## About The Pull Request
Title. Using better tools should now make crafting faster (or lower)
depending on the quality of the tools. This affects roughly 85% of the
crafting time, so, for every second of it, you're guaranteed to spend
0.15 seconds even if your tools are fast as light itself.
Also a nit with the main benefit of the mining skill being locked to
humans despite it being bound to the mind datum.
## Why It's Good For The Game
Tool speed previously didn't play a role in crafting. Now it does.
## Changelog
🆑
balance: The speed of tools used in a crafting recipe now affect the
time spent on it. Report any recipe that takes awfully little or too
long to complete.
balance: Non-humanoid mobs can now benefit from being skilled at mining
when swinging that pickaxe.
/🆑
## About The Pull Request
We use items as structures due to stupid code in a few places
(intercoms, for once) and this verb can cause weird/broken behavior on
them. Doesn't make sense from an IC perspective either.
Closes#92671
## Changelog
🆑
fix: "Move To Top" verb no longer destroys wall-mounted intercoms
/🆑
## 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.
/🆑
## About The Pull Request
currently, `/datum/element/weapon_description` is added during every
single item init, even tho it only ever affects examines. i noticed
while looking at tracy traces downstream that it spent a bit much time
adding the weapon description, so why not just lazily initialize it
during examine instead?
direct port of the same thing from
https://github.com/Monkestation/Monkestation2.0/pull/7502
## Why It's Good For The Game
less wasted time during item init
## Changelog
🆑
code: Item weapon description elements are now initialized when first
examined, instead of immediately upon initialization.
/🆑
## About The Pull Request
Changes human name to update whenever anything that could result in
their visible name changing occurs, such as changing IDs, equipping
gasmasks, picking potted plants, etc. Currently name updates occur every
``Life()`` tick and in a few "special" cases, which causes a lot of name
changes from sources such as equipment to not apply until the mob ticks,
and makes us waste a tiiiny bit of CPU time on name updates.
I've also slighly cleaned up human /Life() and made species'
``spec_life()`` not run when the mob is dead, as it was causing certain
unintended interactions, such as slimepeople regenerating blood while
dead.
## Why It's Good For The Game
Microoptimization, ensures that correct names are always used (in case
something could update their name but the mob hasn't ticked yet), plus
its just a cleaner implementation
## About The Pull Request
turns most of the item sound handling into procs instead of calling
playsound directly
- added support for changing the pickup, drop, throw_drop,
mob_throw_hit, equip when a reagent container is filled up to 20% of
it's reagent capacity.
## Why It's Good For The Game
we turn these into procs so we can override them on subtypes, this
allows us to do some funky stuff, for example play reagent sloshing
sounds together with other sounds on different interactions for
reagent_containers, allowing us, for example to play reagent sloshing
sounds when hitting someone with a beer bottle, or extinguisher.
or, in the future we can play chafing sounds for clothes on sound
handling when they are damaged enough.
## Changelog
🆑
refactor: changed how sound handling for item sounds works, report any
sounds not making any sounds!
sound: handling reagent containers around will play their reagent
sloshing sounds more often
/🆑
## About The Pull Request
Adds 2 new species: Spirits and Ghosts
Spirits are available roundstart during Halloween, Wabbajack and
Xenobio's black slime extract
Ghosts are available through Magic mirrors
They fly around, and don't have legs and instead float around. They also
can't get legs implanted onto themselves.
They also do have organs, so they are affected by flashbangs, they do
get hungry, they do need oxygen to survive (they don't take damage in
space but they do suffocate & get slowdown), and can process chems.
Gibbing a ghost gives ectoplasm, an ingredient for ghost burgers.
Chaplains also got a buff here, null rod-type weapons' bane is now
against Spirit mobs, rather than hardcoded revenants. This means it now
includes Spirits/Ghosts, but also Soulscythes & Cult shades.
Also re-adds https://github.com/tgstation/tgstation/pull/81630 which was
reverted in https://github.com/tgstation/tgstation/pull/86506 which I
assume was accidental.
### The difference between Spirits and Ghosts
Ghosts have an innate ability to become incorporeal, which allows them
to phase through walls and stuff. Using this will immediately make them
drop any non-ghost limb/organ (not implants cause I thought it would be
funny). This ability is not available if they have holy water in their
system, and like revenants they also can't walk over blessed tiles with
it. They are also invisible to cameras while using this (not the obscura
though).
Sprites taken from observers directly, if anyone wants to make custom
sprites for them feel free. If anyone wants to make this obtainable
somehow in-game as well I wouldn't be opposed, halloween is just where I
thought it would fit most.
This also adds a lot of fixes that I encountered trying to add this,
from systems that have been neglected throughout the years.
https://github.com/user-attachments/assets/e368d710-80a0-4c63-b271-1abe3dd41a5e
## Why It's Good For The Game
We haven't gotten a new halloween species in a long time and thought it
would be fun if you can play as an actual ghost, the soul that remains
after a person passes, so Halloween feels more haunted. It's overall
made in just good fun, with a bonus that Ghosts are a cool species to
play with as well for Wizards & maybe Chaplains in the future (Dead sect
when?)
## Changelog
🆑
add: Added a new halloween species: Spirits, a species without legs and
instead floats.
add: Added a new magic mirror species: Ghosts, like spirits but with the
ability to become incorporeal, traversing through solid wall.
fix: Mobs unable to use storage items now can't use storage items.
fix: Mobs unable to use items can now not open airlocks & closets
fix: Mobs unable to pick items up can no longer pick items up and
immediately drop, moving one tile at a time.
fix: Mobs with intentional missing limbs (Alien larva) no longer show
their limbs as missing on examine (again)
fix: Golems' pref page had a missing icon, it now has one.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
This is a big one so please bear with me, wounds are complicated
### Max Potential Wound Rolls
We've decreased the max contributed damage to wound rolls from 35 to 25.
This results, after the exponent, a max possible wound roll of 1 to 91
before any modifiers (assuming the attack, after armor, is 25 or above).
The minimum value to wound is still 5.
### Wound Escalation Penalties
Most wounds were contributing significant numbers per wound type to the
potential for a new wound to occur. Getting wounded once meant you were
getting wound a lot, but actually getting past that first wounding may
be the tricky part.
We have significantly reigned in the wound penalty that having a wound
contributes, and instead utilize the series wound penalty to allow same
type wounds to escalate themselves faster as a priority. Having wounds
still makes you more wound vulnerable, just not to such an extreme
degree.
The priority here for what wounds matter most for contributing to
overall wounding vulnerability is ``Infected BURNS > BURNS >
SLASH|PIERCE > BLUNT.``
### Wound Armor
Wound armor, unlike all other kinds of armor, was used as a additive
value to the wound roll modifiers rather than a multiplicative value.
We have reworked how wound armor is determined by changing how wound
modifiers are calculated.
Firstly, we're passing our entire injury roll into the
``check_woundings_mod()`` proc, as we're not treating this as a proc
that just adds values anymore.
Secondly, bare wound bonus only applies if there is no potential wound
protection from any source, as expected. But it comes last in the
calculations.
Thirdly, wound protection is applied to the injury roll last, after
wound bonuses from the attack, wound bonuses from other wounds and wound
bonuses from a disabled limb are applied. This does not include serial
wound bonuses, which are determined outside of this proc.
Wound protection comes from two sources. Clothing and limb wound
resistance. Your chest and head have an amount of wound resistance so
long as they are not mangled in any fashion. Being mangled means having
either a hairline fracture or a weeping avulsion wound.
Wound protection reduces the final injury roll by a percentage. Say our
roll is 50, and we have effectively 50% wound protection. The final roll
would be 25.
### ~~Wound Armor on Clothing~~ Reverted
~~Most clothing have had their wound armor values changed. As a loose
rule, I used the highest of melee or bomb armor, except where that value
was 100, in which case I used the lowest instead. I'm basing this
decision on how embeds are calculated, which is attack type agnostic.~~
~~Some armor have inconsistent values because they are alternative
armors to an existing armor type or are hyperspecialized armor.
Ablative, bulletproof and security vests all share a value of 35,
despite the former two not having decent melee or bomb armor.~~
~~Some clothing missing wound armor that should have had them now have
wound armor.~~
~~This may need a bit of scrutiny in case one or two seem weirdly high.
Some have maybe become too low. Its a bit hard to say.~~
### The ``bare_wound_bonus`` variable
I changed it to ``exposed_wound_bonus`` to better represent when it
applies. You can be naked and still not be affected by this bonus if the
limb has wound resistance.
## Why It's Good For The Game
I'm not promising anything with this PR, but this is an attempt to
sanity check the values on wounds so that we're not seeing what the data
that determined the removal of beheading presented. An extreme
over-representation of tier 3 wounds. ~~And, from that, maybe I can
