Commit Graph

882 Commits

Author SHA1 Message Date
SmArtKar
a25838701c [NO GBP] Fixes mobs without guaranteed butcher drops not dropping any crusher trophies (#92825)
## About The Pull Request

I've tested this on goliaths, but mobs like watchers and brimdemons
don't have guaranteed drops so this will error out.

## Changelog
🆑
fix: Fixed mobs without guaranteed butcher drops not dropping any
crusher trophies
/🆑
2025-09-07 11:45:47 +02:00
sushi
d19856e2b7 Fix element/elevation failing to clean up its element/elevation_core from turfs when deleted before Moved is invoked on its source (#92860)
## About The Pull Request

* Fixes https://github.com/tgstation/tgstation/issues/92759
* Fixes https://github.com/tgstation/tgstation/issues/81474

The problem is that things like the recycler and bitrunner goal hole
react to the crate Enter'ing them, and within their
`COMSIG_ATOM_ENTERED` handlers will just outright delete the crate.
However, `COMSIG_ATOM_ENTERED` is raised _after_ the crate's `loc` has
been set, so upon its deletion the `element/elevation` that was attached
to it would `Detach` and attempt to remove the `element/elevation_core`
that it had attached to its turf, but will try to do so at the turf it
was moved to, not where it was moved from. Thus, the
`element/elevation_core` would be left on the tile and would still
elevate mobs that moved onto it even though the crate was no longer
there. The second issue linked above goes into more detail about the
bitrunner crate case showing code and such.

This pr attempts to solve this by introducing a new signal,
`COMSIG_ATOM_EXITING`, which is raised in the same fashion as
`COMSIG_ATOM_ENTERING`. It also splits `element/elevation/on_moved()`
into `on_source_exiting()` and `on_source_entering()` so that
`elevation` removes its `elevation_core` from the turf it was on
immediately, before anything has a chance to delete it upon it entering
something.

I'm not TOTALLY confident in this being the proper way to go about this,
but made sure that overlapping elevation things still interact like they
used to, that the `elevation_core` is properly removed upon falling into
a chasm and when entering wormholes, and most importantly that the two
issues listed above no longer happen. This could still be an issue if
there's anyway in game to get an atom to move w/o it going through
`doMove` and raising the ENTERING and EXITING signals so let me know if
there's anyway this can happen!!!
## Why It's Good For The Game


![dreamseeker_8aiK7O3L10](https://github.com/user-attachments/assets/cd5d9439-2851-4d07-9ad8-090edbb533df)

vs


![dreamseeker_SpX6NtHtQG](https://github.com/user-attachments/assets/f15e5572-82a2-4dea-aa9f-7d1a1b455fb3)
## Changelog
🆑 sushi
fix: crates and other objects causing elevation will no longer leave
behind magic elevating turfs upon destruction
/🆑
2025-09-07 09:39:16 +02:00
MrMelbert
135a09182b Refactors obscured (#92779)
## About The Pull Request

Fixes #85028

Obscured flags and covered flags are tracked on carbons, updated as
items are equipped and unequipped. It's that shrimple.

Closes #92760

Just removes the species exception checks for not making sense

Also refactors handcuffs / legcuffs removal. In all of these situations
they were hardcoded when they could easily just use an inventory proc to
work.

## Why It's Good For The Game

Stops a million excessive calls to `check_obscured_slots`

Makes obscured behavior more consistent

Makes obscured behavior easier to use

Cleans up human rendering (There was some cursed stuff before with
render item -> updated obscured -> update body -> cause side effects)

## Changelog

🆑 Melbert
del: Golems which somehow manage to grow wings and somehow manage to
equip something that covers their jumpsuit can no longer fly.
(Seriously, this will not affect anyone)
refactor: Refactored clothing obscurity entirely. Items should be a
loooot more consistent and what covers what, and should update a lot
snappier. As always, report any oddities, like mysteriously disappearing
articles of clothing, hair, or species parts
refactored: Refactored handcuffs and legcuffs a bit, report any odd
situations with cuffs like getting stuck restrained
/🆑
2025-09-07 09:24:34 +02:00
SmArtKar
64718206af Fixes emissive overlays on neon carpets (#92789)
## About The Pull Request

Carpets were manually assigning emissive plane to a normal overlay,
while using incorrect logic (adding alpha to it instead of coloring the
overlay), resulting in this mess which both shows through objects and is
twice as bright as it should be

<img width="494" height="227" alt="image"
src="https://github.com/user-attachments/assets/9cc63e90-a4e9-4d2b-b164-ec1e173af628"
/>

I've added a separate emissive decal element subtype, as well as (just
in case) banning all FLOAT_LAYER overlays from topdown planes, instead
of allowing them when manually passed into the proc (topdown planes
should never have floating emissives)

## Changelog
🆑
fix: Fixed emissive overlays on neon carpets poking through objects
/🆑
2025-09-04 21:05:07 -07:00
Ghom
3ea1eb101e [NO GBP] Fix to burned mess (#92684)
## About The Pull Request
#92394 did more harm than good.

First, only the microwavable element transferred reagents even if the
result was a burned mess (in general, a non-positive one), while
grillable and bakeable comps didn't... but that's because I've
overlooked a few checks that skipped the "transfer reagents to the
result" step, which the microwavable element also has, though it stopped
working as intended after I messed with it.
However, I think it's stupid for bad recipes to have a static amount of
"bad food" reagent in them, and overcooking a whole cake shouldn't yield
the same reagents as a bag of chips burned to a crisp, so I scrapped
those damn bad_result checks, and finally let the burned mess item
itself handle converting the consumable reagents into "bad food".

Second, examining most food items no longer tells you that you can make
a burned mess if you microwave it.

## Why It's Good For The Game
This fixes the above issues.

## Changelog

🆑
fix: Examining most food items no longer tells you that you can make
burned mess by microwaving them.
fix: Burned mess now has "bad food" in it more or less proportional to
the nutrients of the item you just overcooked. This also applies to
decomposition now.
/🆑
2025-09-03 04:39:43 -07:00
tonyhawq
64af7e953d Adds back mounted wind turbines (#92516)
## About The Pull Request
Adds portable wind turbines that can be put in your back slot or
anchored to the ground. They accept a cell-powered item and charge it
while you walk, or when space wind passes over them. Can be purchased
for 400 credits or crafted with 3 kitchen knives, plastic, and servos.
Requires a capacitor to charge things, and higher tiers charge faster,
faster walkspeed also charges faster.

