## About The Pull Request
Fixes#76473
Title, This was broken cause I made xenos directly apply the acid
component
Makes the acid component a bit safer to directly add to something
## Why It's Good For The Game
Bug fixes good, cleaning my own mess. Surely now we can safely contain
xenos, right?
## Changelog
🆑 Seven
fix: Xeno's corrosion ability no longer breaks reinforced walls and
floors
/🆑
## About The Pull Request
Hello friends, I've been on a bit of a lighting kick recently, and I
decided I clearly do not have enough things to work on as it is.
This pr adds angle support to static lights, and a concepting/debug tool
for playing with lights on a map.
Let's start from first principles yeah?
### Why Angled Lights?
Mappers, since they can't actually see a light's effect in editor, tend
to go off gut.
That gut is based more off what "makes sense" then how things actually
work
This means they'll overplace light sources, and also they tend to treat
lights, particularly light "bars" (the bigger ones) as directional.
So you'll have two lights on either sides of a pillar, lights inside a
room with lights outside pointing out, etc.

This has annoying side effects. A lot of our map is overlit, to the
point that knocking out a light does.... pretty much nothing.
I find this sad, and would like to work to prevent it. I think dark and
dim, while it does not suit the normal game, is amazing for vibes, and I
want it to be easier to see that.
Angled lights bring how lights work more in line with how mappers expect
lights work, and avoids bleedover into rooms that shouldn't be bled
into, working towards that goal of mine.
### How Angled Lights?
This is more complex then you'd first think so we'll go step by step

Oh before we start, some catchup from the last time I touched lighting
code.
Instead of doing a lighting falloff calculation for each lighting corner
(a block that represents the resolution of our lights) in view we
instead generate cached lightsheets. These precalculate and store all
possible falloffs for x and y distances from a source.
This is very useful for angle work, since it makes it almost totally
free.
Atoms get 2 new values. light_angle and light_dir
Light angle is the angle the light uses, and light_dir is a cardinal
direction it displays in
We take these values, and inside sheetbuilding do some optional angle
work. getting the center angle, the angle of a pair of coords, and then
the delta between them.
This is then multiplied against the standard falloff formula, and job
done.
We do need some extra fenangling to make this all work nicely tho.
We currently use a pixel turf var stored on the light source to do
distance calculations.
This is the turf we pretend the light source is on for visuals, most
often used to make wall lights work nice.
The trouble is it's not very granular, and doesn't always have the
effect you might want.
So, instead of generating and storing a pixel turf to do our distance
calculations against, we store x and y offset variables.
We use them to expand our working range and sheet size to ensure things
visually make sense, and then offset any positions by them.
I've added a way for sources to have opinions on their offsets too, and
am using them for wall lights.
This ensures the angle calculations don't make the wall behind a light
fulldark, which would be silly.
### Debug Tool?
In the interest of helping with that core problem, lights being complex
to display, I've added a prototyping tool to the game.
It's locked behind mapping verbs, and works about like this.
Once the verb is activated, it iterates over all the sources in the
world (except turfs because those are kinda silly), outlining and
"freezing" them, preventing any future changes.
Then, it adds 3 buttons to the owners of a light source.

The first button toggles the light on and off, as desired.
The third allows you to move the source around, with a little targeting
icon replacing your mouse
The second tho, that's more interesting.
The second button opens a debug menu for that light

There's a lot here, let's go through it.
Bit on the left is a list of templates, which allow you to sample
existing light types (No I have no idea why the background is fullwhite,
need to work on that pre merge)
You can choose one by clicking it, and hitting the upload button.
This replaces your existing lighting values with the template's,
alongside replacing its icon and icon state so it looks right.
There are three types as of now, mostly for categorization. Bar, which
are the larger typically stronger lights, Bulb, which are well, bulbs,
and Misc which could be expanded, but currently just contains floor
lights.
Alongside that you can manually edit the power, range, color and angle
of the focused light.
I also have support for changing the direction of the light source,
since anything that uses directional lighting would also tie light dir
to it.
This isn't *always* done tho, so I should maybe find a way to edit light
dir too.
My hope is this tool will allow for better concepting of a room's
lights, and easier changing of individual object's light values to suit
the right visuals.
### Lemon No Why What
Ok so I applied angle lights to bars and bulbs, which means I am
changing the lighting of pretty much every map in the codebase.
I'm gonna uh, go check my work.
Alongside this I intend to give lighting some depth. So if there's room
to make a space warmer, or highlight light colors from other sources, I
will do that.
(Images as examples)

I also want to work on that other goal of mine, making breaking lights
matter. So I'll be doing what I can to ensure you only need to break one
light to make a meaningful change in the scene.
This is semi complicated by one light source not ever actually reaching
fullbright on its own, but we do what we must because we can.

I'm as I hope you know biased towards darker spaces, I think contrast
has vibes.
In particular I do not think strong lights really suit maintenance.
Most of what is used there are bulbs, so I'm planning on replacing most
uses with low power bulbs, to keep light impacts to rooms, alongside
reducing the amount of lights placed in the main tunnels

**If you take issue with this methodology please do so NOW**, I don't
want to have to do another pass over things.
Oh also I'm saving station maps for last since ruins are less likely to
get touched in mapping march and all.
### Misc + Finishing Thoughts
Light templates support mirroring vars off typepaths using a subtype,
which means all the templates added here do not require updating if the
source type changes somehow. I'd like to expand the template list at
some point, perhaps in future.
I've opened this as a draft to make my intentions to make my changes to
lights known, and to serve as motivation for all the map changes I need
to do.
### Farish Future
I'm unhappy with how we currently configure lights. I would like a
system that more directly matches the idea of drawing falloff curves,
along with allowing for different falloffs for different colors,
alongside extending the idea to angle falloff.
This would make out of engine lighting easier, allow for nicer looking
lights (red to pink, blue to purple, etc), and improve accessibility by
artists.
This is slightly far off, because I have other obligations and it's
kinda complicated, but I'd like to mention it cause it's one of my many
pipedreams.
## Changelog
🆑
add: Added angle lighting, applies it to most wall lights!
add: Adds a lighting prototyping tool, mappers go try it out (it's
locked behind the mapping verb)
/🆑
---------
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
## About The Pull Request
This PR adds in a craftable smoothbore disabler, a pistol companion to
the lethal laser musket. Unlike the musket, it fires a disabler shot.
Singular. Weak in armor too. After you fire it, you've gotta crank it,
but only one crank.
The good thing about it is that you can simply add more smoothbores to
your inventory, and use 4 of them to take down a target.
The bad thing is that it's a smoothbore (which for an energy weapon,
means no lens is installed). It has 22.5 degrees of inaccuracy. Have
fun.
Militia Men start with a holster containing two of these, fitting with
their equipment. But of course, the Militia General has an upgraded
laser musket, so... He needs a better smoothbore too.
**INTRODUCING THE ELITE SMOOTHBORE DISABLER**
Using ANCIENT TECHNOLOGIES and PURE BLING, you can fire TWO shots, not
be weak against armour AND have actual accuracy (and a +5 damage boost
because i figured why the hell not). This is the strongest upgraded
variant of the shitty maint guns, so the tome to craft it is currently
unavailable. I want someone to figure out a creative way to put it
somewhere that isn't just a random spawn in maintenance.

