## About The Pull Request
closes#93025 and closes#93013
also gives borg thermals right icon, i acidentally used regular meson
icon before, and kills borg goggles items (forgot to do that)
## Why It's Good For The Game
because bugs smell
## Changelog
🆑
fix: Fixed meson and thermal view action for cyborgs
fix: You can't eject infinite toner from cyborg decal painter anymore.
del: Removed now unused cyborg meson and thermal goggles items.
/🆑
## About The Pull Request
Gets, yet again, more granular with multiload capabilities, by
introducing `AMMO_BOX_MULTILOAD_OUT_LOADED`; ammo boxes flagged with
this can speed-load ammo boxes that are currently inside another gun,
like revolver cylinders or internal magazines.
To accomodate for this, the previous flag that covered this,
`AMMO_BOX_MULTILOAD_OUT` can no longer speedload into currently loaded
magazines (e.g. internal magazines, including revolver cylinders).
Also implements a base type for speedloaders, moving .38 and .357
speedloaders along with .310 stripper clips to this type, instead of
being ammo boxes. Also features an UpdatePaths script for mappers, which
is why there's so many files touched - repathing is a pain.
Also also adds fancy types for ammo boxes, magazines, and speedloaders,
which isn't particularly player-facing.
Also also also makes the lionhunter ammo strip for the lionhunter rifle
visually three rounds only instead of being perpetually half-full (or
half-empty, depending on your pessimism).
## Why It's Good For The Game
The hypothetical case of "ammo box that holds shotgun ammo" should
probably... not... teleport as much of its ammo as possible into a
tube-fed shotgun, but should probably still be okay at reloading
magazines that actually go into shotguns. Or something.
More relevant, reloading BR-38 magazines with speedloaders, while funny,
probably also shouldn't be teleporting in six fresh rounds.
## Changelog
🆑
balance: General ammo boxes (not speedloaders, not stripper clips) can
no longer multiload into currently loaded magazines (revolver cylinders,
internal magazines).
balance: Speedloaders are now a separate type from ammo boxes, and can
only multiload into currently loaded magazines e.g. revolver cylinders.
qol: Ammo boxes, magazines, and speedloaders now have fancier types for
spawning in by admins.
sprite: Lionhunter ammo clips are visually smaller now.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
**1. Qol**
- Air sensors(maploaded & hand crafted) now auto connect to any input
ports & output valves that are within a 4 tile radius from it meaning
there is no need for these ports to have unique IDs attached to them &
you don't need a multitool to link them together if you first placed
those ports & then placed the air sensor close to them
- Atmos control monitors now finds all air sensors that are closest to
it within the same z level meaning you can have/place multiple air
sensors of the same type on the same z level & the monitor will locate
them correctly without any ambiguity
**2. Refactor**
- Removed var `chamber_id` from both injectors & vents meaning you don't
need to have unique ids assigned to them. As long as mappers/players put
them within 4 tile radius from the air sensor it will auto connect to
them
- Removed var `GLOB.map_loaded_sensors`
## Changelog
🆑
qol: hand crafted air sensors now auto connect to input & output ports
if they are located within a 4 tile radius from it
qol: atmos control monitors now locate all air sensors nearest to in on
that same z level meaning you can have multiple air sensors of the same
type on the same map
refactor: refactored how air sensors & atmos monitors connect to each
other. Please report any atmos computers that have missing input
valves/output ports on their connected air sensors or those that don't
list any air sensors at all on github
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
<img width="491" height="301" alt="image"
src="https://github.com/user-attachments/assets/a3b5b19f-edf5-4de9-9201-9cbfab9e8827"
/>
Mod computers with the access changing software installed have a
secondary ID slot once again. This ID slot doesn't contribute to access.
You can insert IDs into the slot with right click and remove them with
alt-right click.
Also removes the "New IDs and you" memo paper.
Also tweaks PDA on_deconstruct so contents are dropped on when they're
deconstructed with assembly.
Fixes#92151
## Why It's Good For The Game
Changing IDs is very unnecessarily clunky with the one slot. Insert hop
id, log in, remove hop id, insert crew id, change access, remove crew
id, log out.
We had it right back when we had two slots. Insert hop ID, insert crew
id, log in. It just works.
This also allows for mobile HoPs to change access without necessitating
removing their ID from their PDA.
Other changes:
The "New IDs and you" memo is very old. They haven't been new for 4
years now. I don't think anyone reads it and they served their purpose.
I found it odd that, if your PDA was melted or blown up, it would delete
your ID. If this is a hold-over from old PDA behavior feel free to let
me know but otherwise it seems sensible that it'd spit out the contents
as you would expect.
## Changelog
🆑 Melbert
qol: The access changing software (the HoP console) now has ID two slots
again (one for the HoP's id and one for the ID being changed). You can
insert IDs in the secondary slot via the UI or right click, and remove
them via the UI or alt-right click.
qol: If your PDA is destroyed via acid or bombs, your ID (and similar
contents such as disks) are spit out instead of being deleted
del: Deletes the "New IDs and you" memo in the HoP's office. They
haven't been new for 4 years.
fix: Engineering sub-tab in the access changing software no longer looks
messed up
