## About The Pull Request
Gives lockers screentips, more balloon alerts, and examine hints to make
interactions more obvious.
## Why It's Good For The Game
Quality of life is good.
## Changelog
🆑
qol: Add contextual screentips, balloon alerts, and examine hints to
lockers
/🆑
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects
regexes used
git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
## About The Pull Request
Closes https://github.com/tgstation/tgstation/issues/74564.
You can now uproot plants with any item that has TOOL_SHOVEL flag
instead of just item/shovel. So you can use trench tool for this
purpose.
And the same with digging out plants. It was originally limited to just
spade shovel, which is rather strange considering that there is bone
shovel recipe and one of it's ingridients is spade.
Changed icon of omnitool's shovel because spade won't be the only shovel
used for uprooting plants.
Also removed a bunch of code and it didn't affect anything in my tests
so I'm assuming it was unused and completely useless.
Maybe i'm not right and it affects something tho.
## Why It's Good For The Game
Trench tool can be used as a normal shovel.
## Changelog
🆑
fix: You can now uproot and dig out plants with any shovel and not just
spade.
/🆑
## About The Pull Request
Title.
## Why It's Good For The Game
1. This nukes a lot of silly var edits, and cleans up maps
2. The south spawner *isn't* really needed, but having it is nice for
consistency and clarity
3. Sometime ago I forget which map but one of them had var edited
directional subtypes and that made me cry
## Changelog
🆑 Jolly
fix: Maps internally had the code for the "directional" windows altered
a bit. If you see stacked window panes or things look incorrectly,
please file a bug report as that isn't intentional!!
/🆑
## About The Pull Request
As shrimple as the title might imply, the ability for an item to be
processed in a loom is now a component.
Behavior on looming cotton, durathread, and wool, should all be the
exact same in terms of cost, time, results, etc.
## Why It's Good For The Game
If, for any reason, someone might want to extend the behavior of "this
thing can be loomed" to other items, it can be done.
## Changelog
🆑
code: The ability for objects to be loomed is now a component, with all
of the looming behavior moved off of the structure and into said
component. The actual behavior for looming cotton (clicking on a loom
with cotton) is completely unchanged.
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
## About The Pull Request
### **Cargo Black Market goods should stay in cargo's hands**
#### New Cargo Console Category: Imports
This category is explicitly the non-departmental category beyond simply
having a Misc category. It is meant for material that nobody is meant to
be buying for their departments, and mostly for the odd-ball crates that
might show up. It also allows us to maintain contraband as exactly that;
contraband that the departments shouldn't have access too whatsoever. If
someone is buying from this category, they probably intend to be a
cheeky fuck.
<details>
<summary>The New Changes</summary>
#### Baseline Imports
MEAT: MEAT (meat backpack you can eat)
<details>
<summary>MEAT</summary>