The Militia General only has one elite smoothbore. It's too rare and
powerful to simply have two. Even though a regular disabler is better in
every way.
Smoothbore Disabler Recipe:
1x Weapon Stock
5x Cable Coil
1x Pipe
1x Micro-Laser
1x Power Cell
1x Mouse Trap
Needs: Screwdriver, Wrench. Takes 10 seconds to make.
Elite Smoothbore Disabler Recipe:
1x Smoothbore Disabler
5x Gold Ingots/Sheets
1x Hyper-Capacity Power Cell
10u Tempomyocin
Needs: Screwdriver. Takes 20 seconds to make.
Recipe requires recipe book.
## Why It's Good For The Game
Having a sidearm to go with your laser musket is neat, alongside the
fact that it just allows following up on someone. I don't have much to
say honestly, I just think it's neat. Also the idea of an assistant
going FULL BLACKBEARD, carrying 4 pistols and having to toss them away
in order to shoot again cracks me up.
Oh and this is the part for coders: I've de-spaghettified some code with
the maint gun recipe granters, and the gun crank is now a component.
It's likely you could use it on any item that sends the proper signal,
so I kind of overbuilt it on purpose.
Also the attack_self on guns now returns parent. This should allow it to
send a signal alongside putting your grubby fingerprints on the weapon
when you switch modes. There could be bugs but they should be easy to
fix if they pop up, mode switching on guns works without a fuss.
## Changelog
🆑
add: Added the smoothbore disabler and it's prime variant. You can now
craft a disabler with only one shot and terrible accuracy.
code: Gun cranking has been made a component and could theoretically be
used on more than guns.
/🆑
## About The Pull Request
Eating decaying fungus, liking the taste but caring about how dirty it
was is a bit strange.
## Why It's Good For The Game
Consistency.
## Changelog
🆑
qol: People with deviant tastes now don't care about dirt on the food.
/🆑
## About The Pull Request
Adds an arg in huds' screens to add the hud owner in the Initialize,
instead of manually setting it every time we need to.
This is already done in ``New()`` for lobby screens, which I left intact
as lobby screens are used for new players, and are given out before
atoms are Initialized. Everything else, however, uses Initialize, so it
does not mess with any other args in their own Initializes (like the
Escape menu).
This also allows us to set the screens' HUDs as a private var, to ensure
this won't be messed with in the future.
Lastly I replaced instances of ``client`` with ``cannon_client`` to be
consistent with a lot of other parts of hud code.
## Why It's Good For The Game
Huds are easy to break when they do not have a hud owner, and for
something as important as that I believe it should be something you
opt-out of when you don't want it, rather than something you opt-into by
manually setting hud owner every time.
This cuts down on a lot of copy paste in hud code for humans, aliens,
etc.
## Changelog
🆑
refactor: Huds now have their hud owner set in Initialize
/🆑
## About The Pull Request

Fixes#76624
Restores lost functionality for a mob to play an emote when it acquires
a new target.
Also I added a generic blackboard key change signal which could
potentially have other uses in the future.
## Why It's Good For The Game
It's good feedback to know when a mob has chosen to target something.
## Changelog
🆑
fix: Carp, Trees, and Festivus Poles will once more sometimes emote at
you if they think you are looking at them the wrong way, before they
come over to beat you up.
/🆑
## About The Pull Request
Moves anti-magic effect off of the component and onto the mob. Fixes
some bugs while there.
Anti-magic effects will now only trigger on calls with a charge cost
associated.
If the user is under the effects of.. an antimagic effect, a new one
will not play. This cuts down on overlay and sound effect spam from
walking through forcewall or spacetime distortion, for example.
## Why It's Good For The Game
I just found it a little annoying to see a chaplain walk through a magic
effect and it just spams the fart sound over and over on repeat and
makes them completely impossible to see.
## Changelog
🆑 Melbert
fix: Anti-magic visual effects will no longer trigger overtop one
another
/🆑
## About The Pull Request
This change restricts PAI holograms to an area around their assigned PAI
card. If you leave this area, you are teleported back to the card's
location (but not automatically put back into the card).
https://www.youtube.com/watch?v=L2ThEVa4nx8
This setting can be configured from the PAI menu, it's set pretty short
in the video because otherwise it wouldn't teleport when I threw the
card and I like doing that.