argue for beheadings coming back. That's my goal. I think beheadings
happened so much because the numbers were in need of work.~~ Well okay I
just wanna make wounds a bit more workable actually more than I want
beheadings.
Why is it that tier 3 wounds were so over-represented? Because wounds
will often force more severe wounds of other types by merit of any
wounds existing at all on a limb. Having **_a_** wound makes you more
wound prone for any kind of wound, and not just making you more likely
to suffer a more severe type of the same wound.
The threshold mechanic was intended to simulate making a wound worse,
but oddly just made a limb broadly more prone to getting worse from any
kind of attack to such a degree that future wound rolls of different
types were often going to start at the threshold necessary to be a tier
3 wound.
Dismemberment, mind you, requires you to suffer a flesh wound while you
have a bone wound of tier 2 or higher (with tier 3 giving a bonus to
this). You can do this readily via just a sharp weapon, because having a
mangled limb causes the wound to turn into a bone wound. Technically,
this is meant to be less likely as the effective damage for this wound
is halved. But the wound bonus from having a flesh wound was almost
always significant enough to kick your new bone wound up to a tier 3.
In other words; its not surprising that you saw so many beheadings,
because the system wanted to behead you as fast as it possibly can
thanks to all these escalating values.
Wound armor was only applied as a flat reduction on the roll. The
average for wound armor was 10. After receiving a single wound, you can
expect wound rolls to reach upwards of 100, even if the actual damage
roll was not particularly high, due to wound stacking bonuses form being
wounded.
This meant that wounds, if they happened, came thick and fast after the
first, regardless of what your protection might be to wounds. It was
just a matter of getting past the initial bump.
This is why effects that forced wounds were so powerful. They basically
made a given limb more prone to taking a wound without having to deal
with the protection problem first.
Finally, this is just a broad flaw with the system that is not its
fault. It is actually a problem that isn't a problem. Most people in the
game are not wearing helmets that protect their head. So most people are
going to suffer from a higher proclivity of being wounded if people are
aiming for the head. There is this...kind of cargo cult belief that
aiming for the head means you do more damage, or can stun someone if
you're lucky or what have you. It's entirely nonsense, but it has a
grain of truth in that people rarely wear, or even have access too,
headwear that provides wound protection or any protection at all. People
have jumpsuits, which are universally wound protected, but that isn't
true of the head. Look, the point is, they're not aiming at the head
because it is usually less armored, its for other reasons but it just so
happens to become true due to wounds and how wounds roll their type.
To soften this issue, I've decided to treat wound resistance as armor
until the limb suffers a tier 3 wound. This way, hits to the head MAY
not necessarily escalate to tier 3 instantly as they would on live even
from relatively low power weapons. Some weapons have very low force, but
have extreme bare wound bonuses. This should be less likely after this
change. I doubt this will necessarily make high damage high wound
weapons like energy swords any less prone to cutting you clean open, but
it might thanks to the reduction to contributed damage to the injury
roll. The system is now _a bit more random_.
## Changelog
🆑
balance: Wounds do not make you as vulnerable to suffering wounds of all
types as before. Instead, wounds make you more vulnerable to suffering
worse versions of themselves as a priority.
balance: Wound armor is now more impactful when protecting you from
wounds when you have already been wounded.
balance: Your head and chest are more difficult to wound until they have
been mangled; either from suffering from a weeping avulsion or a
hairline fracture.
code: Changed the variable for bare_wound_bonus to exposed_wound_bonus
to better explain what that variable is doing.
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
## 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
## About The Pull Request
This moves Cyborgs onto using storage datums, removing the remenants of
the shitcode that was Cyborg inventory. It's now done mostly by
equipping/unequipping/storage items, much like how other mobs do.
This allows borgs to take advantage of more hand support stuff and
things like ``dropped()``, so borgs no longer have to copy paste drop
code to ``cyborg_unequip``
It also:
- Removes ``CYBORG_ITEM_TRAIT``
- Removes all borg items being ``NODROP``
https://github.com/user-attachments/assets/11442a10-3443-41f2-8c72-b38fb0126cdb
## Why It's Good For The Game
Currently borgs are able to have their entire inventory open and a bag
below it, which I thought was a little weird. I always assumed they WERE
storage items, so I guess I'm doing it myself.
Cyborgs using storage code makes it easier for contributors to actually
do stuff with, without risking breaking everything. It also hopefully
will make borg items more resilient against breaking in the future, now
that we're not relying on nodrop.
Also just brings them more in line with other mobs, all of which make
use of storages.
## Changelog
🆑
refactor: Cyborg's modules now use storage (so opening a bag will close
modules instead of overlap one over the other).
qol: Observers can now see Cyborg's inventories (like they can for
humans).
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Given the existence of basic mobs with hand slots, it feels like
throwing and giving items shouldn't be something exclusive to carbon
mobs, so I've pulled things around to make this happen. The only basic
mobs with hands at time of writing are gorillas and dextrous
holoparasites, but the inability to throw things when you're a gorilla
just doesn't seem right to me.
Some more details about what I've done here:
- Made the dextrous component optionally enable throwing for the mob
it's added to.
- Moved offer/give item functionality to /mob/living (I can't see any
reason why only carbon mobs should have this option)
- Moved throwing and give item hotkeys from carbon to "human" (where all
the other /mob/living hotkeys go) and, as a result, removed carbon
hotkeys (nothing is left in them).
- Moved throwing code and item offering code to its own file because
living.dm is 3000+ lines long and should probably be broken up some day
(I'm not brave enough for that)
- Cleaned up an unused global signal that hasn't been used since dogs
got moved to basic mobs.
- Other miscellaneous cleanup where I noticed it.
- In terms of testing: Tested using gorillas (only checked the dextrous
holoparasite to confirm the button and hotkeys worked). Things that were
working:
- Can throw items if the mob is set up to allow it.
- Can give items as a gorilla to a human, as a human to a gorilla, and
as a human to a human.
- Can give a high five to a gorilla (and the gorilla can receive it).
Gorillas can't give a high five back, though (they don't have the
emote), this already ballooned in scope, someone else can make that
happen.
- There are an alarmingly high amount of niche
emote-into-item-into-giving behaviours I suspect half the playerbase or
more aren't even aware of (does anyone offer their hand to someone to
get them up off of the ground?) and I don't know if I broke any of them
with this, but the fact high fives work gives me some hope they're
probably still fine.
## Why It's Good For The Game
Lets gorillas and dextrous holoparasites throw things and give things,
but most importantly sets up more framework for any future dextrous
basic mobs to also be able to do this. There's no real reason to keep
this functionality confined to carbon mobs when dextrous basic mobs are
a thing.
## Changelog
🆑
add: Gorillas can now throw things and offer items to players.
refactor: Moved throwing and offering item code to be based on living
mobs, not just carbon mobs.
/🆑
---------
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
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request process. -->
## About The Pull Request
So yesterday I've spotted that we had wrong SLOTS_AMT value set, and
went a bit down a rabbit hole and found how abhorrent our
ITEM_SLOT_BACKPACK and ITEM_SLOT_BELTPACK usage is. They're not real
inventory slots, but just "hints" at items being located in backpacks or
belts, or instructions to put an item into a belt/backpack. This PR
rewrites all usages of them as "hints", and adds an equip_to_storage
proc used to equip an item into a storage positioned in a certain slot,
so ``equip_to_slot_if_possible(item, ITEM_SLOT_BACKPACK)`` is now
``equip_to_storage(item, ITEM_SLOT_BACK)``
## Why It's Good For The Game
Its really stupid and we shouldn't have those as slot flags,
ITEM_SLOT_HANDS at least makes sense but those two are just absurd.
Should make equipping things into non-backpack storage a bit easier too,
in case we end up going through with the idea of suit/uniform pockets
being a major part of player inventory.
## Changelog
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🆑
refactor: Refactored how backpack and belt contents are handled in mob
inventory code, report any issues with lingering item effects or
inability to equip things into them!
/🆑
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## About The Pull Request
Merges sword, harpoon, glaive and dagger crusher retools into a single
item which allows you to pick the skin you want upon being applied to a
crusher by converting crusher skins into datums.
I've also improved sprites for all skins and redid the retool kit
itself, as well as gave dagger and blaster unique animations - you swing
with a dagger for normal attacks, stab to rupture the mark, and firing a
shot point-blank does a stabbing animation with the blaster.

