## About The Pull Request
made manufacturing machines i/o overlays (the blue and orange lights and
such) rotate with the machine
CTRL SHIFT LMB makes the manulathe dump all mats
manulathes no longer may receive ore: this was not intentional,
processing ore is stuff the smelter does
manulathes now use a matter bin instead of a servo (because it makes
sense because it holds mats): this affects its material capacity being:
bin tier * 50 sheets
## Why It's Good For The Game
bug bad
oversight bad
and you also no longer need to decon the lathe to dump mats
## Changelog
🆑
fix: input output overlays for manufacturing machines actually update
properly when rotated
qol: you may dump materials of a manulathe via CTRL SHIFT LMB
balance: manulathes may not receive ore (not intentional)
balance: manulathes now use a matter bin in their construction, which
now affects their material holding capacity: 50 sheets per tier
/🆑
## About The Pull Request
This doesn't work anymore. Thanks to dangerkitten on bitbus for making
me write a regex to find this one.
(said regex being ``playsound\([^,]+, list\(``)
## Changelog
🆑
fix: Hotswapping tanks in pumps and scrubbers now properly plays both
sounds instead of runtiming
/🆑
## About The Pull Request
Fixes#87214
Better bombanana logging that should account for all the edgecases
mentioned in the above issue report, giving more awareness on why a
bombanana peel spawned, as well as renaming the bombanana syndicate
minibomb to actually have the name "bomb". Just does a lot of
retinkering and cleaning up to ensure all the args are appropriate and
that everything should be fed into the logging procs appropriately. Big
ol' verbose message in case something wonks out though, but it should be
pretty evident in the logs now.
## Why It's Good For The Game
Better logging for admins.
## Changelog
🆑
admin: Logging of Bombanana Peel explosions should be far better now.
/🆑
## About The Pull Request
movement subsystem now has the SS_BACKGROUND flag removed
excuse me if this isnt any correct like i know daedalus did this for
some reason at best
## Why It's Good For The Game
(stuff controlled by) movement ss is not actually THAT costly (compared
to Throwing)

(when i nuked metastation on local)
and i think being able to move when you slip on oil or whatever eg
jetpacks during lotsa lag is pretty important
this does not actually make it immune to lag it just seems to mitigate
the issue by a slight margin
## Changelog
🆑
code: Movement Subsystem no longer is a background subsystem. This means
that you should no longer get stuck after slipping on oil during
instances of high usage.
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Blade Heretic has received a few changes.
The cost of crafting a Dark blade has been reduced in exchange for a
lower blade capacity, The Dark blade itself has received a new sprite.

Realignment pulls you out stuns a bit faster and grants baton resistance
while active.
You may now infuse your blades with a (weaker) mansus grasp upon
unlocking the ability to dual wield, they also gain increased demolition
modifier.
Mawed Crucible now slowly refills and requires fewer organs to brew a
potion; you may now use a charge to refill your eldritch flask.
The potion themselves have also received changes more on that below.
The cooldown on the cursed curio shield has been reduced.
Lionhunter's rifle no longer does increased damage on scoped targets,
instead it marks them with Mansus grasp and teleports the heretic to
them.
Lastly Blade ascension has been fixed, you once again get the Ring of
Blades.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Oh boy, here we go.
# **Blade Heretic changes**
Blade Heretic sits in a pretty decent spot, I wouldn't call the path
weak by any stretch of imagination, but there are few aspects that could
be reasonably improved without changing the overall strength of the path
significantly.
**Sundered Blade**
I think these are too expensive to craft, especially compared to the
other blades which require very basic materials.
It's not uncommon to run into situations where you just cannot afford to
make more than a set of blades, and i'd argue it's not fun for the crew
to have their titanium or silver deposit drained every time a blade
heretic rolls around.
As a solution, i'm halving the cost in exchange of lowering the cap from
5 to 4 blades.
**Realingment**
This spell is lowkey awful; 25 stamina regen per second really doesn't
make much of a difference when you are getting chain batoned, I have
footage of blade heretics dying to a single shove stun while this abilty
was active.