</details>
Duct Spiders: They're adorable and cause a mess, but that doesn't stop
Nanotrasen from importing them from the Australicus sector to your
station!
Stack of 50 Bamboo Cuttings: Pretty expensive and kind of a premium.
Allows for those people looking to make bamboo decorations without
hoping botany exists, and are at least willing to pay. Also lets them
make horribly dangerous stuff with bamboo, of course.
A Single Sheet of Bananium: The problems this will cause I think speak
for themselves. (mostly due to a clown fruitlessly attempting to make
something actually disruptive while bankrupting cargo)
Natural Fish Bait: It isn't cheating, it's homemade. (Really good bait
but expensive and obviously drugs)
A dumpster...: A corpse in a dumpster, doesn't get more complicated than
that. Useful for corpse reasons.
Made using some code I borrowed from over here!
https://github.com/lizardqueenlexi/orbstation/pull/354
#### Contraband Imports
Foam Force Pistols: Same as it ever was with a price reduction. I
brought it down because riot darts are like 8 bullets a clip, and do
less damage than a disabler using riot darts. It feels like a sidegrade
weapon, and even if it technically is a ballistic weapon, it...isn't
that strong. I think this is pretty safe.
Definitely Not a Duct Spider: It's actually a giant spider in a box. If
you want to waste cargo's money while also sending them a mess to deal
with, this is the crate for you.
Russian Surplus Military Gear Crate: I took this opportunity to futz
with boltaction rifles. There are two kinds of mosin nagant you can get
in this crate. One of them is the good kind (no jamming). The other is
the shit kind (yes jamming), but you get more of them. You can get the
good ammo, or you can get the shit ammo. You'll have to pick through it
a lot more carefully to make sure you know which ones you've received.
Since this dilutes the pool even further, getting a good number of
mosins that aren't trash is even more expensive, and even if you do get
mosins at all, you might still only get the bad ammunition that doesn't
work against actual human threats as well. It also now cannot be
purchased through the security cargo supply console, and as to why they
could in the first place baffles me. Doesn't have a lock anymore
because...it's contraband? Who is locking this stuff?
**Side note: _You can make surplus 7.62 in the autolathe as well. It is
not very good except to fight fauna or naked assistants._**
**Side Side note: _I've killed off the shitty brand_new subtype and
brought peace once more to this land._**
#### Illegal Imports (Emag)
NULL_ENTRY: A journal that suggests how to make a...very interesting
weapon. The Regal Condor. Kind of an evolution on some other ideas I've
had over the years. This one is basically a secret weapon with a few
hurdles to jump through. Very lethal. Very expensive.
**Side note: _For reference, it's effectively 19 TC worth of gear to
make, but there does exist some methods to acquire this more cheaply if
you can get some bits and pieces from world spawns. Given it requires
you to get some pieces of equipment that might require additional
purchases of contraband, and getting into the captain's office to loot a
specific piece of clothing, the stakes more than make up for the
effectiveness._**
Smuggled WT-550 Autorifle Crate: This is basically the same, but you
might have noticed had you recently attempted, like me, to buy these
when you emagged them using a personal account and discovered a tragic
oversight. You couldn't, because they still needed armory access. This
removes that access, because you've already gone to the effort of
getting your hands on an illicit firearm through cargo, and if they
techs somehow miss the fact that you've purchased a WT-550...all the
better for you!
Smuggled WT-550 Ammo Crate: Includes AP and Incendiary!
**Side note: _You can get WT-550 ammo again via the Illegal Technology
node._**
Shocktrooper: Replaces the Special Ops crate. Contains a box of EMPs,
smoke grenades, a couple of gluon grenades and a couple of frag
grenades. Funsies.
Special Ops: The NEW Special Ops crate. Contains a chameleon mask,
jumpsuit and agent card. And a knife.
**Side note: _This is what appears in some cargo loan events._**
Refurbished Mosin Nagant Crate: The actual good mosin nagants. There are
6 of them. But they don't come with spare ammo. Hand them out to your
techs!
</details>
#### New Crates
- MEAT crate - Standard
- Duct Spider crate - Standard
- Giant Hostile Spider crate - Contraband
- 50 sheets of Bamboo crate - Standard
- A single sheet of bananium crate - Standard
- Natural (drugs) fish bait - Standard
- Dumpster with a corpse in it - Standard
- Shocktrooper crate (Grenades) - Emag
- Special Ops crate (Disguise) - Emag - Appears in some cargo loan
events
- Refurbished Mosin Nagant crate - Emag
- Regal Condor construction journal (NULL_ENTRY) - Emag
#### Changed Crates
- Foam Force Pistols (cheaper) - Contraband
- Russian Surplus Crate (less reliable, can't be bought by security
console) - Contraband
- WT-550 crate (more obtainable via personal accounts, thus
incriminating, not armory locked) - Emag
- WT-550 ammo (includes incendiary and AP) - Emag
#### Crates that got moved, unchanged, into Imports
- Foam Force Crate
- Cosa Nostra Crate
- Black Market LTSRBT
- 'Contraband' Crate
- Biker Gang Crate
#### Not crate changes
- You can print Surplus 7.62 (same as normal 7.62 but it sucks against
armor) from hacked autolathes.
- You can get WT-550 ammo from illegal tech.
- Removes the redundant Brand New Mosin subtype
- Fixes a potential exploit with jamming chance on Mosins.
## Why It's Good For The Game
I just think some of the magic of Cargo getting their hands on obviously
dangerous equipment and either hording it for themselves or attempting
to pawn it off was lost in recent times. A lot of this 'black market'
gear, however, suddenly became openly available to the crew anyway. For
_free_. Contraband crates and mafia crates could be purchased via the
Service budget. Security could just stock up en masse on mosins through
their console. And one fairly unfortunate consequence of a few recent
changes has made it nearly impossible to actually get illicit gear in
the first place, even if you did go to the effort of getting the money
for it.
On top of this, most of cargo's goods are pretty safe purchases. There
isn't much that would be considered 'actually a really bad idea to buy'
other than maybe supermatter shards. I wouldn't mind there existing ways
for someone to waste cargo's money while also causing them to have to
clean up the mess.
## Changelog
🆑
balance: A significant overhaul of various illicit and dubiously legal
goods and gadgets available via cargo.
balance: Cargo now has an Import category for all non-departmental
goods. (And black market goods)
balance: Most contraband that already exists has been moved into
Imports.
adds: Includes several new imports of dubious quality. You get what you
pay for.
code: Removes the brand new mosin subtype as it is now defunct.
fix: Fixes potentially exploitative code in the jamming proc. Cleans up
that code while I'm at it.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
## About The Pull Request
1. Debloats the RCD.dm file i.e. renames it to RHD[Rapid handheld device
the base for all rcd like devices] and moves its subtypes into their
respective files
`/obj/item/construction/rcd` moved to RCD.dm
`/obj/item/construction/rld` moved to RLD.dm
`/obj/item/construction/plumbing` moved to RPLD.dm
`/obj/item/construction/rtd` stays in RTD.dm
Other rcd like device i.e. RPD, RFC, RWD, along with the above mentioned
files are now all moved into 1 folder called "rcd"
majority of the `to_chat()` are now replaced with `balloon_alert()` to
reduce spam
2. Adds early returns, optimizes & adds extra resource sanity checks
before and after the `do_after()` proc for the RLD. RLD silo links now
works again.
- RLD now uses an ammo bar just like the RCD for updating only its
overlays & not its entire icon state, it also has a blinking yellow icon
state when low on ammo
- Remove unused empty blinking yellow icon state for plumbing RCD.
nobody designed the ammo bars for them so having`has_ammobar = TRUE`
caused the unit tests to fail
4. Adds extra structure placement & resource sanity checks for RCD, RTD
& Plumbing RCD before & after the `do_after()` proc
RCD Patches
- removes unused vars window_type & window_glass, these can be infered
from window_type directly
- removes furnish type & cost and let the rcd_vals() proc decide those
for consistency
- copies the rcd stuff from turf/floor to turf/open/misc with some
exceptions, It wasen't updated in a long time
- rcd vals i.e. cost & delay for window types are set for each
directional, full-tile, reinforced types. These all used constant values
& now they are adjusted accordingly
RTD patches
- Fixes#74526 RTD can lay floor tiles on all types of plating's
- The cost of deconstructing tiles was not calculated correctly i.e. it
always used the cost of the selected design & not the cost of the actual
floor type we are trying to deconstruct
- The construction & deconstruction time was constant & very fast for
all tile types, now the delay is adjusted based on the cost of the type
of tile in question
- RTD now has a blinking yellow empty icon state just like the RCD when
low on ammo
6. Fixes#73479 RCL now updates its pipe cleaning coil appearance when
changing colours & selecting white colour no longer yields a random coil
colour
7. makes sure `useResource() ` actually succeeds before doing any
action. The return value of this proc was not previously checked for
some devices
## Why It's Good For The Game
1. rcd like devices all moved into 1 folder for better organization
2. splits the original RCD.dm file into more logical & manageable files
for better maintainability
3. removes unused code & adds some extra sanity checks for everything
4. adds missing sprites for RLD & RTD
## Changelog
🆑
code: RCD & all its subtypes and other devices like it[RTD, RLD,
Plumbing RCD, RWD, RFC, RPD] now moved into 1 folder, removes unused
vars
refactor: RCD window type cost & delay are set based on the window type
selected.
refactor: RLD, RCD & plumbing RCD now has extra resource & target
placement sanity checks, optimizes RLD and code readability.
refactor: RTD now sets the correct delay with the cost of the tile type
currently being constructed/deconstructed taken into account
refactor: large majority of to_chat() replaced with balloon alerts
fix: RLD silo link now works again
fix: RTD can place tiles on any subtype of plating
fix: RCL now lays the correct colour of pipe cleaner when its colour is
changed
imageadd: empty blinking yellow icon states for RTD & RLD & an ammo bar
for RLD
/🆑
## About The Pull Request
This sprite file had been a dumping ground for miscellaneous sprites for
the past decade. It's bloated and full of random kinds of icons and even
has a few unused ones. It's time to reorganize them into their own
separate dmi's based on theme.
## Why It's Good For The Game
Better organization and easier access when looking for stuff.
## Changelog
🆑
imageadd: Split all icons in weapons_and_items.dmi to their own
categories
imagedel: Removed some unused icons
/🆑
## About The Pull Request
Following [from the suggestion in this hackmd
](https://hackmd.io/IkDWWkpfQa2lkdevsnLqhA?view#Replacement-Uplinks)with
a few twists of my own, I have made a method for traitors to acquire a
replacement traitor uplink that has its own set of flaws and limiters in
order to prevent abuse.