https://github.com/user-attachments/assets/2d243daf-f1d8-48bf-a661-8a9ac990837c
(Apologies for lack of robust gameplay, I was trying to show the
animations, not kill the goliath)
The harpoon crusher skin now does stabbing animation instead of slashing
one, and I've also fixed animations playing incorrectly when attacking
large mobs/objects
## Why It's Good For The Game
Having multiple items for reskinning crushers feels clunky, and unique
animations are just something that makes sense. Having a swinging
animation for both dagger and blaster looked odd, as you'd probably only
swing one of them at the opponent, so I decided to spice them up.
## Changelog
🆑
add: Dagger-blaster and harpoon crusher skins have received unique
attack animations.
add: Four base crusher retool kits have been merged into one item.
image: Resprited crusher skins and the crusher retool kit
fix: Fixed attack animations being offset when attacking large objects
or mobs.
/🆑
## About The Pull Request
Fully removes thrownby as a var on items, and is now instead handled by
throwingdatums' ``get_thrower()`` proc
Also replaces the early return for throwing things at yourself (it now
only prevents the call for check_block and therefore hit reaction
stuff), since the only way to throw things at yourself is with
boomerangs, which currently only works because it doesn't pass you as
the thrower for boomerang's return
Speaking of, boomerangs now see the thrower as thrower on returns
Before (Boomerangs don't pass you as the thrower, so it shows you as
being hit by nothing):

