## About The Pull Request
Fixed an issue with APC icon not turning green from #84983

Also changed the implementation of the way the emitters are prioritized.
Now there are separate lists for early and late processing machines.
## Why It's Good For The Game
Bug fixes, better power distribution, power monitors showing reliable
data
## Changelog
🆑
fix: APC icon properly turns green on full charge
fix: APC shows correct charging rate in UI
code: Added early machine process for shield generators and emitters to
prioritize power draw
code: Added late machine process for power monitors to gather accurate
powernet load
/🆑
## About The Pull Request
Research Queue now checks the correct datum instead of trying to call
procs on keys. This fixes automatic research for free nodes.
## Why It's Good For The Game
Fixes good, runtimes bad
## Changelog
🆑
fix: Free items in research queue will now correctly be researched
automatically.
/🆑
## About The Pull Request
Fixed the issue when the power priority was preferring random machinery
around the station over the crucial Emitters and Shieldgens.
Because of how the consumers are selected right now, PACMAN attached to
a station network will give power for the machinery/lights/environment
of a random APC instead of the emitters next to it.
This also makes power sinks process before APCs.
Also made APCs charge in cascades within a powernet:
1. APCs try to charge to 5% to enable environment channel.
2. When all are above 5%, then allow APCs to charge to 20% to enable
lighting channel
2. When all are above 20%, then allow APCs to charge to 35% to enable
equipment channel
3. When all are above 35%, then allow APC to charge to full battery
As a result, a low-rate power source can provide enough power to at
least make all airlocks working and have dim lights enabled.
Charlie station APCs after you run PACMAN with 15 uranium sheets:

## Why It's Good For The Game
Makes emitters actually work, instead of having people fire kisses at SM
to raise the internal energy.
Makes it possible to use PACMAN to kickstart SM.
Gives a reason to set up solars.
Makes the power distribution more fair and equal after the recent APC
battery buff.
## Changelog
🆑
fix: Fixed emitters, shield gens and other wired machinery having lower
power consumption priority than APCs
qol: Made APCs charge more evenly to ensure that environment and lights
are working everywhere before giving the power for equipment
/🆑
## About The Pull Request
This PR makes it so that, when framed, paintings can give positive
moodlets based on their art element, which is based upon their
patronage, meaning, the higher tha patronage, the better the positive
moodlets.
This PR also adjusts the tgui states to allow observers to interact with
the painting, but only for zooming in and out. And expands the tgui
window a little so hopefully you can see the plaquette when it's framed.
## Why It's Good For The Game
Higher-valued pieces tend to also look better, right? . . . right?
Ok, jokes apart, I think this is a nice touch to paintings.
## Changelog
🆑
add: Examining high-value paintings now can give a positive moodlet.
qol: Observers can now zoom paintings in and out in the UI.
/🆑
## About The Pull Request
<img alt="2dZbpr8MK1"
src="https://github.com/tgstation/tgstation/assets/3625094/dd78feba-224a-41a1-8d4a-83af3a8b68df">
Added an ability to queue up to one node per player in a techweb for an
automatic research.
You can queue up a node only when all requirements are met, but there
are not enough points.
People can't research when there is something in the queue, only add
things to the queue. So a 40 points node can't be researched if someone
queued up a 200 points node ahead of it.
When a node is enqueued by RD, it is placed in front of the queue.
The research button is available when the queue is empty.
TODO:
- [x] Bypass queue when the node cost is zero
## Why It's Good For The Game
No need to stay at the console to wait for the points. No "Research"
button spamming.
## Changelog
🆑
qol: Research nodes can be queued, one per player. RDs can place their
node at the beginning of the queue.
/🆑
## The Voidwalker
Adds a new antagonist, the Voidwalker!
It's a rare antag that spawns in space when there's at least 40 people
Design doc is here: https://hackmd.io/jE4YScP8RPykXo37rTBV2Q (there's
some deviations)
No biddle
## Summary
Spooky space antag that moves around space, ambushing people either in
space or near space. They can move through glass, have an ability to
stamina drain you if they remain in your vision for 8 seconds, can
temporarily remove glass windows to drag you through them and deal
~~stamina damage~~ incredibly violence. Upon being taken, they can be
kidnapped and cursed, muting and pacifying the person and sending them
to the void.
## Passive


Passive abilities:
- Permanent space flight and indoor flight
- Space regen
- Slowdown when in gravity
- Space camo (very low alpha when in space
- Can freely move through unshocked glass
- Mute, but can hear all station frequencies (excluding binary)
- Will quickly die when on planets or moons (obviously can't roll on
icebox)
- 10 brute armor and 20 burn armor. They can't wear any form of armor
and don't have any get out of jail free cards, so I think it'll help
with their survivability a slight bit
## Abilities
**Void eater:** Literally just a light-eater but instead of eating light
it instantly shatters windows, but restores them after a few seconds
**Space Dive:** New ability that lets you move under the station with a
2 second do_after, so they can still get to closed of space spots
without being as annoying as heretic space shift
**Unsettle:** Remain in view of the target for 8 seconds to give them a
short stun, slurring and 80 stamina damage, but announce your presence
and location to them. Both you and your target can move, as long as you
remain in their view.
**Space Kidnap:** When your target is incapacitated and in space, you
can drag them into the cosmic void. They'll be returned cursed after
undergoing a sort of reverse heretic sacrifice (more on that in the next
section).
[Showcase of all the above abilities!](https://youtu.be/NJ01H28PV9w)
## Voided Crew
A brain trauma received when you get kidnapped. While under it's
influence, you are muted and pacified. You will die in planetary gravity
and cannot enter space.

