## About The Pull Request
Every ID, silver ID, and PDA box has been removed from the maps. You can
now only find ID boxes on the HoP's locker and PDAs must be bought from
the tech vendor. Said locker also had two instances of ID boxes, so i've
swapped one of them for the silver ID box
## Why It's Good For The Game
tram had, in total, 5 ID boxes. That's *35 IDs in total.* No one is ever
gonna lose that much, and having 7 is more than enough. If a situation
happens where you somehow need more, you can still buy it on the tech
vendor AND on cargo. I realized how many boxes the HoP had on the other
PR
## Changelog
🆑
del: Removed excess ID boxes on HoP's office
/🆑
## About The Pull Request
Serrated bone shovels can be created with any kind of shovel now, not
just a spade (???)
Serrated bone shovels can be used in place of circular saw in most
surgeries.
Added a duller (still deadly) variant of the serrated bone shovel as
coroner mail.
Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.
Increased the force, throwforce, and wound bonus of inert ritual knives
and scythes.
Coroner gloves can quickly apply medicine like nitrile gloves.
## Why It's Good For The Game
> Serrated bone shovels can be created with any kind of shovel now, not
just a spade (???)
Weird ass bug.
> Serrated bone shovels can be used in place of circular saw in most
surgeries.
It's serrated, it's cool, it's rare, it has a fast toolspeed.
> Added a duller (still deadly) variant of the serrated bone shovel as
coroner mail.
Very thematic for the coroner, should probably also be a heirloom item
but whatevs. Weaker so there's still a reason to seek out the OG.
> Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.
Scanning corpses is pretty important during surgery - it tells you how
much blood they have, organ damage, diseases... these things don't
appear in the surgical computer readout, which means the coroner has to
go out of his cave to pick up a boring light blue meatbag wound scanner.
This also incentivizes coroners to do their job by giving them something
cool that only works on dead bodies.
> Increased the force, throwforce, and wound bonus of inert ritual
knives and scythes.
These two options in the MortiDrobe are pretty frickin' badass,
especially with how SICK the Coroner looks with them, double especially
in combat.