fix: Fix reversed alt-click logic for mod pcs
/🆑
## About The Pull Request
an update paths to convert `/turf/open/space : /turf/open/space/basic`
## Why It's Good For The Game
From what i can tell there is 0 reason to use non-basic space turfs in
maps and this should be a free <sub><sup>*micro micro micro
micro*</sub></sup> optimization. consistency and avoiding confusion on
which one to use
## Changelog
🆑
map: converts all non-basic space turfs to space/basic
/🆑
## About The Pull Request
Adds a number of new capabilities to glitter.
- It can be any colour.
<img width="657" height="398" alt="image"
src="https://github.com/user-attachments/assets/60e80c04-8eee-470c-8953-47f6eda9f83e"
/>
- It can be made in chemistry and dyed by combining it with acetone and
other reagents to give it the average colour of the non-glitter,
not-acetone reagents.
- Multiple colours can be mixed into one reagent datum, randomly
depositing a colour from those in the datum on the floor.
<img width="554" height="507" alt="image"
src="https://github.com/user-attachments/assets/9cc7d1d5-9bec-4b28-af06-310ffb24de49"
/>
- Anyone with glitter reagent in them will cough glitter onto the floor
- Glittery crates will leave a trail of appropriately coloured glitter
when moved
<img width="960" height="259" alt="image"
src="https://github.com/user-attachments/assets/71cc1176-23f9-4ae7-b500-1744b752c014"
/>
Resprited glitter to support these changes and make it not look like gas
(or ass).
## Why It's Good For The Game
It looks cool and raises the bar for chemists maximally pissing off the
janitor as they fill a room with multicoloured glitter and all the
occupants run off to cough more up all over the surrounding area.
## Changelog
🆑
add: Glitter can now be made from plastic polymers and aluminium.
add: Plastic polymer can be made at any temperature, and then heated to
produce sheets.
add: Glitter can now be made any colour, mix 10 units each of glitter
and acetone to change its colour to that of the other reagents in the
beaker.
add: Mixing different colours of glitter will cause a random selection
of those colours to appear on the floor when released.
add: Being exposed to glitter in reagent form causes you to cough up
more glitter onto the floor
add: Dragging glittery crates will now spread a trail of glitter and
angry janitors behind them.
image: Added new glitter sprites (that don't look like gasses)
/🆑
## About The Pull Request
Partially reverts #84594, removing forced tint from night vision goggles
(if anyone for some reason wants to experience it again, they can toggle
it via alt click like it could be done before the [aforementioned
PR](https://github.com/tgstation/tgstation/pull/84594))
Approved by Ghom (the original PR author)
## Why It's Good For The Game
NVG tint is a pretty sizeable accessibility issue, as forced screentint
can easily cause eye strain if they're used for prolonged periods of
time, being especially bad for blue-tinted NVGs. They're already locked
pretty deep down the techweb, and this change just made everyone avoid
them. If we need to make tintless variants of them for every single
antag and special role (and bitrunners, lol), we maybe shouldn't have
added the tint in the first place.
## About The Pull Request
puts both the grass and normal sabre sheath types under a shared parent
type for shared behavior.
considered subtyping the storage datum but it seemed overkill. can do if
requested.
## Why It's Good For The Game
less copy paste. good if someone wants to add a clay-more sheath for
similar (believe that exists somewhere downstream), would have done it
myself but no sprites.
## Changelog
N/A
## About The Pull Request
You can now construct reinforced plastitanium walls by using a single
plastitanium sheet on a reinforced girder. These are mostly identical to
syndicate walls, but only have 2 explosion resistance like normal
reinforced walls, as opposed to the 20 of syndicate walls.
## Why It's Good For The Game
Have you ever wanted a construction project to have that cool syndicate
aesthetic, but doing so would compromise its security due to the walls
being able to be simply welded down? Now you can make a syndicate
shuttle or satellite that will at least require thermite or the aid of
an engiborg to rapidly break into.
## Changelog
🆑
add: You can construct reinforced plastitanium walls by using
plastitanium on reinforced girders.
/🆑
## About The Pull Request
- SMES now directly gives/takes charge to the power cells stored inside
its component parts instead of modifying a `charge` variable whose value
was set from the total charge of its stored cells
- Removed `capacity` var. It's now derived from the total cells
`max_charge`. Even then its value was set to this so manually setting it
was a waste
- Fixes#71918. Because of point 1, this also means if you install
rigged cells in the SMES it now explodes
- Adds examines & screentips for installing terminal & other tool acts
- Smes can be connected to the powernet with a multitool with the panel
open after construction.
- General maintenance for portable smes as well. Repaths it to machine
subtype instead of power cause all it's functionality wasn't used
- Removed a bunch of unused defines, autodoc and shuffled around other
code
## Changelog
🆑
qol: SMES has examines and screentips for various stuff
code: Improved code of SMES in general
fix: smes can be connected to the powernet with a multitool with the
panel open after construction
refactor: SMES now functions consistently with its power cells & the
RPED.
/🆑
## About The Pull Request
A note to start: the coroner's mail goodie is untouched. They still get
their brain-in-a-jar, prefilled with formaldehyde and with the
ghostrole-brain.
**First part is fairly simple. It's printable now.**