After (Boomerangs pass you and you can affect yourself, so it sees you
hitting yourself & it still batons you):

This is gonna be used for
https://github.com/tgstation/tgstation/pull/90689 as well.
## Why It's Good For The Game
Better logging for boomeranged items, removes a deprecated var and
better consistency for thrown items leaving better readability.
## Changelog
🆑
admin: People throwing boomeranged items and hitting themselves now logs
it as them hitting themselves (rather than being hit by the air).
/🆑
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request process. -->
## About The Pull Request
doMove on item didn't account for observers, and while doUnEquip should
not be an issue, I've added the same observer image removal code as a
safeguard to it regardless.
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
fix: Fixed items in storages sometimes lingering in observer UI
/🆑
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GitHub username as author ingame. -->
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the changes rather than a summary of the PR's contents. -->
## About The Pull Request
Added two new "layers" to hairstyles. The first draws on the normal hair
layer but resists being affected by hair masks unless a piece of
clothing really insists that it must mask it. The second draws on top of
the headwear layer and will ignore all hair masking, but will disappear
entirely if a piece of clothing covers the part of the head that
hairpiece originates from.
Each of these "Layers" (called "hair appendages" in the code) is
associated with a part of the head that it comes off of (left side,
rear, right side, etc.), which pieces of clothing can cover to prevent
those parts from being shown. For example, a Beret will allow a ponytail
to sprout off the back of a person's head and ignore the normal hair
mask, but a winter coat hood covers every part of the head except the
front, so it will hide the ponytail completely.
## Costs
Hairstyles that use this system require some extra icon blending, but
each hairstyle will cache the result of each blend whenever a new hair
mask is applied, so the extra cost only happens once. The cache will
also be used on hairstyles that don't utilize the additional layers, so
we should end up with less total icon blending over the course of a
round than we currently have.
Adds a new sprite layer, OUTER_HAIR_LAYER, to humans.
Changes hair masks from strings specifying an icon state to datums with
an icon state and a bitfield storing which parts of the head the
headware that uses them cover. The singletons for these datums are
stored in the SSaccessories subsystem.
Any hairstyle that uses this system will need 1-2 more icon states in
the human_face.dmi file. I currently have 32 hairstyles marked that
could reasonably use this system, about half of which use both
additional icon states.
## Images
Old system:

New system:


The new system is currently only implemented on the "Ponytail (High)"
hairstyle for demonstration and testing. I have a branch with the same
update for most similar hairstyles I can push if this is merged.
## Why It's Good For The Game
Hair masks are okay but they look really bad with some hairstyles. This
allows people who really care about their character's look to make their
hairstyles work with their favorite hats.
Potential for fixing #88886
## Changelog
🆑
add: Added a system to create hairstyles with multiple layers to allow
better interaction with hats and helmets
image: Added additional sprite layers to the Ponytail (High) hairstyle
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request
adds the Cain & Abel to the lootpool of the colossus!

these are a set of angelic twinblades bound together by some chains. The
long chains allow u to attack mobs from a distance (2 tiles max) and at
very FAST speed, and come with a few new mechanics:
-Attacking a mob with the cain and abel grants you a special whisp that
follows your character. these whisps empower ur next melee attacks u can
collect a maximum of up to 6 whisps, (their bonuses stack), after which
they reset. If u get hit by a mob once, you'll lose ur whisps (and ur
melee bonus), so ull have to regain them by rebuilding up ur combo. u
can also choose to sacrifice ur whisps by firing them at mobs (by right
clicking them) for some hefty damage (this again means u'll lose them)
https://github.com/user-attachments/assets/0a1738db-9fa4-4226-ac80-334f5e97cfa5
-u can also choose to hurl one of ur daggers at enemies, there's 2 throw
modes u can toggle between by pressing Z while holding ur weapon.
1- On launch mode, u can throw one of ur daggers at a tile, afterwhich
the chains will rapidly pull u towards it, making for some cool getaways
in tense situations. this puts throw mode on a 7 second cooldown
2- On crystal mode, u can hurl a dagger at an enemy or at a tile. Spiked
crystals will errupt on nearby floors, dealing some damage to nearby
mobs and stunning them for 2 seconds (bosses dont get stunned tho). puts
throw mode on a 15 second cooldown
https://github.com/user-attachments/assets/665b9cf4-c5a1-4263-a36b-86e3f35d0ae5
-Lastly is the swing ability. This will swing ur daggers around u,
dealing AOE damage to nearby mobs, and makes u block all melee attacks,
tentacle attacks, and deflect incoming projectile attacks (could for
example be used to deflect the colossus' shotgun blast back to it). ull
only block attacks while the animation is active, which lasts a good
1.75 seconds, and is at a 20 second cooldown.
https://github.com/user-attachments/assets/073e5324-af5b-45ab-912e-5bcaa13fc728
Here's a short clip of me using them to fight a colossus and a bubblegum
https://www.youtube.com/watch?v=kp5Hu16dHPQ&ab_channel=Kobsa
## Why It's Good For The Game
adds a new fun weapon with a few deep mechanics to the game. also makes
taking down colossi alot more rewarding.
## Changelog
🆑
add: adds the cain and abel to the colossus lootpool!
/🆑
## About The Pull Request
Looks jank if you hit something with like, a Sakhno, not sure what else
to add.
## Changelog
🆑
fix: Fixed incorrect offsets on wide items' attack animations
/🆑
## About The Pull Request
Currently patches are a subtype of pills, and while they have the
``dissolveable`` var set to FALSE, barely anything checks it (because
people don't expect patches to be pills in disguise) so we end up
patches being dissolveable and implantable, which is far from ideal.
Both have been moved into an ``/obj/item/reagent_containers/applicator``
class, which handles their common logic and helps handling cases where
either one fits. As for gameplay changes:
* Pills no longer dissolve instantly, instead adding their contents to
your stomach after 3 seconds (by default). You can increase the timer by
dropping sugar onto them to thicken their coating, 1s per 1u applied, up
to a full minute. Coating can also be dissolved with water, similarly
-1s per 1u applied. Pills with no coating will work like before.
* Patches now only take half as long to apply (1.5s), but also slowly
trickle in their reagents instead of instantly applying all of them.
This is done via embedding so you could theoretically (if you get lucky)
stick a ranged patch at someone, although they are rather quick to rip
off. The implementation and idea itself are separate, but the idea for
having a visual display has been taken from
https://github.com/Monkestation/Monkestation2.0/pull/2558.

