* Fixed adaptations not conflictnig (#84642)
## About The Pull Request
Fixed adaptations not conflictnig
## Why It's Good For The Game
Haha whoops
## Changelog
🆑
fix: Fixed temp n space adaptations not conflicting
/🆑
* Fixed adaptations not conflictnig
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
* Tones down the settler speeds by a considerable margin (both slowdown and speedup) (#84639)
## About The Pull Request
Reduces the upper and lower speed adjustments of the Settler's
Roughrider trait.
## Why It's Good For The Game
I added this to settler as a suggestion from goof, but I promised myself
that should this get overused to the point that it is abused on a
regular basis, I was putting a bullet straight into the back of its
head.
Unfortunately, because of this quirk, raptors had to get super nerfed
just to account for the extra speed because people wouldn't stop
bringing them up to the station to outspeed everyone on foot. People
have since moved onto different mounts. This is going to keep
continuing, so unfortunately for everyone this can no longer persist.
I brought it into this world, and now I'm...limiting it because I would
like people to not worry about a quirk ruining the balance of their cool
mount additions.
## Changelog
🆑
balance: Settlers are a bit slower on their steeds.
/🆑
* Tones down the settler speeds by a considerable margin (both slowdown and speedup)
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Attempts to put out the CI fires (#84277)
## About The Pull Request

A lot of this all of a sudden, I am going to assume it's related to the
recent spark changes, which are most likely causing (literal) fires in
the testing area.
Fixes https://github.com/tgstation/tgstation/issues/84161
Fixes https://github.com/NovaSector/NovaSector/issues/3123
I'm still testing this one with a few CI runs but the timelines match up
with roughly around the time of the spark PR; it's most likely the
culprit.
EDIT: 8 CI runs so far and the issue has not come up, I am fairly
confident it was the sparks + fuel puddle combination that was the
problem.
EDIT EDIT: Found one more issue with /datum/material/plasma that needs
to be dealt with.
EDIT EDIT EDIT: Issue resolved
## Why It's Good For The Game
Save the burninating for in-game please!
## Changelog
Not player facing
* Attempts to put out the CI fires
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Mind links won't highlight your own messages (#84625)
## About The Pull Request
Linked speech now prevents messages from highlighting if its a message
you sent, or if you are the owner of said link.
Also, linked speech messages are now marked as radio messages, for chat
tab purposes.
## Why It's Good For The Game
Because when you have your own name highlighted, it's annoying having
every message with `[Shion Rosenthal's Slime Link]` highlighted, even if
it's _my own_ message.
## Changelog
🆑
qol: Linked speech now prevents messages from highlighting if its a
message you sent, or if you are the owner of said link..
qol: Linked speech messages are now marked as radio messages, for chat
tab purposes.
/🆑
* Mind links won't highlight your own messages
---------
Co-authored-by: Lucy <lucy@absolucy.moe>
* Adds a new anomaly core item to Illumination technology, the photon cannon. (#84368)
## About The Pull Request
This PR adds a new gunkit to the **Illumination Applications** tech node
acquired via BEPIS techs. For years, this funny little tech node has
been one of the lamer results from the BEPIS tech pool, only offering
constructable unique hardhats and access to a micro RLD. Well, lets just
say, badda bing
https://github.com/tgstation/tgstation/assets/41715314/bd869d7f-449a-4563-871a-b90f550e0bda
The photon cannon is craftable via a lathed gunkit obtained from the
security lathe, which fires 4 shots per recharge. Each shot, on direct
contact with a mob, acts like a severity 3 flash. The shot also
distinctly slows down after traveling, so you can more effectively gauge
where it's going to stop moving, as when it reaches it's travel
distance, it will perform a weaker AOE severity 1 flash. Direct hits
will effect silicons, while the AOE flash will not. Direct hits only
deal 5 ***STAMINA* damage.
The Gunkit requires a flux anomaly core to be crafted, completing with
the tesla gun in this respect.