**Balance is hopefully also simple...**
Originally it could store 150u, which just made it an improvement over
most of the other basic beakers... but it shouldn't even be useful in
chemistry, it's rather unshapely for that!
So the balance is as follows:
- It stores 120u of chemicals, printable roundstart.
_Identical to the X-Large Beaker - even in cost, needing some plastic
(which makes it shatter-proof. i guess.)_
- The unwieldy lip means it can only pour in large amounts (20, 40, 60,
120)
_It's not ideal for mixing in chemistry... This will **hopefully**
discourage using it where it'd look out-of-place.
Why juggle big numbers when you can use easier to handle, equivalent
X-Large Beaker?_
If players so choose they **can**, of course, still mix their spacedrugs
soaking in a bottle with a Felinid Liver. It's just not a preferred
shift-start beaker.
_Also it's a /beaker subtype now because I wanted to inherit some
things, like the pickup/drop sounds.
This technically means it works as a component in machines, but since
it's equal to an X-Large beaker that doesn't really mean anything. Just
a funny interaction._
## Why It's Good For The Game
I can finally torment my patients without having to hope the Mail Gods
deem me (or the department Coroner) worthy.
The idea of gifting them their inflamed appendix in a preserved jar
makes me happy.

## Changelog
🆑
add: Medical (and Science) can now print Organ Jars from their
protolathes! Their shatter-proofing requires some plastic, though.
balance: Organ Jar capacity lowered to 120u, and they can only pour in
large quantities (have you ever tried pouring out of a jar with a lip
like that? Disaster. Such a mess.).
/🆑
## About The Pull Request
#91885 deleted the hand and neck items and repathed the headband during
the re-sprite and those could have been mapped in somewhere... on a
downstream far away
## Why It's Good For The Game
Deleting/repathing items likely to be on maps should have updatepaths
script
## Changelog
No player facing changes
## About The Pull Request
The script is backwards, it replaces bandages with emergency sutures
## Why It's Good For The Game
It doesn't work
## Changelog
No
## About The Pull Request
This PR removes the suture/emergency item and replaces it with a bandage
in all instances.
Provides as much brute healing overall(25), but in one big chunk.
## Why It's Good For The Game
### Flavour
Suturing is a specialised medical skill and not typically something
you'd expect to find a standard workplace first aid kit.
The emergency suture also shared a sprite with the regular suture
causing confusion.
### Healing Glut
Like when I first added sutures and mesh six year ago, one of the main
reasons for making this change is also to start making a dent in the
glut of free easy healing available to the crew.
While medical is in a much better place than before we started the grand
medical revitalisation project¹ 6 or so years ago, we have been
backsliding by turbo powercreeping chems, letting plumbing churn out
ungodly amounts of heal mix patches, nerfing organ damage and wounds and
adding more free healing items to maps.
While these bandages provide the same amount of healing, the healing is
less granular as such some of it will likely be wasted, leading to a
modest reduction of free heal points available to the crew under real
world conditions.
#### Wound Treatment
The bandages are worse for treating bleeds, but the kit already contains
a super ez bleed fixing pen and gauze, so the kit is still very robust
for dealing with bleeds.
Hopefully the minor reduction in bleed treating power will encourage
players to engage more with the expansive and robust system we have for
ghetto treatment of bleeds.
While this doesn't address the multiple elephants in the room, it
reduces the free item glut slightly.
1. (cloning removal, organ damage, trek meds removal, sleeper removal,
bruise pack removal, surgery expansion etc)
## About The Pull Request
Air tanks (ones that can slot into tank holders) and breath masks
(normal, surgical and muzzle, which has been repathed to be a subtype of
breath masks instead of being a subtype of a muzzle, for some reason)
can now be attached to operating tables, and removed using
wrenches/screwdrivers respectively.
Right-clicking on an operating table with a mask attached will put it in
your hand akin to defib paddles (similarly snapping back if you walk
away). Dragging the table with an attached tank onto the person lying on
it will attempt to connect their internals to the attached tank.
Also since I had to adjust the table sprite, its lights now change color
based on whenever there's an active patient and an active operating
computer.
##### This is a commission for Improvedname/Ezel
## Why It's Good For The Game
Anesthetics are incredibly clunky to use, as either the person
themselves, or you as a surgeon, need to equip the tank onto whoever is
being operated on, then equip and activate the mask. This should make
them a bit less tedious, so maybe they'll actually see some use.
## Changelog
🆑
add: You can now attach anesthetic tanks and breathing masks to surgical
tables.
/🆑
## About The Pull Request
This PR aims to clean or bring up to date portions of code about dna,
the dna console and mutations. This includes taking care of or removing
some of the awful choices like the pratically useless
`datum/mutation/human` pathing, or the class variable, in favor of using
sources to avoid potential issues with extraneous sources of a mutation.
The files changed are over a hundred just because I removed the
`datum/mutation/human` path, but the actual bulk of the code is mainly
shared between the datum/dna.dm, _mutations.dm and dna_console.dm.
## Why It's Good For The Game
Mutation shitcode is hurting my future plans for infusions a little.
Also it's a much needed refactor. Drafted 'till I'm sure it works
without issues.
## Changelog
🆑
refactor: Refactored mutation code backend. Report any issue.
/🆑
## About The Pull Request
This subtype isn't currently used on any TG maps but it is a subtype
that was renamed in the refactor
## Why It's Good For The Game
More complete UpdatePaths scripts
## Changelog
Nothing player facing
## 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.