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


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

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

## Changelog

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

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2025-08-31 21:13:11 +00:00
SmArtKar
92e77d06c6 Fixes crusher trophies sometimes not dropping when they should/dropping duplicates (#92721)
## About The Pull Request

Changes crusher trophy drops from butchering to use guaranteed drops
instead of RNG-dependant ones

## Why It's Good For The Game

Some mobs are limited in quantity (rare variants, such as ice/magmawings
for example) and not getting a drop sucks, and getting duplicate drops
is inconsistent with how del on death mob drops work.
2025-08-26 16:51:50 -05:00
SmArtKar
f330067363 [NO GBP] Blood scrubber overflow no longer explodes the server (#92702)
## About The Pull Request

Whoopsie daisy
2025-08-26 16:39:47 -05:00
panvxv
6b83c1d2e5 Fix for the issue of mulebots unable to buckle people to themselves. (#92572)
## About The Pull Request
Crude but simple fix for mulebots trying to buckle people. Mouse
dragging was opening stripping UI instead of buckling people.
Bots can't strip people anyway but I left a way to open strip UI. It is
working just like for cyborgs, bot needs to be in combat mode to open
it. Maybe someone will want to let Medbot strip people.

The issue happened when new strip UI was added 4 years ago:
https://github.com/tgstation/tgstation/pull/57889

Before the new UI the problem was known and someone fixed it:
<img width="633" height="149" alt="obraz"
src="https://github.com/user-attachments/assets/bfa3c323-60db-485c-a2d4-79c687839b74"
/>

But such simple solution isn't available anymore.
## Why It's Good For The Game
Fix good, we fix.
## Changelog
🆑
fix: Fixed bots unable to buckle people to themselves.
/🆑
2025-08-19 17:01:06 +02:00
Time-Green
a47835a04f 1X3 ICEBOX | Wilderness Expansion (Now not extremely slow!) (#91920)
## About The Pull Request
Turns the surface z-level of icebox into a 1x3 area, effectively adding
2 wilderness new z-levels surrounding the station

Because it's not always clear to other people what I'm talking about,
this is what I mean with making the surface level a 3x3 z-level

The wilderness z-levels are gridlinked, instead of crosslinked, which
just means the connections are consistent and not randomized. If you
keep going right, you will always end up where you started again,
eventually. This also removes the black border around the surface icebox
z-level (cause you can just go there now)

**Wilderness levels**
I've added some Z-level templates that can be generated. They're
incredibly basic, but all can spawn runes on them as well.
- Snow planes (5x)
- Ice planes (1x)
- Forest planes (1x)
- Mountain planes (1x)

I've also tweaked surface generation quite a bit. It being completely
covered in bones always felt weird, and the intersparsed rocks and
chasms never sat right with me. The default overworldgen is now more
like the Forested trait, but with more sparse trees.

All of this is modular btw. You can increase the amount of z-levels,
make any space z-level be unrandomized gridlinked or add your own
wilderness z-levels (either to your own map or icebox)

## Why It's Good For The Game
Icebox exploration is kind of depressing. We have this unique setting,
but we can't really go anywhere? You can go down and find that one pool,
which is about the peak of exploration of icebox.

Now you can literally explore the entire round and get incredibly lost!
It's also a great opportunity for mappers! (Especially since the
templates I made were made rather quickly as I wasn't sure if this had
merit).

2 extra z-levels isn't a lot, but it'll let us further develop planetary
wilderness z-levels further without impacting load times that much.
Maybe 3x3 icebox can be real in the future, but for now 1x3 icebox will
have to do
2025-08-15 01:58:58 -05:00
Ghom
38f65b2c14 Burned mess from culinary disasters is once again toxic. (#92394)
## About The Pull Request
When an item is cooked, reagents are generally cleared from the
resulting object and the reagents of the source object are transferred
to it instead. This means burned mess won't have its toxins when cooked,
locking you out of one or two chemistry recipes that require it while
also making the item generally not toxic at all.
So to fix it, we simply have to replace all or most of the consumable
reagents inside the burned mess with bad food, via component signals.

## Why It's Good For The Game
Fixing an issue with food and chemistry.

## Changelog

🆑
fix: burned mess made with a microwave, oven or griddle once again
toxins.
/🆑

---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
2025-08-11 20:30:47 +02:00
SmArtKar
87e1ef6f64 Changes human name updates to be request-based instead of being automatically done every single tick (#92393)
## 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
2025-08-08 13:01:12 -05:00
SmArtKar
3d730689f4 Implements (a poor imitation of) speculars, improves/fixes unrestricted access overlay lights (#92272)
## About The Pull Request

Implements a poor imitation of specular surfaces by encoding "shinyness"
into blue channel of emissive overlays, which allows some pixels to be
more illuminated than others (by applying lighting multiplied by
specular mask onto them a second time)
This means that hazard vests, engineering coats, security jackets and
firefighter suits no longer outright glow in the dark, but instead
amplify light so even the tiniest amounts make them highly visible. I
made a pass through all of our emissive overlays and converted ones that
made sense into bloom-less/specular ones.


https://github.com/user-attachments/assets/2167e26e-f8b8-42d7-a67c-dfc643e1df29

I've also converted unrestricted access airlock overlays into overlay
lights instead of ABOVE_LIGHTING overlays, so they should no longer look
jank or catch people's clicks.

<img width="297" height="262" alt="dreamseeker_LovPHZ7xHQ"
src="https://github.com/user-attachments/assets/1bf4d7b8-219a-41ed-aee9-6cdc41803e21"
/>

Turns out that windoors had incorrect icon states assigned to theirs, so
I fixed that too - they should show up again after god knows how many
years.

## Why It's Good For The Game

~~Shiny lights make my moth brain go happy~~
Neat visual effects that look more believable than neon glowing stripes,
and airlocks no longer have inflated hitboxes with extremely weird
visuals.

## Changelog
🆑
add: Added specular overlays - some items like hazard vests or
firefighter suits no longer outright glow in the dark, but instead
amplify existing light to shine brighter than their surroundings.
add: Redid unrestricted access airlock overlays to look less bad
fix: Fixed unrestricted access overlays not showing up on windoors.
/🆑
2025-08-06 23:27:43 +00:00
Ghom
940d73aeae replaces the health variable for fishes with integrity (#92192)
## About The Pull Request
Because fish is an item, it inherits the use of integrity from objects,
however it also has its own health variable. For consistency, ~~damaging
its integrity should also lower its health and healing it should also
recover its integrity. Fish has a max integrity that's double its
health.
I've also renamed `adjust_health` to `set_health` since it doesn't
adjust the health by the provided value but sets it to said value.~~
I've scrapped the latter to instead use integrity.

## Why It's Good For The Game
A small bit of consistency. If you shoot a fish with a laser gun,
wouldn't it die?
2025-08-04 22:30:53 -05:00
SmArtKar
fa4b8f7b38 Makes monster cores display above lying mobs (#92306)
## About The Pull Request

Monster cores now render above lying mobs and corpses, making them
easier to grab during fights. They reset to object layer once moved or
picked up to avoid visual issues.