## Why It's Good For The Game
There's been some discussion about how we've hoping to offer higher
power features and options to the game at large using anomaly cores, and
flux anomalies are currently only used for guns, which is rather
unfortunate. The bigger issue, I'd suppose, is that every gun that flux
anomalies can produce are considered lethal, with the event horizon gun
and tesla gun. And honestly, by comparison, the tesla is not lethal
enough to use to any real effect, or practical enough to bother science
enough for the core.
The photon cannon, however, works as a rather effective crowd control
weapon for breaching and incapacitating crewmates, making it ideal for
wardens dealing with large tides of crewmates, officers breaking into
bases, or ~~the captain trying to burn down your library dnd game,
DOUGLAS~~
Overall, it's still a fairly low power weapon, and sits in a niche place
somewhere between a dragNET, flashbang-loaded grenade launcher, the
flash, and the ion-cannon, with it's versatility coming from core rarity
and requiring a BEPIS tech.
**I have since updated this PR so that this gun deals stamina damage
instead of energy damage, and contact with the energy ball deals a short
period of confusion.**
## Changelog
🆑
add: The Illumination Applications technode now includes a gunkit for a
new gun, the Photon Cannon.
/🆑
* Adds a new anomaly core item to Illumination technology, the photon cannon.
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Adds a breathing sound while using internals of any kind (#84529)
## About The Pull Request
Spess men will now hear their own breathing while using internals, most
noticeable while on space. It's low enough that it shouldn't affect
anything normally, and only the person with internals can hear it.
If you have misophonia or for some other reason dislike the sound, it
can also be toggled off in the game settings.
## Why It's Good For The Game
It truly makes you FEEL like you're breathing via a mask connected with
an oxygen tank. It also, potentially, can remind you that your internals
are on when it's not needed.
## Changelog
🆑 DATA_, with sounds made by Beebblie
sound: You will now be able to hear your muffled breathing while using
internals. This can be turned off in the game settings.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Adds a breathing sound while using internals of any kind
---------
Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Updates icemoon_underground_lavaland.dmm (#84576)
## About The Pull Request
Somebody pointed out that the Lavaland-on-Icebox ruin is basically a big
square with a smaller square in the middle. I poked at it and found
inspiration.
I opted to lean more into an idea hinted at in a lore-note of the
original ruin: the cult imprisoning The Last Drake brought about more
creatures which they couldn't contain. Instead of just creatures though,
I imagined the whole lavaland area as consequence of the occult. Their
cult walls are broken by the rift from lavaland, the Necropolis' power
corrupting and claiming it.
The interior is mostly unchanged - just lavaland random gen, and the
Prison in the middle. Breaking into it will release The Last Ash Drake.
The entrances have more variety now, with one being controlled by legion
and another entirely claimed by The Necropolis. Additionally, miners can
simply dig through the ashen spikes that broke through during the
ritual.
- **Atmos interaction was tested as thoroughly as I could. Nothing
occurs until a player causes it by breaking a wall/opening a door, the
same as the current ruin**
- Additionally created a mapfluff file for the ruin, with a cult
outfit/corpse, legion that drops said corpse (because the cult got
infected by them!), the lore notes, ~~and codeifies The Last Ash Drake
rather than it being a mapedit~~ (NVM no more simplemobs can be coded).
- Also renamed the map to Lavaland Incursion because that's so much
cooler than Site

## Why It's Good For The Game
Ruins deserve love and care, including our big boxes.
## Changelog
🆑
add: updated Icebox's lavaland ruin. The incursion grows...
/🆑
* Updates icemoon_underground_lavaland.dmm
---------
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
* Allows for proxy atoms in object melee attack chain (#83860)
## About The Pull Request
1. Objects now have an `get_proxy_for()` proc. This returns an atom that
will participate in the object melee attack chain on behalf of your
atom. Allows for general purpose polymorphism per object interaction
2. Cleaned up some multitool acts to accommodate proxy behaviour
3. You can pry tiles as an Engiborg with crowbar in hand & do other
similar behaviour with crowbar
5. Improves & Depends on #83880. We don't need a hidden omni toolbox &
can create the tools directly in the omnitool and pass them in the
attack chain as a proxy rather than calling the attack chain manually.