## About The Pull Request
It was removed in https://github.com/tgstation/tgstation/pull/27799
because the spear was broken and the Flans' AI sucked with not-great
sprites and was all just one big reference. Original addition:
https://github.com/tgstation/tgstation/pull/22270
This re-adds it, updates the map (now using airless turfs) with extra
ambiance, using ash whelps (lavaland variation of ice whelps) instead of
Flans, re-adds the spear, and adds armor as well this time around.
The spear gives you a jump ability to crash down upon a player below
you, rather than teleporting to wherever you throw the spear at. You
can't attack while mid-air, you can go through tables but not
walls/doors, and you also can't un-dualwield or drop the spear mid-jump.
Landing on a mob deals double damage to them (36 to unarmored people),
while landing on objects deals 150 damage to them (taken from savannah's
jump ability, which was in turn taken from hulk's punching)
It's also got some extra throw force (24 compared to default spear's 20)
The armor has basic security-level armor but covers your whole body.
Does not include space protection, and can be worn by Ian.
Video demonstration
https://github.com/user-attachments/assets/a77c3a0d-17d2-4e8d-88b6-cdbca8b1f2c3
New sprites demonstration
https://github.com/user-attachments/assets/0e465351-5484-406f-8adc-ffa1ac180daf
Armor demonstration
https://github.com/user-attachments/assets/abdfcac6-65bf-443c-bde2-27d157ee3a80
Map

With the changes in https://github.com/tgstation/tgstation/pull/90771 I
had to mess with ash whelp abilities a bit, I decided to make them use
cold fire instead of hardcoding blue color on top of the fire sprites,
and it now acts accordingly too
https://github.com/user-attachments/assets/cfca0d70-d13d-4c73-996d-2d4a7519866d
The jump was taken from Savannah Ivanov, and Goof's bunny jumping.
##### Code bounty by Ezel/Improvedname
## Why It's Good For The Game
This Re-implements a old spear that got removed for its buggyness/bad
mapping and on the authors request as well not wanting to deal with it.
Re-introduces the SkyBulge as a space ruin, referencing Dragoons from
Final Fantasy. this just like any normal spear, but using the savannah
jump mechanic, this allows you to close distances with the spear
avoiding ranged projectiles in the jump, and if you directly land on
your target you will do double the damage.
##### -Ezel/Improvedname
## Changelog
🆑 Ezel/Improvedname, Toriate, JohnFulpWillard
add: Re-added the Dragoon Tomb lair, now has a Skybulge spear and
Drachen armor.
balance: Ice whelps now spit out cold fire.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.
What this PR does:
- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.

<details><summary>Mappers rejoice!</summary>


</details>
<details><summary>Uses iconforge so it does not take up much time during
init</summary>

</details>
---
### Copied from https://github.com/tgstation/tgstation/pull/86482 as
this still applies:
Note for Spriters:
After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.
Note for Server Operators:
In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt
## Why It's Good For The Game
No more error icons in SDMM and loadout.
## Changelog
🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## 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
/🆑
## About The Pull Request
Adds the ability to build & deconstruct photocopiers. Replaces
photocopiers on current maps with a prebuilt version that's prestocked
with ink & paper. It starts preresearched in the office equipment node.
Takes a scanning module, micro laser, and servo to build.
## Why It's Good For The Game
Being able to remake is GOOD !!! Lets crew have ~ass scanning factories~
hard working offices wherever they want.
## Changelog
🆑 Goat, LePiromano
qol: Photocopiers now have boards meaning you can build, destroy, and
remake them. (If you're a mapper use the prebuilt version to prestock
your photocopiers)
/🆑
## About The Pull Request
In #89619, I removed the mech PKA's mining AOE and reduced the damaging
AOE to a fraction of the damage.
I have restored both of these aspects, but I have also applied this
change to the standard PKA's mining and damage AOE. I have also included
the mob biotype limitations as well.
AOE modkits take 10% capacity, now allowing miners to use them in more
setups. However, they conflict with one another. You can only have one
AOE mod until you can get the dual AOE mod from tendrils.
The AOE damage/mining effect is now a 2 tile effect rather than 1 tile
effect.
## Why It's Good For The Game
My intent in the previous PR was to bring mech PKA's down to standard
mining limitations. So, why not improve those standards for everyone
instead? The new state of mining expects you to be dealing with a lot of
mobs at once. Even small vents can, on occasion, decide to spit out
several goliaths back to back. That's a lot of mobs with a lot of
health.
Miners need AOE options more than ever. They have very little that are
actually meaningful, sadly. So my intent here is that this should be an
expectation for our miners to be seeking out and can fit into their
current, standard gameplay.
Certainly I've only felt like shit having to sacrifice a damage or
cooldown mod for an AOE mod, only to get a very minor amount of damage
splash for my efforts. That, and the radius doesn't usually impact most
mobs as they spawn and attack from awkward angles or distances from one
another where they are JUST out of reach of one another. Trying to use
the splash to hit multiple enemies is often not worth it compared to
just hitting one enemy at a time with a lot of damage.
So, let's just go with the standard of 'Good AOE is fundamentally needed
now' and worth from that premise.
## Changelog
🆑
balance: Mech PKA now once again mines turfs and does full damage on its
AOE explosion (still only hitting mining mobs).
balance: The standard PKA AOE mods are now by default 10% capacity. But
they cannot be used with one another.
balance: The standard PKA offensive AOE mod now does the PKA's full
damage in its AOE.
balance: Mining AOEs will affect everything within a 2 tile radius
around the point of impact, up from a 1 tile radius.
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request
Oh gee today I think I'll map some `/turf/open/floor/grass/airless`!
The nefarious `/turf/open/floor/grass/Airless`:

Pretty simple, just changes some `A`s to `a`s. Includes an UpdatePaths
because I think I'm supposed to do that.
~~The change in `icemoon_underground_syndielab.dmm` was the UpdatePaths
finding a duplicated tile in that map so not technically related but if
I don't push it someone else's stuff will try to.~~
## Why It's Good For The Game
Saw this downstream maybe a year ago. Finally remembered to actually do
something about it. And apparently we've got more than the one I found
all that time ago.
Not for much longer though. Probably.
## Changelog
No player facing changes
## About The Pull Request
~~I have some beef with the cooking system.~~
Cooking recipes are coded in a way that disregard the possibility for
their components to have different foodtype flags than the ones you
would find normally find.
For example, if I wanted to make corned beef, but instead of a standard
steak, I used a killer tomato "steak", the result would still have the
meat food type, even if none of the components has it.
I've had to resort to a few hacky lines of code to manipulate the food
types from the edible component, but that can be easily fixed if #89687
is merged.
## Why It's Good For The Game
This also makes cooking recipes less strict about their food types and
can help us spot inconsistencies with recipes.
## Changelog
🆑
qol: Food types are now passed down when cooking from recipes. For
example, a plate of corned "beef" made from giant killer tomato slabs no
longer counts as meat but only vegetables now.
fix: Fixed a metric ton of inconsistencies with food types and recipes.
fix: Dank-pockets (the weed variant) can now be microwaved.
/🆑
## About The Pull Request
Currently patches are a subtype of pills, and while they have the
``dissolveable`` var set to FALSE, barely anything checks it (because
people don't expect patches to be pills in disguise) so we end up
patches being dissolveable and implantable, which is far from ideal.
Both have been moved into an ``/obj/item/reagent_containers/applicator``
class, which handles their common logic and helps handling cases where
either one fits. As for gameplay changes:
* Pills no longer dissolve instantly, instead adding their contents to
your stomach after 3 seconds (by default). You can increase the timer by
dropping sugar onto them to thicken their coating, 1s per 1u applied, up
to a full minute. Coating can also be dissolved with water, similarly
-1s per 1u applied. Pills with no coating will work like before.
* Patches now only take half as long to apply (1.5s), but also slowly
trickle in their reagents instead of instantly applying all of them.
This is done via embedding so you could theoretically (if you get lucky)
stick a ranged patch at someone, although they are rather quick to rip
off. The implementation and idea itself are separate, but the idea for
having a visual display has been taken from
https://github.com/Monkestation/Monkestation2.0/pull/2558.

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

## Why It's Good For The Game
Patches and pills are extremely similar in their implemenation, former
being a worse version of sprays and pills, with only change being that
pills cannot be applied through helmets while patches and sprays ignore
both. This change makes them useful for separate cases, and allows
reenactment of some classic... movie, scenes, with the pill change. As
for stomach contents, this was probably the sanest way of implementing
pill handling, and everything else (item swallowing and cutting stomachs
open to remove a cyanide pill someone ate before it dissolves) kind of
snowballed from there. I pray to whatever gods that are out there that
this won't have some extremely absurd and cursed interactions (it
probably will).
## Changelog
🆑
add: Instead of dissolving instantly, pills now activate after 4
seconds. This timer can be increased by using a dropper filled with
sugar on them, 1s added per 1u dropped.
add: Patches now stick to you and slowly bleed their reagents, instead
of being strictly inferior to both pills and sprays.
add: Items that you accidentally swallow now go into your stomach
contents.
refactor: Patches are no longer considered pills by the game
refactor: All stomachs now have contents, instead of it being exclusive
to aliens. You can cut open a stomach to empty it with a scalpel, and
mend an existing incision with a cautery.
/🆑
## About The Pull Request
The SKS was repathed to the bolt rifle subtype in order to make it not
eject its entire magazine, and to make it act more like its real
counterpart (e.g. you have to keep the bolt open/locked back in order to
load more ammo).
Also fixes the issue where bolt-actions' interaction blocking was
non-functional due to being moved to a different proc, so now you need
to open the bolt on bolt-actions (and now the SKS) to load ammo.)
## Why It's Good For The Game
Ejecting your entire magazine on-use kind of sucked. The
bolt-open-to-load thing is for funsies.
## Changelog
🆑
fix: The Sakhno SKS no longer ejects its entire internal magazine upon
interaction. To facilitate this, it now requires the bolt to be open
like its bolt-action contemporaries in order to load ammunition.
fix: You can no longer force ammunition into Sakhno precision rifles and
other bolt-action-likes through a closed bolt.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
No. Not the Sakhno M2442 Army. It isn't the Sakhno Precision Rifle. I'm
talking about the dinky shitty rifle you find in the snow resort away
mission. The one with a 3 second cooldown between shots and fires 10mm.
The Sakhno SKS semi-automatic rifle fires at the same rate as standard
semi-automatic weapons, and fires .310 Strilka caseless rounds. It has a
x0.5 damage multiplier (so does 30 damage rather than 60 damage per
shot), and has 10 rounds in its internal magazine. Stripper clips come
in sets of 5, so you'll need two clips to fully load the rifle.

You can get the Chekhov version of the weapon from the resort, but you
can also acquire a parts kit from the black market. Put together with a
stock and receiver, you get yourself a (empty) fresh new SKS. You can
also acquire the ammo via the black market as well.