* In order to support the new pill mechanics, stomachs have received
contents. Pills and items that you accidentally swallow now go into your
stomach instead of your chest cavity, and may damage it if they're
sharp, requiring having them surgically cut out (cut the stomach open
with a scalpel, then cauterize it to mend the incision). Or maybe you
can get a bacchus's blessing, or a geneticist hulk to gut punch you,
that may also work. Alien devour ability also uses this system now. If
you get a critical slashing wound on your chest contents of your cut
apart stomach (if a surgeon forgot to mend it, or if you ate too much
glass shard for breakfast) may fall out. However, spacemen with the
strong stomach trait can eat as much glass cereal as they want.
Pill duration can also be chosen in ChemMaster when you have a pill
selected, 0 to 30 seconds.

## Why It's Good For The Game
Patches and pills are extremely similar in their implemenation, former
being a worse version of sprays and pills, with only change being that
pills cannot be applied through helmets while patches and sprays ignore
both. This change makes them useful for separate cases, and allows
reenactment of some classic... movie, scenes, with the pill change. As
for stomach contents, this was probably the sanest way of implementing
pill handling, and everything else (item swallowing and cutting stomachs
open to remove a cyanide pill someone ate before it dissolves) kind of
snowballed from there. I pray to whatever gods that are out there that
this won't have some extremely absurd and cursed interactions (it
probably will).
## Changelog
🆑
add: Instead of dissolving instantly, pills now activate after 4
seconds. This timer can be increased by using a dropper filled with
sugar on them, 1s added per 1u dropped.
add: Patches now stick to you and slowly bleed their reagents, instead
of being strictly inferior to both pills and sprays.
add: Items that you accidentally swallow now go into your stomach
contents.
refactor: Patches are no longer considered pills by the game
refactor: All stomachs now have contents, instead of it being exclusive
to aliens. You can cut open a stomach to empty it with a scalpel, and
mend an existing incision with a cautery.
/🆑
…ing silently
## About The Pull Request
While reviewing the recent sound optimization PR I noticed that a bunch
of checks here really make no sense to just fail silently when nobody
should be doing this in the first place
Immediately started screaming on run so thats a good sign
## Changelog
🆑
code: previously silent failures due to empty sounds or too low volumes
will now create a runtime in the runtime log
fix: some footstep sounds like robotic or slimes are no longer silent
/🆑
---------
Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
## About The Pull Request
This PR tackles our piss-poor item action handling. Currently in order
to make an item only have actions when its equipped to a certain slot
you need to override a proc, which I've changed by introducing an
action_slots variable. I've also cleaned up a ton of action code, and
most importantly moved a lot of Trigger effects on items to do_effect,
which allows actions to not call ui_action_click or attack_self on an
item without bypassing IsAvailible and comsigs that parent Trigger has.
This resolves issues like jump boots being usable from your hands, HUDs
being toggleable out of your pockets, etc. Also moved a few actions from
relying on attack_self to individual handling on their side.
This also stops welding masks/hardhats from showing their action while
you hold them, this part of the change is just something I thought
didn't make much sense - you can use their action by using them in-hand,
and flickering on your action bar can be annoying when reshuffling your
backpack.
Closes#89653
## Why It's Good For The Game
Makes action handling significantly less ass, allows us to avoid code
like this
```js
/obj/item/clothing/mask/gas/sechailer/ui_action_click(mob/user, action)
if(istype(action, /datum/action/item_action/halt))
halt()
else
adjust_visor(user)
```
## About The Pull Request
- Adds a fantasy affix that makes your attacks with the item cause a
chain lightning, which shocks people. The damage, distance, and limit
are all based on quality.
- Adds a fantasy affix that makes your attacks with the item slow the
target's click cd, making them take longer between attacks. The penalty
is based on quality.
## Why It's Good For The Game
BiS for main tanks
## Changelog
🆑 Melbert
add: Adds two fantasy affixes
/🆑
## About The Pull Request
thanks @MrMelbert for pointing out the mistake in my sleep deprived code
- I accidentally registered `SIGNAL_ADDTRAIT(TRAIT_EXAMINE_SKIP),
SIGNAL_REMOVETRAIT(TRAIT_EXAMINE_SKIP)` instead of
`SIGNAL_ADDTRAIT(TRAIT_NO_WORN_ICON),
SIGNAL_REMOVETRAIT(TRAIT_NO_WORN_ICON)`
also, I accidentally left this in:
```
item.add_traits(list(TRAIT_NO_STRIP, TRAIT_NO_WORN_ICON), REF(src)) // i'd use examine hide but its a flag and yeah
```
after making `TRAIT_EXAMINE_SKIP` a trait, so I added that.
## Why It's Good For The Game
this should work properly
## Changelog
🆑
fix: Fixed some mistakes I made while fixing the void cloak.
/🆑
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/87345
This adds a new item trait, `TRAIT_NO_WORN_ICON`, which is exactly what
it says on the tin - the worn overlay for said item will not be added
when the trait is present, so we give it to items hidden by the hood.
I also refactored the `EXAMINE_SKIP` item flag into
`TRAIT_EXAMINE_SKIP`.

## Why It's Good For The Game
stealth thing having an obvious sprite tell is bad. bugfix good.
## Changelog
🆑
fix: Void Cloaks now properly hide blades and such in the suit storage
from the wearer's sprite.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
This PR is literally just
https://github.com/tgstation/tgstation/pull/87754 so you should probably
go read the contents of that PR to learn more.
### Sorry, No Stunsword in this PR.
Stunbaton inhand tips change color as the cell it has inside increases
in capacity. They also have different animations based on the cell, to
make it clearer which one you are looking at.