All tools are on the borg directly
- Fixes#84355
- Fixes#84359
- Fixes#84393
## Changelog
SyncIt21,zxaber
🆑
fix: omni crowbar tool interaction for replacing tiles has been fixed
fix: techfab screentip does not runtime when you hover over it with an
omnitool multitool
fix: medi borgs can do brain surgery again
code: improved multitool & general tool code for some machines
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Allows for proxy atoms in object melee attack chain
* Update bsa_cannon.dm
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
* Fixed quirk conflict between transhumanist and prosthetic limb (#84325)
## 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
/🆑
* Fixed quirk conflict between transhumanist and prosthetic limb
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
* fixes mansus grasp not removing runes (#84570)
## About The Pull Request
fixes mansus grasp not removing runes
## Why It's Good For The Game
closes#84289
## Changelog
🆑
fix: fixes mansus grasp not clearing runes
/🆑
* fixes mansus grasp not removing runes
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
* Fixes mending touch for simplemobs (#84523)
## About The Pull Request
Closes#84522
Mending touch should no longer have a reverse effect on simplemobs and
silicons
## Changelog
🆑
fix: Mending touch no longer damages non-humans
/🆑
* Fixes mending touch for simplemobs
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
* Fixes instruments enhanced by the portable tuning rite not being able to cast any rites (#84362)
## About The Pull Request
The string path that has been passed to `perform_rite` has not been
converted to an actual type path. This meant that religious tools that
had a whitelist of rites they could perform, could not actually perform
these rights, as a string path does not equals with a typepath. This PR
fixes that.
## Why It's Good For The Game
Makes a mechanic work, allowing the chaplain to store up rite slots as
intended.
Fixes#83997
## Changelog
🆑
fix: Instruments enhanced with portable tuning can perform the rites
that have been granted
/🆑
* Fixes instruments enhanced by the portable tuning rite not being able to cast any rites
---------
Co-authored-by: Profakos <profakos@gmail.com>
* [NO GBP] Fixes floating point errors in plumbing machinery (#84405)
## About The Pull Request
- Fixes#84361
This brings back the round robin method of transferring reagents I
removed in #78884 but in a more miniaturized & light weight form. It
should speed up cpu performance of plumbing as a whole
**The Downside**
The reason i was hesitant about bringing it back is because this
technique can result in **missing reagents**
For example let's say our plumbing pill press has only space for 10u
more of reagents but in the ducts we have say 3 reagents i.e 3u copper,
7u Aluminium, 4u iron(Order of reagents in the ducts is important)
When the pill press makes the request for 10u of reagents from the ducts
we get 3u copper + 7u Aluminium = 10u. **We completely leave out iron**
because the 10u request has been fulfilled.
This happens when the below 2 conditions are met
- When there are a large number(different types) of reagents or large
volume of one type of reagent in the ducts
- When there isn't enough space in the machinery to take in all these
reagents
This is why the plunger was made so you can flush out reagents from
machines and can make space to take in those missing reagents
**The Upside**
You don't get any floating point errors. Also given that this code has
been around for years before i removed it, It should be ok to bring it
back. Assuming players have always been sensible to only create the
exact volume of reagents they need without making excess & quickly push
out these reagents (either through output gate, pill press etc) from the
ducts you should not see any problems. Plus this code is only exclusive
to plumbing so no outside usage

**Other changes**
- Plumbing IV Drip now only accepts reagents i.e. it only has a input
pipe no output pipe just like your output gate & smoke machine. This was
done because it is not an instance of `obj/machinery/plumbing` & so it
won't use the round robin transfer technique leading to again
re-introducing errors in the plumbing system.