## Why It's Good For The Game
This gun is a travesty. It is so ancient that it can be carbon dated to
around when our codebase was moved to Github. It actively has the worst
statistic of any weapon in the game. And it exists in this strange
half-existence in a ruin as, I guess, some purpose that is barely
understood or remembered today.
The irony of it being called Chekhov's gun yet finding no functional use
in the map is either the joke itself, or a failing of the map.
Anyway, so I decided to go all out and replace it with an SKS. Because I
figured someone would like that.
## Changelog
🆑
add: Replaces the 10mm semi-automatic surplus rifle with the Sakhno SKS
semi-automatic rifle.
add: You can acquire a SKS parts kit from the black market.
/🆑
## About The Pull Request
Converts geese to basic mobs.
Nobody else did this one because two separate other developers have said
they started and then examining what the goose does made them feel
mildly ill, but I am stronger.
I will admit though I wasn't 100% committed to making it work exactly
the same way, I rewrote the entire system to use interfaces I like more
(read: I put all this shit in a status effect which means any mob can be
given the ability to vomit out everything in its contents) and if that
means the behaviour is only "inspired by" that didn't bother me that
much.
**Geese:**
- Wander randomly around.
- Peck people who attack them.
- Occasionally start pecking other nearby animals for absolutely no
reason.
- Eat any food they randomly wander within one tile of, but don't seek
it out further than that.
- Eat anything made of plastic that they randomly wander within one tile
of.
- Choke to death over 30 seconds if they eat anything made of plastic.
- Vomit out whatever it was that they choked on when they die.
- Honk (this is new).
The more famous subtype of goose is Birdboat. Birdboat is a unique goose
present on several maps with some additional behaviour.
**Birdboat:**
- Is chill and doesn't start pecking people for no reason.
- Is occasionally possessed by ghosts.
- Builds up an internal vomit-meter as he eats things. Moving around and
just sort of generally hanging will start rolling dice to find out when
Birdboat's tummy gets upset.
- May start vomiting instead of choking to death on plastic, thereby
saving his own life.
- Vomits out everything that he just ate while running around, making a
mess of the floor.
- Starts eating everything he just vomited out again.
Unlike regular geese who just eat your food and it's gone, Birdboat's
miraculous digestion preserves all of the food he eats so if he consumes
the entire kitchen counter it will eventually come back out again the
way it went in. Although you might not want to eat it any more.
The precise way in which this manifests may be slightly different, but
largely this is also what these animals did before.
Other stuff:
I noticed a bunch of find/set behaviours were not setting a search
range? I think that means they were never finding anything?
I did not actually test any of them to see if they were broken, but it's
possible that a bunch of broken AI behaviours like "climbing trees" may
now actually start triggering because they have a search radius greater
than an orange of 0.
I added "keep this in contents instead of deleting it" as a parameter
for generic eating and slapped it on the goldgrub, as it is used in two
places and may end up being used in more.
## Why It's Good For The Game
This kills off the last user of the `retaliate` subtype and makes our
list so so much closer to finish.
It's like... a couple of bots, a handful of oddballs (I'll probably
handle these soon), and then just the mining bosses and minibosses to
go.
If you give a human the vomit goose ability (now that I made it work on
any mob) they will eject all their organs and body parts via the mouth
until they die, if you don't do the brain or heart first you can vomit
your own head off.
## Changelog
🆑
refactor: Geese have been moved to the basic mob subsystem, please
report any unusual behaviour.
/🆑
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
## About The Pull Request
Simple animal Dark Wizard => Basic mob Dark Wizard.
This mob is I think used in literally one ruin, and very occasionally
spawned in deathmatch.
They don't really do anything except shoot you with slowing projectiles
and hit you with sticks.
I gave them a version of blink with a longer cooldown that they use when
attacked in melee range purely to make them very marginally more
wizard-like, and they will also now try to back away from you while
shooting you instead of running towards you.
They will also retaliate against anyone who attacks them including as a
response to friendly fire from other Dark Wizards, because I think it is
funny if they have very little loyalty to each other and that's a fun
thing to trigger when you are playing Doom.
Finally, we have a component called "revenge ability" which is mostly a
standin for AI responses to getting attacked. I made all existing uses
of it turn off if you're controlled by a sapient player who can hit
those buttons themselves, because they can choose when they want to use
those abilities themselves.
## Why It's Good For The Game
The march of progress is almost complete
## Changelog
🆑
refactor: refactored some code
balance: Dark Wizards now teleport when attacked, but are more likely to
turn on their allies
/🆑
## About The Pull Request
Another pretty easy conversion; this mob doesn't really do anything
except melee people and become rideable after you feed it cheese fries.
Changes in behaviour are that it will now seek out cheese fries by
itself if they happen to be lying around, and if it stays mad at you for
10 seconds it will use its powerful tentacle slap ability to hurl you
across the room, probably breaking a bone. Really just don't approach
this thing if you don't have cheese fries.
This mob basically only exists from cytology so I would be surprised if
it has existed in more than one round in the past four months.
## Why It's Good For The Game
I'm working down the remaining simple animals and a lot of them turn out
to still be quick fixes.
## Changelog
🆑
refactor: The Cytology Vatbeast now uses the basic mob framework, please
report any unusual behaviour.
/🆑
## About The Pull Request
Tin. This script when run would actually undo any instances of the thing
and revert it back to the invalid version. I found this out after
running it and becoming confused when it seemingly undid their pr.
## Why It's Good For The Game
Working scripts for downstreams are nice. I think.
## Changelog
N/a
## About The Pull Request
Simple to Basic ruin zombies.
Zombies are about as simple as you can get so I am surprised they
weren't converted already.
I didn't make any particular changes, except canonising a commonly-used
map varedit into a subtype and made them groan occasionally.
It's a little weird that the default zombie wears a doctor's outfit but
no point changing it until/unless it actually causes a problem.
## Why It's Good For The Game
2025 year of no more simple animals.
## Changelog
🆑
refactor: NPC zombies found in ruins now use the basic mob framework.
Please make an issue report if they exhibit any unusual behaviour.
/🆑
## About The Pull Request
mimics are basicmobs now
the only change not carried over worth mentioning is that all mimics are
a consistent speed because i cant imagine a gun or object with aimbot
going at you mach 2 would be very fun
mimic crates had some stuff changed compared to their simple animal
variant
they open and close their lid when attacking (unless locked) to be like
menacing or something like animals flash colors to ward off people
attempting to open a nonsentient hostile crate mimic will make it lock
itself (if it contains anything) and attack you
mimics are a really stupid naming for these because like
mimic crates pretend to be crates
anything else inheriting from mimics are just used to make objects alive
https://github.com/user-attachments/assets/34a733a4-45a3-409e-8a6a-b2a8c7540898
ranged mimics now use viscontents (they also keep trying to pointblank
people for some reason i think thats ok though unless its a wand of
fireball)
ranged mimic (any ranged weapon animated by a bolt of animation)
https://github.com/user-attachments/assets/c3f1d2f5-cfb8-46a9-a58c-255c53a034db
## Why It's Good For The Game
fixes#85668
## Changelog
🆑
refactor: mimics (bolt of animation, malf ai Machine Override, etc) are
basicmobs
fix: crate mimics may now be opened
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
- Makarov magazines no longer have a placeholder description from the
base type.
- Standardized pistol magazines' descriptions and extended descriptions
for ammo types.
- Repathed the gangs-era surplus rifle's magazines (these still exist?
wow) from m10mm/rifle to /sr10mm so they no longer fit in Ansems.
- Ammo counts from examined guns are now bolded to be slightly easier to
notice at a glance.
- Magazines now show ammo count on a new line.