## Why It's Good For The Game

During vent defenses when you encounter legions while low on heals you
may be tempted to grab a core to buff and regen, but as they're rendered
below mobs you either have to pixel hunt through a skeleton's ribs, or
use right click to pick it up via the context menu. Both of these
options make for a rather unpleasant experience, this should make it
less painful to do.
Technically applies to other mobs as well, but I doubt that anyone is
butchering monsters mid-fight for lobstrocity or brimdemon cores.

## Changelog
🆑
qol: Monster cores now display above corpses when dropped
/🆑
2025-08-02 17:31:36 -07:00
necromanceranne
9547e318ed Fixes an inverted ternary for determining the effect of gravity on swimmers (#92369)
## About The Pull Request

This should be the other way around. Higher gravity means more damage
but better rewards. Not less.

## Why It's Good For The Game

Oops

## Changelog
🆑
fix: Swimming now no longer punishes you with less gains for swimming in
heavy gravity, but also weirdly easier to swim in.
/🆑
2025-08-01 02:50:27 +02:00
necromanceranne
f739485e3e Non-workout sources of athletics experience diminishing returns on experience gain (#92206)
## About The Pull Request

For instances of athletics gains that don't involve workout
machinery/granting the exercised status effect, those sources of
experience suffer from increasing diminishing returns as the person
gains athletics levels.

## Why It's Good For The Game

While I still like that this lets more people engage with athletics
across a round, it did unfortunately trivialize getting higher levels of
athletics by doing some relatively banal activities that took really no
preparation to accomplish. The intended method of getting experience
should be the workout equipment, and so at a certain point these sources
of experience should stop granting free levels.

If someone refuses to interact with the workout mechanics and only
chooses to use these alternative methods, then uh....I guess all the
more power to them but they'll be there for a while.

## Changelog
🆑
balance: Athletics experience gain from non-workout sources, such as
climbing ladders, hopping tables and rope climbing, experience
diminishing returns as you gain athletics levels. To reach legendary
fitness, you really should hit the gym.
/🆑
2025-07-31 12:44:12 -04:00
Ghom
4975174928 [NO GBP] Adds unit test checks for materials and processable comp & co. (#92194) 2025-07-30 13:17:12 +02:00
SmArtKar
efd8b7200a Fixes fly infusion deleting the last infused organ upon activation (#92267)
## About The Pull Request

Closes #92234

## Changelog
🆑
fix: Fixed fly infusion deleting the last infused organ upon activation
/🆑
2025-07-30 09:22:32 +02:00
Y0SH1M4S73R
56496572f3 Adds some extra material properties to meat and hauntium (#92093)
## About The Pull Request

This PR adds some wacky interactions for meat and hauntium, should you
choose to transmute items into them using metalgen.
- You can imprint a mob's specific meat onto metalgen using their blood
(It doesn't even have to be the blood reagent, it can be any reagent
that was drawn from a mob's blood).
- Mob meat now applies the source's blood color to items made out of it.
- Organs and bodyparts made primarily out of meat become organic, if
they weren't already.
- Organs and bodyparts made primarily out of hauntium become ghostly, if
they weren't already. This makes them suitable for ghost species
wall-phasing.

## Why It's Good For The Game

Regarding the cosmetic change to mob meat, I thought it only appropriate
that mob meat material should take on the color of the mob it was taken
from.

For imprinting mob meat onto metalgen using that mob's blood, I thought
it would be funny to take people's blood and transmute objects into
being made out of those people's own flesh.

For meaty bodyparts and organs being organic, it can be argued that the
thing that makes organic bodyparts and organs organic is being made out
of meat, so I think the reverse logic should also apply.

For hauntium bodyparts and organs being ghostly, the ghostly nature of
ghostly bodyparts and organs should be what allows them to not fall out
of a ghost when they become incorporeal. And how could something made
primarily out of a substance extracted from ghosts **NOT** be ghostly in
nature?

That said, it's only *theoretically* possible to get hauntium bodyparts
and organs as a ghost, what with there being no way to do surgery on
ghosts. Good luck figuring out and executing the steps to actually do
this.

## Changelog

🆑
add: Items made out of a specific mob's meat take on the color of that
mob's blood.
add: Blood (or anything a mob uses as blood) can be used to imprint that
mob's meat onto metalgen.
add: Organs and bodyparts made predominantly out of meat become organic,
if they weren't already. Likewise, hauntium makes them ghostly.
/🆑
2025-07-27 14:20:41 +02:00
Time-Green
05982ba29a Recovered Crew are in spawner menu (#91986)
## About The Pull Request

![image](https://github.com/user-attachments/assets/052ad4ae-45e0-4fd5-b59f-4c659adefee3)

Added recovered crew to the ghost role spawner menu. Clicking spawn will
make you orbit the recovered crew body.


https://github.com/user-attachments/assets/326856c4-e306-43fd-b7d6-a8d5554a0e81

Orbiting the body will make it twitch a little to indicate to
coroners/MD's/roboticists that you're ready to be revived.

## Why It's Good For The Game

Getting people to actually play the recovered crew is kinda hard on most
rounds :( . First on my list is to make the process more convenient for
everyone.

By adding it to the ghostrole spawner menu, ghosts can quickly see if
bodies are available if they wish to play as one. Making them twitch
when orbited makes it so the people reviving them don't have to revive
them every few minutes in the case someone wishes to join as them (they
still might, it does get more attention).

I think the twitching effect is the best natural indicator that someone
wishes to join without being too OOC. I can imagine doctors being a
little confused at first, but it should click pretty quickly.

I am not too concerned about it being used as a ghost communication
medium. The spectroscopic sniffers are a more convenient tool for this,
and I don't think I've seen someone do it with them.
## Changelog
🆑
add: Recovered Crew have been added to the ghostrole spawner menu
add: Orbiting Recovered Crew corpses will make them twitch to indicate a
soul is available
/🆑
Giving them straight up superpowers or more aggressive antag rolls is
still something I'm considering. We'll see if/when I decide to do it

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-07-27 12:41:29 +02:00
SmArtKar
de70de4d7c [NO GBP] Fixes oil ignition, sanity checks blood DNA and adds some logging to it (#92221)
## About The Pull Request

Oil blood will no longer try to ignite twice when hit with a welder,
runtiming on the second try.
Also added crashes when ``add_blood_DNA`` is passed non-list or lists
with null assoc values, as both are invalid and cause crashes, because I
need to hunt down a stupid bug.