To accomodate this I set up a component to deal with a reasonably common
problem I have had, "what if I want to track the movement of something
in a box in a bag in someone's inventory". Please tell me if the
solution I came up with is stupid and we already have a better one that
I forgot about.
Also now you can put pAIs inside bots again, by popular request.
## Why It's Good For The Game
Personal AIs are intended to be personal assistants to their owner.
rather than fully independent entities which can pick up their own card
and leave as soon as they spawn.
As "aimless wanderer" players can now possess station bots, pAIs can be
limited to an area around the bearer of their card.
Because the holoform now doesn't contain the card, this also means that
a PAI cannot run off and then be impossible to retrieve. You are always
in control of where it can go.
Also it's funny to throw the card and watch the chicken get teleported
to it.
## Changelog
🆑
add: Personal AI holograms are now limited to an area around their PAI
card. The size of this are can be configured via the PAI card.
add: pAI cards can now be placed inside bots in order to grant them
control of the bot.
/🆑
## About The Pull Request
Further continous organizing and cleaning the Icons folder. There are
still some minior nitpicks left to do, but I reached my daily sanity
expenses limit again, and the faster these get in the less issues for
both me and others later. Also cleans some mess I caused by my blindness
last PR.
## Why It's Good For The Game
Saner spriters = better sprites
## About The Pull Request
Converts Goliaths to the basic mob framework and gives them some new
moves because I can't leave things well enough alone.
I am planning on touching all the lavaland fauna and then maybe even the
icebox ones if I haven't got bored. The Golaith is the first because it
is iconic.
https://www.youtube.com/watch?v=JNcKvMwT4-Q
Here's me getting killed by one as a demonstration. Despite my poor
performance I would contend that they aren't a _lot_ more dangerous, but
they are a little more dangerous.
The chief difference here is that they have two new attacks which they
will only use in response to being attacked.
If fired at from range, they will target the attacker with a line of
tentacles (it doesn't track you, so is easily sidestepped).
If attacked in melee, they will surround _themselves_ with tentacles, on
a longer cooldown.
Something else you may notice in this video: I discovered that basic
mobs are actually _too smart_ to be Lavaland fauna.
Typically (unlike their old form) a mob on our new AI system is smart
enough to attack someone _the moment they come into range_ rather than
only checking on predictable ticks, which would make using the Crusher
an essentially unviable prospect.
To counteract this, Goliaths now have a delayed attack component which
gives you a visual warning and short duration to get out of range before
they swing at you. I will probably put this on all mining fauna that get
reworked, it wouldn't be a terrible thing to put on other mobs to be
honest.
Other changes: The goliath stun is now a status effect with _buckles_
you to the tentacle as if grabbed, as well as its previous effects.
While this seems purely worse, any nearby helpers can now help-click on
you to instantly remove the debuff.
Experiencing the effect of a Lobstrosity Rush Gland makes you immune to
being grabbed by tentacles and an implanted one will automatically
trigger and free you if you are hit, and the explosive effect of
Brimdust also causes the tentacle to retract (although you'd need to
take damage for this to happen). Using the tools of the land, you can
make these creatures less threatening.
The ability for a Goliath to chain-apply the ability has now also been
reduced, it won't refresh its duration if you are hit when already
buckled.
When not occupied hounding miners, Goliaths will intermittently dig up
the asteroid sand and eat any worms that this produces.
I also made some new sprites for riding a Goliath because they've been
broken since the Lavaland mob update and also kind of were ugly before
then anyway:

Other code changes:
- I made an element which only lets an attached object move every x
seconds. This is because Goliaths are far too slow to use the speed
system (the glide just looks bugged as hell) but one thing I am invested
in when converting these is to make sure that they share the same
behaviour when player or AI controlled. This is disabled while you're
riding them because it was interminably slow.
- The Goliath tentacle trail uses a supertype object now shared with the
Meteor Heart which did something kind of similar.
## Why It's Good For The Game
It begins the process of moving one of our larger subsets of NPCs onto
the newer framework for NPC behaviour.
It adds a little bit more life to an iconic but slightly uninteresting
foe which mostly just walked at you slowly.
This PR contains a few components I expect to apply more widely to other
mobs in the future.
## Changelog
🆑
refactor: Goliaths now use the Basic Mob framework, please report any
unusual behaviour.
add: Goliaths learned a couple of new attacks which they will use in
self-defence.
balance: Help-clicking a miner grabbed by Goliath tentacles will
immediately free them, as will the effect of several items you can
scavenge from around Lavaland.
image: New sprites for the Goliath saddle.
/🆑
## About The Pull Request
Post revs win now ends the shift.
Does some misc code cleanup of stuff that annoyed me while I was reading
code.
Implements revs win ending the shift via a new global used in
`/datum/game_mode/proc/check_finished(force_ending)` that is set to TRUE
when revs win.
The rev station charter has been removed (for lack of anywhere else good
to put it trivially).
The bedsheet has been incorporated into the Post-Revolutionary Fervor
station trait. It replaces Captain bedsheets when this station trait
rolls.

**This is all untested, and I'm not sure if I'm able to test this on
local. Please carefully review code changes or consider testmerging over
fullmerging.**
## Why It's Good For The Game
Quoting myself from
https://tgstation13.org/phpBB/viewtopic.php?f=85&t=33860
> I have no issues with post-revs loss. It's simple, everyone knows
where they stand and it works well. Please keep it.
>
> I have issues with post-revs win. Too complex; not intuitive; too many
factions; no way to identify which faction a player belongs to ICly;
difficult to administrate as a result.
>
>...
>
>Without a good code solution improving post-revs win, I would remove it
while retaining current post-revs lose if such an option was available
to me as headmin.
>
>If my quibbles with it were dealt with, I would happily vote in favour
of re-introducing post-revs win. It's not an ideologicial opposition,
just a practical one.
This can really be summarised as: Revs refuses to end even after the
revolution wins and the revolution is over.
There's exiled heads, the sec team, mindshielded non-revs, non-revs,
ex-revs and ex-headrevs. Generally exiled heads and the sec team buddy
up as a single faction. Ex-revs and ex-headrevs are the same.
But mindshielded crew and non-mindshielded crew sit in an awkward limbo,
where mindshielded crew aren't anti-revs, and the non-mindshielded
non-rev crew aren't rev-sided. Mindshields also do nothing about the
ex-antag status.
Since the simplest solution to this problem is ending on post-revs win,
that's the one I've gone for.
## Changelog
🆑
del: Revolution has been reverted back to old behaviour. The round once
again ends when the revolution is successful. The round continues as
normal if the revolution fails.
add: When the station is rolled in a state of Post-Revolutionary Fervor,
the Captain will find their bedsheets replaced with an anti-Nanotrasen
variant.
/🆑
## About The Pull Request
Due to a mental breakdown caused by unfathomable abomination that is
icons folder, I swore to myself to one day clean it. Today is kind of
that day. Been at it for around 6, you gotta understand I need a rest. I
tracked most changes in descriptions of commits if you are looking for
details.
## Why It's Good For The Game
Saner spriters make better sprites. And also, just helps keep track of
things.
## Changelog
🆑
image: added sprites for different variants of scrolls.
image: modified couple posters with ghost pixels.
/🆑
---------
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
## About The Pull Request
We were talking in the coder channel about what the role of a pAI is,
with a general conclusion that as the name would suggest they should be
_personal assistants_.
This means they should be sticking around their owner, not wandering
away as a holochassis or in the body of a bot.
The former is a matter for a future PR, the latter I am addressing here.
What we also discussed is that clearly some people _want_ to respawn as
a weird quasi-useless mob which wanders aimlessly around the station.
That seems like a fine thing to exist, but it shouldn't be a pAI.
Resultingly: pAI cards can no longer be placed inside bots.
However, you also no longer need to place pAI cards inside bots in order
for them to become sapient, it's a simple toggle on the bot control
menu. Enabling this option will poll ghosts
Toggling the "personality matrix" off while a bot is being controlled by
a ghost will ghost them again, so if they're annoying they're not that
hard to get rid of.