## Why It's Good For The Game
Makarov description being an obvious placeholder bugged me and then
things got out of scope.
The bold ammo count thing is really small but it might come in handy for
someone? Possibly?
## Changelog
Surplus rifle changes not mentioned in changelog because it's
unobtainable in-game and also just really bad as a gun in general.
🆑
qol: Examining a gun or magazine now shows the ammo capacity in bold.
spellcheck: Standardized pistol magazine descriptions, fixing Makarov
magazines having a placeholder description.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
A repeat of the first half of
https://github.com/tgstation/tgstation/pull/86853
The NT BR-38 Battle Rifle is a semi-automatic
railgun...marksman...carbine...rifle...thingy that uses .38 ammunition
and is magazine fed from a 15 round magazine. It comes with a scope, and
is bulky.

Sprites by OrcaCora.
### Some of its features
The gun shoots at a higher than normal velocity for .38. This means it
hits harder (30 damage compared to the standard 25), and flies faster
through the air.
The gun, however, suffers from degradation as it is used. It has a 10
shot buffer before suffering degradation. After the 10 shot buffer, it
has a 10% chance each shot to increase in degradation stage. From stage
1 to stage 5 (the maximum stage), it begins to lose fire rate and
projectile flight speed.
To recalibrate the gun, you can do one of two things;
A) Use a multitool on the gun. This completely resets the gun, but its
pretty slow.
B) Insert it into a weapon recharger to recharge its buffer and reduce
its degradation stages.
### Some of its downsides
The weapon is EMP vulnerable. If it gets EMP'd, it immediately degrades
and loses any buffer it has. While EMP'd, there is a 75% chance it
doesn't fire when you pull the trigger. This is also true if the gun has
hit maximum degradation. Keep your guns in good shape.
It can be emagged. While emagged, the gun has increased damage (40 for
standard ammunition), but once it hits maximum degradation, it
immediately begins to catastrophically fail. It also degrades
significantly faster while emagged. There is no way to reverse this
effect, and the explosion is extremely lethal.
### Where can I find it? What about ammo?
You can purchase the gun from cargo at a significant premium, as well as
some additional magazines of some basic ammo types.
There is exactly one of these in the armory, and you can print more
magazines from the security protolathe. As research progresses, you can
print different, specialized ammunition for the rifle. (and also the
detective .38 revolver, obviously)
### New .38 ammunition types
True Strike bounces accurately between targets, but deals significantly
less damage than other ammo types (15 base, 18 in this rifle).
It is printed once the station gets Exotic Ammo.
## Why It's Good For The Game
This is a followup on my previous PR, where I tested this weapon and
gathered a whole bunch of feedback on it. Most people quite liked it.
but had some concerns that I feel this addresses.
Much of the justifications given there apply here. Obviously ignoring
anything to do with the combat shotgun removal.
Some stuff obviously has not come back from the original test. Notably,
the TRAC changes were probably a little too powerful. As much as I liked
a default entirely nonlethal ammunition type, TRAC itself is better left
as a late research goal.
In addition, I moved the explosion part to an emag effect. It's funny,
and lends itself to the original intention of the weapon; a callback to
the WT-550 incident. But it isn't a standard part of the guns mechanics.
## About The Pull Request
Added missing updatepaths from
https://github.com/tgstation/tgstation/pull/86084 , which updates
floorbots path to repairbots
Checked it by applying it, downstream map has correctly changed
## Why It's Good For The Game
Easier to apply changes on downstream maps
## About The Pull Request
I've been meaning to do this for some time. I need this for
portable/handheld aquariums/fishtanks to be possible. I'll sprite and
code them before I call this PR ready, however suggestions and code
reviews are welcome in the meantime.
Being a pretty heavy refactor, some things might break (we have more
than a few unit tests so perhaps not) while others, coincidentally,
might be fixed without me knowing. Anyway I'm sure this PR fixes
aquarium beauty, which wasn't really working to begin with because the
code was so fucking bad. Nothing really worth of a CL entry tho.
TODO:
- [x] handheld aquariums, craftable with a kit and little plastic or
buyable from the fun vendor ig.
- [x] an aquarium upgrade for handheld aquariums to bypass possible
restrictions.
- [x] update the beauty element to consider items, which shouldn't
contribute to the area beauty when held or otherwise not on a turf.
## Why It's Good For The Game
This should make handheld aquariums possible.
## Changelog
🆑
refactor: refactored aquariums heavily. Please report any fishy bug.