## Changelog
🆑
fix: Trying to ignite oil with a welding tool no longer runtimes due to
it trying to get ignited twice
/🆑
2025-07-25 20:22:41 -06:00
Jacquerel
7146a6bb10 Platforms (#91559)
## About The Pull Request


![image](https://github.com/user-attachments/assets/32a5f39a-59b8-46c3-8418-1a089379d6a4)

This PR adds "platforms" to the game, a port of the window frames from
the Wallening branch but with no windows attached.
You can craft them with two stacks of many kinds of materials.
Functionally they're basically just tables for standing on and act as a
decorative tool allowing you to make raised areas like stages.
Largely as far as I can tell I _think_ these were sprited by @Krysonism
although it's a little hard to check if there's any that were done by
someone else.

You can walk directly from tables to platforms (and crates) and vice
versa. You can also tableslam people onto them.

This PR also comes with "steps" (AKA small stairs)
You can use steps to walk onto platforms (or tables, or crates) without
needing to do the climbing action first.

![dreamseeker_umhbakZ4lE](https://github.com/user-attachments/assets/675e815b-8901-49d2-81b1-64ef7a56cd31)
If you try to run through them the wrong way you will trip.
Right now they only come in "Iron" flavour. Maybe one day someone will
sprite some wooden ones, or other varieties.

Basically the intention is to use them to build a little stage or altar
or maze or something. They don't have a lot of non-decorative purpose.

Don't be alarmed by the touched files list. It's mostly sprites and
there's barely even any code in this PR. It's almost entirely elements
and boilerplate.

## Why It's Good For The Game

Mappers keep asking me to add these.
Salvages some sprites from the Wallening project which we can still use.
You can make a really really big multitile pizza.

## Changelog

🆑 Jacquerel, Smartkar, sprites by Kryson
add: Added "platforms", or "half-walls" which are a kind of decorative
block similar to tables which you can walk around on.
add: You can walk freely between tables, platforms, and crates that
happen to be near tables or platforms.
add: You can construct iron steps to traverse tables and platforms
without needing to climb on, but try not to trip over them.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2025-07-11 07:21:02 +00:00
SmArtKar
bed3abd710 Fixes inverted chainsaw swing animations (#92067)
## About The Pull Request

- Closes #92066

## Changelog
🆑
fix: Fixed inverted chainsaw swing animations
/🆑
2025-07-11 08:08:34 +02:00
SmArtKar
85797904e1 Refunded holoparasite injectors no longer spawn their holopara (#92056) 2025-07-10 21:15:48 -06:00
grungussuss
e62798df75 Logging for prying (#91905)
## About The Pull Request
closes https://github.com/tgstation/tgstation/issues/91900
## Changelog
🆑
admin: added missing logs for prying
/🆑
2025-07-05 12:26:41 +02:00
Hatterhat
0523b2d2a4 Food items should now pass down their intrinsic food materials during crafting (#91808)
## About The Pull Request

![image](https://github.com/user-attachments/assets/3bf777fc-2636-4b7d-8fef-dab10723e937)
Food items pass down their intrinsic materials during crafting, which
should prevent foods being crafted from meat being red and squishy. The
implementation might be too broad or kinda suck but it worked for the
problem items I tested it on (headcheese, crispy breaded headcheese,
moussaka, ballpark tsukune).

Also properly sets up `material_flags` to be a bitflag when viewing
variables.

## Why It's Good For The Game
Makes intrinsic food materials actually do what they're supposed to do
(prevent food being crafted with meat from being weirdly too meaty).

## Changelog

🆑
code: Materials bitflags should now show the bitflag interface in VV.
fix: Food items now pass down their intrinsic materials during
crafting/processing/microwaving/etc. etc.
/🆑

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2025-07-02 12:00:36 +10:00
Krysonism
2bb681d537 Its morbin time! Morbid people like the coroner use the amputation shears and dig graves more quickly. Better shovels also dig graves more quickly. (#91841)
## About The Pull Request

This PR reinforces the flavour and mechanical prowess of morbid people
like the coroner by giving them a 30% speed bonus for two additional
morbid activities: shearing off limbs and digging graves.

It also makes toolspeed modifers affect the time it takes to dig a
grave.

I have not rebalanced the shovels stats or toolspeed mods in this PR,
that will have to wait until my upcoming gravedigging expansion.

## Why It's Good For The Game

The amputation shears is a decent luxury chase item for coroner because
it synergizes nicely with his playstyle, but it currently doesn't take
any morbid or autopsy bonuses into account which makes not that great as
a time saver.

I think is a shame because the item has perfect flavour and base
mechanics for the role.

This change makes shelling out the 700 credits feel more worth it and
makes the choice regarding what to spend your credits on more
meaningful.

Digging graves, while a very niche interaction, is also a very
flavourful way of getting rid of rejected cadavers, so having a boost
there is also nice for encouraging players to try it out instead of just
leaving it on the floor to rot or throwing it in disposals.

The tool speed modifier change is something that makes the very marginal
upgraded shovels a little more special, and is in line with how other
advanced tools work.

I was touching that line anyway so I figured I might as well add it.

## Changelog

🆑
balance: Morbid people, like the coroner now amputate 30% faster using
the amputation shears.
balance: Morbid people dig graves 30% faster. 
balance:  Better shovels dig graves faster.
/🆑
2025-07-01 14:27:32 +01:00
Time-Green
39a2434c06 Voidwalker Rework | Basic Mob Edition + Bonus Antag (#91646)
## About The Pull Request

Reworks the Voidwalker into a basic mob, including a lot of the balance
and mechanics!

Old (left), new (right)

![image](https://github.com/user-attachments/assets/5583db66-6025-4874-95dd-938aa828634c)![image](https://github.com/user-attachments/assets/2785c5cc-ccda-4ffd-bc1c-5bb278873d9b)


https://github.com/user-attachments/assets/22d6138f-11aa-4f7a-8600-2565e6578bcf

(little outdated)
https://youtu.be/cp1E3qPJGX4 (high res mirror)

**🟨Voidwalker mob changes🟨**
No longer a human species and no more void eater. Instead deals damage
by simple unarmed attacks.
Instead of dealing brute, the voidwalker does oxygen damage (4-5 hits to
knock out) with left-click, and slight brute on right click. Non-human
mobs automatically take brute damage instead of oxygen damage.

150 HP
33% burn armor

Yes it has hands, but it can only pick up and drop stuff

**🟨Window phase🟨**

![image](https://github.com/user-attachments/assets/82a330ee-16f8-46e4-a325-c894fc8931d6)
Instead of needing to smash a window with the void eater, moving through
windows simply leaves them passable for 5 seconds. Makes kidnapping a
lot easier, but also makes it easier for people to chase you

People who used the voided skull also leave windows passable for a short
bit.

**🟩Cosmic Charge🟩**
Standard charge ability, but only lets you charge towards space and
works while dragging people

**🟩The Vomitwalker🟩**
People you kidnapped now occasionally do the nebula vomit, which
voidwalkers can use to dive from and into

![image](https://github.com/user-attachments/assets/e483a0d2-a418-479e-89e5-1dcd71165140)
Diving into it is very fast but also removes the nebula vomit. You can
also kidnap people into the vomit (this doesn't remove the vomit).