The stamina regen and reduce immobility timer has been buffed on top of
granting baton resist so long as it stays active, so you can properly
get in fighting position without getting constantly knocked down.
Mind you, It's still no CNS rebooter, so stuns will still yield a few
seconds of vulnerability.
**Swift Blades reworked into Empowered Blades**
You may now use your Mansus grasp to infuse your Dark blades.
It comes with the tradeoff of losing the knockdown and the stamina
damage, you still retain the backstab.
Video Demonstration: https://www.youtube.com/watch?v=9cO9BOD8Zz4
Dark Blades also gain increased demolition modifier.
Dual wielding puts the heretic in the annoying position of having to
switch between the second Blade and an empty hand to use Mansus grasp.
Blade is supposed to be a master of melee combat, but they are still a
dark mage, so why shouldn't they be able to infuse their blades?
It still comes with a tradeoff, I'd reckon super sweaty players will
still want to hotswap, but hey, the option is there.
The added demolition modifier is to provide Blade with some way of
breaking in and out of places, given the path has no jaunts or utility
whatsoever, this seems reasonable to me.
Lastly Malestrom of Silver finally works now; you once again get the
blade aura upon ascending.
# **Side Knowledge changes**
**Mawed Crucible**
The crucible now passively refills, and has a special interaction to
refill the Eldritch Flask, the potion themselves have received changes.
- Xray Potion: duration bumped from 60 to 90 seconds.
- Wall phasing potion: Duration bumped from 15 to 40 seconds, you may
now recall to your original location at will.
- Potion of the Wounded soldier: Upon expiring, it heals your wounds and
regrows missing limbs.
**Reasoning**: Let's be honest here, noone ever makes this thing, the
cost of making 1 potion is exorbitant and the potion themselves are not
even that good to begin with.
I'm not gonna explain every change in detail, but considering the
crucible is one of the OG side knoweldges and you hardly hear anyone
talk about it, we can safely give it a few buffs.
**Unfathomable Curio**
Cooldown on the shield has been halved.
**Reasoning**: discussed it with Rex (the guy who created it), 60
seconds for 1 block is a bit excessive , 30 seconds seems reasonable
enough.
**Lionhunter's Rifle**
Made a bit easier to craft and maintain, it can now be stored in the
vest slot of the Eldritch Robes.
The homing projectile now fully penetrates armor instead of having bonus
damage; it also marks the victim with Mansus grasp and teleports the
Heretic directly to them, the homing on the projectile itself has been
improved.
**Reasoning**: another side knowledge that sadly barely sees any play.
Frankly this gun just doesn't have a purpose to exist, long range
weaponry don't really mix with Heretic toolkit all that well, as you
want to get close to your target to drag em to the spook dimension, not
snipe 'em from a distance
Lionhunter now works as an initiation tool, upon marking the target, the
Heretic transforms into the fired bullet until it connects, applying
mansus grasp on the victim.
Keep in mind you still need xray or thermals to use the rifle to its
full potential, either from the Crucible or the ashen medallion.
Video Demonstration: https://www.youtube.com/watch?v=AXmidKrx-Fg
As a trade off, the damage has been halved from 60 to 30.
<!-- Argue for the merits of your changes and how they benefit the game,
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probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
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🆑
balance: Sundered Blades now require 1 Titanium or Silver bar to craft
and their capacity has been reduced to 4.
balance: Realignment pulls you out of stuns a bit faster and grants
baton resist while active.
balance: Blade Heretic dual wielding now let's you infuse Your Dark
Blades with a weaker mansus grasp and grants an increase in demolition
modifier.
fix: Malestrom of Silver grants the ring of protective blades once
again.
balance: Mawed Crucible requires 3 organs to brew one potion, passively
refills overtime and can be used to refill the Eldritch Flask
balance: Brew of Crucible soul effect bumped to 40 seconds and can be
ended early.
balance: Brew Of Dusk and Dawn effect bumped to 3 minutes.
balance: Brew of the wounded soldier now offers a very minor passive
heal and fully heals your wounds and limbs upon expiring.
balance: Cursed Curio shield now recharges faster.
balance: Lionhunter's rifle has been reworked, it now fits on the
eldritch robes vest slots, it's cheaper to craft it and its ammunition
and works as an initiation tool.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
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---------
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Closes#87140 by making chainsaws use transforming component like all
other sane items. Also cleanup.