It can be cured with a lobotomy or by dying in planetary gravity.
You get warned to avoid the Voidwalker. The voidwalker now does extra
damage and gets the option to glass gib you if you die, leaving just a
brain
## Loot
On death, the Voidwalker shatters into glass and drops a cosmic skull.
Looking into the skull gives you a stable version of the Voided brain
trauma. It doesn't give you pacifism and doesn't ban you from space. It
also makes you space immune and gives you the ability to walk through
unshocked glass after 2 seconds do_after.
Sprites for the cosmic skull by Justice12354 and Rex9001! I'll throw up
a video showcasing death and their sprites on Sunday
## Why It's Good For The Game
We don't have any space centered antagonists. The closest we have are
Space Dragons, but they have to go deep into the station anyway. I'm
also quite fond of simpler antagonists, like revenant and nightmare.
Give people the tools, and they'll make the fun themselves.
I've been comparing the Voidwalker with the Nightmare. Both are goalles,
simple antagonists, but where the Nightmare's gimmick is darkness, the
Voidwalker's gimmick is space.
They also get a dark tentacle arm so they can murderize people, but it
only gets them to crit. After that they can drag people into the "void"
to kidnap them. This is mostly to encourage the Voidwalker not to just
space them cause that's kinda lame. They still can though, just in-case
it would be very funny
## Changelog
🆑 Time-Green, Justice12354, Rex9001
add: Adds the Voidwalker, a new rare space based midround antagonist!
code: Adds the ability to texture limbs and bodypart_overlays
Sprite: Cosmic skull sprites by Justice12354 and Rex9001
/🆑
- [x] Add a better kidnapping mechanic, instead of just teleporting
someone to a station turf
- [x] Add an armblade or weapon or something, unarmed combat is kinda
ass for this
- [x] Fix the antag preview not rendering textures
- [x] Prevent them from space phasing when in combat so they can
actually be killed in space combat, even if really fucking hard
- [x] Nerf visibility for people with space parallax disabled, probably
also something to improve camo with colored parallax
- [x] Replace the stamina damage stuff
- [x] Cool rework of space phase idea I have
- [x] Update/implement vidual effects
- [x] Implement names
## Considerations
There's a few things that I might change or implement later, depending
on how it actually plays.
It's a space focused antag, but there might not be enough people near
space in a given round. An ability to let them "capture" area's or let
them turn into a meteor or something might be needed later if they turn
out to be too passive.
They might also be _too_ oppressive in space. I designed them for
near-space combat, but may've made them insanely overpowered in in raw
space combat.
Probably wont do biddle, but might add more powers that you can reroll
every few minutes or something (like blob). Either wat it wont be this
PR
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
#79995 removed the verb and secrets button for no reason. This means you
can no longer decide to do tri-ai in the lobby, you have to do it next
round or make players suffer thru another init cycle.
**__In general systems that require things be decided the previous round
are really fucking annoying and should be minimized to only specific
things that absolutely have to for technical reason.__**
This is not one of them.
I do not have the time to redesign the station trait to make use of the
existing admin code so this is a full revert instead.
If the station trait is re-added, it should be done so without removing
the secrets button or admin verb.
#81681 had an undocumented and un-atmoized change, in that it removed a
job related signal needlessly, that undocumented change has been
reverted because this system used that signal.
@Fikou
@JohnFulpWillard
(also cc @tralezab and @Ghommie as you merged the reverted prs)
## About The Pull Request
Adds a convenient switch to change the ability to vote dead (previously
only in the config), and also turns off the button and adds a tooltip to
let players know why they can't vote (previously, you could just click,
since the button wasn't turned off, but the vote didn't count).
https://github.com/tgstation/tgstation/assets/78199449/404aac9c-0b41-4c16-8ffd-2a435cf25e2c
## Why It's Good For The Game
At the right moments, you can just stop considering the opinions of dead
players.
The dead players will be able to understand why they can't vote.
## Changelog
🆑 Vishenka0704
qol: With voting turned off for the dead, you can now understand why you
can't vote (being dead).
admin: Voting switch for the dead players
/🆑
## About The Pull Request
**Alternate title: "Fix blind people getting so blind they become deaf
when going down a flight of stairs"**
So 'bout half a week to a week ago I overheard a friend complaining
about blind people not seeing runechat on lower multi-z levels. Asked a
bit, apparently they'd reported this about half a year ago, and it's
still an issue.
So in my never-ending hubris I decided to just go and fix it!
Now, admittedly? I really _really_ do not get the rendering system we
use.
The simple options were right out: we can't allow the fullscreens plane
to be offset, as this causes issues with looking up/down, or disallow
runechat from being offset, which causes issues with runechat from other
levels.
After poking our very cool and smart rendering guy several times over
the course of the last week, this is what we got to:
### The technical bits
We simply make the rendering relays for non-offsetting plane masters
point to the highest rendering plane that matches the target.
We do this by offsetting the rendering relays in place, by adjusting
their plane and layer values to match the new offset, with a new
`offset_relays_in_place(new_offset)` proc called in
`/datum/plane_master_group/proc/transform_lower_turfs(...)`.
Importantly, we compare the current layer values to what they should've
been, so we don't accidentally override relays with custom-set layers.
This fixes our issue (as tested on wawastation):
<details>
<summary>Images</summary>