## Why It's Good For The Game
So, two things;
A) The test showed that there is more work to be done, but that this was
actually improving survivability to some degree against batons when
properly geared, while not necessarily impacting the average tider
arrest attempts. It didn't solve the issue of alleviating the need for
anti-baton knockdown tools, but it did help a bit. Enough that I think
this could be worked on further as a foundation for solving that
problem.
B) People have been asking me to, or have made it obvious that they
would like to see this actually merged into the game. So uh...here is
that PR if any maints care for it.
I think there is still more to do for testing and possible changes to
address the issues I was trying to investigate in the test. However, I
actually think this change could be an important step towards
accomplishing some of those changes. It isn't quite enough to start
pulling out baton resistance from various sources just yet, but it is a
start.
## Changelog
🆑
balance: Batons now respect the armor worn by targets. Analog batons
respect MELEE armor. Cell-type batons respect ENERGY armor.
balance: Various batons have differing amounts of armour penetration
based on what type of baton it is.
balance: Heads of staff have color graded batons to denote penetration
power. Bronze (Quartermaster), Silver (Chief Engineer, Chief Medical
Officer, Head of Personnel, Research Director), Gold (Captain).
Contractor batons are equivalent to Gold.
balance: Cell-type batons gain armor penetration based on their cell's
quality. The better it is, the more it penetrates.
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request
mimics are basicmobs now
the only change not carried over worth mentioning is that all mimics are
a consistent speed because i cant imagine a gun or object with aimbot
going at you mach 2 would be very fun
mimic crates had some stuff changed compared to their simple animal
variant
they open and close their lid when attacking (unless locked) to be like
menacing or something like animals flash colors to ward off people
attempting to open a nonsentient hostile crate mimic will make it lock
itself (if it contains anything) and attack you
mimics are a really stupid naming for these because like
mimic crates pretend to be crates
anything else inheriting from mimics are just used to make objects alive
https://github.com/user-attachments/assets/34a733a4-45a3-409e-8a6a-b2a8c7540898
ranged mimics now use viscontents (they also keep trying to pointblank
people for some reason i think thats ok though unless its a wand of
fireball)
ranged mimic (any ranged weapon animated by a bolt of animation)
https://github.com/user-attachments/assets/c3f1d2f5-cfb8-46a9-a58c-255c53a034db
## Why It's Good For The Game
fixes#85668
## Changelog
🆑
refactor: mimics (bolt of animation, malf ai Machine Override, etc) are
basicmobs
fix: crate mimics may now be opened
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Partially handles #88892
I tested with stingbangs, not throwing stars. Yeah.
This does NOT solve the main issue of #88892 with jagged rods, as that
would require rewriting how projectile_drop and caseless elements
function
## Changelog
🆑
fix: Fixed items not embedding
/🆑
## About The Pull Request
This PR completely rewrites our embedding system in favor of embedding
datum handlers which acts as containers for all embedding-related data
and logic.
Currently embedding logic relies on an element-component-datum triad,
where elements on the items handle embedding logic, singleton datums
store embedding data and components (which get assigned to ***mobs*** in
whom the item embedded) handle pain and the item being ripped out. How
do we access all the procs? By using comsigs as procs, which is really
bad. This code was written back in 2020 when DCS was hot stuff but in
hindsight this implementation was a mistake, as it heavily restricts
custom embedding behaviors unless you're willing to constantly run
GetComponent (bad, ugly, incarnation of evil)
This PR rewrites all that logic to be handled by lazyloaded
``/datum/embedding``, which is stored similarly to current
``/datum/embed_data``. Upon being requested, it is initialized and
assigned to a parent from whom all the logic is handled, from being
embedded to pain and having the item ripped out. On projectiles this
only handles one proc, after which it copies itself down to the shrapnel
item instead and runs the chain further from there.
Ideally, most embedding-related logic now should be handled purely
datum-side - in most cases items should not be hooking up to themselves
like they did before (unless said logic is for when the item is made
sticky or smth) and instead the code should be handled by the embedding
datum (see sholean grapes implementation in this PR). This should allow
us to do fancy stuff like syringe guns embedding syringes into targets
and injecting them that way, and fix some bugs along the way.
Closes#88115Closes#87946
Also fixed a bug with scars not displaying when examined closely from
#86506 because i was in the area anyways
## About The Pull Request
I missed this when adding sound_vary
## Why It's Good For The Game
intended to be this way + there's a reason this var exists
## Changelog
🆑 grungussuss
fix: picking stuff up actually respects the vary settings of an item
/🆑
## About The Pull Request
Was just scrolling through the Paradise github since they seem to have
more work done for 516 to see if there's anything I can port over, found
this and thought why not.
Ports parts of https://github.com/ParadiseSS13/Paradise/pull/25105
Specifically, updaing all hrefs to use the internal ``byond://``, and
adding it to grep.
## Why It's Good For The Game
More work towards 516.
## Changelog
Nothing player-facing.
## About The Pull Request
This is the first PR in a series attempting to modernize our damage and
armor, both from a code and a gameplay perspective. This part implements
unique attack animations, adds alternate attack modes for items and
fixes some minor oversights.
Items now have unique attack animation based on their sharpness - sharp
items are now swung in an arc, while pointy items are thrust forward.
This change is ***purely visual***, this is not swing combat. (However,
this does assign icon rotation data to many items, which should help
swing combat later down the line).
Certain items like knives and swords now have secondary attacks - right
clicks will perform stabbing attacks instead of slashing for a chance to
leave piercing wounds, albeit with slightly lower damage - trying to
stick a katana through someone won't get you very far!
https://github.com/user-attachments/assets/1f92bbcd-9aa1-482f-bc26-5e84fe2a07e1
Turns out that spears acted as oversized knives this entire time, being
SHARP_EDGED instead of SHARP_POINTY - in order for their animations to
make sense, they're now once again pointy (according to comment,
originally they were made sharp because piercing wounds weren't very
threatening, which is no longer the case)
Another major change is that structure damage is now influenced by armor
penetration - I am not sure if this is intentional or not, but attacking
item's AP never applied to non-mob damage.
Additionally, also fixes an issue where attack verbs for you and
everyone else may differ.
## About The Pull Request
You can now fish from aquariums if you wish to. This includes some
backend changes to make it possible for the fish table from
get_fish_table() to contain instances, and all that it entails up to
spawn_reward(), which is a requirement for the gimmick to respect the
various traits and other variables of the already instantiated fish
rather than read from cached properties.
## Why It's Good For The Game
The fish progress score/index had only little nasty flaw that has been
nagging me since day one: Not all fish species can be caught. Skipping
McGill, which is a peculiar case that for cheevo purposes should be
considered a standard goldfish, there is the one, unsignificant yet rare
purple sludgefish which can only be gotten as a rare evolution of the
generic sludgefish. Talk about petty, but this may be a long-term nit I
prefer to handle right now.
Also why not? The 'unmarine mastodon' is near impossible to get unless
you somehow find a oil well which is locked behind a specific ruin.
## Changelog
🆑
fix: Aquariums are now potential fishing spots.
/🆑
## About The Pull Request
bro its a hammer
(speaking of, i feel like it should fit on the toolbelt & be a crowbar.
but that's basically 1:1 the preexisting claw hammer, idk)
## Why It's Good For The Game
bro it's a hammer.
## Changelog
🆑
qol: carpenter hammer fits on belt slot
code: renames belt_icon_state to inside_belt_icon_state for
intelligibiility
/🆑
## About The Pull Request
Fixes and stuff I noticed from when I was porting examine stuff from
here to TGMC.
- Uses regex so that if you include `and ` in the tooltip of an examine
tag but not main text, `examine()` will not think you said `and ` in the
main text
- The morbid tooltip doesn't try to use HTML for the tooltip now
- Updates documentation for `examine_tags`
Here's my cat.