## Changelog
🆑
fix: Chainsaws can now be sharpened
code: Chainsaws have received a minor code refactor
/🆑
# Conflicts:
# code/game/objects/items/chainsaw.dm
## About The Pull Request
Added new settings for the manipulator:
0. Added item in claw overlay. Now you see what object manipulator is
using.
1. Type to take. Manipulator can take items and crates(also livings but
with emag).
https://github.com/user-attachments/assets/8d0a557f-339e-44c5-a48d-5c81c20ca611
2. Modes. Manipulator now have drop/use/throw mode that change
manipulate process with object in claws:
- Drop: Can drop item in floor/storage (selected by priority).
- Use: Will try to use item in claws on living/structures/machinery
(selected by priority). Need tasting.
- Throw: Just throwing the item away!!! Throw range can be modified.
https://github.com/user-attachments/assets/71a204c5-2816-4826-9540-9fcb9699046bhttps://github.com/user-attachments/assets/d38c80cc-3018-45bd-92d3-d1e693e4d586https://github.com/user-attachments/assets/0b745fe6-df3b-4682-8f21-91d87feae84a
3. Priorities. Now you can configure what types of objects the
manipulator will work. Manipulator will choose which object to work with
using a priority list: selects the type with the lowest number. If
manipulator cannot find an item from priority 1, he will look from
priority 2 and so on. can be disabled by clicking on the only 1 priority
button. In this case, the manipulator will not finish its work and will
wait until the desired type of object appears.
4. Emag act. Now manipulator can be emaged. In this case he will have
the opportunity to take living mobs and drop em or THROW AWAY!!!!
https://github.com/user-attachments/assets/27d8b710-ec59-4931-9ca4-4770e929ea7b
If you find secret functions that I didn’t write about, it means I
forgot about them.
## Why It's Good For The Game

As many have said, Manipulator has too few functions. Adds more options
for building -death traps- logistics networks and other automated
manipulation capabilities.
## Changelog
🆑
add: Manipulator now shows what objects he is dragging.
add: Manipulator now can take more then just items.
add: Manipulator now have 3 modes to choice: drop/use/throw.
add: Manipulator now have priorities.
add: Manipulator now can be emaged.
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
## About The Pull Request
The removal of the ability for midround traitors to take progression
objectives had the run-on effect of preventing them from using their
uplink to view their primary objectives, which also means they cant
forge custom objectives. This PR changes that, and provides additional
logic in uplink ui code to account for uplinks belonging to traitors
with one type of objective but not the other.
## Why It's Good For The Game
Fixes#86763
## About The Pull Request
Cyborgs will now be temporarily slowed down when hit with **any melee
weapon**, based on the strength of the weapon.
Thrown weapons maintain their behavior of slowing cyborgs, and they also
now scale based on strength of the weapon.
Thrown weapon slowdown is also stronger (3x stronger) than just hitting
them. So you are still incentivized(?) to use the existing mechanic. To
catch up to them, I guess.
## Why It's Good For The Game
So, this mechanic was added as a new counterbalance to cyborgs due to no
longer being stunned in a single flash.
But 1 year later I polled the community, and the results speak for
themself:


It is my opinion that this mechanic is too obscure and a bit obtuse to
work as a "mechanical counter" to the cyborg.
"Yeah to catch up to a cyborg you have to throw a floor tile or a potted
plant at them."
"You mean I can't just *hit* them with the potted plant?"
"No, you gotta chuck it."
This PR aims to address that by tweaking the mechanic to trigger on any
weapon attacks. Which in my mind, makes sense. "Hitting borgs with stuff
will slow them down temporarily" is easier to parse and observe in
practice than "THROWING stuff at borgs will slow them down".