</details>
## Why It's Good For The Game
Fixes#80376.
## Changelog
🆑
fix: You can see runechat above fullscreen overlays on lower multi-z
levels again. Rejoice, blind players. Please report any weird rendering
layering issues.
/🆑
## About The Pull Request
Sets `integer` to false.
Also a tidbit about the `skew_loot_weight` proc, though loot lists with
uneven weights all tend to add a value to all entries so it isn't an
issue.
## Why It's Good For The Game
The config isn't an integer.
## Changelog
N/A
## About The Pull Request
This PR does a few things but centrally it's all centered around
mechanically enforcing what items are and are-not considered contraband
in-game.
### What does something being contraband MEAN?
Contraband items are visually indistinguishable from non-contraband. If
an item is Contraband, it can only be detected in two ways:
* After being scanned by an N-Spect scanner, which is a standard item
security item, assuming it still has a charge to do so.
* Via a scanner gate, which can now be upgraded with an N-spect scanner
to allow for it to scan a person and all their contents for contraband.
### What items ARE contraband?
Contraband items are intended to be determined both logically and
through other relevant examine text. However, here's the short list of
items that are considered contraband, reserving the right to expand the
list.
<details>
<summary>In hindsight it's kind of a long list.</summary>
* Items that have "contraband" or "illegal" in the name or description.
* Items that allow for the player to obtain other illegal items, that
are NOT particularly stealthy.
* This means that a syndicate uplink is NOT considered contraband, as
they're typically hidden on your person as something else.
* Stealth items under the syndicate uplink, the revolutionary flash, and
some mapped in dangerous items that can come from both syndicate and
company-aligned resources are not considered dangerous.
* Items that are purchased from cargo after emagging or switching to
extended cargo range.
* Items purchased FROM syndicate uplinks, the wizard knowledge scroll,
or other antagonist shops.
* Cursed artifacts/tools magically produced by cultists or heretics.
* Items purchased from the blackmarket.
* Items purchased from the contraband section of vending machines.
* Some drugs and overtly dangerous or criminal byproducts.
</details>
### How does this interact with the round?
Well, primarily, this is an aid for in-game enforcement of space law.
Based on the length of the above list, we have a LONG, LONG list of
items in-game that are technically considered, in one way or another,
illegal to have on the station, and yet without either metaknowledge of
what those items are, or how they're used, security officers lack some
of the certainty of how to deal with these kinds of encounters.
Additionally to the knowledge aspect of this trait, security officers
may now receive a new civilian bounty to collect items that are
considered contraband, also giving them an incentive to look for and
confiscate contraband that's been found across the station while
upholding space law.
### Other minor changes that I rolled into this
Security has a bounty for 3 different rechargers, and considering access
limitations, most security players aren't going to make this exchange,
so I've lowered the required amount down to 1.
Adjusted the N-spect scanner's description to match it's new
functionality.
The Civilian bounty TGUI now has an additional 1 point of padding to
make it feel less cramped.
https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d
**Updated as of 6/19/2024:**
Additionally, some storage items will block the presence of contraband
when going through a contraband aligned scanning gate. These items
include the infiltrator modsuit core, storage implant, void cloak, the
aptly named smuggler's satchel, and the chameleon kit's backpack.
**Updated as of 6/23/2024:**
N-spect scanner now has contextual screentips.
**Updated as of 6/29/2024:**
Scanner gates are now available in all lathes that have a feature
specific to how scanner gates function. So, includes cargo (contraband),
security (weapons), and medbay (diseases).
## Why It's Good For The Game
Originally, this started out as a way to be able to provide more
in-character and in-flavor bounties for security officers, because they
suck! Most security bounties as they exist right now do the worst
possible things from all respective bounties:
* They detract away from a job's actual responsibilities as opposed to
working with them.
* They're best completed while sitting next to your lathe and running
items back to the bounty pad.
* They exist with such esoteric rarity of high quantity of items that
it's miserable to fulfil.
As a result, I started work on this as a framework to allow security
officers to be further incentivized to collect contraband across the
station, either as a result of the gamemode or just through routine
patrols across the station.
Implementing it as a learning tool for security as well just happened to
work out as an additional bonus, and having a function in-game allowing
newer or less experienced players to know if an item is considered
dangerous or conspicuous also works as a particularly good way to
provide information where a player may not know what they're up against.
If nothing else, this might be interesting to try, and if not, I'll just
snip out the QOL changes from it and we'll see how it goes.
Going forward, I am a bit hesitant about the contraband scanner gate
mode, and as such, will try working with the admin team to determine if
that's a good feature to keep around for game health, while hoping to
give it a chance in the fullness of time.
## Changelog
🆑
add: Items spawned via traitor uplinks or are known illegal contraband
on the station can now be scanned and identified as such by the N-spect
scanners in security. These only applies to overt traitor or antagonist
items, and "stealth" items will not be seen as such.
add: Scanner gates can now be upgraded by using an N-spect scanner on it
to unlock "contraband scanning" mode.
add: Security officers can now be offered a bounty to turn in pieces of
contraband.
add: Some stealthy storage items like storage implants, smuggler's
satchels, void cloaks, the infiltrator modsuit, and the chameleon
backpack will block the presence of contraband on your person when
placed inside.
qol: N-spect scanner contextual screentips.
balance: Recharger security bounties ask for a quantity of 1, down from
3.
qol: security, cargo, and medbay have access to scanner gate boards.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Changes hostile environments so that if the shuttle is docked then the
ETD timer will be reset when the threat is stopped.
## Why It's Good For The Game
Right now, if you end a hostile environment threat before the shuttle
timer goes to ERR the timer won't reset, which often leaves the people
who went to deal with the threat unable to get back to the shuttle in
time, which really sucks. People shouldn't be punished for stopping a
threat.
## Changelog
🆑
qol: Docked emergency shuttles will always reset their departure timer
when a hostile environment is stopped, regardless of if the timer
displays ETD or ERR.
/🆑
## About The Pull Request
Title. It's an exponent that multiplies weights of random spawners.
For example, if the exponent were 0.8, and the spawner has a natural
99.9% chance to spawn a donk-pocket and a 0.01% of a vial of
adminodrazine, after calculations it'd be roughly 99.6% vs 0.4%.
## Why It's Good For The Game
This can give admins/keyholders more control over random spawners.
~~However, most of the random spawners are maploaded things so an admin
would've to get to edit the config quite fast before SSatoms initializes
to witness the most out of it, but I'm just ranting.~~
## Changelog
🆑
admin: Added a config that regulares random spawners weights.
/🆑
## About The Pull Request
[Removes all other listlike var
accesses](4c5996b5c8)
Also fucking dumpsters an unused proc that allowed for arbitrary
variable modifcation. Bad juju
This is undefined behavior and errors in later 515 versions. also it's
stupid as hell
## About The Pull Request
Transhumanist and prosthetic limb no longer conflict. If you pick the
same limb for both it uses the weaker prosthetic (dumbass)
Made the name for prosthetic limb global list more intelligible
## Why It's Good For The Game
> Transhumanist and prosthetic limb no longer conflict. If you pick the
same limb for both it uses the weaker prosthetic (dumbass)
I wanted to RP a guy with a robotic voicebox and prosthetic limb but the
game didn't let me, which I thought was pretty lame! Since the root
issue is likely that both can have the same limb which ends up as Free
Points as transhuman takes priority, I just added a check to ensure that
can't happen and is overridden by the negative instead. Any
transhumanist mood point benefits are made up for by the bad limb.
> Made the name for prosthetic limb global list more intelligible
It was bad
## Changelog
🆑
qol: Transhumanist and prosthetic limb no longer conflict. If you pick
the same limb for both it uses the weaker prosthetic (dumbass)
code: Made the name for prosthetic limb global list more intelligible
/🆑
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## About The Pull Request
Finally dusts off this project to make a deathmatch style bitrunning
map.
Don't be too intimidated by the file diff, lots of code organization +
resized a large map.
Changes:
1. Reuses the gateway beach map as a combat zone (99% of the file diff)
(maptainers: i just added spawners and areas)
2. Alters how bitrunning handles spawning: Custom spawns are now
available, which can be anything
Misc organization:
- Splits netpod.dm into separate files.
- Fixes some wording in vdom map documentation.
- Organizes vdom variables a bit.
- Adds a permanent hololadder spawn.
How bitrunning deathmatch works:
- Temporary spawners are offered to both ghosts and bitrunners.
- Runners spawn in like usual. Ghost can use the spawner menu.
- Ghosts work to prevent avatars from collecting side objectives or try
to cause mass brain damage.
- The domain completes after a number of deaths accrue. Any faction.
Blood for the blood god, etc.
- This map can be played solo. ANY deaths.
<!-- Describe The Pull Request. Please be sure every change is
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## Why It's Good For The Game
I've been toying with the idea of a deathmatch style map for some time.
I liked syndicate assault, the spawners were intentionally left there,
and the possibility of player-controlled players made the experience
more tense and challenging.
This PR leans into this idea: The virtual world is dangerous. Players
get a chance to compete on both sides here. It offers a lot of variety
to bitrunning other than "run for box". It's also very lucrative if
ghosts join in.
<!-- Argue for the merits of your changes and how they benefit the game,
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probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
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🆑
add: Added a bitrunning deathmatch map: Island Brawl. Both ghosts and
runners get many more spawns than normal.
fix: Lowered the static vision time in domain load in.
/🆑
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## About The Pull Request
Partial port of https://github.com/DaedalusDock/daedalusdock/pull/996
- Fixes ambience prefrence inconsistancy issues with Observers unable to
turn off the ambience buzz.
- Ambience buzz requires a working, existing, charged APC with power to
the enviorment.
- Moves ``update_ambience_area()`` and ``refresh_looping_ambience()``
into ``code\controllers\subsystem\ambience.dm`` for better organization.
## Why It's Good For The Game
Mostly to tackle a prefrence bug where ghosts are unable to turn off
ambience buzz. But this also includes ambience buzz requiring a powered
area. Makes the station feel more dead when there's no enviorment power.
There should also be no buzzing inside space.
## Changelog
🆑 Kapu (ported by StrangeWeirdKitten)
fix: Ambience buzz will now respect ship ambience prefrences for
observers.
sound: Ambience buzz requires APC enviorment power to function
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Fixes#65618🆑 ShizCalev
fix: Deafened mobs will no longer hear the station's ambient sounds.
fix: Fixed ambient sounds resetting their loop when entering different
bodies (ie admin ghosting, being moved to other mobs, ect.)
/🆑
## About The Pull Request
1. Fixes the modsuit pathfinder module's pathfinding for the second
time. This time AI idling broke it, we just make it not idle.
2. Changes the heuristic used by JPS nodes from Chebyshev distance to
Euclidean distance. I have no real logical explanation, it just appeared
to produce a more optimal path. CC @LemonInTheDark
3. Renames `get_dist_euclidian()` to `get_dist_euclidean()`.
Red line: Euclidean dist JPS path (roughly)
Green line: Chebyshev dist JPS path (roughly)