However, there's the large issue that as actual weapons they're really,
really weak. Not enough damage, when I use them in combat I both feel
badass but also get a nagging feeling in the back of my mind that I'm
intentionally gimping myself, and with only 10 damage I can *really*
feel it. I find it unfair that these are objectively worse than a
welding tool or even a Butcher's Cleaver when they're a lot more
involved to find, and scarce besides. These arguments apply equally to
the Wizard's ritual knife, and the scythe.
Additionally on the scythe, the crew really needs more good ghetto
weaponry that isn't the boring same ol' of baseball bats, spears,
cleavers... and making scythes useful is a great way to help bridge that
gap. They deal a satisfying amount of damage now, with the clear
downside, of course, being that they're bulky and hard to lug around.
> Coroner gloves can quickly apply medicine like nitrile gloves.
'Fast medicine' doesn't just cover sutures, it also covers medical gel.
Specifically, sterilizer gel. I find it annoying that the Coroner is
encouraged to give up his drip for the boring life-saver nitrile gloves,
because the difference in applying time really does make a difference -
it makes gel applying go from annoying to smooth, which is important
considering the whole purpose of sterilizer gel is to make surgeries go
faster. The Coroner has surgery and thus medical locker access to begin
with, so this isn't a balance problem, (and nitrile gloves are found by
the dozen anyways) especially with how rare the coroner gloves are.
## Changelog
🆑
fix: Serrated bone shovels can be created with any kind of shovel now,
not just a spade (???)
add: Serrated bone shovels can be used in place of circular saw in most
surgeries.
add: Added a duller (still deadly) variant of the serrated bone shovel
as coroner mail.
add: Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.
add: Increased the force, throwforce, and wound bonus of inert ritual
knives and scythes.
add: Coroner gloves can quickly apply medicine like nitrile gloves.
/🆑
## About The Pull Request
Heavily reworks and resprites first aid analyzers. They now display if
they're happy, sad, angry, or warning you! Also a 'pricking' animation.
First aid analyzers are now found in all basic and specialized medkits.
Toxin medkits get a new* disease analyzer. Miners get a miner-colored
one in their box.
Scanning yourself with a first aid analyzer will 'create a holo-image
with treatment instructions next to your wounds', doubling the speed of
treatment of scanned wounds!
Health analyzers now have a scanning sound, courtesy of CM.
Refactored some wound code to make treatment duration changes and
changes in the description of wounds easier.
Fixed a dummy parent feature of the health analyzer (Verbose mode)
showing up, uselessly, on the disease and first aid subtypes.
Surgical processors and slime scanners have recieved a similar resprite.
## Why It's Good For The Game
> Heavily reworks and resprites first aid analyzers. They now display if
they're happy, sad, angry, or warning you! Also a 'pricking' animation.
These things have long, long needed some sprite love. Displaying emotion
will make them have a lot more 'weight' to them, same with the prick.
The old, shitty spectrometer sprites have gone directly into the
dumpster.
> First aid analyzers are now found in all basic and specialized
medkits. Toxin medkits get a new* disease analyzer. Miners get a
miner-colored one in their box.
They have also needed some gameplay love! Placing them in these kits is
not going to be a massive game-changer when they were already easily
found around the station in emergency medkits, but it will fill up that
awkward empty slot.
> Scanning yourself with a first aid analyzer will 'create a holo-image
with treatment instructions next to your wounds', doubling the speed of
treatment of scanned wounds!
The biggest gameplay-impacting change in this PR, I *sincerely* believe
this is the perfect solution to first aid analyzers being completely
redundant with eyesight. This lets you/someone else scan your wounds to
speed up treatment, with a neat in-character reason for it -
'holo-images' appearing on your body, like penlights.
This will speed up wound treatment, but I believe that is for the best,
as currently treating wounds is so slow that half the time it's not
worth it (or more accurately, it doesn't feel worth it in comparison to
the effort you're putting in) and you're better off shrugging off minor
wounds. It will do so in a way that requires a modicum of effort, so
it's not just a flat buff across the land.
> Health analyzers and gene scanners now have a scanning sound, courtesy
of CM.
It's a neat sound that will make medbay feel more alive. First aid
analyzers get a beeboop instead.
> Surgical processors and slime scanners have recieved a similar
resprite.
IT'S SPRITE MANIA IN HERE
## Changelog
🆑
Carlarc, Weird Orb
image: Heavily reworks and resprites first aid analyzers. They now
display if they're happy, sad, angry, or warning you! Also a 'pricking'
animation.
add: First aid analyzers are now found in all basic and specialized
medkits. Toxin medkits get a new* disease analyzer. Miners get a
miner-colored one in their box.
balance: Scanning yourself with a first aid analyzer will 'create a
holo-image with treatment instructions next to your wounds', doubling
the speed of treatment of scanned wounds!
sound: Health analyzers and gene scanners now have a scanning sound,
courtesy of CM.
refactor: Refactored some wound code to make treatment duration changes
and changes in the description of wounds easier.
fix: Fixed a dummy parent feature of the health analyzer (Verbose mode)
showing up, uselessly, on the disease and first aid subtypes.
image: Surgical processors and slime scanners have recieved a similar
resprite.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
If you are wearing a bible or lighter in your suit slot, or a cowboy hat
on your head, there is a small (2%) chance that bullets (only bullets,
not lasers) will hit them instead of you.
This destroys lighters, removes the storage capacity of the bible, or
sends the hat flying off your head.
The Bounty Hunter's cowboy hat has a significantly higher chance to
intercept bullets.
## Why It's Good For The Game
Adds some fun flavour to these items.
## Changelog
🆑
add: A bible or lighter in your suit slot, or cowboy hat on your head
will occasionally intercept a bullet.
/🆑
## About The Pull Request
This adds a new element for movables that grants turfs they're in
traits, changes lava and the chasm component to check for traits
instead, ditto for turf slowdown. It also implements another trait that
prevents wet floor from slipping people, as well as some other changes
(feel free to opine on them really):
- Tables and conveyor belts now stop turf slowdown, much like catwalks,
as I imagine people walking on them are not really touching the floor.
(I'd include protection against lava too... until they melt, but that'd
mean finding a way to have these objects burn in the first place, and
lava code is still stupid despite a years old refactor I did)
- Tables also stop slippery turfs from slipping (bananas, soaps etc.
still apply). I wish there were a way to make some objects slippery by
coating them in water vapor or splashing water/lube, but that's outside
the scope of this PR.
- Fixed an edge case in which a mob standing on a lava turf would be
left permanently visually on fire if the lava is changed to another kind
of turf.
- Removed unused code from stone tiles.
I'm going to include these traits in that global list for admin-added
traits... tomorrow perhaps. 💤
## Why It's Good For The Game
Replacing some hard-coded mechanics with easier to use traits and an
element, which I also need for the submerge element PR.
## Changelog
🆑
refactor: Replaced hardcoded "safeties" for lava, chasms and ignoring
turf slowdowns on catwalks with traits.
balance: much like catwalks, tables and conveyors also disable turf
slowdowns.
balance: slippery turfs won't slip you when walking on a table.
fix: Fixed an edge case in which a mob standing on a lava turf would be
left visually but permanently on fire if the lava is changed to another
kind of turf.
/🆑
## About The Pull Request
Constructed cyborgs seemed to hard delete pretty consistently due to
their robot suit having poor reference handing
Goes through and better implements exited for cyborgs and robot suits
Also a hard delete with forced AIs that may have resulted in some
metagaming
Also fixes 1 nodrop check for hats
## Why It's Good For The Game
Hard deletes are bad
## Changelog
🆑 Melbert
fix: Fixed some hard deletes involving constructed cyborgs
fix: Cyborgs with nodrop hats no longer lose them on tip
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Title.
## Why It's Good For The Game
Armories aren't really a dense area mapping wise, just a few guns there,
armor there, and some fluff security stuff (like HUDs or whatever).
This PR just converts most of the heavy stuff (armor, helmets, guns)
into spawning helpers with the aim to make mapping armories just a tad
bit quicker and easier.
The only thing this does kinda nuke is the neatly stacked stuff, which
the mapping helpers kinda suck at doing, but its not totally woeful.
## Changelog
🆑 Jolly, timothymtorres
code: Jolly: Armories across all maps have been tweaked slightly. Report
to a Nanotrasen security advisor for any missing guns, armor, helmets or
anything else that was there previously (that means, post an issue on
Github if theres an issue!!)
code: timothymtorres: Random item spawners now support better control of
their X/Y pixel offset.
/🆑
---------
Co-authored-by: Tim <timothymtorres@gmail.com>
## About The Pull Request
rcd can make girders at half the cost of making a wall in 1.3 seconds
## Why It's Good For The Game
more "rapid" than using iron for girders and putting whatever material
on it
## Changelog
🆑
add: rcd can make girders now
/🆑
## About The Pull Request
Detaches siding code from the macro in #74171 because it wasn't doing
its job properly. I tried to fix it, but I'm not a very good coder and
opted to manually define each of the variations of siding. So this is
more of a bandaid fix than anything.
## Why It's Good For The Game
Fixes#76195, fixes#75059
Correct turf decals look better than wrong ones
look at how much nicer this corner looks now