There is also a little UI for tracking this. Clicking it while in space
dive teleports you to the next nebula vomit, if there are any.


![image](https://github.com/user-attachments/assets/8907f261-6395-44fb-86ea-0ed548aca3ab)

**🟨Voided people changes🟨**
Kidnapped people and people that used the cosmic skull are no longer
muted, but take 10% extra brute and occasionally leave behind glass
shards when taking a lot of damage.

Are no longer obliterated on a second encounter with voidwalkers.
Voidwalkers can't hurt people they've already voided (unless they really
want to), but instead just knock them out for 30s

Also the kidnapped do space vomit as I said earlier.

**🟩Sunwalker🟩**
Voidwalker variant made for pure murderbone. Has no camo and kindap
mechanics, but has a fiery charge, loads of damage and area igniting and
people ignition. It's admin, but I might change this later once I've had
some more time to think about it.

![image](https://github.com/user-attachments/assets/2383dc6e-2173-4449-b71b-367e81c55f88)

Other changes: 
- Voidwindows no longer need to be space adjacent
- Unsettle works faster but can't be used in combat anymore
- Space camo now grants complete space invisibility
- Makes a lot of aspects easily moddable, so we can easily mod it into a
moistwalker in-game
- Taking a cosmic skull when you already used one gives you the old
voidwalker void eater arm. Additional uses just gives you more void
eater arms until you run out of hands
- I definitely forgot a lot more
- I made a cool voidwalker hud! It even has a unique space camo toggle
## Why It's Good For The Game

<details>
  <summary>Lot of text</summary>
  
Voidwalker was basically a snowflaked toghether human species because I
didn't know how to sprite, but I was able to work with species and
visual effects. Then I realized I can just commission sprites!

This also let me just cut out a lot of the snowflake code, because it's
no longer a human so half the things I didn't want them to be able to
do, they just literally cannot do.

Voidwalkers were in a bit of strange spot with kidnapping? There was
essentially no incentive, other than "smash spaceman = funny". They also
had issues doing, anything? There's surprisingly little space on a space
station, especially maps such as tram. Making the voided victims have
nebula vomit gives the voidwalker a reason to WANT to kidnap, by giving
them a way to appear basically anywhere on the station. I don't think
it's too overpowered. Voided people don't vomit that much, it's easily
cleanable and diving into it removes them, so they're limited usability.

Replacing the brute damage with oxygen damage also kinda... just makes
sense? I seriously contemplated letting them do stamina damage for the
first iteration, but opted not to do it because stamina damage has so
many hooks attached. Oxygen damage doesn't! It's also just incredibly
thematic, let's them bypass most armor and makes them more suited to
non-letha kidnappings.

Space camo making them completely invisible was also long overdue. It
was literally just urging people to turn up their gamma and turn down
their parallax settings. I thought it was an interesting mechanic, but
it's just straight up unfair and doesn't belong in a multiplayer game.
They now more frequently leave behind little glass shards, leave
particles from nebula vomit they leave from and have more unique sound
effects, so attentive (and lucky) people can still deduce if an area is
safe-ish.

I removed being able to shatter voided people because the mechanic was
deeply misunderstood. It was intended to give them a means of removing
people if they kept incessently bothering the voidwalker, but people
went out of their way to use this to roundremove people they had already
voided. The 30s sleep conveys my intention a lot better, and fits better
now that the voidwalker benefits from having as many voided people
vomitting all over the place.

The cosmic charge gives them some much needed survivability. My
experiences (in observing voidwalkers, I can never get the roll ;_;) is
that they're constantly one mistake away from complete obliteration. The
cosmic charge let's them get out quick despite their slow movement speed
in gravity. It also makes them stronger when fighting in space.

They got 33% burn armor so it's a tiny bit harder to wipe them away in a
single laser salvo, while still giving people ample opportunity to fight
them off . Also they're like glass or something so it fits thematically.

I gave them hands because I thought it was cool, might be a mistake idk
  
</details>

## Changelog

🆑 Time-Green, INFRARED_BACON
add: Voidwalker has been throughly reworked! Now you are even less safe!
admin: Adds admin-only Sunwalker mob
fix: Unsettle doesnt work on yourself anymore
fix: Space camo doesnt stop bobbing anymore
fix: Voidwalker windows now recharge on kidnap 
runtime: Fixes healthanalyzers runtiming when scanning mobs without
reagent holders
/🆑
2025-07-01 12:55:31 +01:00
John Willard
d72a2437ca borgs cant drop again (#91737)
## About The Pull Request

ABSTRACT is an ``item_flags`` not an ``obj_flags`` which was fucking up
making the items abstract, this fixes that, and removes a runtime for
slapcraft for non-craft users (it was causing a runtime when borgs were
trying to use one of their items on another one of their items).

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/91736

## Changelog

🆑
fix: Borgs can't put their models in other storage items.
/🆑
2025-06-22 16:20:00 +00:00
Ben10Omintrix
d5b113a5e2 [no gbp] fixes minebots crashing the server (#91746)
## About The Pull Request
the element was wrongfully adding items to its list. since its meant to
be a singleton, this list would get extremely large.

## Why It's Good For The Game
closes #91738

## Changelog
🆑
fix: 50 minebots no longer crash the server
/🆑
2025-06-21 13:21:48 +02:00
MrMelbert
d838bff525 Adds some throwing datum nullchecks (#91720)
## About The Pull Request

A few places seem to call `hitby` or `throw_impact` without a throwing
datum to mimic the effect of colliding with something, which is cringe,
but I guess we should support it.

So we need to nullcheck for `get_thrower`, else it runtimes and cancels
the whole proc.

## Changelog

🆑 Melbert
fix: Glass shards from colliding with vendors or glass table hurt you
again.
/🆑
2025-06-20 11:25:16 -06:00
Sealed101
caa7021985 Fixes attack-equipping others triggering a self-equip timer with clothing that have equip_delay_self (#91661)
## About The Pull Request

The element wasn't making use of the flag in the
`equip_to_slot_if_possible()` proc, which meant that you would spend
time on a `do_after()` to attack-equip an item onto someone else just so
the recipient would have to spend time equal to `equip_delay_self` to
equip the item. This is weird, and it led to stuff like #73225 where you
could magically make a jacket disappear into the recipient's contents.
In theory this calls for a closer inspection of the equip pipeline's
safety checks? but I might be a tad bit lazy to that. Funny how there
are exactly 3 instances of an item with `equip_delay_self` in the entire
game.