Mobs which couldn't have a pAI inserted don't have this option.
Specifically securitrons, ED-209, and Hygienebots (for some reason).
Perhaps most controversially, any bots which are present on the station
when the map loads will have this setting enabled by default. We will
see if players abuse this too much and need their toys taken away, I am
hoping they can be trusted.
Additionally, as part of this change, mobs you can possess now appear in
the spawners menu.

Here is an unusually populated example.
Oh also in the process of doing this I turned the regal rat "click this
to become it" behaviour into a component because it seems generally
useful.
## Why It's Good For The Game
Minor stuff for dead players to do if they want to interact with living
players instead of observe.
Shift pAI back into a more intended role as a personal assistant who
hangs around with their owner, rather than just a generic respawn role.
## Changelog
🆑
add: PAIs can no longer be inserted into Bots
add: Bots can now have their sapience toggled by anyone with access to
their settings panel
add: Bots which exist on the map at the start of the round automatically
have this setting enabled
qol: Bots, Regal Rats, and Cargorilla now appear in the Spawners menu if
you are dead
qol: Bots can be renamed from their maintenance panel
/🆑
## About The Pull Request
This PR refactors mind language holders into non-existence
As a result, `update_atom_languages` is no longer necessary
Mind-bound languages are transferred via `/mind/proc/transfer_to`
Species changing no longer deletes and re-creates the mob's language
holder, allowing them to keep any languages they have.
Species languages are sourced from `LANGUAGE_SPECIES` now, meaning they
are removed when they change species. If the mob is not a human with a
species datum, these are effectively just atom level languages.
Makes a bunch of unit tests to ensure language transfer over certain
events works as intended
## Why It's Good For The Game
Mobs with minds having two independent language holders results in a
good few bugs, and simply doesn't make sense when we have sources
(`LANGUAGE_MIND`).
Instead of tracking two language holders, we can simply use sources
better and only track one.
This means that the language holder you start with is your language
holder, period. It doesn't get deleted or re-instantiated or whatever.
## Changelog
🆑 Melbert
refactor: Refactored language holders, making species changes not delete
all of your known languages
/🆑
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/76641
Caused by the bodypart overlay being deleted before it got properly
removed on UnregisterFromParent()
## Why It's Good For The Game
One less hard delete and one less bug caused by said hard delete
## Changelog
🆑
fix: Creampies will no longer irreparably stain your face
/🆑
## About The Pull Request
This PR adds a new craftable item to the game that, in a way, works
somewhat like ID cards, as in it gives the wearer an identity of some
sort, and that can be modified similardly to the agent ID, but...
It doesn't provide access.
It doesn't trick security bots and turrets.
It doesn't work with chameleon masks.
It doesn't have a bank account.
It doesn't fit inside wallets or PDAs.
It doesn't show a trim (it's just cosmetic) on the security HUD.
It doesn't look like an ID card.
(It does however, synergizes well with sign language and face-covering
mask, but in the face of all the things id doesn't do, should I change
that? idk)
Basically, it's not an ID, it's just a piece of cardboard with name and
job written on it.


## Why It's Good For The Game
Often, player shenanigeans rely on ID cards with gimmicky names and jobs
to advertise themselves or provide a (feeble) disguise for it.
The idea is to provide players a cheap tool for their tomfoolery, that
doesn't get much in the way of balance. Compared to actual IDs,
cardboard IDs' only advantage is the fact they're more easily
produceable.
Also this PR converts a bit of snowflakey code into signals, and fixes
the name part in hallucination messages being shown "Unknown" while the
speaker is wearing a mask but also an ID.
## Changelog
🆑
add: Added cardboard IDs to the game. They can be crafted with a
cardboard sheet and wirecutters and modified with a writing tool. While
worn, these will modify the visible name of the wearer just like actual
IDs, though they aren't real IDs and won't work as such.
/🆑
## About The Pull Request
See #76551. The on hit effect component was treating the `hit_limb` arg
of the projectile on_hit signals as if it were a bodypart item rather
than a string. This wasn't my fault.
Also, invisible arrows because I forgot to set up their definition of
update_icon_state() and base icon state var.
Lastly, the envenomable casing registering a signal on the wrong atom,
and the arrow bullet subtype being defined twice.
## Why It's Good For The Game
This will close#76551.
## Changelog
🆑
fix: Fixes venomous projectiles for real, and invisible arrow sprites.
/🆑
## About The Pull Request
PR done for bounty:
https://tgstation13.org/phpBB/viewtopic.php?f=5&t=33988
borgs can now turn on stoves and griddles
borg click code has been reworked a bit to be closer to base mob, you
are now able to click on stuff within reach rather than just Adjacent
(might be buggy to introduce this? hopefully not. if anything we can
testmerge this), which lets us make the apparatus work to pick up stoves
on the range and such
Adds the Codex Cibus Mechanicus as an upgrade you can research in RnD
with the other service borg ones. When you use it it shows you the
cooking menu!

## Why It's Good For The Game
The service borg has the tools to prepare ingredients, but it can't
actually do anything with them, which severely limits it, only being
able to do slapcrafted foods.
The apparatus not working on items that are on top of stoves/griddles
seems to be just a bug with how cyborg click code is handled.
## Changelog
🆑 Fikou
fix: service borg apparatus now works on stoves and griddles and ovens
qol: borgs can now activate stoves and griddles
add: rnd can research a cookbook for service borgs
/🆑
## About The Pull Request
I'm atomising a different branch I'm working on so here comes a bunch of
goofy components.
This one lets mobs dig up floor by clicking on them.