The basic pitch is as follows, all traitors now start with a new,
crafting recipe exclusive to them, it costs a teleport beacon, a
bluespace crystal, and some iron and cable coil, and then allows them to
build a static, dense machine that they can synchronize with, which
allows the machine to know what signal it should be looking out for from
the traitor.

The traitor then uses any radio, sets it to the frequency that has been
added to their static antagonist ui, and then speaks their codeword,
also in the ui, and then a few things happen.

Most obviously, they get a replacement uplink that is in the conspicuous
shape of the nukie or lone op uplink. This uplink can be unlocked by
speaking your replacement codeword to it again, it remembers your
previous TC amount and locks all other uplinks associated with your
uplink handler(they can then be unlocked as normal). It also destroys
any other replacement uplinks associated with your uplink handler, which
means you can never have more than one replacement uplink.
This means that if your uplink has been confiscated and you left it
unlocked, if it hasn't been emptied out you can continue from where you
were, and if you want to get back on the TC grind you won't lose the new
TC to whoever stole your uplink. Of course, the new uplink can not be
locked, so you have to be more careful with it or buy an uplink implant
and destroy it. You can destroy your replacement uplink with a
screwdriver right click, same for the machine.
Additionally, the Syndicate Uplink Beacon has another quirk to it, which
is that the teleporter beacon used to create it is intact, which means
people eagle eyed on the teleporter console could go find you, not to
mention that if you use an existing teleporter beacon, someone might
notice its gone missing...
oh also while making the replacement uplink i found a bug caused by a
recent pr that broke debug uplinks due to them not having a purchase
log. thats fixed too
## Why It's Good For The Game
It can be easy to lose your uplink, and as a traitor having your uplink
confiscated, even if it is locked, feels really bad. While the old
traitor objectives were added back to prog traitor to prevent situations
where a confiscated uplink meant that you were completely aimless, I
think that having a backup solution would be good for more inexperienced
traitors or for ones who get unlucky.
Hopefully this is generally balanced well enough but there are a few
levers that can be pulled, but overall I do think that making it so that
traitors can always get a chance to get an uplink and do some objectives
is good for the game. I like the idea of someone getting perma'd,
someone breaks them out, they both craft a new uplink beacon, and then
they go back and get the traitors old gear with stuff they got from the
new uplink, I think that's a cool possibility to throw into the sandbox.
## Changelog
🆑
add: Added new syndicate uplink beacon and associated systems that allow
you to get a replacement traitor uplink
fix: Debug & nukie uplinks no longer runtime and work properly again
/🆑
In #74306, I _thought_ I knew what the cause was, and I both attempted a
potential fix _and_ made tracking it easier. The fruits of my labor paid
off, I know exactly what caused it now.
Basically, the demonic portal will scrape away all turfs in a 5-tile
radius on its `Initialize()`, and if a spawner spawned right next to the
hermit ruin... it would count it as a mineral turf and scrape it away as
well. That's so fucking silly. At least we know now.
## Why It's Good For The Game
The fix is to just make those tiles unscrapeable, which is accomplished
via another turf_flag and filtering those out in the `Initialize()` of
the demonic portals.
I also cleaned up the calls to scrapeaway being `null`, which is really
weird because it just defaulted to the normal proc behavior. Naming the
arguments instead does the same thing (I checked)
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.
## About The Pull Request
Hey there,
This took a while to do, but here's the gist:
Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.
Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.
Scenarios this PR corrects:
* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*
(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game
If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).
Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.
I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.
(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
## About The Pull Request
### The Rifle:
-The Sniper Rifle is now a bolt action. This replaces the 4 second fire
delay on the sniper rifle. This overall will improve the fire rate if
you're good at racking the bolt, but it will also feel less like you're
in a weird limbo of inaction while using the sniper rifle, since the
fire delay can be quite confusing to players not used to it. This can be
tweaked, like reducing the speed of the racking action, if it seems like
it is too much.
-The scope component now goes up to 50 tiles (or so), which allows you
to gain a significant sightline over an area. The reasoning for this is
simple. The component actually nerfed the overall range of the sniper
rifle's scope, so this should hopefully restore that somewhat. And
having such a huge sightline makes it much easier to utilize the
impressive range of the rifle. Currently, it's really only ideal for
extremely close range fighting.
-The normal sniper rifle, the one that syndicate base scientists get,
can be suppressed. I don't know why it was different.
### The Ammo:
Normal .50 BMG: Does much more object damage, and on top of that deals
additional damage to mechs, but not by much more. Now, when it
dismembers a limb, it also deals its damage to the chest. This ensures
that you didn't straight up lose out on dealing a killing blow because
you took their limb off, and makes the dismemberment property of .50 BMG
a significant upside rather than a immense detriment.
Marksman: Gains a lot of the above benefits, but has much lower range.
Why this nerf? It's actually because of some funny nonsense with how
ricochet works. Which can cause....accidents to happen. To you. Consider
that firing down a straight line and missing could be quite embarrassing
when the bullet has 400 tiles of range.
Soporific: Now called Disruptor ammo. Works as it did before, putting
humans to sleep for 40 seconds (seriously, 40 seconds). Also deals some
stamina damage, if...that's relevant. But now also causes an EMP effect
and a boatload of added damage to both mechs and borgs, allowing it to
be an excellent anti-mech and anti-borg ammo type, as well as scrambling
any pesky suit sensors, energy weapons and so on in an area around the
impact. Useful for support fire.
Incendiary (NEW!): Causes a massive firebomb to go off where it impacts
(no explosion, so this isn't a stun). Also sets the target on fire,
which is always fun. Good for shooting into groups of people with
impunity. Also deals burn damage instead, since I think nukies could use
more methods for direct fire damage.
Surplus (NEW!): It's .50 BMG but it lacks most if not all the upsides.
No armour penetration, no dismemberment, no paralysis. It still deals a
lot of damage to objects, so not a bad option for simply removing
structures from afar. So what's the point in this ammo? You can buy 7
magazines for the price of one. I want to introduce 'Surplus' as an idea
for nukies to invest in if they want to be able to keep shooting but
they're really on a budget, like most non-warop nukies tend to be. This
is definitely subject to change (like a damage decrease on top of
everything else).
Pricing and Capacity: Normal ammo and surplus costs 3 TC. Every special
ammo costs 4 TC. Every special ammo also has the same ammo capacity as
the normal magazine. It's kind of weird how most of the subtypes had 5
shots rather than 6, but then soporific had...3? I don't get it. This
would probably cause a good deal of confusion, especially if you are
swapping ammo types and weren't aware of this particular oddity.
Anyway, 6 shots.
### Minor Addition
Gets rid of the cheap suppressor. It lies to players, tricking them into
thinking this is a low quality suppressor. Newsflash, it isn't. There is
no distinct difference between that suppressor and the normal
suppressor.
## Why It's Good For The Game
The sniper rifle, unfortunately, sucks a lot except for very specific
use cases. It got a big nerf with the scope component in terms of range,
even if the functionality is way cooler. And, at a baseline, there was
some counterintuitive functions attached to it. Dismemberment was cool,
but it also caused a loss in overall damage due to how limbs contribute
to core health. On top of this, the cool ammo types were...not much
better? Penetrator was almost always the best option, even if it lost a
lot of damage as a consequence.
So, what was it good for? X-ray + Penetrator. Pretty much, that's it. It
has some other uses but if I had to be entirely honest, there wasn't
much that other weapon couldn't do as well.
Hopefully this helps things going forward, and I want to mess with this
as well down the line in case its a bit too much of a boost in power.
Absolutely please rip this PR apart.
## Changelog
🆑
balance: Makes the syndicate sniper rifle a bolt-action rifle.
balance: Sniper rifles have a scope range of roughly 50 tiles.
balance: Sniper rifle ammo, if it dismembers your limbs, does damage to
the chest.
balance: All the various syndicate sniper rifle magazines have
consistent casing quantities (6 shots). They also have more consistent
pricing. 3 for normal and a box of surplus, and 4 for every other type.
balance: Reduces the range of Marksman ammo to 50 tiles. Not because it
is strong, but because you might accidentally shoot yourself if you're
not watching where you're shooting. Ricochets are no joke.
add: Replaces Soporific with Disruptor ammo. Works like soporific, but
also EMPS things it hits.
add: Adds Incendiary .50 BMG. Causes a combustion to erupt from the
struck target, as well as setting targets on fire. Great for parties.
add: Adds Surplus .50 BMG. It sucks, but you get a lot of them! Quantity
over quality, baby.
remove: The suppressors in the bundle are of standard quality. The
apparent 'cheap suppressor' that came bundled with the C-20r and sniper
rifle were found to actually be 'fine'. Trust us.
/🆑
## About The Pull Request
Refactors regenerate organs to be slightly more intelligent in handling
organ changes and replacements.
Noteably:
- We don't remove organs that were modified by the owner; such as
changing out your heart for a cybernetic
- We early break out of the for loop if they aren't supposed to have an
organ there and remove it
- We check for the organ already being correct, and just healing it and
continuing if it is
Also changes the names of some of the organ helpers into snake_case
### Mapping March
Ckey to receive rewards: N/A
## Why It's Good For The Game
## Changelog
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
New DLC bout to drop.