## Changelog
🆑
fix: MODsuit pathfinder module works. Again.
code: AI pathfinding should produce slightly better paths.
/🆑
## About The Pull Request
Refactors body markings (lizard and moths) into the bodypart overlays
system
I've also renamed the icon states for lizard bodymarkings (downstreams
with lots of lizard body markings might have problems with this)
## Why It's Good For The Game
Gives us better controle over /human appearances. I didn't add any means
of actually changing them on the person (aside from genetics. how would
that even work? with a waterproof marker?), but makes it easy for
when/if I do. Also unloads mutant_bodyparts more, moving is yet closer
to full species dedatumization
## Changelog
🆑
refactor: Lizard and moth markings now use the bodypart overlay system
/🆑
## About The Pull Request
Closes#83823
Move the message about "You can access round logs and statistics at this
website" up before we actually start the reboot countdown sleep. The
logs probably won't have posted by that point (depending on how the
server is set up) but at least it's slightly more useful before the
links (apparently) invalidate. Also the reboot timer is ~60 seconds on
/tg/ servers and people are either chatting in OOC or something around
this time, may as well get the link to save for later in that "cooldown"
period.
## Why It's Good For The Game
I've actually never seen this message before and I think moving it
slightly more upwards would be of value.
## Changelog
🆑
qol: A message with a link to publicly accessible logs (if enabled by
your server operators) should now be visible far earlier when a world is
about to reboot.
/🆑
## About The Pull Request
This PR changes it so that if you refine an anomaly by neutralising it,
it respects the same limit on number of anomaly cores as refining one
you bought from Cargo.
If it would produce an illegal core, it will create a mostly useless
inert core which you can sell at cargo for 80% of the price of buying a
raw core.
## Why It's Good For The Game
https://hackmd.io/@tgstation/r1tzxpwPL
This was a requirement in the original design doc which just never made
it into the game.
We want to be able to control how many cores of each type can possibly
exist in a round, as this is what allows them to have the "these items
can be really busted" allowance.
## Changelog
🆑
fix: Neutralising an anomaly cannot produce more anomaly cores than are
supposed to exist in a single round
/🆑
## About The Pull Request
adds the flatpacker, it flatpacks machines