I have justified the existence both of this component and of this system
by attaching it to golem arms.
## Why It's Good For The Game
If you can mine solid rock with your fists you should probably be able
to get sand too
## Changelog
🆑
add: Golems can scoop sand (or snow) off the floor by clicking on it.
/🆑
## About The Pull Request
Serrated bone shovels can be created with any kind of shovel now, not
just a spade (???)
Serrated bone shovels can be used in place of circular saw in most
surgeries.
Added a duller (still deadly) variant of the serrated bone shovel as
coroner mail.
Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.
Increased the force, throwforce, and wound bonus of inert ritual knives
and scythes.
Coroner gloves can quickly apply medicine like nitrile gloves.
## Why It's Good For The Game
> Serrated bone shovels can be created with any kind of shovel now, not
just a spade (???)
Weird ass bug.
> Serrated bone shovels can be used in place of circular saw in most
surgeries.
It's serrated, it's cool, it's rare, it has a fast toolspeed.
> Added a duller (still deadly) variant of the serrated bone shovel as
coroner mail.
Very thematic for the coroner, should probably also be a heirloom item
but whatevs. Weaker so there's still a reason to seek out the OG.
> Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.
Scanning corpses is pretty important during surgery - it tells you how
much blood they have, organ damage, diseases... these things don't
appear in the surgical computer readout, which means the coroner has to
go out of his cave to pick up a boring light blue meatbag wound scanner.
This also incentivizes coroners to do their job by giving them something
cool that only works on dead bodies.
> Increased the force, throwforce, and wound bonus of inert ritual
knives and scythes.
These two options in the MortiDrobe are pretty frickin' badass,
especially with how SICK the Coroner looks with them, double especially
in combat.

However, there's the large issue that as actual weapons they're really,
really weak. Not enough damage, when I use them in combat I both feel
badass but also get a nagging feeling in the back of my mind that I'm
intentionally gimping myself, and with only 10 damage I can *really*
feel it. I find it unfair that these are objectively worse than a
welding tool or even a Butcher's Cleaver when they're a lot more
involved to find, and scarce besides. These arguments apply equally to
the Wizard's ritual knife, and the scythe.
Additionally on the scythe, the crew really needs more good ghetto
weaponry that isn't the boring same ol' of baseball bats, spears,
cleavers... and making scythes useful is a great way to help bridge that
gap. They deal a satisfying amount of damage now, with the clear
downside, of course, being that they're bulky and hard to lug around.
> Coroner gloves can quickly apply medicine like nitrile gloves.
'Fast medicine' doesn't just cover sutures, it also covers medical gel.
Specifically, sterilizer gel. I find it annoying that the Coroner is
encouraged to give up his drip for the boring life-saver nitrile gloves,
because the difference in applying time really does make a difference -
it makes gel applying go from annoying to smooth, which is important
considering the whole purpose of sterilizer gel is to make surgeries go
faster. The Coroner has surgery and thus medical locker access to begin
with, so this isn't a balance problem, (and nitrile gloves are found by
the dozen anyways) especially with how rare the coroner gloves are.
## Changelog
🆑
fix: Serrated bone shovels can be created with any kind of shovel now,
not just a spade (???)
add: Serrated bone shovels can be used in place of circular saw in most
surgeries.
add: Added a duller (still deadly) variant of the serrated bone shovel
as coroner mail.
add: Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.
add: Increased the force, throwforce, and wound bonus of inert ritual
knives and scythes.
add: Coroner gloves can quickly apply medicine like nitrile gloves.
/🆑
## About The Pull Request
If you are wearing a bible or lighter in your suit slot, or a cowboy hat
on your head, there is a small (2%) chance that bullets (only bullets,
not lasers) will hit them instead of you.
This destroys lighters, removes the storage capacity of the bible, or
sends the hat flying off your head.
The Bounty Hunter's cowboy hat has a significantly higher chance to
intercept bullets.
## Why It's Good For The Game
Adds some fun flavour to these items.
## Changelog
🆑
add: A bible or lighter in your suit slot, or cowboy hat on your head
will occasionally intercept a bullet.
/🆑
## About The Pull Request
Fixes the args of on_equip and on_drop for active items
Picking an item up will unregister from the old user (in case it
transfers inventory)
Unregister's signal from current holder instead of whoever drops it. It
should be the same in each case but there may have some edge case where
on drop isn't called? This is more to just be safe.
## Why It's Good For The Game
Jousting won't runtime as much.
## Changelog
🆑
code: Jousting now registers/unregisters properly on two-handed items.
/🆑
## About The Pull Request
This adds a new element for movables that grants turfs they're in
traits, changes lava and the chasm component to check for traits
instead, ditto for turf slowdown. It also implements another trait that
prevents wet floor from slipping people, as well as some other changes
(feel free to opine on them really):
- Tables and conveyor belts now stop turf slowdown, much like catwalks,
as I imagine people walking on them are not really touching the floor.
(I'd include protection against lava too... until they melt, but that'd
mean finding a way to have these objects burn in the first place, and
lava code is still stupid despite a years old refactor I did)
- Tables also stop slippery turfs from slipping (bananas, soaps etc.
still apply). I wish there were a way to make some objects slippery by
coating them in water vapor or splashing water/lube, but that's outside
the scope of this PR.
- Fixed an edge case in which a mob standing on a lava turf would be
left permanently visually on fire if the lava is changed to another kind
of turf.
- Removed unused code from stone tiles.
I'm going to include these traits in that global list for admin-added
traits... tomorrow perhaps. 💤
## Why It's Good For The Game
Replacing some hard-coded mechanics with easier to use traits and an
element, which I also need for the submerge element PR.
## Changelog
🆑
refactor: Replaced hardcoded "safeties" for lava, chasms and ignoring
turf slowdowns on catwalks with traits.
balance: much like catwalks, tables and conveyors also disable turf
slowdowns.
balance: slippery turfs won't slip you when walking on a table.
fix: Fixed an edge case in which a mob standing on a lava turf would be
left visually but permanently on fire if the lava is changed to another
kind of turf.
/🆑
## About The Pull Request