## Changelog
🆑
image: Siding now uses the correct sprite on corners and endpieces.
/🆑
## About The Pull Request
So you're telling me we have a smoker quirk and we DON'T have an
alcoholic quirk?
What a travesty! Time to fix that.
This quirk is essentially equivalent to smoker, but instead of a
favorite brand you get a favorite *brandy* (as in, favorite type of
booze).

## Why It's Good For The Game
More quirk variety with decent roleplay value.
What will we do with a drunken sailor?
## Changelog
🆑
add: Added Alcoholic as a negative quirk.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request

Seeing this pattern repeated over various sections of code was starting
to piss me off
## Why It's Good For The Game
Lessens chance to cause errors with mind traits, ensures consistent
behavior, makes it easier to change how mind traits work if necessary.
## Changelog
hopefully not player facing
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Hey there,
A pretty bad bug (#76226) got through, but it was fixed pretty quickly
in #76241 (cf92862daf). I realized that if
we were testing all the away missions, that this could theoretically get
caught and not happen again. Regardless, unit testing gateway missions
has been on my to-do list for a while now, and I finally got it nailed
down.
Basically, we just have a really small "station" map with the bare bones
(_teeny_ bit of fluff, maploading is going to take 30 seconds tops
anyways let me have my kicks) with a JSON map datum flag that causes it
to load all away missions in the codebase (which are all in one folder).
Just in case some admins were planning on invoking the proc on
`SSmapping`, I also decided to gate a `tgui_alert()` behind it because
you never can be too sure of what people think is funny these days (it
really does lock up your game for a second or so at a time).
I also alphabetized the maps.txt config because that was annoying me.
## Why It's Good For The Game
Things that break on production could(?) be caught in unit testing? I
don't know if the linked issue I mentioned above would have been caught
in retrospect, but it's likely to catch more than a few upcoming bugs
(like the UO45 atmospherics thing at the very top) and ensure that these
gateway missions, which tend to be the most neglected part of mapping,
stay bug-free.
This is also helpful in case someone makes a new away mission and wants
to see if stuff's broken. Helps out maptainers a bit because very, very
technically broken mapping will throw up runtimes. Neato.
## Changelog
Nothing that players should be concerned about.
Let me know if there's a better way to approach this, but I really think
that having a super-duper light map with the bare basics to load up
gateway missions and then all nine-ish gateway missions can sequentially
load during init. I can't think of a better way to do it aside from some
really ugly `#ifdef` shit. Also also, it has the added benefit of being
a map that will always load your away mission without touching a single
shred of config (and it's not likely to break if you follow sane
practices such as making your own areas)
## About The Pull Request
Fixes#76484
Then I noticed some weird stuff which slipped through the PR and poked
at that too.
- Spiderlings and Spiders once more have names ending in (###)
- Removed an unused property on Spiderlings.
- Rewrote the descriptions for a bunch of web-abilities and web-objects
to be clearer and have better capitalisation.
- Refactored the "Web Carcass" ability to not extend from "lay web" as
it didn't need to perform most of that behaviour.
- Also I renamed it and made the description give you a hint about why
you would want to instantly spawn a statue.
- The web effigy now despawns at the same rate as the ability cools down
so you're not dumping spider statues all over the place.
- I made spiderlings move at about the same speed as humans except if
they're on webs in which case they're still pretty fast.
To be honest I am not certain an instant statue spawning button is great
to begin with and I didn't even know it was added to the game but I am
not interested in messing much with the balance for now.
This made me look at spiderlings enough that I'm going to try and make a
new sprite for them that isn't awful.
## Why It's Good For The Game
Lets you differentiate individual spiders a little bit.
Makes usage of abilities clearer.
## Changelog
🆑
balance: Guard spider web statues despawn as the ability comes back off
cooldown.
balance: Spiderlings now only move at light speed if they're on webs,
stay safe little guys.
fix: Spiders once again have random numbers after their names.
/🆑
## About The Pull Request
[Removes the pretense of relative multiz
levels](0293fdc2bd)
Our multiz system does not support having a z level that is only
connected one way, or which goes down backwards or anything like that.
That's a fiction of the trait system, the actual backend has never
really supported this.
This pr removes the assumptions we were making backend around this, and
uses that to save cpu time.
I am also converting multiz_levels from an assoc list to a pure one,
which saves significantly on access times and cleans up the code
somewhat.
Also I'm making the get_below/get_above procs into macros, for the sake
of cpu time.
[Converts the starlight disease to use BYOND's directional defines
instead of our
own](7d698f02d9)
To some extent spurred on by
https://github.com/DaedalusDock/daedalusdock/pull/298, tho it was known
before
## Why It's Good For The Game
Faster multiz code, faster init, etc etc etc
## About The Pull Request
I hate looking at spiderlings. Mostly because they're an extremely fast
mob with no directional sprites or animations, so they appear to be a
rapid floating overlay.
I made some new ones. I don't know if they're objectively better but _I_
like them more.
Before:

After:

Unlike the old sprites they also have directional states and movement
animations so you can scurry around really fast without being a static
image (maybe they shouldn't be so fast? A question for another PR).
I spent like 30 minutes looking at GAGs and then realised not only would
the colours be a pain in the ass but it doesn't support movement states
anyway.
Additionally I made the "dead spiderling" item inherit the dead
spiderling icon state from that spiderling instead of always being the
generic one.
Oh also I think a typo made baby tarantulas completely invisible.
## Why It's Good For The Game
I hate looking at spiderlings.
## Changelog
🆑
image: New directional sprites for spiderlings, with movement
animations.
fix: Dead spiderlings will be the same colour as they were when they
were alive.
fix: Tarantula spiderlings are no longer invisible,
/🆑
## About The Pull Request
Adds a footstep_override element to the game, that allows object to do
what it reads on the tin.
Only conveyor belts, catwalks and tables use it for now.
## Why It's Good For The Game
Consistency. If you're walking on a table or catwalk, the sound of shoes
trudging on snow or lava shouldn't be played. Tested.
## Changelog
🆑
sound: Walking on conveyors, catwalks and tables no longer plays the
footstep sound of the turf. They have theirs.
/🆑
# [ PREVIOUS PR](https://github.com/tgstation/tgstation/pull/76370),this
one is with the changes orangeman wants
## About The Pull Request
Allows you to use 15 cable on a TTV to allow it to be worn on your back
Wirecutting TTVs that have cable on them gives it back and makes it
unable to be worn again

The worn sprite as per requests of orangeman changes to the number of
tanks:
All tanks, only tank on the left, only tank on the right, none

## Why It's Good For The Game
Looks cool, sci drip
Can practically achieve the same with a BCI/other-activated TTV (Traitor
sci trolled by 1 shove, loses bomb, still results in detonating with
BCI/other activation, Traitor sci shoved, does not lose bomb on back,
still results in detonation)
## Changelog
🆑
add: You can use cable on TTVs to make them wearable on the back
/🆑
## About The Pull Request
TRAIT_LIVERLESS_METABOLISM should do what it implies, and make you
always metabolize as if you were liverless.
This was a stupid mistake on my part because I wasn't aware
TRAIT_STABLELIVER was a thing.
## Why It's Good For The Game
TRAIT_LIVERLESS_METABOLISM and TRAIT_STABLELIVER should not behave the
exact same.
## Changelog
Not quite player facing.
## About The Pull Request
very similar to https://github.com/tgstation/tgstation/pull/76297, much
simpler though
removes the uses_skintones variable for similar reasons
## Why It's Good For The Game
Species variables are less useful and modular than traits.
If for some reason we ever add a mechanic that for some reason makes
your character use skin tones instead of whatever their original color
is, it will be much simpler to be handled.
## Changelog
not player facing
## About The Pull Request
adds a smite to petrify someone forever, works like the wizard spell.
Adds support to make petrification brainless.
Creates a var to remove those annoying "you can not move while buckled
to X" messages for abstract items like statues.
## Why It's Good For The Game
Smite good. Message spam bad.
## Changelog
🆑 itseasytosee
spellcheck: You should see a lot less "you can not move while bucked too
X" messages where they don't make sense.
admin: Added a petrify smite. Try it out on your least favorite player!
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
- Defined crayon colors because why not.
- Fixed suicide with crayons not coloring you.
- Made it properly? edible.
- "empty" balloon alert now only appears on empty spraycans.
- Remade attackby restrictions for mime's and rainbow crayons to
`set_holdable` but without balloon alerts sadly. I don't quite know how
to make it.
## Why It's Good For The Game
Crayon burgers.
## Changelog
🆑
fix: Crayon suicide now properly colors you.
fix: You can't put spraycans in crayon box via opening it and putting
directly in slot as intended, but balloon alerts for mime's and rainbow
crayons are gone.
qol: "empty" balloon alert no longer appears on crayons.
qol: You can make crayon burgers now.
/🆑
## About The Pull Request
- Increased box with throwing weapons storage to fit the things it
spawns with, such as reinforced bolas.
- Increased debug boxes to fit other boxes and the items it spawns with
too.
## Why It's Good For The Game
Less bluespace magic.
## Changelog
🆑
qol: Box with throwing weapons now can hold the items it spawns with.
Incredible!
admin: Boxex of materials, debugtools and stabilized extracts now 99 of
total storage because they are meant to be debug.
/🆑
## About The Pull Request