it is unlocked at industrial engineering
the default print time is 4.5 seconds, reduced by the servo tier divided
by 2
matter bins increase material capacity
better servos decrease material cost, and the flatpacker cannot print a
machine if it contains parts that are of a tier larger than the servos
tier
explained in this vid
https://github.com/tgstation/tgstation/assets/70376633/c26e4379-f49b-4b1d-a70c-61f1ba96a9e0
## Why It's Good For The Game
machine construction sucks, this should be more convenient, this does
not replace machine construction at all
compared to machine frames while this is faster and more convenient, it
is significantly more costly in materials, and a better servo is needed
to use higher tier parts, and the printed machines are always the lowest
required tier
## Changelog
🆑
add: the flatpacker, a machine unlocked at industrial engineering
/🆑
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
## About The Pull Request
As title says
## Why It's Good For The Game
Important for server operation
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
There is two values for round threat, the shown value and the real
value, sometimes the shown threat can be 0, while the real threat is
higher, which in turn does not trigger the green alert on getting the
classified report and does not make a special announcement, "Thanks to
the tireless efforts of our security and intelligence divisions, there
are currently no credible threats to [station_name()]. All station
construction projects have been authorized. Have a secure shift!", nor
does it enable all station construction projects, so we should disable
being able to fake white dwarf on classified report.
## Why It's Good For The Game
Knowing when your classified report is fake is meta knowledge and
shouldn't be a thing.
## Changelog
🆑 grungussuss
fix: fixed getting a fake white dwarf report when the shift isn't
extended mode, which lead to meta knowledge being used.
/🆑
## About The Pull Request
Adjusts tram malfunction and the tram malfunction event to be more
straightforward and similar to other telecoms machinery.
- Tram malfunction now requires engineering, borg, or AI to visit either
the tram or the tram controller in telecoms to press 'reset'
(previously: open the tram panel and find the appropriate tool to repair
it)
- Tram malfunction event only stops the tram once per event roll
- Adjust announcement to include message that engineers need to reset
the tram
- Removed loud priority_announce when the tram is fixed. Players know
the tram is fixed because they are using it again
- Tram doors no longer force crush during malfunction, since engineers
have no method to fix this
- EMP/communications blackout event will temporarily degrade crossing
signals, otherwise the tram continues to function normally
- Loss of telecoms power will degrade crossing signals, otherwise the
tram continues to function normally
Frequency of tram malfunction event is reduced to be in line with
communications blackout and grav gen blackout, and a maximum of 3
occurrences per round
Signal failure:
Previously: Signals fail until reset has physically been done on the
controller
New: Signal failure is moved to be part of the Communications Blackout
event, lasting the duration of EMP blast that hits telecoms
Communication loss:
Previously: For the duration of the Tram Malfunction event there is a 5%
chance the tram does a degraded stop, ending when the controller is
repaired or the timer ends
New: A guaranteed 1 degraded stop per event roll. To balance the
increase in occurrences it's been made easier to reset on the
controller. If the tram is not reset by the end of the timer, it is done
automatically
New telecoms room tram controller:

## Why It's Good For The Game
Making the tram friendlier for engineering to pick up/understand, it
will function more predictably in the tram malfunction and
communications blackout event.
## Changelog
🆑 LT3
add: Telecoms now has a central tram controller
add: Tram controller is now included in communications blackout event
qol: Tram malfunction event only stops tram once, requiring engineering
to reset (no tools required)
qol: Tram malfunction event no longer sends a Central Command
announcement when fixed
del: Tram doors no longer force crush you during tram malfunction event
del: Silicons can no longer control the tram when communication is lost
/🆑
## About The Pull Request
This adds some more station-trait dependent Pulsar Star reports, much
like the "Clown Planet" report triggered by the bananium shipments
trait.
For those of you not up to speed - When pulsar star (no meaningful
threat report is provided) rolls, and a relevant station trait is
active, the generic report is replaced with one pertaining to that
trait.
It's better to just check the code changes to get a full picture, but
I'll give some summaries on what the individual reports are here:
**Assistant Gimmick Outfits** - "Grey Sky", and a warning to monitor the
recently emboldened assistants on-station.
**Intern** - The intern has forgotten to actually include the report in
his message. What a goof!
**Ion Stormfront** - Oh dear, the electromagnetic interference is
messing with the report broadcast.

**Endless Snowstorm** - Ice Giant, Too much snow, we can't give an
actual report. Stay safe!
**Wise Cow Invasion** - Cow Planet. [We're gonna go fast and we're gonna
go far with a steady driving bass and a rhythm
guitar.](https://www.youtube.com/watch?v=BPqPYszbSFI)
## Why It's Good For The Game
Seeing the goofy clown planet message always made me think "dang, this
feels like underutilized material" and can give command some prompting
on what to tell the crew beyond "yeah we don't know what threat level it
is". Maybe it'll prompt someone to do a gimmick based on the report? Who
knows! It's just an added dash of flavor at the end of the day.
Admittedly, some are a bit silly, but also rare (requiring both a
specific station trait and the 8% pulsar star chance) so I think its
fine.
## Changelog
🆑 Rhials
add: Adds some more station-trait dependent pulsar star reports. Keep an
eye on that roundstart command report!
/🆑
Fixes#83631
Instead of not initializing the ruleset we just forbid it
🆑
fix: admins can force rulesets on background checks station trait
(fucking lame)
/🆑
## About The Pull Request
Adds a new station trait: Station-Wide Background Checks!
It does two things:
1. Blocks most crew-side antagonists. No traitors, changelings, spies,
heretics, etc. You won't be able to fully trust your crew though, as
Space changelings, Paradox Clones, Obsesseds and Blob Infected are
excempted crew-antags since a background check doesn't really help here.
Other antagonists still spawn: pirates, revenants, blobs, aliens,
nukies, wizards etc. Expect a LOT more of these, as Dynamic is gonna put
threat somewhere...
2. Reduces dynamics threat slightly, configurable per server, but
defaults to 15.
It is essentially the first "dynamic gamemode".
## Why It's Good For The Game
Blocking crew antagonists changes the shifts dynamic, similair to old
warops. Security can "trust" crew to not be antagonists, and instead can
focus more on petty crimes and hunting down external threats.
Due to the increased chance of external threats and reduced chance of
internal threats, the crew can focus its defenses outwards. Don't worry
about your coworker killing you (intentionally/probably), but do worry a
lot more about the pirates trying to break through your hull, or alien
nests growing in virology.
I've also reduced total threat count slightly because the idea of 90
threat being dumped into ghost spawns kinda terrifies me and I do want
people to be able to let their guard down a slight bit. It can be
reduced/disabled for servers that already tend to lower threats.
I think it's a lot of fun to change the paranoia dynamic, and a fun
deviation from a normal round of spaceman13.
## Changelog
🆑
add: Station-Wide Background Checks (station trait, rare): Disables crew
antagonists, but get a lot more non-crew antagonists
/🆑
I want to do more like these (this was just an example I threw into
discord to annoy @Mothblocks but I realized I kinda liked), and this is
a good opportunity to gather community feedback and see how it plays!
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
## About The Pull Request
As the title says. Each saved snapshot will be named
- `profiler-[TIME IN SECONDS].json`
- `sendmaps-[TIME IN SECONDS].json`
For example, `profiler-0.json`, `profiler-300.json`, `profiler-600.json`
would correspond to a profile at the start of the round, a profile 300
seconds into a round and a profile 600 seconds into a round.
The timings depend on world.time, so it's probably not a good idea to
rely on these timings to stay consistent.
## Why It's Good For The Game
Allows us to track performance of procs over time. Could allow us to
spot any sort of anomalies or performance sinks.
CC: @MrStonedOne @bobbah @LemonInTheDark
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
Completely removes sentient disease from the game
## Why It's Good For The Game
Sentient disease is a unique antag and seems fun on paper, but really
doesn't work that well.
Sentient disease is a pretty binary antagonist: you either get cured and
watch helplessly as you lose all your hosts, or you infect everyone and
wipe out the entire station. Its everything bad about conversion antags,
but there's not even any fighting.
I also don't think any amount of balancing can fix sentient disease. If
we make it harder to cure, the disease gets an easier station wipe, but
if we make it less lethal, it loses all ability to stop cure generation.
The core gameplay pitches the entire crew against one disease, and it's
merely a timer before either it gets cured or wipes out everyone
This is my latest sentient disease round, where I wiped out the entire
station. I only even greentexted because there was one guy on the escape
shuttle in crit that barely made it because they had the sense to take
spaceilline.

