why It's Good For The Game

Fixes #91688
Fixes infinite pizza box getting stuck on the type that was sliced in
the box.

## Changelog

🆑
fix: killed the impostor infinite pizza
fix: the One True infinite pizza no longer gets stuck on a single pizza
type if the pizza conjured by the box gets sliced
fix: the cargo pizza order now pre-slices the pizza, because that's what
all pizza places have been doing since the dawn of time and our favorite
supplier PizzNTe has been forcefully convinced to not break this sacred
tradition
/🆑
2025-06-20 11:26:20 -06:00
MrMelbert
2b0b224b4a Fix cargo request console being able to shuttle loan (#91597)
## About The Pull Request

The computer version doesn't pass `requestonly` in data

## Changelog

🆑 Melbert
fix: Cargo request consoles can't loan the shuttle
/🆑
2025-06-14 10:57:46 -06:00
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
Bloop
2bae025bfe Audits wash/cleaning signals + refactors wash() to ensure no needless mob updates occur (#91259)
## About The Pull Request

This has the potential to create a lot of needless mob updates which is
not great. Now should only update a mob's clothing if it was actually
washed.

This PR

1) ensures that all wash() procs return a bitflag.
2) ensures that `wash()` proccalls which result in expensive operations
like icon updates only do so when it is necessary

## Why It's Good For The Game

Updating mob sprites is expensive, and doing it when nothing has been
changed is bad.

## Changelog

Nothing really player facing
2025-06-02 18:54:53 +00:00
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
Goat
640e692c87 [MDB Ignore] Makes toolset arms a subtype of arm implants (#91029) 2025-05-28 01:11:27 -04:00
Tim
cfa838fee7 Fix shuttle engines anchored state not matching engine_state (#91345)
## About The Pull Request
Building a shuttle engine from a circuit has a misaligned state where
you can weld it immediately because it thinks the engine is already
anchored when it is not. This results in welded engines being able to be
dragged and moved around.

## Why It's Good For The Game
Bugfix.

## Changelog
🆑
fix: Fix shuttle engines built from a circuit board having it's
`anchored` state not matching the correct `engine_state`. This would
consider the engine to be anchored already when it was not and allow
someone to weld it despite it being able to be dragged and moved around.
/🆑
2025-05-26 20:23:46 +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
Roxy
de35c4411b Fix express console goody orders being empty (#91224)
## About The Pull Request

`/datum/supply_pack/goody` now has `crate_type = null`, meaning separate
handling is required for them in express consoles

## Why It's Good For The Game

Fixes #90142 

## Changelog
🆑
fix: fixed express consoles taking your money and sending nothing when
you ordered goodies
/🆑
2025-05-20 11:19:45 +03:00
OnlineGirlfriend
e38cebfc96 Horse plushie :) (#91229)
## About The Pull Request

Adds horse and unicorn plushies. Available from cargo, plus horse
plushie is available as a loadout option.

![Screenshot 2025-05-18
183315](https://github.com/user-attachments/assets/bfa9a05e-dd4b-4b48-89e6-979325241753)
## Why It's Good For The Game

Horses are the original sports car. They're like big dogs you can ride.
They're like motorcycles that love you back. We have horses to thank for
pulling our ambulances and fire trucks before engines were invented. God
I fucking love horses.

Unicorns are okay.
## Changelog
🆑
add: horse and unicorn plushies
/🆑
2025-05-20 14:03:34 +10:00
MrMelbert
5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## 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)
/🆑
2025-05-19 13:32:12 +10:00
SmArtKar
41a48d1886 Fixes mech bounty runtimes (#91180)
## About The Pull Request

Didn't check the parent call which made all sorts of things be typecast
into mech diagnostics which then runtimed.

## Changelog
🆑
fix: Fixed mech bounty runtimes
/🆑
2025-05-16 23:08:40 -07:00
SmArtKar
29d9626d3d Corrects mining export names on icebox (#91145)
## About The Pull Request

Closes #90666, converts minetypes to defines, gives icebox a minetype
define which could also be used later to give mining suits some fur or
something.