Lots of new things included:
- New basketball minigame that can be played between 2-7 players
- Crafting recipe for basketballs using leather sheets
- Crafting recipe for basketball hoops using metal, rods, and durathread
- New basketball sounds for the ball and hoops
- New scorecard that can be reset using CtrlClick
- Basketball hoops can be rotated using a wrench and AltClick
- Dunking and shooting animations.
### New basketball mechanics that now utilize stamina:
- Dunking costs large stamina and you must be directly adjacent to the
hoop and click on it.
- Shooting costs medium stamina and uses RMB. Shooting lets you aim the
ball over peoples heads, meaning anyone obstructing your path will be
bypassed. There is a half second delay during shooting where someone can
bump or push to prevent the shot from succeeding.
- Shooting from further away results in less accuracy. If you do not
click directly on the hoop, there is also an accuracy penalty!
- Passing costs no stamina and uses LMB. Trying to score into the hoop
via passing results in a reduced chance.
- Spinning costs medium stamina while holding the ball. It gives a
reduced chance for the ball to be stolen but decreases accuracy for
shooting.
- Pushing a player using RMB will attempt to steal the ball and drain
their stamina.
- The chance to steal the ball is based on the stamina of both players
and the direction they are facing. If the person with the ball is at low
stamina, and the person stealing is at full stamina, they will have a
higher chance. Likewise, if the person with the ball is face to face
with the stealer, then there is a higher chance for the ball to be
stolen. If the person has their back to the stealer, then it's a lower
chance.
- Shooting from more than 2 tiles away, results in 3 points. See below
picture to know the distance.

### Now to introduce the teams:
<details>
<summary>Nanotrasen Basketball Department</summary>

</details>
<details>
<summary>Greytide Worldwide</summary>

</details>
<details>
<summary>Lusty Xenomorphs</summary>

</details>
<details>
<summary>Space Surfers</summary>

</details>
---
Big shoutout to the nukie round a few weeks ago where the nuke ops
challenged the crew (and clown) to a basketball match on their rebuilt
basketball shuttle. The nukies won, but it made me realize that the
basketball mechanics were very raw and needed some polishing.
#### TODO LIST
- [x] Fix bug where ball only goes over peoples heads if they are 1 tile
away
- [x] Remove leftover code comments and procs
- [x] Rebalance stamina values (maybe move this to different ball types)
- [x] Fix basketball stadium template runtiming from wall smoothing
during load
- [x] Fix space surfer stadium having an air breach somewhere
- [x] Add more sounds for when ball is passed, shot, or dunked
- [x] Make it so that holding a ball while on the floor isn't possible
(to avoid those meta cheese strats)
- [x] Drop basketball lets mobs make sounds when spinning (need to
detach signal?)
- [x] Finish adding a simple lobby menu for minigame
## Why It's Good For The Game
_If you can't slam with the best, then jam with the rest._
## Changelog
🆑
add: Add crafting recipe for basketballs (leather sheets) and basketball
hoops (metal, rods, and durathread)
add: Add new basketball minigame for 2-7 players. There are 4 different
courts and teams by default with more planned to be added later.
add: New basketball mechanics that uses stamina. Shoot with RMB, pass
with LMB, and dunk by clicking the hoop while adjacent. Spinning while
holding the ball decreases the chance for someone to steal the ball, but
it decreases your shooting accuracy. Shooting from 2 tiles away lets you
score 3 points.
qol: Basketballs now play a buzzer sound when someone scores. CtrlClick
will reset the scorecard and AltClick with a wrench will rotate the
hoop.
qol: Dunking and shooting animations for basketball.
soundadd: Added basketball bounce sound with credits attribution
imageadd: Added basketball icon to minigames. Move baseball and
dodgeball icons to toy/balls.dmi
/🆑
## About The Pull Request
Fixes#74145
Forgot to make aux construction console RCD use `afterattack()`.
🆑
fix: aux construction console RCD works again
/🆑
## About The Pull Request
Firstly, this var was on `/mob`, even though only `/mob/living` and
`/mob/dead` could have ever used it, so who knows how much needless
memory it was consuming on stuff such as `oranges_ear` that would never
ever ever use something like this.
Edit: okay instead of memory it just polluted variable edit windows for
all /mob when it didn't need to. I like having a slim VV window
Secondly, it's a technical improvement over the previous system as we
are able to "track" where a suicide originates from, and how we can
track that from mob-to-mob-to-mob. Previously, the boolean `suiciding`
would only inform us if they had ever been connected to a mob that had
ever committed suicide, but now we are able to precisely determine which
mob gave them the trait that they must now apparently bear until the
round restarts.
## Why It's Good For The Game
Less memory usage, more indepth ability to track suicides in case you
really need that dexterity. Currently no implemented code could benefit
from using it, but it would be pretty neat if someone could figure out a
way to have someone be guilt-tripped whenever they look into a mirror
and seeing the reflection of their past life? This PR won't actually
help you code that and it'll probably require a bit more work, but it's
a possibility of some cool interactions you can do when you have this
information available to you.