## Why It's Good For The Game

Closes #73225

## Changelog

🆑
fix: fixed equipping straight jackets onto people with attack-equip then
equipping another jacket through the equip window causing magical jacket
consumption into the recipient's contents
/🆑
2025-06-19 18:54:23 +00:00
MrMelbert
558afad6a4 Use any item as a prosthetic arm, what's the worst that could happen? (#91573)
## About The Pull Request


![image](https://github.com/user-attachments/assets/84290f87-8750-4972-8ef1-c22d0cde35a4)

Makes the chainsaw arm code generic, so you can attach any normal or
bulky sized item as an arm

Impl. detail:

Items-as-arms just use inhand sprites unless it has
`/datum/element/prosthetic_icon`. Currently used for chainsaws as the
only item with an implanted sprite.

Chainsaw arm nullrod now fully replaces the arm rather than being a
nodrop item.

When surgically adding any non-bodypart item, applying the item will
result in a loose fitting, and it might fall off on attack. The
following step (tape/suture) removes the fall chance.

## Why It's Good For The Game

Chainsaw arms are funny, but why stop at chainsaws beyond it being an
Evil Dead reference?

## Changelog

🆑 Melbert
add: Any normal or bulky sized item can be used as a prosthetic arm,
instead of just chainsaws.
/🆑
2025-06-19 20:02:07 +02:00
Jacquerel
19b0e734a8 Fixes changeling void adaption (#91626)
## About The Pull Request

This PR changes `TRAIT_SPACEBREATHING` from a lung trait to a mob trait,
and simultaneously renames it to the much less snappy but simultaneously
more specific `TRAIT_NO_BREATHLESS_DAMAGE`
This proc technically does not allow you to breathe specifically in
space, it only bypasses any checks for minimum levels of gases
regardless of if you are in space or not

At the same time I implemented it for basic mobs, just because I can. I
don't think they have any way of gaining it, but if some future dev was
going to make a temporary buff that lets something breathe in space now
it could also work on basic mobs.

## Why It's Good For The Game

This is how developers expected the trait to work and no longer requires
that the mob have lungs to be used

## Changelog

🆑
fix: Changelings with Void Adaption can once again breathe in space
/🆑
2025-06-19 00:12:25 -04:00
_0Steven
9314b73c2c Fixes critter crate elevation issues. (#91609)
## About The Pull Request

Very simply put, we weren't actually unregistering the
`COMSIG_MOVABLE_MOVED` signal on detaching.
This was making it so that when you open a critter crate it doesn't
actually unregister the signal, meaning that it re-attaches a lot of its
effects to the turf the next time the crate moves. However, because it
wasn't actually *properly* attached anymore, breaking the crate wouldn't
unregister the turf.
So this was making it so that if you were to open a critter crate and
then move it immediately after, it would regain its ability to elevate
you as if it were closed, and this would linger even after it breaking.

This fixes that.
## Why It's Good For The Game

Fixes https://github.com/tgstation/tgstation/issues/91204.
## Changelog
🆑
fix: Critter crates no longer re-attain their ability to lift you
despite being open if you move one after opening it, and neither does
this lifting field stay after you destroy it.
/🆑
2025-06-14 10:57:37 -06:00
SmArtKar
79fae4eda2 Fixes weird pipe/vent/cable rendering under glass and catwalk floors (#91454)
## About The Pull Request

Changes some logic in underfloor object and atmos component rendering to
make them look nicer when visible, but not accessible under floors. Also
changes how catwalks get rendered to improve their visuals when opened.

Before:


![image](https://github.com/user-attachments/assets/217070c6-3df7-4a25-8e83-557601f87d36)

After:


![image](https://github.com/user-attachments/assets/e568176f-c116-4a30-8212-6c6b879ed847)

## Why It's Good For The Game

Makes pipes look less shit. The rendering curse reigns eternal.

## Changelog
🆑
fix: Fixed vents and pipes partially poking out from under glass and
catwalk floors
/🆑
2025-06-08 16:03:18 +00:00
carlarctg
0b683d175b Adds the bloodroach (#91383)
## About The Pull Request

Adds bloodroaches.


![image](https://github.com/user-attachments/assets/2f122787-0a22-4ff3-9c9b-7e14ca479369)

These are cockroaches that have gorged themselves on blood in
maintenance. They're very gross!


![image](https://github.com/user-attachments/assets/1ff744ed-a61b-4f6b-8d1c-28664f7a953f)

Splatting one causes an explosion of blood all around the death
perimeter, splashing both turfs and mobs with blood.

They have a 1% chance of spawning in place of normal roaches.

They also spawn in:
- Abandoned crates, replacing the 30 roaches with 30 bloodroaches.
- As backup anomalous crystal possession targets.
- Grimy fridges

Added a trait given to things killed by pest spray, used to check on
death explosion for bloodroaches.
Changed roach spawns in maps to use mob spawners, so I can replace them
with bloodroaches 1% of the time.
## Why It's Good For The Game

Splatting a random roach in maintenance that explodes into blood sounds
hilarious. It also adds janitorial depth by requiring pest spray to
carefully eliminate these pests
## Changelog
🆑
add: Added bloodroaches, a rare variant of cockroaches that explode into
a shower of blood when squashed.
/🆑
2025-06-04 14:57:11 -07:00
Bloop
2bae025bfe Audits wash/cleaning signals + refactors wash() to ensure no needless mob updates occur (#91259)
## About The Pull Request

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

This PR

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

## Why It's Good For The Game

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

## Changelog

Nothing really player facing
2025-06-02 18:54:53 +00:00
Bloop
4250ecb14c Removes a couple of duplicate gag map_icons + fixes the gags_recolorable component + most lootpanel gags previews (#91341)
## About The Pull Request

Turns out there were a couple of black mask subtypes that I missed as
well as a prisoner uniform subtype.

Also fixes some bugs that are not related to the map icon pr to further
improve the situation with GAGS previews.

## Why It's Good For The Game

Smaller .dmis, working previews

## Changelog

🆑
fix: spraycan can now be used to recolor the gi, glow shoes, striped
dress, H.E.C.K. suit
fix: most GAGS items should now be showing up in the lootpanel again
/🆑
2025-06-01 19:44:15 -07:00
Ghom
4f6727024d Crafting refactor, implementing materials (#89465)
## About The Pull Request
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.

EDIT: Several things have come up while working on this, so I apologise
that it ended up changing over 100+ files. I managed to atomize some of
the changes, but it's a bit tedious.

EDIT: TLDR because I was told this section is too vague and there's too
much going on. This PR:
- Improves the dated crafting code (not the UI).
- replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion`
with `atom/on_craft_completion`.
- Reqs used in food recipes are now deleted by default and not stored
inside the result (they did nothing).
- Renames the customizable_reagent_holder comp and improves it (No
harddels/ref issues).
- Adds a unit test that tries to craft all recipes to see what's wrong
(it skips some of the much more specific reqs for now).
- In the unit test is also the code to make sure materials of the
crafted item and a non-crafted item of the same type are roughly the
same, so far only applied to food.
- Some mild material/food refactoring around the fact that food item
code has been changed to support materials.