Also it makes sense as in we only need it to accept reagents from the
ducts & inject it into the connected mob/whatever. We don't need it to
pump out reagents back into the system
- Output gate still uses the regular "proportional" method of
transferring reagents. This is so if you use a beaker or something to
take reagents out from it, it gives you all reagents without "missing
any"
## Changelog
🆑
fix: plumbing machinery should have consistent volumes throughout the
course of its operations
fix: plumbing iv drop now only accepts reagents from ducts but won't put
reagents back into it i.e. it only has a input pipe
/🆑
* [NO GBP] Fixes floating point errors in plumbing machinery
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* adds a new wire to mecha wires + fixes mecha shock wire (#84538)
## About The Pull Request
the shock wire if cut shocks you
adds a new wire that if cut makes the mecha pick a random weapon that it
will shoot you with, or punch if no weapons were attached
if pulsed, it will do the same if you pulsed it yourself with a
multitool but with a signaler it will pick a target in range
also this wire doesnt work if piloted no powergaming for you
## Why It's Good For The Game
stealing a mecha right now is extremely easy, mauler included, all you
need is a wirecutter and screwdriver you dont even need insuls
theres little risk to that even if the shock wire actually worked
with the additional risk of getting shot you now should think twice
before you should try your luck stealing an efficient killing tool
## Changelog
🆑
add: mecha wire that shoots you or anyone nearby if pulsed or cut
fix: mecha shock wire shocks you
/🆑
* adds a new wire to mecha wires + fixes mecha shock wire
---------
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
* Refactors genetic meltdowns into datums (#84558)
## About The Pull Request
Genetic meltdowns now use datums instead of a prob and switch
monstrocity, making them far more readable. Requested by Jacquerel on
discord.
Additionally, removed 0.83% chance for a meltdown to turn you into a
dullahan, as those are extremely broken right now.
Closes#83592
## Why It's Good For The Game
This system is much nicer, readable and more extendable than the current
one.
## Changelog
🆑
del: You can no longer get turned into a dullahan by a genetic meltdown
refactor: Refactored genetic meltdown code into datums, making it more
extendable.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com>
* Refactors genetic meltdowns into datums
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com>
* Converts glasses client colour into an element, appliable to other worn items. (#84542)
## About The Pull Request
The title barely does justice to the content.
This PR turns a snowflake, neigh-unused, broken feature for glasses into
a rock-hard, functional, badass feature which can be applied to any
item, and also brings back the halloween screen tint, inside the pumpkin
hardhat, and also a polaroid tint for the helmet of the flash suit,
because the define was just there, unused.

for reference, the normal brightness/saturation is somewhere in the
middle. Also the pumpkin hardhat's effect is only there when it's lit
## Why It's Good For The Game
Less hardcoded implementation of the client colours for items, which
also doubles as a fix because the old code was checking for the trait on
the mob but was adding it to the item.
## Changelog
🆑
fix: Fixed toggleable screen colors for glasses.
code: De-hardcoded, refactored the above, now-fixed feature.
add: Pumpkin hardhats and the hood of the flash suit now affect the
color of your screen.
add: Prism glasses, obtainable through xenobiology crossbreeding, now
also affect the color of your screen.
/🆑
* Converts glasses client colour into an element, appliable to other worn items.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* You no longer need to reach the very edge of the game screen to reach the maximum zoom range when scoped (#84544)
## About The Pull Request
This PR multiplies, by 1.1, and caps the x and y offset coords of the
zoom cursor catcher to make it humanly beareable to reach the maximum
zoom range without slipping the cursor out of the game screen.
## Why It's Good For The Game
The scope component is nice but it can be annoying at times.
## Changelog
🆑
qol: You no longer need to reach the very edge of the game screen to
reach the maximum zoom range when scoped.