add: Added portable/handheld fish tanks to the game. They can be crafted
with an aquarium kit and 5 sheets of plastic. While portable, they
cannot store fish that are too big or if there're too many already. This
restriction can be removed by using the new "bluespace fish tank kit"
techweb item.
map: Replaced the lawyer's stationary pet aquarium with a fish tank, so
you can carry McGill around.
balance: Reduced the iron cost of stationary aquariums a little.
/🆑
## About The Pull Request
See name, makes it consistent with all the other printing machines. For
some reason we have three different paths for all of them but
refactoring is out of scope for me.
Comes with updatepaths too
## Why It's Good For The Game
No more confusion with how to change the direction, it's the same as all
the other ones now.
## Changelog
🆑
qol: mech fabricator output direction can now be changed with a drag
pull
/🆑
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
## About The Pull Request
With this PR, I'm introducing fishing bluespace capsules to the game.
They can be found on the black market, but I'll get a couple more ways
to get them before it's ready.
Anyway, they're special bluespace capsules that spawn a fishing spot of
your choice. The fishing spot can be changed by alt-clicking the
capsule, and so far it has 5 choices, plus 2 locked behind emagging for
obvious reasons:
- Freshwater: pretty basic, you get freshwater fish from this.
- Saltwater: mainly saltwater fish.
- Tiziran: You get tiziran fish here, like the gunner jellyfish,
armorfish, needlefish, dwarves moonfish and the new, bigger zagoskian
moonfish. By the by, moonfish now periodically lay moonfish eggs, a
staple of lizardfolk cuisine.
- Ice fishing spot: A small ice turf with a hole dug in it; salmon,
arctic char, arctic chrabs and the bonemass (skeleton fish).
- Hot Spring: Somehow the new home to the ought-to-be-extinct
sacabambaspis. It also doubles as a better shower overall, with mild
healing on top of stamina recovery. Felinids still hate it though, and
won't benefit from the healing.
- Lava: A 2x2 square of pure lava. Requires an emag for obvious reasons.
- Plasma: Ditto, but it's plasma instead of lava.
As a sidenote, unlike standard shelter capsules, these require their
area to be clear of pipes and cables on top of the other requirements,
unless emagged. Obviously, I've done some changes to allow pipes and
cables to not be hidden by water turfs, though I'm still keeping these
reqs because I don't think these fishing spots would look great if
riddled with cables and pipes. I may remove this extra req later if it
proves to be a tad too tedious.
Also they don't knock you back when expanding.
Screenshot from a recent test (fixed the misplaced decal and tweaked a
few things since then):

## Why It's Good For The Game
The idea stems from how not all fishing spots aren't designed to be
accessible every round, which is fine, because we have the fish-porter
for that. However, even the fish-porter should have its limits in terms
of what it can provide by itself (linking is all fair and game), so I've
thought having something of a middle point would been neat, also as a
way to mess around with the station layout a bit, to empower the player
with a little extra "terraforming".
## Changelog
🆑
add: Added fishing bluespace capsules to the game, which can be used to
spawn a variety of fishing spots, from freshwater to tiziran sea to hot
springs, and also lava and plasma if emagged.
add: Added two new fish: the zagoskian moonfish and the sacabambaspis.
Moonfish will now periodically lay moonfish eggs.
map: The 'crashed pod' lavaland ruin now has a hot spring, and the
cursed hotspring on icemoon now has a plastic chair and a fishing
toolbox.
/🆑
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.
This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).
And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.
## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.
Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.
Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

## Changelog
🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
## About The Pull Request
Once upon a time, vending machines were access locked I guess? It's been
so many years since that has been the case that most people don't
remember (including myself).
This just removes all the old unused req_access lists that reside on the
various vending machines.
## Why It's Good For The Game
Less chance of cargo culting something that serves no purpose anymore.
## Changelog
Nothing player facing I should hope
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
This PR reintroduces #85759, #85892 and #85894.
#85892 has post-wallening arrows, but it isn't a big deal because they
fit the top-down or 3/4 style we've for a lot of things.
## Why It's Good For The Game
Reintroducing lost features and improvements. Remember to remove the
'Lost in the wallening revert' label from those PRs when this is merged.
## Changelog
N/A