## Changelog
🆑 Melbert
balance: Cyborgs are now slowed down when hit with any melee weapons,
rather than ONLY when they are hit by THROWN melee weapons. The stronger
the weapon, the stronger the slowdown. Thrown weapons are still more
effective at slowing than just hitting them directly, however.
/🆑
## About The Pull Request
A few people are having issues getting byond membership features
disabled even though they're a byond member. This is *likely* due to
byond server troubles, and according to lummox the lookup proc should
return null when a connection issue happens. So I've put some handling
in there for that case as well as a single retry.
🆑
fix: Byond membership lookup should now warn you when it fails due to a
connection failure.
/🆑
# Conflicts:
# code/modules/client/preferences.dm
## About The Pull Request
there was no real benefit of using signals over proc overrides for many
of these cases.
## Why It's Good For The Game
registering signals on self when we can just override the proc is
un-necessary, im responsible for most of these so im just confronting
the sins of my past
## Changelog
🆑
/🆑
## About The Pull Request
Fixes self-vore message when you get devoured by an alien.
Fixes some simple attack verbs being continuous
## Why It's Good For The Game
Bug fixes good
## Changelog
🆑
spellcheck: Correct message is shown when YOU get devoured by an alien
spellcheck: Fixed a few typos on some simple attack verbs being
continuous
/🆑
## About The Pull Request
Turns out that if you don't test if you fix works, it probably won't!
I've actually managed to test this one, and even though it gave me a
handshake error when joining the other server, at least the fade in
worked! The fadeout is set up in the same way, so it should be fine
## Why It's Good For The Game
ACTUALLY fixes#29496
## Changelog
🆑
fix: ACTUALLY fixes server hop fade in
/🆑
## About The Pull Request
Adds the interaction between the Springlock MOD module and the Gas Water
Vapor so that it snaps shut upon being exposed to the Gas.
Fixes#85666.
Specifically the oversight mentioned in the comments.
## Why It's Good For The Game
Adds consistency to the Springlock MOD module so it properly interacts
with water as intended.
## Changelog
🆑
fix: Springlock MOD module properly interacts with Water Vapor
/🆑
## About The Pull Request
-fixes random test tube racks in the hallways next to cargo
-fixes a bunch of decals
-fixes some item offsets
-moves a table so you can actually push a crate into the medical chute
without using the alt-menu or dismantling a table
-removes random destination tagger on the floor of the new security
outpost
## Why It's Good For The Game
fixes
## Changelog
🆑
fix: fixed up Metastation's cargo delivery office.
/🆑

## About The Pull Request
resprites the existing clown mask styles and adds a new clown mask
style: The Dealer. the old madman mask has been made into an optional
craft: the gamer's wig and mask.
does not resprite already existing default clown mask

## Why It's Good For The Game
resprites are good! and more variety is good too
## Changelog
🆑
add: the Honkmother has decided to bless Her children with a new form!
image: resprited the optional clown mask styles
/🆑
# Conflicts:
# code/datums/components/crafting/tailoring.dm
## About The Pull Request
Hi. Whoever originally wrote the description for this item in the uplink
likely isn't a native english speaker and must've used google translate
to make it. Point is: This description is broken and nobody has fixed it
(I'm assuming nobody wants to spend GBP trying to fix it.)
## Why It's Good For The Game
I'd like to be able to read this item's description and not feel like i
just had a stroke. Also, being descriptive as to WHAT THIS ITEM ACTUALLY
DOES is super important before purchasing it, nobody wants to boot up
the wiki and try to figure out what this does.
## Changelog
🆑
qol: The GLA Brand Mail Counterfeit Device's description has been
updated by a native english speaker and has been made more descriptive.
/🆑
## About The Pull Request
Its now a priority -> color assoc list with a pair of helper procs to
wrap lazylist stuff. New priorities should go to
``code/__DEFINES/bodyparts.dm`` as defines as to be seen and not
overridden.
## Why It's Good For The Game
Wasn't a problem until carps came along as before only hulks used this
thing, now we've got clashing.
## Changelog
🆑
fix: Losing hulk after becoming a carp no longer turns you black
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>