## Changelog
🆑
refactor: Some aspects of how we track suicides from your living mob to
your observer have changed- please do let us know if anything has broken
via a GitHub Issue Report.
/🆑
There's probably some technical improvements that can be made in some
parts of the code I reworked to accommodate this change, do let me know
if you spot any easy ones (or fuckups). a lot of excess comes from the
fact that any step in the TRAIT framework trusts that you are passing in
a valid datum (or subtype) so that's a thing
🆑 coiax
fix: Holosigns, like the atmos holofan, can no longer be frozen by low
temperature water vapour.
/🆑
Seen this a couple of times where a holofan's been "frozen" which is
quite silly.
This won't actually _do_ anything until #74102 is merged though, but
let's keep our changes separate.
## About The Pull Request
Adds a spawner for indestructible shuttle windows
Replaces all "hardened windows" (which were actually not unbreakable)
with proper unbreakable windows
## Why It's Good For The Game
Fixes#73297, people shouldn't be breaking into space in CTF
## Changelog
🆑
fix: All CTF windows are now indestructible, fixes breaking into space
during CTF.
/🆑
## About The Pull Request
**1. Suit Storage Units**
- What about them?
1. You can print "suit storage unit" circuit boards from engineering &
science circuit printer's after research to make more suit storage
units, now since they behave like regular constructable machines you can
deconstruct them via screwdriver & crowbar.
2. You can upgrade its capacitor to get faster charging speeds
- Why its good for the game?
1. You can rebuild these in the event they get destroyed
2. Better tier capacitors = faster charging speeds
3. More storage units = More places to decontaminate your equipment +
Recharge more mod suits made in robotics
4. If you decide to leave the game or your done using a mod suit e.g. a
mining mod suit rather than keeping it to yourself or throwing it away,
just build a suit storage unit and hang it there so other players can
use it i.e., sharing is caring.
**2. Freezer Cabinet**
- What about them?
1. They are now craftable

3. You can deconstruct them with a welding tool.
- Why its good for the game?
1. You can now make more of them if they get stolen/destroyed
2. More places to store food, dead bodies, whatever
**3. Flood Lights**
- What about them?
They can now be fully deconstructed in the exact opposite sequence you
constructed them.
- First use screwdriver to open its panel
- Then use empty hand to remove light
- Then use screwdriver to unscrew the wiring from frame
- Use wire cutter to remove wiring completely
- Finally use wrench to completely deconstruct frame
- Why it's good for the game?
Reclaim used material to build flood light else where . Also much more
clean than what the wiki is suggesting.

## Changelog
🆑
add: suit storage unit circuit boards to engineering & science
department circuit printers.
add: freezer cabinet as a craftable & destructible item.
qol: flood light can now be deconstructed rather than destroyed/thrown
away.
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
The metallic hydrogen axe had no usesound var set despite having a
tool_behavior applied to it, this meant that when using it as a crowbar,
for example to remove floor tiles no sound was played. I've given it the
default crowbar sound for this.
Bonus fix: Crowbars were incapable of hitting fully constructed default
windows, this included the H2 axe, They are now able to be used on
standard windows (they already worked on reinforced windows)
## Why It's Good For The Game
Missing sound bad. Pretty sure the crowbar thing is a bug too.
## Changelog
🆑
fix: The metallic hydrogen axe is no longer silent when using it as a
crowbar.
fix: You are now capable of hitting standard windows with a crowbar when
they're fully constructed.
/🆑
## About The Pull Request
Upon revolution success, the chosen headrev will now also receive a
megaphone, and a "revolutionary bedsheet" repurposed from a stolen CC
bedsheet to commemorate their success. The post-revs confusion and lack
of command/security usually leads to an instantaneous, total breakdown
in cohesion. It's every man for himself -- that's no way to run a
commune! Just because the revolution has succeeded and nobody can see
your big blue "R" anymore doesn't mean you can't be a leader!

This also adds a new revolution-themed negative station trait --
Post-Revolutionary Fervor. When present, this trait trashes the command
areas at the start of the round. This means cracked windows, broken
consoles, vendors getting knocked over, and the occasional dead
greytider.