The removal of the virologist lets us balance viruses to be fairer
challenges to the player, but as long as sentient disease exists we'll
always have to balance viruses somewhat in favor of the enjoyment of the
disease blowing your head and making you spontaneously combust.
## Changelog
🆑
del: Removes sentient disease from the game
/🆑
Hopefully, once we get virology truly sorted out, we can readd sentient
disease, but this would require our diseases to have endgoals that
aren't focused around killing every person, being widespread while also
not being instantly curable. A reworked sentient disease would have to
be so different, it's better to leave it out, fix virology and then
consider if we can truly add a new sentient disease and have it be fun
and fair
## About The Pull Request
Random events can now be rerolled by admins, much like how they can
reroll dynamic rulesets. During the ten-second warning window, you can
choose "Something Else" to have a (randomly selected) different event
run in its stead. You still get the 10-second delay when this new one is
picked, meaning you can keep rerolling until you get something
interesting.
The option to just cancel a random event remains.
## Why It's Good For The Game
Cancelling a random event sets back the random event clock, meaning you
have to wait a few minutes for another one to roll. Now you can just
reroll dangerous events into something calmer (or y'know, calm events
into something more dangerous).
## Changelog
🆑 Rhials
admin: Admins can now reroll random events into something else.
/🆑
Fixes#80864
When a mob is spawned in space in a nebula, they get 1 minute of
radiation immunity. Ninja is the main one, but it'll also apply to other
space spawned mobs (lone nukie, space changeling?)
This only works for dynamic spawned antags. If an admin forces ninja
through an event, it doesnt work

🆑
fix: Space Ninja and other space spawned antags get a 1 minute radiation
shield in the radioactive nebula
/🆑
While we try to have the datetimes of all vms synced to within 100ms of
eachother, via a cluster of time servers and intercepting all ntp
traffic in the vm lan towards the cluster, this isn't perfect and so
things putting time onto the database server should use the time at the
database server as much as it can.
To avoid confusion, i have renamed `SQLtime()` to `ISOtime()` to avoid
the likely hood its cargo culted onto database code again. ISOtime is
still a bad name, but there isn't a good name for this kind of time
format, like ISO8601, but human readable (so no `T` between date and
time and less other nonsense), with an assumption of GMT, thats not
SQLtime(), and SQLtime(). Suggestions welcome.
also byond's time procs can bug out because of how cursed they operate,
case in point, this year 2054 item that got inserted into the legacy
population table:

## About The Pull Request
Does a full shutdown of auxlua when the lua subsystem shuts down. This
should unpin the dll file.
Compare `AUXTOOLS_SHUTDOWN` code with `AUXTOOLS_FULL_SHUTDOWN`, let me
know if I'm mistaken:
### AUXTOOLS_SHUTDOWN
bc5b2cf019/auxtools/src/lib.rs (L346)
### AUXTOOLS_FULL_SHUTDOWN
bc5b2cf019/auxtools/src/lib.rs (L365)
## Why It's Good For The Game
Fixes auxlua keeping the dll pinned when the server is in a process of
shutting down.
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
1. Removes code duplication
2. Fully documents `sortTim()`
3. Makes a define with default sortTim behavior, straight and to the
point for 95% of cases
4. Migrates other sorts into the same file
5. Removes some redundancy where they're reassigning a variable using an
in place sorter
For the record, we only use timSort
## Why It's Good For The Game
More documentation, easier to read, uses `length` over `len`, etc
Should be no gameplay effect at all
## About The Pull Request
This PR moves random name generation for species onto their languages.
What does this mean?
- For species with a predefined name list, such as Lizards and Moths,
nothing.
- For species without predefined name lists, such as Felinids, their
names will now be randomly generated from their language's syllables.