## Why It's Good For The Game
Improving the backbone of the crafting system. Also materials and food
code.

## Changelog

🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑
2025-06-01 16:37:43 -07:00
_0Steven
412115c9b9 Fixes bugs related to transferring items to turfs, splits doing that off from dropItemToGround(...) (#91326)
## About The Pull Request

Closes #91131.
The author currently has other priorities, and as I need it for
something else I am finishing it myself with the author's blessing.

Recently, we turned `transferItemToLoc(...)` into a proc intended to be
for transfers to non-turfs, with it now playing an animation to reflect
that.
However, this had the effect of leaving us with `dropItemToGround(...)`
for mob>turf transfers, which isn't _ideal_. It sends an 'item dropped'
signal, it randomizes offsets, and using it to transfer to a
non-`drop_location()` loc was implemented as an afterthought.

So in this pr we create a new proc, `transfer_item_to_turf(...)`, that
separates off the actual transferring, setting offsets, and animating
into its own proc.
Then `dropItemToGround(...)`, tables, racks, easels, closets, hoops,
beds, conveyor belts, pin the tail corgi posters, some other stuff, and
the `floor_placeable` element call such each with their own preferred
arguments.
While we could leave setting offsets out of it, because setting the
offsets after calling the animation works just fine, having them be set
before the animation felt like a more intuitive flow.

...While I would love to refactor the easel's incredibly questionable
`attackby(...)`, that is outside of the scope of this pr.

## Why It's Good For The Game

Fixes #91082.
Less jank 👍

## Changelog
🆑
fix: Placing an item on a table/turf via the alt-click menu actually
centers it, again.
fix: Certain items, like canvases or syringe guns, are no longer weirdly
offset when placed on tables.
fix: Placing items on racks, closets, crates, hoops, beds, conveyor
belts, and pin the tail corgi posters is animated again, instead of
instantly teleporting followed by the pickup animation.
fix: Placing a canvas on an easels no longer applies a random offset as
if dropped.
fix: Tucking in someone else actually animates the bedsheet from you to
them, instead of from them to them.
qol: Placing a canvas on an easel is animated.
/🆑
2025-06-01 00:59:56 +00:00
SmArtKar
b4061f1800 [MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
## About The Pull Request

Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.

- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.

- Closes #91039 

#### Examples

A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


![dreamseeker_BSP7FE9pRB](https://github.com/user-attachments/assets/45711fa0-ae65-4ec2-9e89-753fa7dd876f)

![dreamseeker_zyv9ssh5VN](https://github.com/user-attachments/assets/7b112854-b7e3-4bfe-b78b-199a55b5b051)
2025-05-31 19:38:07 -05:00
Jeremiah
9db2f6916b Sets prettier to run on the repo (#91379)
## About The Pull Request
Prettier (an auto formatter) is set to only run within the tgui folder
currently. This removes that limitation, allowing it to automatically
format all supported files in the repo (.js, .html, .yml
[etc](https://prettier.io/docs/))

I made a few exceptions for bundled and generated files
## Why It's Good For The Game
I'm of the opinion that code should look uniform and am lazy enough to
want CTRL-S to format files without having to think beyond that
## Changelog
2025-05-29 21:23:59 -07:00
Roxy
7d08da9fd6 Refactor split_stack to two separate procs, fixes a hard delete in the process (#91306)
## About The Pull Request

I was trying to fix a hard delete and it became a whole thing
- Reworks `/obj/item/stack/proc/split_stack` to no longer also try to
put it in the user's hands, or take a user at all. The proc now purely
splits the stack and returns the new one
- Creates `/obj/item/stack/proc/split_n_take` which uses `split_stack`
and does the other behaviors like fingerprint adding and putting in the
user's hands
- Update usages of `split_stack` to either properly use it and remove
the code added to get around the put in hands behavior, or change them
to use `split_n_take` instead
- Fix a random bug in pipe bomb building I noticed while testing

## Why It's Good For The Game

Ultimately this fixes a hard delete with goldgrubs eating a piece of ore
while sitting on top of another piece of ore of the same type (the put
in hands behavior of split stack would cause the ore being consumed to
drop to the ground briefly, merge with the ore there, and then qdel
while still being moved to the goldgrub contents), but also added bonus
that it makes `split_stack` just split the stack and not some other
stuff too. Also a pipe bomb bug fix

## Changelog

🆑
fix: fixed being able to add seemingly infinite refined bluespace
crystals to pipe bombs
refactor: /obj/item/stack/split_stack no longer tries to move the stack
into the user's hands, use /obj/item/stack/split_n_take for that
/🆑
2025-05-25 03:14:53 +03:00
Cirrial
379e2a0ee0 Refactor: Moves throwing and giving items from /mob/living/carbon to /mob/living (#91049)
## 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>
2025-05-22 09:02:28 +02:00
necromanceranne
72d829aa50 Makes deep water not quite so ultra lethal so you can actually go for a swim (#91135)
## About The Pull Request

Currently, due to the amount of stamina damage that entering a tile
deal, as well as the amount of stamina damage and the frequency of the
stamina damage inflicted by the swimming status effect, wading into deep
water may be tantamount to suicide without stimulants.

To avoid this problem, we've made some adjustments to how and when we
inflict our swimmer with stamina damage.

Firstly, we've reduced the values for stamina loss and oxygen loss by a
fairly decent margin.

Secondly, we only inflict stamina damage on wading into deep water 30%
of the time. When this happens, we award experience and give our swimmer
the exercised buff.

Thirdly, for a bit of realism, our combined weight class of equipped
items and combined equipped item slowdowns contribute to our stamina
penalty from wading through water. Smaller objects do not affect this,
but things like jumpsuits and backpacks do. Shorts do not contribute to
this weight specifically. You're definitely going to sink if you are
wearing the RD's MODsuit. (though the RD has the strength to move in
that thing anyway)

Fourthly, we increased the tick interval for the swimming status effect
from every second to every five seconds. This better represents long
term swimming exhaustion. However, we don't award athletics skill points
for this. You have to actually move to get skill improvements.

Breath loss from drowning also has been put behind a probability,
because losing breathes is actually pretty severe and we don't want this
increment infinitely quickly.

As an added bonus, we now include athletics boosters to swimming.

Finally, we fixed a runtime in the exercised status effect when assigned
to a mob without a mind.

## Why It's Good For The Game

One time I found an assistant that had drowned in the 1x3 deep water on
Metastation because he didn't know stepping into deep water was
basically asking to die a horrible death. Rather nasty.