If you start cleaning at the start of the round, you might finish right
as the next batch of revs decides to crop up.
## Why It's Good For The Game
Giving one of the headrevs a bigger voice and a cool cape (or uncool,
depending on how you view the sprite) means that there's a chance for
them to step up and try to keep the wheels on. Just remember -- Nobody
is obligated to actually listen to this person, it's just a bedsheet.
Adds a neato station trait, which probably counts as command gameplay
content.
## Changelog
🆑 Rhials
add: The headrev who receives the revolutionary banner after a win will
also receive a commemorative bedsheet and megaphone.
add: Post-Revolutionary Fervor station trait. I hope you enjoy fixing
broken computer screens.
spriteadd: A revolutionary bedsheet.
/🆑
## About The Pull Request
Pinata's drop various items when struck with a sufficiently powerful
weapon. This PR adds two types, a standard one which can be bought from
cargo which contains various candy items and a syndicate one which
contains both candy items and explosives purchasable by clown
operatives.
The pinata functionality is also a component so admins can turn any
structure/machine/mob into a pinata and customize the "candy" inside
Sprites by @Mey-Ha-Zah animated versions by me
## Why It's Good For The Game
Adds a cute little celebration themed structure that can be bought by
players to accommodate a celebration based gimmicks or the party trait.
I think the options on things to do as a crew during a celebration are a
bit limited at present with most of the options being making/purchasing
food, activity wise the main example of a celebration item is pin the
tail on the corgi which is a bit uninteresting, the pinata on the other
hand is more cathartic and provides a "reward" in the form of various
candy items for people who participate in smashing it. I also think its
just funny to have clown operative gambling half their TC to try and get
explosives.
## Changelog
🆑 Mey-Ha-Zah & NamelessFairy
add: Added pinata crates to cargo, they contain various candy items. Fun
at parties.
add: Clown operatives can now purchase a weapons grade pinata, this
contains both candy and explosives. Still fun at parties.
admin: Admins can now turn players, mobs and objects into pinata's with
the new pinata component.
/🆑
## About The Pull Request
This PR adds a new field `item_owner` to `datum/objective_item` and
populates it for most objective items.
The function of this field is that the objective will fail to generate
if there isn't at least one player in the game with one of those roles.
This limits theft objectives to targets which are likely to be carried
around, missed if they become absent, or at least vaguely have someone
standing close to.
This has only been applied toprogression traitor secondary objectives.
While doing this I also culled a number of deprecated or tedious
objectives which we didn't use any more, such as every "steal a stack of
x" objective. And the plasma tank one. And the slime core one.
I also deleted any which nobody would miss, chiefly "an empty AI card".
There's plenty of those things and if one vanished nobody would notice
let alone be inconvenienced.
If anyone ever wants to bring them back for soul reasons it will be
retained in the commit history, that's what git is for.
The list is actually not particularly long now, so if people have good
ideas for more things to add to expand it again... well they could have
done that any time in the past 10 years but they can still do it now as
long as it isn't to fill it back up with things nobody will miss if they
are gone.
For myself, I added the robotics lab mech crowbar to the list as it
fulfils most of the criteria of "fire axe" but with the benefit of there
only being one on most maps.
I also removed the `difficulty` var which was undocumented, not set for
most objectives (all "low risk" objectives had a default difficulty of
`9001`), and unused.
Also I think this is my 100th PR so you have to be nice to me.
## Why It's Good For The Game
Traitor objectives (and antagonist objectives in general) should:
- Present you with a somewhat engaging task
- Encourage you to interact with at least one other player (at least by
"attempting to sneak past them")
- Move the state of the round forward in some way, usually by creating
inconvenience for at least one other person
Many current progression traitor objectives do not meet all (and some
perhaps not even any) of the above criteria and I am planning on making
a series of changes in order to address this. Expect to see this
paragraph copied/pasted into some other PRs probably.
This one is the simplest: Stealing an item from someone who literally
isn't in the game does not antagonise anyone. So we won't ask anyone to
do it.
## Changelog
🆑
balance: Traitor secondary objectives to steal or destroy an item are
now associated with a particular "owner" or "victim" and won't generate
themselves if nobody would actually be victimised by the crime.
add: Traitors can sometimes be tasked with stealing and destroying the
roboticist's big crowbar, if there is one
/🆑
## About The Pull Request
Quite a lot of mobs had faction defines as a string, which always has a
chance for error. For example, the clown mob spawner had their faction
written as "clown", when the official faction name was "clowns", and a
define existed for it anyways! This PR moves every single string based
factions over here. No references or special role factions. Hopefully I
didn't miss anything.
I also moved a global define used for picking your uplink provider's
flavour to the only file that used it, datum_traitor.dm, and renamed
them a bit to avoid confusion.
I have also noticed that the mimic faction was assigned to the petrified
player with += instead of |=. |= would ensure no duplicate factions, so
I have changed it.
Future improvement:
I have noticed that there is a lot of bloat with factions that contain
only one or two entries (examples: gnomes, floating eyeballs, penguins,
the pet lizards), and some always appear in pairs (vines and plants, the
rare exceptions being killer tomatoes and strange reagent spawned pine
trees), but trimming consolidating them is a matter for a different
time.
## Why It's Good For The Game
Makes assigning factions a bit less error prone.
I can finally remove the ```/// Later all mob factions will be moved
here and their current factions replaced with faction defines.```
comment. Later is NOW.
## Changelog
Nothing player facing
## About The Pull Request
Went down a rabbit hole with touching the migo files... I noticed that
all of those mobs had a reference to `/datum/component/spawner` on them
which looked a bit off.
After investigation it seems like this component is breaking the
prinicple of using an ECS system by assigning a reference to itself on
every mob it creates? There doesn't seem to be a good reason to do that,
as we can just use signals.
This also doesn't work for basic mobs, because most of them don't _have_
this reference to assign to. If we don't want to add it to every basic
mob (and why would we?) it would make more and more converted mobs
invalid for spawners.
Also it means that it has never been valid to create a Monkey spawner,
which seems like a big oversight.
I replaced all of the parts dependent on telling the mob where it was
spawned from with signals.
Megafauna seemed to have a reasonable amount of code related to "not
straying a certain distance from what spawned them", but as far as I can
tell unless someone varedited one onto a map we have never had a spawner
which creates megafauna (nor would we want one? That would virtually
always cause it to respawn instantly after being killed).
## Why It's Good For The Game
Improves future maintainability
Brings implementation up to current standards.
Makes the code work the way I would have assumed it already worked in
the first place.
## Changelog
🆑
fix: Mob spawners will no longer break if instructed to spawn certain
kinds of basic mob, or monkeys.
/🆑
In the spirit of AnturK's original PR the voting season, I present to
you: Fixing a piece of paper.
Due to using DM's multiline template formatting, the `<div>` for the
header started with double tab.
Markdown interpreted that as a code block, quote:
> [Code blocks](https://www.markdownguide.org/basic-syntax/#code-blocks)
are normally indented four spaces or one tab. When they’re in a list,
indent them eight spaces or two tabs.
So I just changed a line of code, then messed around with some other
formatting.
## About The Pull Request
Filled trashcarts spawn some trash in them once they are opened for the
first time. But they also spawn grime, and the problem with that is that
grime spawns in a range around the trashcart. So opening the trashcart
for the first time would cause the grime to suddenly pop in around the
cart.
This PR changes it so that the grime is spawned when the filled
trashcart is initialized.
## Why It's Good For The Game
Having trash spawn around the trashcart the moment that you open it is
probably not intended. The grime is probably meant to be there before
the trashcart is opened for the first time.
## Changelog
🆑
fix: filled trashcarts spawn nearby grime when initialized instead of
when opened for the first time
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Fixes#72321Fixes#70388
The shake proc didn't work and hasn't for ages.
I remember it having worked at some point, but it was quite a long time
ago.
I cannot guarantee that the end result here is the same as it was, the
reason here being that I have no idea how this proc ever worked in the
first place. My limited understanding of the `animate` proc implies that
the previous implementation as written would never have acted as you
would expect it to, but clearly at some time in the past it did work. A
mystery.
As a result of the previous, possibly because the proc never _did_ work
as expected and just did something which looked vaguely correct most of
the time, both the default values and the values people were passing
into this proc were completely ridiculous.
Why would anyone ever want to pixel shift an object with a range of _15_
pixels in all directions? That's half a full tile! And why would you
want it to do this for 25 seconds?
So I also changed the values being passed in, because you really want
pretty small numbers passed into here most of the time.
Here's a video of everything that vibrates:
https://www.youtube.com/watch?v=Q0hoqmaXkKA
The exception is the v8 engine. I left this alone because it seems to
try and start shaking while in your hands, which doesn't work, and I
don't know how to fix that. This has potentially _also_ never worked.
## Why It's Good For The Game
Now you can see intended visual indicators for:
- Lobstrosities charging.
- Beepsky being EMPed.
- The Savannah Ivanov preparing to jump.
- The DNA infuser putting someone through the spin cycle.
- The mystery box admin item I had no previous idea even existed (fun
animations on this one).
- Anything else which wants to use this proc to create vibrating objects
in the future.
## Changelog
🆑
fix: Lobstrosities and Tarantulas will once more vibrate to let you know
they're about to charge at you.
fix: The Savannah Ivanov will once more vibrate to let you know it's
about to jump into the air.
fix: The DNA infuser will now vibrate to let people know that it's busy
blending someone with a dead animal.
/🆑
## About The Pull Request
#64428 made it so using a non-tool on a false wall that was closed would
return the "You must wait until the door has stopped moving" message,
this was caused by a flipped if statement so I've re-flipped it by
changing it to an early return instead.
## Why It's Good For The Game
Bug fix!
## Changelog
🆑
fix: False walls will no longer tell you to wait until they've stopped
moving when you use an item on them.
/🆑
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
## About The Pull Request
Fixes#73256Fixes#37162
- RCD's can now create plating
- underneath machine frames or any other dense objects if you can click
into its turf
- underneath mobs and the turf you are standing on without moving aside
- RCD's now finish wall girders like they are supposed to
- RCD's can create windoors on the turf you are standing on without
moving aside in all 4 directions. They can co-exist with directional
windows on the same turf and the other way around as well
Same benefit's apply to borgs too.
You however cannot create walls on the turf you are standing on or on
any other turf having mobs/dense structures on them because
- Its dumb (Building a wall on top of yourself or on top of
someone/something else should be physically impossible)
- Its a power creep(It would be very easy to corner someone into a
small, enclosed space and put a wall on them and trap them in concrete)
should not be allowed and so its not
If you want a wall there move out the way & make space
Also added a ballon alert which will tell you if something/someone dense
is blocking the turf
## Changelog
🆑
fix: rcd's not building plating underneath mobs & structures
fix: wall girders not being completed by the rcd
fix: unable to build windoors on the turf you are standing on
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
This builds on what #69790 did and improved the code even further.
Notable things:
- `Topic()` is a deprecated proc in our codebase (replaced with
Javascript tgui) so it makes sense to rename `canUseTopic` to
`can_perform_action` which is more straightforward in what it does.
- Positional and named arguments have been converted into a easier to
use `action_bitflag`
- The bitflags adds some new checks you can use like: `NEED_GRAVITY |
NEED_LITERACY | NEED_LIGHT` when you want to perform an action.
- Redundant, duplicate, or dead code has been removed.
- Fixes several runtimes where `canUseTopic` was being called without a
proper target (IV drips, gibber, food processor)
- Better documentation for the proc and bitflags with examples
## About The Pull Request
Guillotines could not be unanchored, because the unfasten check checked
if any action is being applied to the guillotine, including being
wrenched at the moment. This PR fixes that.
This PR also autodocs everything, adds a missing UNDEF, and renames
GUILLOTINE_BLADE_IDLE to GUILLOTINE_ACTION_IDLE to make it clearer that
this is intended for the current_action var, and not the blade_status
var.
## Why It's Good For The Game
Fixes a bug that prevents something from being moved around.
## Changelog
🆑
fix: Guillotines can be unanchored again
/🆑
## About The Pull Request
Fixes#72677 and also converted the "Wumborian Fugu" mob to a basic mob
rather than a simple one.
I will be totally honest: I didn't need to do that in order to fix the
bug. I just didn't like looking at the rest of the code in that file.
Also I have some kind of sickness which makes me do this.
This ended up being one of those "see something related and fix it as
well" ones so there's a couple of only tangentially related changes in
here. If you want me to split it up I will but I think this one is
_probably_ fine because the wide-ranging changes are pretty simple ones?
So what this PR does is:
- Refactors simple mob into basic mob.
- Cleans up its really ugly ability to work in a hopefully nicer way.
- A one line fix to the linked issue above.
- Modifies the default cooldown on `basic_melee_attack` and
`attack_obstructions` to be a widely used cooldown rather than a random
value used by no mob that we have.
- Renamed behaviour "try_mob_ability" to "targeted_mob_ability" and
added a new AI behaviour called "use_mob_ability", the difference
between the two being that the former requires a target and the latter
does not. I... don't actually use this because I realised after adding
it that I still want a target for this mob, but someone will need it
eventually.
- Change everywhere that is passing references to abilities to actions
to pass weak references instead.
- Adds an element to handle "spawn this stuff when a related mob dies".
- Found a few places where people were setting `environment_smash ` as
if it did anything (including me) and replaced them with the proper
ai_controller implementation instead, updated the comment to make it
clearer although that won't prevent copy/paste errors.
- Registered to the "movement speed updated" signal to ensure that basic
mobs actually notice that you have applied a movement speed modifier.
## Why It's Good For The Game
Fixes a linked issue.
Refactors some code which made me sad whenever I saw it.
Restores some mob behaviour which nobody noticed was missing, but was.
Fixes some apparently unreliable code I added in a recent PR reliant on
basic mobs using movespeed modifiers.
Adds element we will definitely need again in the future.
## Changelog
🆑
fix: The Fugu Gland can once more be used on Ian, Carp, Giant Spiders,
or other basic mobs.
fix: Syndicate mobs will once again attack windows to try to reach you,
and space ruin spiders won't.
fix: Netherworld-themed mobs will correctly adjust their speed as they
take damage.
refactor: Made the Wumborian Fugu into a basic mob, which should act
largely the same way but may have slightly different speed and reaction
times.
/🆑
## About The Pull Request
spawnDebris was being overridden by almost every type of window, I've
set up some new vars for it to pull shard and its debris decal from so
spawnDebris only needed to be set up once (+ once more for paper windows
which are unique).
Fixes an issue with reinforced plasma glass windows dropping regular
glass when broken.
Fixes an oversight where tram windows were dropping only 1 rod instead
of 2 and dropping glass sheets instead of shards.
Cleans up tram window code a bunch.
## Why It's Good For The Game
Fixes several issues, cleans up code and cuts down on a lot of repeat
code.
## Changelog
🆑
fix: Reinforced plasma windows will now drop plasma glass instead of
regular glass when broken.
fix: Tram windows drop the correct number of rods and a shard when
broken instead of a sheet.
code: Removed a ton of duplicate vars in tram window code and
re-organize the file slightly.
refactor: spawnDebris has been un-hardcoded and all (but one) override
of it has been removed.
/🆑
## About The Pull Request
San requested changes to #73331 however the PR got merged before I had
an opportunity to update my PR, this PR should contain the requested
changes/reverts.
## Why It's Good For The Game
Should have been in the previous PR but was not.
## Changelog
🆑
spellcheck: Head of staff lockers and prison cell lockers have had their
proper noun status returned.
/🆑
## About The Pull Request
Introduced in https://github.com/tgstation/tgstation/pull/73057,
undocumented, was a change in the offset of players sitting in benches,
which just made it look like if everyone was standing on benches, rather
than sitting on them. I can understand the original goal behind that
change (after discussing with LT3 about it), but I still think that, for
one direction where it might _arguably_ look better, _every_ other
direction looks absolutely awful, and goes against the norm when it
comes to sitting on an chair/sofa/anything you can buckle onto that
serves as a place to sit.
Introduced in https://github.com/tgstation/tgstation/pull/73243,
undocumented, was a new color for benches that just made them look blue
rather than the brown they were meant to be. I'm returning them to their
prior color, as I think that it fits a lot better in its surroundings in
light brown than it did with dirty blue.
This fixes both of these issues, bringing the benches back to
consistency with the rest.
## Why It's Good For The Game
It just looks more consistent with everything else.