(In the prefs menu:)

Why?
- Well, we actually had some dead code that did this. All I did was fix
it up and re-enable it.
- Generates some pretty believable in-universe names for various
languages that are lacking name lists. Obviously defined lists would be
preferred, but until they are added, at least.
- Moves some stuff off of species, which is always nice.
- Also hopefully makes it a tad easier to work with name generation.
There's now a standard framework for getting a random name for a mob,
and for getting a random name based on a species.
Misc:
- Adds a generic `species_prototype` global, uses it in a lot of places
in prefs code.
- Makes `GLOB.species_list` init via the global defines
- Deletes Language SS
- Alphabetizes some instances of admin tooling using the list of all
species IDs
- Docs language stuff
- Deletes random_skin_tone, it does pretty much nothin
## Changelog
🆑 Melbert
refactor: Random Name Generation has been refactored. Report any
instances of people having weird (or "Unknown") names.
qol: Felinids, Slimepeople, Podpeople, and some other species without
defined namelists now automatically generate names based on their
primary language(s).
qol: More non-human names can be generated in codewords (and other misc.
areas) than just lizard names.
/🆑
## About The Pull Request
Fixes#82064
Fixes a couple of different bugs with Blood Brothers.
- Delegates creating the objectives to the team rather than the ruleset,
so ones created via the traitor panel will also have objectives.
- Creates the objectives after the team has a member mind, so it doesn't
runtime when trying to give that mob the equipment needed to steal a
supermatter sliver.
- Creates the objectives before the first Blood Brother is assigned the
antag datum, so that they will correctly be given the starting
objectives.
- Check the maximum number of brothers that can be recruited when
deciding how many objectives to generate rather than the current number
of members (which would always be 1).
## Changelog
🆑
fix: Blood Brothers should spawn knowing what their objectives are.
fix: Teams of 3 Blood Brothers will once more have an additional
objective.
/🆑
## About The Pull Request
Make events frequency configurable.
Fix runtime when no events were drafted to be picked from.
## Why It's Good For The Game
No runtimes good.
No need to change frequency in code.
🆑
fix: fix runtime when no events were drafted to be picked from
config: make events frequency configurable
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
This is just a revitalization of #80275.
## About The Pull Request
On the tin, basically demotes everything related to setting up and
storing these bulky lists generated from reading
`/datum/sprite_accessory` subtypes from living in a global space that
will instead be in a compartmentalized subsystem for accesses. Also a
lot of code modernization and micro-improvements (unquantifiable)
## Why It's Good For The Game
Same exact expected results, just accessed in a different way.

There's a few reasons why I want this to happen.
* The `GLOB` space is too clogged. There are at least a thousand
variables on `GLOB`, and it's extremely painful to access stuff on
production/local through view variables when you're debugging stuff like
this. It's also painful when there is stuff that _should_ live on `GLOB`
that you might want to see in VV/Debugger but are forced to either have
to scroll a mile to find what you want or wait a long while for it to
load. The less bulky lists we have of stored initialized datums, the
better.
* `make_datum_reference_lists()` is a consequence of wack stuff like
this where we're reliant on certain things being initialized in the
`GLOB` portion of world initialization _before_ subsystems/static
variables load - most of these datum lists in the aforementioned proc
doesn't _really_ need to be ready to go before `world.New()` for
example. We'll sadly have to abuse `PreInit()` for now, but it really is
something that has to be ready to go due the critical dependence that
stuff like Preferences has on it.
* We don't have to have the procs live in a global namespace either.
Instead of passing in `GLOB.XList` or `DSstorage.XList` every single
time, we can instead just move the proc setup on the subsystem and use
`XList` in a more native fashion.
* It's easier to find what you need. To me, it's a lot nicer to
ctrl+click the DS and go to the variables to find something I'm looking
for instead of having to scavenge around for any footprint/trace of the
global I want to look for. This is more trivial than the other two, but
that's something I like to think about when I go to bed.
I also had to refactor a bit of the code to accommodate the limitations
of the new DS system, but it should be a lot cleaner anyways.
## Changelog
Not relevant
---
Also nothing should have broken but it's a good thing we have screenshot
unit tests to prove me wrong.
## About The Pull Request
- Fixes `vote_delay` not being a thing. I broke this two years ago but
there's no bug report associated.
- Admins can now reset the vote delay (to let people vote again
instantly)
- Admins can now end the current vote immediately (rather than
cancelling)
- Custom multi and custom single combined into one vote
## Why It's Good For The Game
Makes voting a bit easier to use, both for admins and for coders adding
new votes.

## Changelog
🆑 Melbert
admin: Custom Single and Custom Multi votes are now combined into one
vote
admin: Admins can now end votes instantly, rather than cancelling them
admin: Admins can now reset the vote cooldown
fix: Vote cooldown actually applies now
/🆑