Seeing this pattern repeated over various sections of code was starting
to piss me off
## Why It's Good For The Game
Lessens chance to cause errors with mind traits, ensures consistent
behavior, makes it easier to change how mind traits work if necessary.
## Changelog
hopefully not player facing
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Fixes#76484
Then I noticed some weird stuff which slipped through the PR and poked
at that too.
- Spiderlings and Spiders once more have names ending in (###)
- Removed an unused property on Spiderlings.
- Rewrote the descriptions for a bunch of web-abilities and web-objects
to be clearer and have better capitalisation.
- Refactored the "Web Carcass" ability to not extend from "lay web" as
it didn't need to perform most of that behaviour.
- Also I renamed it and made the description give you a hint about why
you would want to instantly spawn a statue.
- The web effigy now despawns at the same rate as the ability cools down
so you're not dumping spider statues all over the place.
- I made spiderlings move at about the same speed as humans except if
they're on webs in which case they're still pretty fast.
To be honest I am not certain an instant statue spawning button is great
to begin with and I didn't even know it was added to the game but I am
not interested in messing much with the balance for now.
This made me look at spiderlings enough that I'm going to try and make a
new sprite for them that isn't awful.
## Why It's Good For The Game
Lets you differentiate individual spiders a little bit.
Makes usage of abilities clearer.
## Changelog
🆑
balance: Guard spider web statues despawn as the ability comes back off
cooldown.
balance: Spiderlings now only move at light speed if they're on webs,
stay safe little guys.
fix: Spiders once again have random numbers after their names.
/🆑
## About The Pull Request
Tend Wounds seems to be intentionally written such that you would be
able to perform it on arbitrary mobs, however this had two problems.
- Most mobs can't rest and it requires a resting position, meaning the
surgery can only be initiated on cats and mothroaches.
- The code which picks up surgery steps existed on Carbon not Living, so
after the game tells you that you've started doing surgery on Runtime,
clicking on her with a scalpel will cause you to stab her to death. I
noticed this after a tragic kitten incident.
I have fixed both of these issues by moving surgery catching onto Living
instead of Carbon, and having the resting check only run if you are
capable of resting.
You still can't operate on Beepsky because he is made of metal.
## Why It's Good For The Game
It can actually quite hard to heal pets who were harmed by accident,
this allows people to roleplay as veterinarians.
## Changelog
🆑
fix: You can now correctly Tend Wounds on most non-human animals.
add: You can now Remove Implants from non-human animals, just in case
Ian swallowed a macrobomb.
/🆑
## About The Pull Request
- Adds Roach Infusion to the DNA infuser.
- Bonuses include:
- All infused organs are 2x as healthy, notably your heart: Meaning
getting revived after being dead a while is easier
- When being attacked from behind or while lying down, take 50% less
damage from brute attacks
- Lose disgust 32x faster, making it a non-issue
- Higher toxin purge threshold (5 units, up from 3)
- Virus resistance (same as spaceacillin)
- 100 innate bomb armor, preventing explosions from gibbing you
- 90 innate bio armor
- Immunity to appendicitis, radiation, and to being gibbed by nuclear
bombs
- Downsides include:
- Knockdowns are 3x as long
- get 3x as hungry
- Ingest reagents to your stomach 1.5x slower
- Take 2x as much damage from toxins
- Toxins over the purge threshold deal 4x more liver damage (effectively
2x, as the liver has 2x health)
- Becoming a bug
- Roaches are gross
- Adds a way to kill roaches without having them splat. If they are
sprayed with bug spray, they will simply fall over, and can be scooped
up.
https://github.com/tgstation/tgstation/assets/51863163/5078c493-9e28-42cb-ae51-45fa25b67a34
## Why It's Good For The Game
More content for the DNA infuser, which benefits greatly from variety.
While initially it may seem like a lot of bonuses, a lot of them are
very niche, with the exception being the brute resilience which is the
big "actually useful" bonus you gain.
The infusion is intended to be given to Engineers, offering innate
Radiation immunity to allow them to work on the Supermatter without
needing a rad suit. Likewise, if the work goes south and the Supermatter
goes boom, their body will more than likely survive the blast.
## Changelog
🆑 Melbert
add: Adds the Roach infusion to the DNA infuser. Do you want to survive
a nuclear apocalypse? Visit genetics today.
add: Adds a way to kill Roaches without splatting them. Visit botany for
a spray bottle of pestkiller.
qol: Infuser book is more book-like
fix: DNA infuser correctly gives on-success feedback messages
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
I was reading over components and saw one called jousting, I vividly
remember it being mentioned every so often but I've never seen it
in-game. Turns out the SINGLE case for it is when you are using a spear
on a borg. The code itself was also very over the place, making it a
little confusing to figure out what it did.
I tried cleaning the file up as much as I could, and since I wanted to
see this in-game more often, I made some player-facing changes too:
- You can now joust from any vehicle, not just borgs (Secway, ATV,
scooter, Charger holoparasite)
- Added jousting to the broom, pitchfork, captain's sabre, and energy
sword while active (ONLY esword, NOT desword).
- Added examine text to indicate this feature exists.
Extra notes:
Esword gains half the damage increase and half the knockdown chance than
other ways of jousting
Broom only gets 25% damage increase from jousting, since the broom is
already pretty strong I thought it would be better off as something used
mostly to knockdown.
Spears have to travel a longer distance than other weapons to get their
jousting benefits (since it's supposed to be a ghetto weapon)
Jousting now takes the minimum distance needed into account when
handling knockdown chance & damage dealt, so travelling 5 tiles will no
longer be 100% chance of knockdown if you need a minimum distance of 3
tiles to joust (it will instead be 40%, since you've only traveled 2
tiles in 'jousting' mode).
## Why It's Good For The Game
This is an underused component and I thought it would bring some pretty
cool interactions, especially for Holoparasite & Janitors, as a new way
to use vehicles to your advantage when it's otherwise seen as just a
slowdown.
## Changelog
🆑
balance: Jousting now works on anything you're buckled to, not just
Cyborgs.
balance: Brooms, Pitchforks, the Captain's Sabre, and Energy swords can
now be used for jousting.
balance: Spears need to travel a longer distance to joust now.
balance: Jousting's knockdown and damage now only gets stronger after
you've traveled the minimum tiles needed to joust.
/🆑
## About The Pull Request
HEY! Did you know that the AddComponent() proc can complete without
throwing errors when the component type argument is actually not a type
or instance of a component? Me neither (until now), but I've recently
discovered that while working on #76219 (Make sure to merge that one
first).
Also adds early return checks to the AddElement and RemoveElement procs.
## Why It's Good For The Game
Silent bugs are awful.
## Changelog
N/A
## About The Pull Request
This adds a craftable laser musket to the game. It's slow and unwieldy,
but consistent! I'd be happy to tweak the numbers if it's too good/bad.
This PR also adds an independent militia ERT, who travels the spinward
sector to help defend stations!
TO DO LIST:
- [x] Finish worn sprites
- [x] Add a crafting recipe on par with the pipegun
- [x] Add bayonets
- [x] Separate charging into two stages and REDO THE AUDIO AAAA
- [x] Clean up code (Needs review, totally)
Scrapped:
- Possibly add overcharge mechanic (This is just beyond my skill level
for now)
- Find a unique sound for the weapon firing (We have a unique
projectile, and I can't a sound that fits more than the laser gun one)