- Adds a new PASSIVE changeling ability, totally not stolen from The
Thing, called Defibrillator Grasp. If someone attempts to defibrillate
your body while you are in stasis or dead, you will instantly be revived
at full strength. Additionally, the person doing the defibbing will have
both of their arms removed (or if they're a cyborg they'll just be
stunned).
- Adds support for 0 cost changeling abilities. DNA sting is now 0 cost
/ optionally learned.
## Why It's Good For The Game
The intent of this ability to add a new avenue for stealthier
changelings to spring upon their victims - faking their death only to
get brought to medical, then springing up like a bat out of hell and
pouncing upon a now vulnerable medical doctor.
Or maybe pretending to be another type of criminal to get brought to the
brig medbay and revived, then suddenly jumping up and striking out.
As for the DNA sting change - Ling gets a ton of buttons to start and
people don't often use a lot of them. DNA sting is a prime example. By
moving some to just "zero cost, optional", trims down on some action
ability bloat.
## Changelog
🆑 Melbert
add: Added a new 0 cost passive changeling ability, the Defibrillator
Grasp.
add: DNA sing is now no longer innate, but 0 cost, allowing changelings
to not take it if they don't plan on using it.
/🆑
## About The Pull Request
- Adds Roach Infusion to the DNA infuser.
- Bonuses include:
- All infused organs are 2x as healthy, notably your heart: Meaning
getting revived after being dead a while is easier
- When being attacked from behind or while lying down, take 50% less
damage from brute attacks
- Lose disgust 32x faster, making it a non-issue
- Higher toxin purge threshold (5 units, up from 3)
- Virus resistance (same as spaceacillin)
- 100 innate bomb armor, preventing explosions from gibbing you
- 90 innate bio armor
- Immunity to appendicitis, radiation, and to being gibbed by nuclear
bombs
- Downsides include:
- Knockdowns are 3x as long
- get 3x as hungry
- Ingest reagents to your stomach 1.5x slower
- Take 2x as much damage from toxins
- Toxins over the purge threshold deal 4x more liver damage (effectively
2x, as the liver has 2x health)
- Becoming a bug
- Roaches are gross
- Adds a way to kill roaches without having them splat. If they are
sprayed with bug spray, they will simply fall over, and can be scooped
up.
https://github.com/tgstation/tgstation/assets/51863163/5078c493-9e28-42cb-ae51-45fa25b67a34
## Why It's Good For The Game
More content for the DNA infuser, which benefits greatly from variety.
While initially it may seem like a lot of bonuses, a lot of them are
very niche, with the exception being the brute resilience which is the
big "actually useful" bonus you gain.
The infusion is intended to be given to Engineers, offering innate
Radiation immunity to allow them to work on the Supermatter without
needing a rad suit. Likewise, if the work goes south and the Supermatter
goes boom, their body will more than likely survive the blast.
## Changelog
🆑 Melbert
add: Adds the Roach infusion to the DNA infuser. Do you want to survive
a nuclear apocalypse? Visit genetics today.
add: Adds a way to kill Roaches without splatting them. Visit botany for
a spray bottle of pestkiller.
qol: Infuser book is more book-like
fix: DNA infuser correctly gives on-success feedback messages
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
I was reading over components and saw one called jousting, I vividly
remember it being mentioned every so often but I've never seen it
in-game. Turns out the SINGLE case for it is when you are using a spear
on a borg. The code itself was also very over the place, making it a
little confusing to figure out what it did.
I tried cleaning the file up as much as I could, and since I wanted to
see this in-game more often, I made some player-facing changes too:
- You can now joust from any vehicle, not just borgs (Secway, ATV,
scooter, Charger holoparasite)
- Added jousting to the broom, pitchfork, captain's sabre, and energy
sword while active (ONLY esword, NOT desword).
- Added examine text to indicate this feature exists.
Extra notes:
Esword gains half the damage increase and half the knockdown chance than
other ways of jousting
Broom only gets 25% damage increase from jousting, since the broom is
already pretty strong I thought it would be better off as something used
mostly to knockdown.
Spears have to travel a longer distance than other weapons to get their
jousting benefits (since it's supposed to be a ghetto weapon)
Jousting now takes the minimum distance needed into account when
handling knockdown chance & damage dealt, so travelling 5 tiles will no
longer be 100% chance of knockdown if you need a minimum distance of 3
tiles to joust (it will instead be 40%, since you've only traveled 2
tiles in 'jousting' mode).
## Why It's Good For The Game
This is an underused component and I thought it would bring some pretty
cool interactions, especially for Holoparasite & Janitors, as a new way
to use vehicles to your advantage when it's otherwise seen as just a
slowdown.
## Changelog
🆑
balance: Jousting now works on anything you're buckled to, not just
Cyborgs.
balance: Brooms, Pitchforks, the Captain's Sabre, and Energy swords can
now be used for jousting.
balance: Spears need to travel a longer distance to joust now.
balance: Jousting's knockdown and damage now only gets stronger after
you've traveled the minimum tiles needed to joust.
/🆑
## About The Pull Request
This PR overhauls and adds functionality to Stethoscopes and Flashlight
examinations (i.e. shining a penlight into someone's eyes/mouth).
Stethoscope Changes
- Dynamic results based on targeted body part.
- Chest: Assess whether the heart is beating, whether it is damaged
(above 10 dmg), and whether or not the player has suffered severe blood
loss. Assess whether the player is breathing, has lung damage (above
10dmg), and whether or not they have suffocation damage (above 10dmg).
- Head/Extremities: Assess heart function as above, and blood level
(nominal/low/critical).
- Groin: Assess whether or not the liver or the appendix have suffered
damage (above 10dmg). (The latter is only detectable if the patient is
conscious)
Flashlight Changes
- Eyes: Assess whether the patient is dead, has sustained brain damage
(above 20dmg), or has an X-Ray mutation.
- Mouth: Assess mouth organs, dental implants, suffocation damage (above
20dmg), and blood volume (nominal/low/critical)
## Why It's Good For The Game
Adds some proper functionality to two very rarely used tools.
Loosens up medical players' dependence on health analyzers to assess
their patients Provides an alternative, if manual and less accurate,
means of assessment.
For players interested in a more hands-on, RP focused approach to medbay
(or those in areas without power to recharge analyzers); I think this
will be a welcome addition.
## Proof of Testing
<details>
<summary>Screenshots/Videos</summary>
https://github.com/tgstation/tgstation/assets/107971606/43e87774-6db5-4db1-b7fa-92c3565c1009https://github.com/tgstation/tgstation/assets/107971606/9ec42cc4-a996-4d60-a6f1-1aecf24b9bc8
</details>
## Changelog
🆑
add: Stethoscopes may be used on the chest, groin, or extremities to
assess organ damage, blood level, and/or suffocation damage depending on
the targeted area.
add: Shining flashlights into the mouth or eyes of other players will
additionally assess brain health, suffocation damage, and/or blood level
depending on the targeted area.
balance: Halves the duration of the flash effect from shining lights
into players' eyes (2s -> 1s). Use combat mode to get the full duration.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Makes you lie down when you are buckled to a surgery table, and also
removes the need to be cuffed in order to be buckled to one. Also
_technically_ makes surgery tables no longer climbable, but you can
still get on top of one by just buckling yourself to it and then
unbuckling.
## Why It's Good For The Game
This is a quality of life change for medbay (and anyone doing surgery).
It's kind of dumb that people stand up when buckled to surgery tables,
this makes you no longer have to ask them to lie down, especially nice
for dealing with patients who may still be AFK after getting out of
crit.
This also makes surgery a little easier on unwilling victims, no longer
requiring you use a regular/roller bed or crit them/keep them stunned.
## Changelog
🆑
qol: people now lie down when buckled to surgery tables, and you no
longer need cuffs to buckle someone to a surgery table
/🆑
## About The Pull Request
Gives duffelbags their proper slot count
They inherited this from backpacks, but I sorta just forgot about that
[Creates "levels" of locked objects, uses that to make locked duffels
work](c613c00f62)
[c613c00](c613c00f62)
Turns locked into something that holds defines, this makes life a lot
easier.
Requires a lot of boilerplate because of how many uses of these procs
there are and all the passthrough and shit.
Adds a few outfit subtypes to avoid this class of failure in future.
Renames the args in a few but not all touched procs, one thing at a time
Closes#76407Closes#76430 Had the lock check in the wrong place
Closes#76441 GOD I HATE TK SO MUCH
Wrote half the pr without glasses so if it's weird gimme some grace
yeah?
## Changelog
🆑
fix: Fixes some fuck with duffelbags, them not holding enough + issues
with spawning gear in them (job shit and all)
/🆑
## About The Pull Request
Hot take but [Fortnite](https://www.youtube.com/watch?v=QqRLVFRe9AU) is
actually kind of fun when your opponents can't turn around and shit out
a five story mansion with a three car garage when you so much as breathe
in their direction.
I'm labeling this a fix because goof for some reason didn't do this in
his last anti-Fortnite PR and I can't imagine he intended to _not_ do
it.
## Why It's Good For The Game
Similarly, being able to shit out windows in combat is probably bad for
balance. All the windows take the same amount of time - 0.5s for
directional, 2s for full-tile.
## Changelog
🆑 Vekter
balance: Adds a build time to window types which didn't have ones
before.
/🆑
## About The Pull Request
Converts generic, copypasted behavior into an element.
## Why It's Good For The Game
I'd rather not have someone just copypaste the old thing, since there're
a few more things to take into account now than just whether the item
has gravity, and if that ever has to change, we will only have to modify
one line than several.
## Changelog
🆑
fix: Fixed the office chair being silent. My bad.
/🆑
## About The Pull Request
We want languages to be special to species, these devalue that and make
them far too common.
The listen only thing does this especially badly. I'm sorry arcane I
know it's good for cargo but this vibes horrible and we shouldn't have
it
## Why It's Good For The Game
You should be able to talk privately via language with minimal snoopage
## Changelog
🆑
del: Removed language encryption keys from cargo, s bad for species
talking among each other, a thing we want them to do
/🆑
## About The Pull Request
This adds a craftable laser musket to the game. It's slow and unwieldy,
but consistent! I'd be happy to tweak the numbers if it's too good/bad.
This PR also adds an independent militia ERT, who travels the spinward
sector to help defend stations!
TO DO LIST:
- [x] Finish worn sprites
- [x] Add a crafting recipe on par with the pipegun
- [x] Add bayonets
- [x] Separate charging into two stages and REDO THE AUDIO AAAA
- [x] Clean up code (Needs review, totally)
Scrapped:
- Possibly add overcharge mechanic (This is just beyond my skill level
for now)
- Find a unique sound for the weapon firing (We have a unique
projectile, and I can't a sound that fits more than the laser gun one)