/🆑
* You no longer need to reach the very edge of the game screen to reach the maximum zoom range when scoped
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Some material container patches (#84553)
## About The Pull Request
- Fixes#84517. material container won't consume the contents of an item
if that item itself is rejected for any reason(lack of mats, not
suitable for redemption etc)
- You can use any storage medium (not just bags, boxes but anything that
has `atom_storage`) to dump stuff into an material container
## Changelog
🆑
fix: material container won't consume the contents of an item if that
item itself is rejected for any reason
qol: you can use any storage medium & not just bags/boxes to dump stuff
into material containers
/🆑
* Some material container patches
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* Fixed various issues with the genetics powers PR (#84515)
## About The Pull Request
https://github.com/tgstation/tgstation/issues/84509#84557
Removed Trichromatic Larynx per @ mothblocks decision that it looks uggo.
Replaced heckacious laryncks' color and size changes with random
bolding, italics, and underlining.
Stoner has been un-locked and replaces TL in the above's recipe.
Fixed elastic arms users being unable to use abstract items like mending
touch or shock touch.
Fixed mending touch being bad
## Why It's Good For The Game
> Removed Trichromatic Larynx per @ mothblocks decision that it looks
uggo.
They say it looks ugly and bad. It also works like poop. So away it
goes!
> Replaced heckacious laryncks' color and size changes with random
bolding, italics, and underlining.
Removed color, but replaced with something just as neat.
> Stoner has been un-locked and replaces TL in the above's recipe.
No reason to lock it as far as I know.
> Fixed elastic arms users being unable to use abstract items like
mending touch or shock touch.
Bugge
## Changelog
🆑
del: Removed Trichromatic Larynx per @ mothblocks decision that it looks
uggo.
del: Replaced heckacious laryncks' color and size changes with random
bolding, italics, and underlining.
add: Stoner has been un-locked and replaces TL in the above's recipe.
fix: Fixed elastic arms users being unable to use abstract items like
mending touch or shock touch.
fix: Fixed mending touch being bad
/🆑
* Fixed various issues with the genetics powers PR
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
* Adds Perfectly Ordinary Food Truck (#84144)
## About The Pull Request
Adds a food truck.


Also, adds a team of MI13 fugitive hunters. There's 3 in a team, and one
is pre-equipped with a cunning disguise.
## Why It's Good For The Game
So the primary intent here is making a fugitive hunter team that
operates stealthily instead of directly. They have less direct combat
power than other hunters, but they have a few things that help them
infiltrate the crew and assassinate the fugitives.
All agents are issued a makarov, a suppressor, a spare clip of 9mm ammo
(20% chance to be a subtype), a random melee weapon (flash, e-dagger or
combat knife), and a random low-level syndicate gadget (c4 brick,
codespeak manual, freedom implant, etc), and a pair of zipties. Every
agent also gets a agent ID.
Shuttle is equipped with surgery tools (good for plastic surgery),
clothing vendors (good for getting disguised), and a bunch of computers
for cameras and vitals monitors. Spare cyanide pills and 9mm ammo is
provided, as is a single space suit. As an added bonus, you're
opereating out of the back of an old food truck giving you bulletproof
cover for your operations. Spare food is provided, a functional kitchen
is not.
## Changelog
🆑
add: Ghost role food truck merchants may occasionally turn up at the
station.
add: Adds a new fugitive hunter type, MI13 secret agents.
/🆑
---------
Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com>
* Adds Perfectly Ordinary Food Truck
---------
Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com>
Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com>
* Enables disemboweling/cranial fissures when outside of hardcrit for cursed individuals (#84485)
## About The Pull Request
Title.
Slightly rewrites cranial fissure weight code because I spent like 20
minutes trying to keep only one ..() and it seriously confused me.
## Why It's Good For The Game
Frankly, masochism.
Most times when you suffer a disembowelment, or a cranial fissure, by
the time you get back up it's fixed. This is because they can only
really happen in hardcrit. However, if you get disemboweled or suffer a
cranial fissure while ALIVE, it can potentially make some very silly
scenarios. Such as:
Getting hit by his grace, walking away with a cranial fissure.
Getting your lungs shot out, picking them up, and throwing them at a
medical doctor to get them put back in.