Inhands by RedSentry27
Suit sprite by Kinnebian
Prime Laser Musket sprites by RedSentry27
Balance Considerations (ew):
25 damage (30 on prime)
Normal wound
40 Stamina damage (45 on prime)
Weak to armour (prime not weak to armor)
2 second charge time, needs to be charged twice
No overcharge
Requires two hands to hold (like a chainsaw)
Crafting Recipe:
One rifle stock
Fifteen Cable Coils
Four Iron Rods
One micro laser
One capacitor
One pair of prescription glasses
One drinking glass
Craft for 10 seconds with a wirecutter and screwdriver
Prime crafting recipe: (REQUIRES READING MAINTENANCE LOOT: "journal of a
space ranger")
One laser musket
Fifteen cable coils
Five silver
One water recycler
Fifteen units of nuka cola
Craft for 30 seconds with a screwdriver while wearing cowboy boots and a
cowboy hat
## Why It's Good For The Game
The idea of assistants and revs forming firing lines in the halls to
shoot eachother sounds hilarious. Besides, we need a parallel to the
pipegun, and this is the funniest way to do so.
## Changelog
🆑 Cheshify, Kinnebian, and RedSentry27
add: Maintenance engineers have sent out blueprints across the sector
for a new laser musket.
admin: A new energy-gun toting ERT is available to send to the crew.
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
## About The Pull Request
Fixes#76405Closes#76408

I goofed this one by not properly testing my review changes after moving
some code around.
Also comes with a nicer solution to a problem I was having with
deletion.
## Why It's Good For The Game
I think it's good to be able to use item actions.
## Changelog
🆑
fix: Actions granted by equipped or held items now actually appear again
/🆑
## About The Pull Request
1. Removed the `get_mover` callback, the mover can be retrieved during
activation itself
2. Fixes#76116
the user is passed correctly during activation & deactivation same for
modsuit modules and this also fixes the same bug for
`/obj/item/organ/internal/cyberimp/chest/thrusters` as it's signal was
also not registered correctly with the user
3. Timestop module on `on_module_triggered()` accepts user as 2nd param
## Changelog
🆑
fix: jetpack modules work on mod suits again
fix: jetpack cyber implants also work
refactor: removed `get_mover` callback, user is retrieved during
activation
refactor: timestop module on `on_module_triggered()` accepts user as 2nd
param
/🆑

## About The Pull Request
There is a 10% chance of getting one of 3 new diseases when you eat
dirty things.
Things become dirty when left on the floor for [more than 5
seconds](https://en.wikipedia.org/wiki/Five-second_rule).
But you can wash (with any method you know from spraying water to
cleaning with soap) or cook them later to avoid this.

Packaged, bowled, canned food (any food that spawns package as trash
afterwards) is protected from this effect.
Makes crafted food spawn on nearby tables when the hands are full.
Except the one behind you.

#### New diseases:
40% chance:

40% chance (Vomiting is of special type that does not stun):

20% chance:

## Why It's Good For The Game
Things that are left on the floor for too long intentionally are trash
that should be disposed by janitor. If you make a meal or prepare a
medication, it makes sense that you should keep your product sanitized.
Things that are dropped unintentionally are supposed to be picked up
quickly. "Oops I dropped this pie, need to pick it up quickly before the
germs spread". 5 seconds are enough for this. If you didn't manage you
will be like "Oh dammit, now I need to wash this pie in a sink".
Now players will consider to not just throw items meant for eating onto
the floor neglecting the fact that it looks odd. If they still ignore
it, people who consume the items will receive a harmless but annoying
disease.
In general this PR aims to force some IC gameplay onto Medics, Chefs and
Botanists so that they care a bit more about things they make for other
players.
The items have a warning message saying that they are dirty and
dangerous, so the consumers have a way to detect dirty items and an
option to wash them with soap/rag/sink/shower/fire extinguisher to
remove the harmful part from the edible item.
So to avoid this, players just need to examine an item before eating it.
Botanists can spray a pile of fruits from a hose for the same effect,
and washed items that stay on floor dont regain germs until moved to
another tile.
Food that converts into another item during cooking (like meat slab
turning into steak) or crafting, will not retain the infection. This
kinda simulates the sanitizing during cooking.
Medics can use elevated structures (e.g. conveyor belt) to avoid getting
their pills dirty during creation in plumbing. Or they can wash the
pills they want to distribute in the shower before packaging them into
pill bottles or a bag.
## Changelog
🆑
add: Food and pills have a 10% chance to infect with one of three new
diseases on consumption when left for more than 5 seconds on the floor.
You can wash it to avoid disease. ChemMaster and Pill Press are added to
the list of elevated structures (Considered as tables for pills). Made
harvest spawn on top of hydrotrays to stay protected from germs.
add: Added three new advanced diseases: Gastritium, Carpellosis, Nebula
Nausea with static cures obtained by digesting dirty food.
fix: Food no longer decomposes on Hydrotrays, Grilles, Bonfires and all
dense kitchen machinery
code: Decomposition now uses `germ_sensitive` component and follows 5
second rule too.
qol: Crafted food items spawns on nearby tables (except the one behind
you) instead of dropping on floor when hands are full.
/🆑
## About The Pull Request
- In PR https://github.com/tgstation/tgstation/pull/76356 missed a few
bits of maptext around, such as shuttle signs and the supermatter. Small
text adjustments/fixes here.
- Large amount of feedback about the context tooltips. Increases size,
lightens default color as to not be too imposing.
🆑 LT3
qol: Context tooltip size increased
fix: Fixed remnants of old maptext code on various things
/🆑
## About The Pull Request
Title.
## Why It's Good For The Game
Seriously this shit pisses me off, why are ORGAN_SYNTHETIC and
ORGAN_ROBOTIC two different things?
## Changelog
not applicable unless i fucked up
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
IT'S OVER.
## Why It's Good For The Game
Species traits are a relic of a time before the trait system was added
to generalize this kind of behavior.
They are clunky and overall less useful than inherent_traits -
Converting these makes it easier to make these behaviors modular and
usable not only by species.
## Changelog
🆑
refactor: A significant species refactor happened, report any issues on
the github.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Refactors the behaviour of "one clothing item deploying another clothing
item" from `/obj/item/clothing/suit/hooded` and makes it into a
component.
This allows you to make hooded items which are not part of that
typepath. It also means you could make (for instance) a hat which can
deploy a pair of sunglasses into the eye slot or a jumpsuit with
deployable clown shoes or something.
I need to pass in an assload of callbacks because we have a bunch of
special hoodies that want to do things when you raise and lower the
hood, but for a normal item you would not need these.
## Why It's Good For The Game
Frees people from the tyrrany of typepaths, mostly.
Plausibly you could use it to do something fun we don't currently do.
## Changelog
Not player facing, hopefully. As long as I did this all right.
## About The Pull Request
Having a variable in species that constantly gets modified by outside
sources is very hacky, and I don't want that.
Bodytypes are handled by bodyparts in the synchronize_bodyparts() proc,
no matter the species. Simply put, they are every bodytype gotten from
every bodypart, cached.
As such, bodytypes is pretty much a convenience variable (so we don't
have to constantly loop through the bodyparts list), and instead of
putting it on species, it'd be better to put it on /mob/living/carbon.
## Why It's Good For The Game
Makes the bodytype of human mobs easier to access by making it direct,
instead of having to go through dna and species.
## Changelog
nah
## About The Pull Request
Title.
Also, fixes https://github.com/tgstation/tgstation/issues/75568 at the
request of @TheVekter
## Why It's Good For The Game
This subtype only exists to append ore box behavior and is clearly a
relic of pre-2020 mechcode.
Keeping it around will only make it harder in the future to add new
mechs with ore box support.
## Changelog
🆑
fix: Clarke ore box now has a less confusing dump contents button.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
The reusable and caseless types only purposes are the behaviors of
deleting the casing when fired and spawning a new object when the
projectile ultimately reaches its maximum range or hits a target, both
of which are easily "elementizable". Also, I don't like those barely
filled sub-folders in the projectile module, and the fact we've
divergent reusable and single use arrow types.
## About The Pull Request
Adds some balloon alerts to the mop, /datum/component/cleaner, and the
light replacer
edits some balloon alerts on the janicart
## Why It's Good For The Game
Doing your duties as a janitor tends to clog up chat, and this stuff
seems better for balloon alerts anyway.
Newer players are also often directed towards janitor, and this will
help with feedback for someone unaccustomed to looking at chat.
If any of these are too long let me know.
## Changelog
🆑 Seven
qol: Mops, some cleaning items, and light replacers now use balloon
alerts
/🆑
Closes#71991
Removes a call to sanitize() in mind linker code because tgui_input_text() already sanitizes input by default, symbols now display correctly
## About The Pull Request
Alright, let's get real, handling food tastes with the species datum is
hacky at best - This is a continuation of my nuking of the species
datum, which currently handles way too much of human mobs' behaviors.
While moving that to the tongue isn't exactly a perfect solution, it
allows for more interesting behavior than the species datum, especially
now that I added getter procs to get foodtypes liked/disliked by the mob
and such.
## Why It's Good For The Game
Makes tongue transplants more appealing and emergent, since they fully
control tastes and not just taste sensitivity which is pretty much
cosmetic.
## Changelog
🆑
refactor: Liking/disliking food is now handled by the tongue organ, not
the species. Also, having a failing tongue means you can't taste food
properly!
add: You can read peoples' tongues now, if you have the entrail reading
skillchip.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
Acid, when applied to a turf, does not immediately apply acid to the
turfs contents, instead just doing that in the acid component.
The acid component now does not destroy things under a turf, like pipes.
Alien acid no longer instakills mobs, Fixes#69577 (Acid component now
has an option not to apply acid to mobs on a turf).
Aliens can now touch acid.
## Why It's Good For The Game
Fixes some bugs with aliens and acid.
I don't really like how the acid now does not damage mobs at all, but
that seems to be what is intended.
I don't think that acid should be going through a turfs contents in
different places, plus I like the look of it not immediately applying
the acid to them better.
## Changelog
🆑 Seven
balance: Acid on a turf no longer immediately applies acid to its
contents
fix: Acid applied on a tile will no longer damage pipes below that tile
fix: Xeno's corrosive acid no longer instakills mobs
fix: Xenos can now touch acid
/🆑
## About The Pull Request
Refactors livers so special chemical handling can be done by them,
instead of the species datum.
Plasmamen, skeletons and golems all use the liver for all their species
specific chem handling now.
## Why It's Good For The Game
SPECIES DATUM I HATE YOU!
Also, being able to handle reagents like any species if you have their
liver is REALLY FREAKING COOL and allows for emergent gameplay by mixing
various organs from various sources.
## Changelog
🆑
refactor: Mutant livers can now handle chemicals in special ways.
Currently, only plasmaman, skeleton and golem livers do it. Every other
species is the same.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
Fixes#76250
The problem was a glass bottle has `tool_behaviour = rollingpin` and so
it took priority in this if condition
93d4b6d6cd/code/datums/components/crafting/crafting.dm (L125-L134)
before it could check if its a reagent container
Now the priority is inverted, if the glass bottle has reagents inside it
then it is used as a reagent container else if it is empty then it used
as a rolling pin(i.e. checks for its tool behaviours)
## Changelog
🆑
fix: glass bottles with reagents can be used for crafting, empty glass
bottles will be used as tools(e.g. empty glass bottle as rolling pin)
fix: glass bottle with welding fuel can be used for crafting improvised
shotgun shells
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