Inhands by RedSentry27
Suit sprite by Kinnebian
Prime Laser Musket sprites by RedSentry27
Balance Considerations (ew):
25 damage (30 on prime)
Normal wound
40 Stamina damage (45 on prime)
Weak to armour (prime not weak to armor)
2 second charge time, needs to be charged twice
No overcharge
Requires two hands to hold (like a chainsaw)
Crafting Recipe:
One rifle stock
Fifteen Cable Coils
Four Iron Rods
One micro laser
One capacitor
One pair of prescription glasses
One drinking glass
Craft for 10 seconds with a wirecutter and screwdriver
Prime crafting recipe: (REQUIRES READING MAINTENANCE LOOT: "journal of a
space ranger")
One laser musket
Fifteen cable coils
Five silver
One water recycler
Fifteen units of nuka cola
Craft for 30 seconds with a screwdriver while wearing cowboy boots and a
cowboy hat
## Why It's Good For The Game
The idea of assistants and revs forming firing lines in the halls to
shoot eachother sounds hilarious. Besides, we need a parallel to the
pipegun, and this is the funniest way to do so.
## Changelog
🆑 Cheshify, Kinnebian, and RedSentry27
add: Maintenance engineers have sent out blueprints across the sector
for a new laser musket.
admin: A new energy-gun toting ERT is available to send to the crew.
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
This PR introduces a whole bunch of Coroner and Morbid related content.
Firstly, Morbid is now a mind trait, and specifically, coroners start
with it.
Coroners also have a liver trait that allows them to heal toxins (very
slowly) from eating pickles and drinking pickle juice. They also
can...drink formaldehyde. I guess. Dissections is thirsty work.
Coroners gain a whole set of special tools specifically for use in any
surgeries marked as interests of the Morbid. This is determined by the
``surgery_flag`` called ``SURGERY_MORBID_CURIOSITY``. Currently, these
surgeries are included;
dissections, autospies, revival surgery, plastic surgery, organ/feature
manipulations, amputations
To fit the theme, TRAIT_MORBID also applies the reduction to eye
snatchers.
While using their special tools, and the surgery is a morbid curiosity,
the coroner/anyone who is morbid gains a 30% speed boost! This stacks
with the dissection speed boost. Otherwise, the tools are just regular
tools with a special name (though the scalpel is better at killing
undead, because, you know, you're watching over the dead).
The coroner's special medkit, which is the only one you can get in a
round, can fit their autopsy scanners and tools. Anything that comes
standard with their kit can go back into it.
Anyone who is morbid can safely retrieve the secrets of the elephant
graveyard. The serrated shovel, notably, is a much better tool and
notably better at killing organics, but not inorganics (like the dead).
(Gives roboticists secure morgue access during skeleton crew pop totals)
## About The Pull Request
Fixes#76405Closes#76408