Also, it just feels weird to have these arbitrary restrictions in place
from a character perspective. I get why on a balance perspective, but
why can my guts only spill out in hardcirt? Realistically speaking, I
could get shot by a sniper and just have my guts instantly spill out.
## Changelog
🆑
add: Being cursed now enables disembowlements/cranial fissures outside
of hardcrit
/🆑
* Enables disemboweling/cranial fissures when outside of hardcrit for cursed individuals
---------
Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
* Ancient and recent mecha bug fixes (#84171)
## About The Pull Request
Mecha guns actually utilize random spread while firing if ``randomspread
= TRUE``. Currently every weapon that isn't the shotguns are always
pinpoint even if they would have variance.
Makes bumpsmash and melee attacks in a mech use the same cooldown. The
actual speed between bumpsmash melees are the same as before (once every
0.3 seconds) and click melee is the same as well (once every second).
However, if you do one or the other, it will put you on cooldown for
both. The reason for this is that they're literally just calling the
same proc but not respecting each others cooldowns. So we've
consolidated this into one cooldown with varying cooldown timers. I
don't even think this is the most elegant solution, but I'm not going to
make any radical changes of the structure of the code. Fuck that.
**Edit** I forgot to mention this but you have to be in combat mode to
bumpsmash as a consequence of the above changes. You're fucking welcome.
Separates out mecha_melee_attack proc on the ``/obj/`` level to instead
only ``/obj/structure`` and ``/obj/machinery``, which is the only things
we should be attacking in the /obj/ list. I don't even want to know what
mechs have been able to punch while this wasn't the case. Probably
nothing they should have.
## Why It's Good For The Game
Mechs are a fucking diabolical nightmare of procs and some truly ancient
code. Over time, things have gotten worse, as we have no one really
actively maintaining some of this consistently. One of these bugs is
literally day of mech implementation. I shit you not.
## Changelog
🆑
fix: Mecha weaponry is capable, for the first time ever, of experiencing
recoil. This was an intended mechanic, I promise. The code just
literally never worked.
fix: Mecha bump melee attacks and click melee attacks are now on the
same cooldown, but have varying cooldown timers. You will always bump
attack faster than you will click.
fix: You must be in combat mode to punch objects and to bumpsmash into
objects.
fix: Stops mecha being able to punch literally any object and damage
them.
code: Tidies up some of the autodoc comments for mech weapons.
/🆑
* Ancient and recent mecha bug fixes
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
## About The Pull Request
nerfs on station raptors. now raptors will freak out if hit by an energy
gun of any kind, or if they recieve any form of stamina damage (for
example from a baton) and will knock their rider off rendering them
disabled for a few seconds. im open to other suggestions and feedback
## Why It's Good For The Game
i was a bit saddened to learn these are still being brought up station
and some being abused for on-station combat as meatshields. they were
primarily balanced around the lavaland tower defense minigames which
might make them too tanky of a vehicle on station and unfair for whoever
has to deal with them. this pr hopefully restores them to only serve
their original purpose, which was to be super nieche mining tools
## Changelog
🆑
balance: raptors will now knock off their rider and disable them if hit
by any energy projectiles or if they recieve any stamina damage
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
## About The Pull Request
There were some tiles and wallframes in lathe designs, while most of
these are already in the crafting menu. Moved all of them into the
crafting menu to avoid confusion, when you can't find some wallframe in
the menu because it must be built in lathe.
Made the light tile craftable in menu, instead of slap-crafting, and
made the circuit tiles use similar recipe (since they both are emissive
tiles). And the circuit tiles can now be cycled in-hand:

## Why It's Good For The Game
Centralized place for tiles and wallframes.
## Changelog
🆑
qol: Made light tiles available in the crafting menu
qol: Circuit tile variants can be cycled in-hand
add: Moved loose tiles and wall frames from lathe designs to other tiles
and frames in the crafting menu
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Fixes a bunch of small issues on various Whiteships (#84404)
## About The Pull Request
A lot of White ships in the game had minor issues like the camera eye
being way offset in the shuttle navigation console or the ship just
flying backwards through space. I also caught a few active turfs on
shuttle engine plating.