## Changelog
🆑 GoldenAlpharex
fix: Sitting on benches no longer gives you a weird offset that makes
you look like you're standing on them.
fix: Returns benches to their original light brown color, rather than
the middle between brown and cyan that they were at for a bit.
/🆑
## About The Pull Request
`held_item` does not always exist, hovering over spikes with empty hands
caused a runtime error
## Changelog
🆑 Melbert
fix: Fixed a runtime from hovering over a meat spike / kitchen spike
with an empty hand
/🆑
## About The Pull Request
All closets now are called either closets, lockers, wardrobes etc. (e.g.
the lethal injections locker was previously called "lethal injections")
Head of staff and the cook's locker are no longer proper nouns, it
didn't make much grammatical sense and it keeps consistency with other
lockers (Example: detective's cabinet)
All locker names de-capitalized except the Thunderdome ones since those
made sense.
The empty freezer is now just called a freezer since it being empty or
not depends on what players and mappers do to it.
Tram now has evidence lockers labelled from 1 through 7 instead of 7
evidence lockers labelled as 1.
Changes have been made to all station maps and in code, I've not gone
through all ruins, away missions, etc.
## Why It's Good For The Game
Cleans up a lot of minor name issues.
## Changelog
🆑
spellcheck: All station closet and lockers have had their naming
conventions standardized.
fix: Tram now has evidence lockers labelled 1 through 7 instead of 7
evidence lockers labelled as locker 1.
/🆑
## About The Pull Request
- Adjusts the signal distance thresholds and moves them to the tram
defines file
- Makes a subtype of the signal for Tramstation specific variables
- Updates documentation to dmDocs
- Fixes#73367 (tram was compounding base damage and wound damage,
changes to a flat 15% death chance, lowers base damage in favor of
causing wounds)
- Adds logging for when people get hit by the tram
## Why It's Good For The Game
Cleanup, documentation, tram isn't killing everyone.
## Changelog
🆑 LT3
fix: Tram damage calculation takes into account compound wounds
code: Tram crossing signals are now map specific
admin: Combat log now generated when the tram collides with someone
/🆑
## About The Pull Request
This PR adds contextual screen tips to signs and plaques based on the
held tool. Wrenches unfasten, and welders repair. Behaves the same with
plaques, but plaques also get a screentip for using a fountain pen on
them if they can be engraved. Also adds a tip to editable-item signs
with a pen out.
Tested to avoid issues with posters from cropping up, and it appears to
still behave correctly with paper posters, which are apparently a type
of sign. Go figure.