Also that other swimming PR reminded me that this needs fixing. It is
hilariously lethal. I just want to go for a swim at the beach!

## Changelog
🆑
balance: Swimming is no longer so hyper lethal, and also benefits from
athletics boosters.
balance: By default, swimming through deep water does a somewhat low but
mounting quantity of stamina damage. Reduced by athletics skill and
athletics boosters.
balance: Your total carried equipment weight (and their slowdowns, if
any) contribute to your stamina loss while swimming. If you fell into
deep water, best start stripping items.
balance: Floating is slightly less lethal, especially if you are
starting to drown.
fix: Fixes a runtime caused by the exercised status effect.
/🆑
2025-05-20 22:11:58 +01:00
Krysonism
15d6bc8e6b Fixes bungo pits not inheriting stats and genes from the fruit. (#91208)
## About The Pull Request

This PR fixes and issue where /obj/food/grown items that were produced
as a trash product from other /obj/food/grown items did not inherit seed
characteristics.

This only(?) affected the bungo pit, as it is currently the only item of
this class(?).

## Why It's Good For The Game

Tot botanists are sad when they can't reexperience the hottest meta
strategy of 2022.

## Changelog

🆑
fix: fixed bungo pits not inheriting genes and stats from the fruit.
/🆑
2025-05-20 11:55:57 +03:00
Krysonism
b3580b8a8d Clown Abomination Rebalance! #Cytology2025 (#91000)
## About The Pull Request

This PR includes a number of fixes, buffs and improvements to the clown
mobs to make them more playable and worthwhile.

### Atmos tolerance buffs
This PR removes the insane unsuitable atmos and temperature damage clown
mobs used to take and bring it in line with other mobs.

In addition, clownanas can tolerate lower oxygen levels and are immune
to carbon dioxide due to their half plant biology.

### Movement speed changes

A lot of these mobs were previously unviable due to their slow speed,
one of the most important stats.

This problem will only get worse for basic mobs if the proposed basic
mob stamina changes get implemented.

Most of them are still slower than humans but now have some chance to
corner a human in some circumstances.

(I plan to add more ways to modify basic mob run speed in the future to
help with this.)

The flesh clown and honkling are now fast again, I remember the original
speed nerf of fleshclown upset the very few fleshclown enjoyers once i
PR'd in the initial balance pass years back.

### Glutton buffs

The banana glutton is now given a mechanical incentive to eat lots of
foods to nudge them into good RP.

They heal for every item and gain max health every 5 items eaten!

The banana glutton can now smash doors.

They can now prank the crew with ink sacs should they find them.

### Biotype update

Clownana has gained the plant biotype.

Living lube has gained the slime biotype.

### cell lines & samples

clownana and longface; the two other clown cell lines now have samples
associated with them and can be biopsied to create pure samples of each
cell line.

The clownana banana bunch can also be swabbed for the pure clownana cell
line!

### death drop changes

The death drop element now spreads the items out slightly instead of
stacking lots of drops in the center of the tile.

Clown mobs now drop less soap and more peels, with some of the rarer
ones dropping mimana, bluespace or gros michel peels.

The clownana now has a chance to drop full bananas or even a full banana
bunch.

The banana glutton has a chance to drop a heart of freedom. 

The flesh clown now drops a meatclown instead of soap, and a piece of
human skin instead of a bloated human suit.


### other stat changes

living lube is now highly resistant to brute damage

longface can now acutally fight a little bit, still kinda terrible
though.

## Why It's Good For The Game

These mobs are quite beloved but their level of playability is low due
to poor balance.

The main problem is atmos.

Even a whiff of bad atmos would gib these mobs before they could get to
safety.

Many of them had their speed set way too high or way too low when they
were first added, even after i adjusted their speeds years ago I was
being too conservative.

Their loot tables were too similar, this helps with that a little bit. A
couple of them might even be worthwhile farming for their drops in
certain niche situations!

The banana glutton has such a cool sprite but has been neglected
mechanically, this helps make him a little more worthwhile and the extra
obj damage helps him not be in that sucky place where he is too large to
vent crawl and not powerful enough to break down doors.

Ideally in the future we should probably be more restrictive with
allowing mobs to smash airlocks and give them another way of opening
doors via armblade -like prying or ID implants.

## Changelog

🆑
add: banana gluttons gain max health and heal by eating foods! And they
can smash doors.
balance: clown mobs no longer get nuked by bad atmos.
balance: blown mobs have new death drops.
balance: most clown more are now faster!
balance: clownanas are now plants and are immune to carbon dioxide.
balance: living lube is now a slime and highly brute resistant.
balance: longfaces now hit decently hard.
fix: clownanas and longfaces can now be biopsied.
/🆑

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-05-17 16:36:04 +00:00
MrMelbert
685ca9db69 [MDB Ignore] Damp Rag can now get dirty / Repaths damp rag (it's no longer a cup) (#90700)
## About The Pull Request

- Damp rag is now no longer god's perfect cleaning tool. After blood,
the damp rag will collect it, and after cleaning a lot of blood, you can
no longer clean with the rag until you wash it in a sink (or with
cleaner or however you want)
- This means the rag will collect DNA in it as you clean, which gives
detectives an opportunity to investigate.
- It also means the DNA it collects will occasionally spread onto you,
meaning you will have to clean your gloves or hands.
- Cleaning vomit and such is (currently) unaffected (and does not dirty
the rag).
- Diseases are not currently transferred to the rag (but this would be
fun to add)

- Gauze now gets dirty when using it to wrap bleeding wounds. This is
just visual, though blood DNA gets transferred. It can be washed in a
sink.

- Removed gauze on sink / cloth on sink interaction.
   - Can't really wash gauze with it, plus it's redundant.

- Damp rag is no longer a cup.

## Why It's Good For The Game

Damp rag is just "soap without any downsides", which is kinda lame. 
I thought about going a step further and making it require you wet it
first but then it just becomes "mop but small" which is also lame.

Instead, you're required to clean it, which gives janitors / crewmembers
an alternate cleaning method:
- Soap: Small, finite, limited. Can't be replenished.
- Cleaner: Small, finite, even more limited, ranged. Can be refilled
with chemistry's help.
- Mop: Large, infinite, limited. Needs a water bucket.
- Damp Rag: Small, infinite, limited. Need to clean it after a few goes.

## Changelog

🆑 Melbert
balance: Damp Rags can now get dirty when using them to clean blood,
passing blood DNA along.
add: Gauze now gets dirty when apply it to actively bleeding wounds.
Doesn't spread disease or anything, just passes blood DNA. It can be
cleaned in a sink.
del: Removed cloth on sink / gauze on sink interaction to make rags.
Just use the crafting menu
/🆑
2025-05-16 13:49:27 -07:00