<details>
<summary>Full changes</summary>
- Fixed camera offset issues on: whiteship_birdshot.dmm,
whiteship_donut.dmm, whiteship_personalshuttle.dmm, whiteship_pubby.dmm,
whiteship_obelisk.dmm, whiteship_tram.dmm, whiteship_kilo.dmm,
whiteship_cere.dmm
- Fixed whiteship_pubby.dmm, whiteship_kilo.dmm flying in the wrong
direction
- Removed use of /turf/closed/wall/mineral/titanium/overspace on
whiteship_birdshot.dmm: These aren't used on any other whiteship so I
assume it was used incorrectly here.
- Fixed spelling of "aggressive" in shuttle manipulator for Birdshot's
Whiteship.
- Replaced platings that were active turfs with their airless variants
on: whiteship_obelisk.dmm, whiteship_personalshuttle.dmm,
whiteship_kilo.dmm
- Added an autodoc comment to x_offset and y_offset for shuttles.
- Fixed whiteship_birdshot.dmm not being able to spawn.
</details>
## Why It's Good For The Game
makes the shuttle navigation console easier to use if you can actually
see the ship, also ships drifting sideways through hyperspace is funny
but (probably) unintended.
## Changelog
🆑
fix: Fixed the camera offset for the navigation console on a handful of
Whiteships.
fix: Fixed the Pubby Whiteship drifting sideways through hyperspace when
in flight.
fix: Fixed the Kilo Whiteship flying backwards through hyperspace when
in flight.
fix: The Birdshot Whiteship should actually be able to spawn now.
spellcheck: fixed spelling of "aggressive" in the shuttle manipulator
description for the Birdshot Whiteship.
/🆑
* Fixes a bunch of small issues on various Whiteships
---------
Co-authored-by: aaaa1023 <74441292+aaaa1023@users.noreply.github.com>
* Adjustments to athletics experience gain (#84258)
## About The Pull Request
Punching bags are now an actually reasonably alternative to the workout
machines for gaining athletics experience. They should be roughly
equivalent for stamina drain to experience gained.
Boxing in of itself is now a much better method of gaining athletics
experience. This encourages you to actually spar with people to train.
## Why It's Good For The Game
The punching bag is the single worst method in the game for getting fit.
The reason is likely that the math was never actually checked for
experience per stamina spent. While technically, it is possible to earn
this experience faster in a small window of time than the machine, you
are always still limited by your stamina drain. The rewards are
effectively dreadful for using the punching bag.
Boxing in of itself didn't give very good rewards despite being the
focus of Athletics. Now, getting punched by a boxer and punching a boxer
give pretty reasonable amounts of experience. Since it only matters for
boxing, it isn't exactly a Monk 2.0 scenario :U
## Changelog
🆑
qol: Punching bags are now a equal method of training to the fitness
machinery.
qol: Boxing grants more experience overall for participation.
/🆑
* Adjustments to athletics experience gain
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* [NO GBP] Symptom mood oversight fix (#84384)
## About The Pull Request
fixes an oversight I made in #83459 which left the mood penalties
unchanged on the downside of buffs to mood for overcoming bad viruses -
they were supposed to be equal on both sides of neutral sanity (which
for your average spaceman is, fittingly, 'unstable' or 'disturbed')
## Why It's Good For The Game
might arguably be a balance change and wasn't what I originally tested
on, but it wasn't intended for them to be unequal. testing/observation
since says this will probably have a slight but appreciable penalty on
being in low mood for recovering from viruses, but they're so much
easier to cure otherwise now that it's likely to be negligible.
encouraging people to take care of themselves is good.
## Changelog
🆑
fix: Mood buffs/penalties are now properly equal on both
positive/negative sides.
/🆑
* [NO GBP] Symptom mood oversight fix
---------
Co-authored-by: Higgin <cdonny11@yahoo.com>