## Changelog
🆑
fix: examine tags now use regex for checking if a tag has "and" in it
spellcheck: the tooltip for the morbid examine tag doesn't try to use
html anymore
/🆑
## About The Pull Request
- Grinding & juicing are now recursive operations (grind the item & all
its contents) not just for reagent grinder but also for mortar pedestal
& plumbing grinder so you can get all them juices
- Fixes#87719. Plumbing grinder won't destroy slime extracts after
grinding
- Mortar pedestal now grinds & juices more items since it correctly
checks if that object has more reagents to offer
- Reagent grinder, plumbing grinder & mortar pedestal now respect
`blend_requirements()` so you get consistent behaviour across them
## Changelog
🆑
fix: mortar pedestal now grinds & juices items that previously could not
be processed
fix: plumbing grinder won't destroy slime extracts after grinding
refactor: grinding & juicing code has been refactored overall. Please
report bugs on github
/🆑
## About The Pull Request
The reason why I refactored material effects code is here.
In this PR I add the possibility of printing fishing rods from different
materials at your nearest autolathe, though it doesn't stop there. Each
material has different values for (so far) fishing difficulty, casting
range, experience gained and foremost the chance of catching fish made
of the same material as the fishing rod used to catch it. The material
the fish is made from can either increase or decrease the weight of the
fish.
In a many cases, material rods can also have other small effects on
fishing, like removing the chances of duds even without a bait, or
attracting shiny-loving fish, or passing some other fish trait checks.
In a few cases, these fishing rods can have bigger, more impactful
effects on fishing. That said, here's a list of more or less the effects
(skipping very minor ones and those inherited from being items) and
modifiers across materials so far, a few things will be added later:
<details>
<summary>Huge-ass list (out-fucking-dated now that I've added 5 more
variables 😢)</summary>
- Iron: +30% fish weight, 8% chance of material fish
- Glass: +20% fish weight, +5 difficulty, +20% experience, 8% chance of
material fish
- Silver: +35% fish weight, -5 difficulty, - 15% experience, 15.5%
chance of material fish
- Gold: +50% fish weight, -10 difficulty, -25% experience, 20.5%
material fish, +1 casting range
- Diamond: +40% fish weight, -13 difficulty, -30% experience, 23%
material fish, -1 casting range
- Uranium: +100% fish weight, 8% material fish
- Plasma: +30% fish weight, 8% material fish
- Bluespace: +30% fish weight, -5 difficulty, -15% experience, 23%
material fish, +5 range
- - 33% chance of selecting a reward from (almost) any fishing source
instead of the current one.
- Bananium +20 difficulty, +60% experience, 38% material fish, +3
casting range
- - 20% chance of fishing either a clownfish, lubefish, donkfish,
soulfish or skin crab instead
- Titanium: +20% fish weight, -5 difficulty, 8% material fish, +1 range
- Runite: +50% fish weight, -18 difficulty, +220% experience, 38%
material fish, +1 range
- Plastic: -20% fish weight -5 difficulty, +20% experience, 8% material
fish, +2 range
- Wood: -50% fish weight, +8 difficulty, +30% experience, 13% material
fish, -1 range
- Adamantine: +60% fish weight, -23 difficulty, -40% experience, 33%
material fish, +1 range
- Mythril: +40% fish weight, -25 difficulty, -50% experience, 43%
material fish, +2 range
- Hot Ice: -10% fish weight, -10 diffiulty, -10% experience, 18%
material fish, +1 range
- Metal Hydrogen: -40% weight, -15 difficulty, -20% experience, 23%
material, +4 range
- Sand: +20% weight, +30 difficulty, -80% experience, 8% material, -2
range
- Sandstone: +20% weight, +25 difficulty, -70% experience, 8% material,
-2 range
- Snow: -20% weight, +25 difficulty, -70% experience, 8% material, -2
range
- Runed Metal: +50% weight, -12 diff, -10% experience, 38% material
- Bronze, +40% weight, 13% material
- Paper: -60% weight, +40 diff, -90% experience, 8% material, -2 range
- - Has a 20% chance of fishing up an aggressive stickman
- Cardboard: Same as above, but without the stickmen
- Bone: +5% weight, +15 diff, -15% experience, 8% material, -2 range
- - 20% chance of fishing up either a unmarine bonemass, a unmarine
mastodon, a hostile skellie or rarely a single-use spectral instrument
that can turn you or someone else into a spooky scary skeleton.
- Bamboo: -50% weight, -4 difficulty, +30% experience, 13% material, -1
range
- Zeukerite: 20% weight, -16 difficulty, -10% experience, 28% material
- Plasteel: +75% weihgt, +5 difficulty, +10% experience, 8% material
- Plastitanium: +10% weight, -10 difficulty, -5% experience, 8%
material, +1 range
- Plasmaglass: +20% weight, +5 difficulty, +30% experience, 8% material
- Titanium Glass: +25% weight, -5 difficulty, +25% experience 8%
material
- Plastitanium Glass: +20% weight, +50% experience, 8% material
- Alien Alloy: +140% weight, -25 difficulty, 33% material, -40%
experience, +2 range
- Hauntium (good luck using it): +40% weight, -30 difficulty, +50%
experience, 38% material, +2 range
- Meat: +13 difficulty, -20% experience, 28% material, -2 range
- Pizza: -10% weight, +13 difficulty, -20% experience, 28% material, -2
range
</details>
## Why It's Good For The Game
I think it's nice to have two features interact with each other (fishing
and materials), and it adds a layer of interesting uses to some
materials.
## Changelog
🆑
add: Autolathes can now print fishing rods of different materials, which
can increase or decrease fishing difficulty, casting range, and
experience gained, and can have other interesting effects.
/🆑
## About The Pull Request
This will fix#87404
## Why It's Good For The Game
This will fix#87404.
## Changelog
🆑
fix: Throw impact sounds won't play if the item has been caught.
## About The Pull Request
Previous attempt - https://github.com/tgstation/tgstation/pull/87227
`/atom/proc/singularity_pull(obj/singularity/singularity, current_size)`
has first arg typed, but other procs were just referencing it as a
un-typed variable.
Since args are not standartized AND
`atom/proc/singularity_pull(obj/singularity/singularity, current_size)`
is out-dated, since it can be called by things that has
`/datum/component/singularity` - not just by
`obj/singularity/singularity` - This PR just adds args to every
`proc/singularity_pull()` as follows:
`proc/singularity_pull(atom/singularity, current_size)`
## Why It's Good For The Game
Standartization
## Changelog
No changelog needed
## About The Pull Request
Added a system to allow clothing to apply a mask to your hair sprite,
using the same blend procs that hair gradients do. This allows us to
hide the upper part of people's hair without affecting portions below a
person's hat.
Currently this is only implemented on hardhats as an example. This is
the mask they use:

This hides any hair above the brow line and above a 45 degree angle
along the sides of the head. For hats with a thinner or wider profile, a
thinner or wider mask could be made.
Alternatively, you could create a mask for a suit slot item that makes
it appear like long, draping hair has been tucked into the suit. You
could also color the mask to create items that change the color of a
person's hair, if you wanted to do that for some reason. If multiple
items of clothing have masks, they will all be applied in sequence.
Before:

After:

Removing the hardhat will cause your afro to poof back out completely
unharmed.
## Why It's Good For The Game
It looks better than having tall hairstyles show up behind your
headwear, but it does not hide your hair completely.
## Changelog
🆑
add: Hardhats now squish down excessively tall hairstyles while being
worn.
/🆑
## About The Pull Request
Fixes#87129
[This
change](https://github.com/tgstation/tgstation/pull/87073/files#diff-c8ab5fbc20de60e202b839834b039649cbb69a1c4b99b27a5e467f3889442ccd)
added in #87073, passing `invdrop = FALSE` to `doUnEquip`, breaks the
behavior of unequipping dropping your items. Because that's what
`invdrop` does. If you pass it as `FALSE` it prevents other items from
dropping off the mob, intended for like, outfit use / "quick swapping"
an item out
So I reverted it. Drone tools still seem to work I guess. @SyncIt21
## Changelog
🆑 Melbert
fix: Fixes stuff staying on your body after removing your clothes
/🆑
## About The Pull Request
- Fixes#87071 as in
a) Dropping a drone tool will put it back in the toolbox again
b) You can manually put the tool back in the toolbox via mouse click
c) You cannot dump the contents of the drone toolbox on anything
## Changelog
🆑
fix: you can drop/put drone tools back in the toolbox
fix: you cannot dump the contents of the drone toolbox
/🆑
## About The Pull Request
Adds VV header for items, letting quick modification of a few of an
item's combat values..

## Why It's Good For The Game
In testing, I find I tweak these values commonly, to test how effective
an item is vs armor, or how strong a new item should be, etc etc. So
having quick access to these might be cool
I thought about adding a few more like throwforce but I didn't want to
clutter it too much
## Changelog
🆑 Melbert
admin: Items now have a header in VV allowing for quicker editing of
combat properties
/🆑
## About The Pull Request
I'm "cooking" the materials system a bit, specifically the code
responsible for applying and removing effects. My goal is to move most
of the code to the objects-side, split it in smaller procs that can be
more easily overriden or called for object-specific modifiers and
effects, while also revamping things all around to better support items
made from multiple materials (the cleric mace will most likely be one in
this PR, with the handle and tip made of different materials).
PR NO LONGER WIP, TESTED AND ALL, CLERIC MACES CAN NOW BE MADE OF TWO
MATERIALS.
## Why It's Good For The Game
One of the nastiest flaws with the materials system is that it's just
unfeasable to have items made of multiple mats (with effects enabled)
right now, as they easily tend to override each other, where some of the
modifiers and effects should only be applied the main material.
Beside, the system's starting to show signs of its time, from the
several type checks used to apply different effects, the one letter
variables to the the material flags that are still being passed down as
arguments when you can access them from the atom/source arg anyway. It
would be disonhest of me if I went ahead and coded material fishing rods
or whatever fish fuckery with materials without ensuring it won't
further the technical debt the feature currently has.
## Changelog
🆑
refactor: Refactored materials code. report any issue.
add: Cleric maces (The autolathe-printable weapon design from outer
space) can now be made of two different materials.
balance: Buffed cleric maces a little.
fix: toolboxes' stats are now affected by materials again.
/🆑
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Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>