I goofed this one by not properly testing my review changes after moving
some code around.
Also comes with a nicer solution to a problem I was having with
deletion.
## Why It's Good For The Game
I think it's good to be able to use item actions.
## Changelog
🆑
fix: Actions granted by equipped or held items now actually appear again
/🆑
## About The Pull Request
1. Removed the `get_mover` callback, the mover can be retrieved during
activation itself
2. Fixes#76116
the user is passed correctly during activation & deactivation same for
modsuit modules and this also fixes the same bug for
`/obj/item/organ/internal/cyberimp/chest/thrusters` as it's signal was
also not registered correctly with the user
3. Timestop module on `on_module_triggered()` accepts user as 2nd param
## Changelog
🆑
fix: jetpack modules work on mod suits again
fix: jetpack cyber implants also work
refactor: removed `get_mover` callback, user is retrieved during
activation
refactor: timestop module on `on_module_triggered()` accepts user as 2nd
param
/🆑

## About The Pull Request
There is a 10% chance of getting one of 3 new diseases when you eat
dirty things.
Things become dirty when left on the floor for [more than 5
seconds](https://en.wikipedia.org/wiki/Five-second_rule).
But you can wash (with any method you know from spraying water to
cleaning with soap) or cook them later to avoid this.

Packaged, bowled, canned food (any food that spawns package as trash
afterwards) is protected from this effect.
Makes crafted food spawn on nearby tables when the hands are full.
Except the one behind you.

#### New diseases:
40% chance:

40% chance (Vomiting is of special type that does not stun):

20% chance:

## Why It's Good For The Game
Things that are left on the floor for too long intentionally are trash
that should be disposed by janitor. If you make a meal or prepare a
medication, it makes sense that you should keep your product sanitized.
Things that are dropped unintentionally are supposed to be picked up
quickly. "Oops I dropped this pie, need to pick it up quickly before the
germs spread". 5 seconds are enough for this. If you didn't manage you
will be like "Oh dammit, now I need to wash this pie in a sink".
Now players will consider to not just throw items meant for eating onto
the floor neglecting the fact that it looks odd. If they still ignore
it, people who consume the items will receive a harmless but annoying
disease.
In general this PR aims to force some IC gameplay onto Medics, Chefs and
Botanists so that they care a bit more about things they make for other
players.
The items have a warning message saying that they are dirty and
dangerous, so the consumers have a way to detect dirty items and an
option to wash them with soap/rag/sink/shower/fire extinguisher to
remove the harmful part from the edible item.
So to avoid this, players just need to examine an item before eating it.
Botanists can spray a pile of fruits from a hose for the same effect,
and washed items that stay on floor dont regain germs until moved to
another tile.
Food that converts into another item during cooking (like meat slab
turning into steak) or crafting, will not retain the infection. This
kinda simulates the sanitizing during cooking.
Medics can use elevated structures (e.g. conveyor belt) to avoid getting
their pills dirty during creation in plumbing. Or they can wash the
pills they want to distribute in the shower before packaging them into
pill bottles or a bag.
## Changelog
🆑
add: Food and pills have a 10% chance to infect with one of three new
diseases on consumption when left for more than 5 seconds on the floor.
You can wash it to avoid disease. ChemMaster and Pill Press are added to
the list of elevated structures (Considered as tables for pills). Made
harvest spawn on top of hydrotrays to stay protected from germs.
add: Added three new advanced diseases: Gastritium, Carpellosis, Nebula
Nausea with static cures obtained by digesting dirty food.
fix: Food no longer decomposes on Hydrotrays, Grilles, Bonfires and all
dense kitchen machinery
code: Decomposition now uses `germ_sensitive` component and follows 5
second rule too.
qol: Crafted food items spawns on nearby tables (except the one behind
you) instead of dropping on floor when hands are full.
/🆑
## About The Pull Request
- In PR https://github.com/tgstation/tgstation/pull/76356 missed a few
bits of maptext around, such as shuttle signs and the supermatter. Small
text adjustments/fixes here.
- Large amount of feedback about the context tooltips. Increases size,
lightens default color as to not be too imposing.
🆑 LT3
qol: Context tooltip size increased
fix: Fixed remnants of old maptext code on various things
/🆑
## About The Pull Request
Bug reports seem to come in after the last fix gets merged. It makes me
sad.
## Why It's Good For The Game
The EHMS injector no longer continues to inject no matter what.
Fixes#75776
## Changelog
🆑 Chadley
fix: fixes the EHMS injector's do_after()
code: Improves the code for the disease scan proc (thank you fikou)
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
Title.
## Why It's Good For The Game
Seriously this shit pisses me off, why are ORGAN_SYNTHETIC and
ORGAN_ROBOTIC two different things?
## Changelog
not applicable unless i fucked up
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
Adds a user check to a line and makes it early return now.
## Why It's Good For The Game
Thrown items don't always have a mob throwing them.
## Changelog
🆑
fix: Fixed snatcherprods potentially giving held objects a one-way
ticket to nullspace if thrown at someone by something that's not a mob.
/🆑
## About The Pull Request
Continues the work I started on
https://github.com/tgstation/tgstation/pull/76074
Fixes https://github.com/tgstation/tgstation/issues/73782
Implements a bunch of wrapper procs for hair style, facial hair style,
etc etc the whole nine yards.
Fixes many issues, especially with gradients because I did sloppy tired
code that didn't work there.
Makes head/get_limb_icon() not a disgusting mess (well, at least makes
it less of a disgusting mess).
## Why It's Good For The Game
Actually makes hair and lips depend entirely on the bodypart.
## Changelog
🆑
refactor: Head rendering code has been updated significantly... Again.
Please report any issues with hair, facial hair, lipstick and such.
/🆑
## About The Pull Request
Reworks duffel bags in line with oranges proposed plan.

Basically, instead of just making you slower all the time, they make you
slower while you have them open, but give you the same speed while
they're closed.
As a trade off, opening and closing them takes time, 2.1 seconds
(matches the sound) and 0.5 respectively.
https://github.com/tgstation/tgstation/assets/58055496/555d2cd0-038e-4b0b-a693-0c66dac16f5b
[Adds support for limiting extra storage, uses it to make syndie stuff
cool](d0b2bbf937)
[d0b2bbf](d0b2bbf937)
Syndicate bags currently ignore downsides by just ignoring the slowdown,
but that's kinda boring so let's just buff em instead.
They now support holding a limited amount of bulky items (3), filtered
down to things that would otherwise constitute going loud (or otherwise
be useful to carry around as a loudish traitor)
I may have gone a bit overboard on what I whitelisted here, lemme know
yeah?
I also did some fenangling with backpack uses of create_storage, I don't
like this pattern it was a bad idea I think.
## Why It's Good For The Game
I'm unsure if these delays enough, I think any length of time is decent
since it means you need to stop moving and focus on it for a bit.
My hope is this will make them a proper sidegrade, rather then something
that goes unused/acts as newbie bait
## Changelog
🆑
balance: Duffelbags will now only make you slow while they are unzipped.
As a tradeoff, you now need to stand still and zip/unzip them to access
their contents/not move real slow.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
IT'S OVER.
## Why It's Good For The Game
Species traits are a relic of a time before the trait system was added
to generalize this kind of behavior.
They are clunky and overall less useful than inherent_traits -
Converting these makes it easier to make these behaviors modular and
usable not only by species.
## Changelog
🆑
refactor: A significant species refactor happened, report any issues on
the github.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Fixes mousewheel changing the selected piping layer when the RCD is
in-hands, but not in the active hand.
Also dmdocs, changes some var names, grammar checks some stuff and adds
balloon alerts when installing the wrench upgrade and reprogramming a
pipe.
Removes `activate()` proc that was just a `playsound()`, makes the sound
used for that a define here so it's obvious why's the sound being played
## Why It's Good For The Game
Closes#54844 (it was fixed at some point actually so you couldn't
mousewheel to change layers on an RPD on your belt slot, but the in-hand
inconsistency remained)
Code's a little cleaner
Installing an upgrade's a little more obvious
## Changelog
🆑
fix: fixed RPD switching layers on mousescroll when not in active hand
qol: installing an RPD wrench upgrade & reprogramming a pipe via RMB
produces a balloon alert
/🆑