## Changelog
🆑
fix: Icebox artifact exports no longer claim they're from a lava planet
/🆑
2025-05-16 15:27:49 -06:00
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
Holoo
0631f197ba Admin supply pod fixes (#90744)
## About The Pull Request
Closes https://github.com/tgstation/tgstation/issues/81140
Closes https://github.com/tgstation/tgstation/issues/72342

Fixes presets, custom explosions, partly fixes tooltips (they are
completely broken and some positions don't work at all if text is too
long)
Fixes always failing sound length check and fall sound timing
Adds small preview box for preset color button
Adds 5th variable to custom explosion size: flash range
Adds flash range to admin logs
 

![image](https://github.com/user-attachments/assets/e9068987-4f21-438d-9951-58230cbe0f88)
## Why It's Good For The Game
Less bugs (rip moths)
## Changelog
🆑

fix: fixed presets, custom explosion, fall sound in admin supply pod
admin: admin supply pod now can have flashy explosion, set it via custom
explosion button. Added flash range to admin logs

/🆑
2025-05-16 11:17:19 -07:00
Aliceee2ch
497d0b83af Mech thermal guns (#90928)
## About The Pull Request

PR adds new unique weapons for mechs - thermal cannons. You can only buy
them in cargo in the "armory" category for 5k, which adds cooperation
between cargo and science (maybe even security, since you need their
access to open the crate).
Thermal guns only work better in pairs, allowing them to reload faster.
You can't have 2 of the same thermal guns (not that you could use them
anyway even if you could install the same ones)

Sprites by: https://github.com/sylvia-from-fulp-station


https://github.com/user-attachments/assets/d78504b9-90b8-4f8b-b850-fa96dd8ef554

## Why It's Good For The Game

Mechs don't need buffs, but a greater variety of weapons. Thermals will
be a good example of combining both energy weapons and ballistic weapons
(which mechs lack so much, since all we have from ballistics is Hades,
which does not damage at all). It will also be, in my opinion, the first
interesting weapon that not only shoots, but also gives some bonuses
when used correctly.

## Changelog


🆑
add: Added heavy thermal guns for mechs. Works on the principle of
regular hand guns. Can only be purchased in cargo, as they are
experimental.
/🆑
2025-05-14 21:11:12 +10:00
OnlineGirlfriend
72436b9b8d [Ready] Add girlypop posters (#91102) 2025-05-13 01:57:43 -04:00
Jacquerel
96976c0b9a Regal Rat cleanup & minor changes (#91012)
## About The Pull Request

Since #90505 added another entry to it the Regal Rat Riot ability, which
turns maintenance creatures into versions loyal to the rat, has become
sort of unmanageable (and to be honest it was a bit gross to start
with).
Instead of having a big if/else list (which was making the same range
check multiple times...) that sets stats on a bunch of mobs, I delegated
it to the mobs themselves and instead of changing some stats of the
existing mobs we just turn them into a new mob which can be spawned or
placed separately by mappers or admins if they want.

Other stuff I changed:

Riot (the ability which transforms mobs into minions) no longer spawns a
mouse if it fails to find anything. Instead you have a chance to fish
mice out of disposals bins while digging out trash and items.

Domain is now a toggle which activates itself every 6 seconds rather
than a button you manually click every 6 seconds.

Riot makes a visual effect when used.

Rare Pepe randomisation is done via a random spawner instead of the mob
modifying a bunch of its own properties in Initialise.

A bunch of mobs now automatically follow you after being tamed. I wrote
this assuming I was going to add it to the rioted mobs but then didn't
end up doing that because you might want them to immediately attack
someone.
My rule of thumb is that if I think you'd want the mob to attack someone
the moment it is befriended I didn't add this and if you wouldn't I did.

I changed some of the regal rat minion names, and some of them can now
spawn from gold slime which couldn't before.

## Why It's Good For The Game

This proc sucked and now it's nicer.

As for the other changes;
- A tamed mob immediately following you is nice feedback and saves you a
click as it's likely to be your first action. Also removes some admin
panel shitcode I added.
- I changed Domain to a toggle because you generally want to use it on
cooldown and someone suggested it on this PR and it sounded like a good
idea.
- I saw someone in Discord complaining that the previous flow of
recruiting rats by hitting Riot with nothing around to summon one,
waiting, hitting it again to convert one rat, and waiting again was
tedious and annoying which I agree with.
This method improves the quality of life by separating these two actions
but _also_ as a side effect reduces a regal rat's ability to secretly
stockpile 50 rats in a hidden maintenance room because most disposal
bins are in slightly more visible areas, they'll actually need to go and
make a mess somewhere someone can see them.


## Changelog

🆑
balance: Regal Rats can now grab mice out of disposal bins, and no
longer spawn them with the Riot ability.
balance: The Riot ability no longer needs to be used once for each
slightly different kind of mob in your radius.
balance: The Regal Rat Domain ability is now toggled on and off.
balance: Several kinds of mob will immediately start following you once
tamed.
balance: Rats, hostile frogs, and evil snails can be created via gold
slime reaction.
/🆑
2025-05-11 04:52:20 +03:00