I've also reorganized the sign and plaque files to follow our more
standard object hierarchy of base type -> inherited procs -> subtype
specific procs, where these were interspersed throughout the file. I did
however leave the armor datums below the object, as they appear to
follow new convention.
## Why It's Good For The Game
Screentips avoid ambiguity and improve readability of construction. Easy
improvement.
Plus, improves consistency of the signs file layout-wise.
## Changelog
🆑
qol: Adds screentips to both signs and plaque construction/modification.
/🆑
## About The Pull Request
Took a little while to figure out what was going on, Freezers override
close() but never return true when they successfully close which results
in the code for locking the freezer being called right after closing it.
## Why It's Good For The Game
Fixes an oversight.
## Changelog
🆑
fix: Freezer no longer lock automatically when closed.
/🆑
## About The Pull Request
Fixes some little issues in
https://github.com/tgstation/tgstation/pull/73057
- tram doors only crush people if either emagged (100%) or
malfunctioning (15%)
- emag works on tram doors
- crossing signals use correct amount of power, increased brightness
- crossing signals and destination signs consume power when idle
- green static crossing signal shuts off when power lost
- left/right emag icons are swapped
- tram bench override shouldn't override all benches | Fixes
https://github.com/tgstation/tgstation/issues/73250
- reduced damage from tram door crushing (60 > 45)
## Changelog
🆑 LT3
fix: Fixed motion sensors on tram doors, they will now crush you much
less often!
balance: Reduced damage from being crushed by tram doors
code: Un-nested emag blacklist
code: emag works properly on tram doors
fix: Backwards tram door sparks animation
fix: Tram displays power consumption
fix: Tram crossing signals power consumption
balance: Increased brightness on tram crossing signals
fix: West Wing NW/SW and East Wing NE/SE crossing signals now shut off
when power is lost
fix: Tram benches don't override standard benches
fix: Reduced saturation and brightness of standard bench
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
## About The Pull Request
This PR refactors netherworld mobs into basic mobs as best as possible.
Also makes some of them run faster when they are getting damaged or deal
more damage. Now the mobs might be able to keep up a little with the
players.
## Why It's Good For The Game
Makes the mobs have better movement and more dynamic movement. Makes the
quality of these mobs better.
## Changelog
🆑
add: Added new damage buffs for netherworld mobs
refactor: Refactors netherworld mobs into basic mobs
/🆑