## About The Pull Request
There is a way to specify bodytypes and organ flags when dealing damage,
but no such thing exists when checking the damage for _some reason_.
This means you can't do easily something like check how much damage is
done specifically to nonrobotic limbs.
No more! This PR just adds an arg that probably should have been there
for a while now. Should not have any noticeable effects in-game.
## Why It's Good For The Game
Better procs for coders mean less of a need to do janky things.
## About The Pull Request
Fixes this
<img width="983" height="591" alt="zen_Mhqh2OqiU4"
src="https://github.com/user-attachments/assets/b3275052-1b24-404b-82bc-a4c8e88bdbcf"
/>
This code is mildly bad, but this is the best way we can fix FLOAT_LAYER
topdown emissives/blockers rendering ontop of everything else.
Also added logging/unit testing for blood trails spawned outside of
holders, mappers can use holders to spawn trails (which is the right way
to add them to your maps)
## Changelog
🆑
fix: Fixed blood/glass floor glow going over objects
/🆑
## About The Pull Request
Because fish is an item, it inherits the use of integrity from objects,
however it also has its own health variable. For consistency, ~~damaging
its integrity should also lower its health and healing it should also
recover its integrity. Fish has a max integrity that's double its
health.
I've also renamed `adjust_health` to `set_health` since it doesn't
adjust the health by the provided value but sets it to said value.~~
I've scrapped the latter to instead use integrity.
## Why It's Good For The Game
A small bit of consistency. If you shoot a fish with a laser gun,
wouldn't it die?
## About The Pull Request
Ensures regions of firedoors (full rooms, sections of hallways, etc)
have at least one fire alarm within, to ensure people can always reset
them.
Mappers can ignore regions with a mapping helper if they purposefully
want an area to lack a fire alarm.
## Why It's Good For The Game
A sore spot about fire alarms is when mappers forget / neglect to put a
fire alarm in a region of fire alarms, leaving people trapped.
So we brainstormed a way to automatically check that all firedoors can
be pulled or reset on either side, *somewhere*. It's not particularly
picky, so if the fire alarm is 50 tiles away, it'll still count
## Changelog
🆑 Melbert
qol: Firelock setups across every map should be more sane now, with
better coverage of fire alarms and fewer firelock boxes of doom.
/🆑
## About The Pull Request
atomization of https://github.com/tgstation/tgstation/pull/91702 with a
few changes.
- armor booster module has been removed, nukie suits are now always
fully armored and EVA proof.
- Jetpack modules have had their power drain reduced considerably.
- Cap,Hos and Sec MODs armor values have been bumped up (similar to the
old hardsuit values).
- Sec armor plates are now a cargo import.
The nf suit now comes with the Shock absorber pre-installed.
- Fixes Nukie suits not having T4 flash protection.
- All combat modsuits now have ear protection by default when the suit
active (Cap,Sec,Hos,Syndie,ERT, Death Squad, Ninja and RD.)
- Night visor module now comes preinstalled in the syndie mods and
doesn't conflict with other vision modules, nor it costs complexity,
power drain reduced, the module itself has been removed from the uplink.
- Increases the complexity on the nukie suits by 2 points.
- all traitor modules now cost 1 less TC.
## Why It's Good For The Game
**armor booster removal**
I really dislike how this module works, it's a constant hassle having to
manually swap mode depending on the pressure, it's just an annoyng
memory check that punishes you with chip damage when not respected.
The choice of wheter wearing a mod or not doesn't really apply to
nuclear operatives since they wear these things all the time and losing
half of your armor in space never really made a ton of sense to begin
with.
**Jetpack power drain buff**
The drain on this thing is absolute fucking nuts, it eats high capacity
cells in a matter of minutes, power should be a limiting factor to using
these things but it shouldn't tank your battery health this quickly.
**Cap,Sec,Hos MODs buffs**
Back when Fikou introduced MODsuits, one point he clarified in the
design doc is that "Combat stuff usually leads to uninteresting design,
it makes the suits do everything for everyone"
I don't want to diss on the dude (Love you bud), but I don't think his
point makes a ton of sense.
Combat stuff, on this case Combat mods should be built with Combat in
mind.
In all fairness he then has a paragraph addressing why the crew based
combat suits should have low armor, but it still rings hollow to me.
Armored or not, being slower than your average spessman is enough to
make you an easy target or to never be able to chase anyone on foot,
even with their armor increased I don't see players having them
constantly on all the time, the slowdown is a hard enough disincentive.
The Magnate and HoS mods specifically are unique pieces of gear, and
they are usually assigned to 2 of the most important (and prone to
assassination) roles on the station.
There's also a weird paradox with some of the modules they come equipped
with the sec MODs, the pepper spray and the projectile dampener are
built around getting hit, which is a hard sell when your armor is so low
you might as well just die straight up.
Out of respect to Fikou's will of not wanting to grant the crew the
ability to mass produce combat MODs, I removed the sec modplates from
the techweb and moved em as a cargo import.
**Uplink MODules Price reduction**
These were originally priced with progression in mind, traitor
specifically has become considerably weaker since they lost access to
avenues to generate extra TCs.
It's hard to justify getting a suit when most weapons in the uplink cost
more than half of your budget, let alone the modules.
**Shock absorption into the inf suit**
This module is pretty much already mandatory if you don't want to lose
fights in one hit, wearing a syndie modsuit makes you giga valid to
everyone on station and any traitor worth their salt will buy this
module regardless anyway; it just punishes new players who don't know
better.
**Night Visor MOD changes**
This module is completely useless, nobody ever uses it, because it
conflicts with other vision modules, and it's completely redundant since
Thermal vision already comes packed with NV on their own.
**Complexity increase on the Nukie suits + T4 flashing protection
added**
The nukie suits have honestly quite limited complexity for the role they
are supposed to fill , the T4 flash protection missing from the suit is
unintended as we made any other MODsuit have T4 protection already, Moth
Nukies rejoice.
**Ear Protection on combat MODs (oh boy)**
Listen, as of right now we have a total of 2 counters for flashbangs, a
Bowman or being deaf.
A sealed, airtight suit shouldn't offer less protection against loud
noises than a mere headset.
baddies that usually pack these suits usually have a Bowman anyway,
Nukies have it, ninja can easily teleport into a sec outpost and get it,
it's a bit more tricky for traitor since they usually have to invest in
an emag to quickly take the set or kill a security officer.
At least now if you see a baddie roll up in a suit you no longer have to
play hypotheticals wheter your flashbang will work properly or not.
I also gave the ear protection to the RD mod despite it not being a
combat MOD, because frankly it made sense, it's a bomb proof armor, It
should also protect you from loud noises.
## Changelog
🆑
removal: Armor booster module has been removed.
balance: Jetpack module energy drain has been massively reduced.
balance: armor on the Magnate,Safegaurd and sec modsuits has been
considerably increased.
balance: Sec MOD plates have been transferred from RnD to Cargo.
balance The Infiltrator MOD now comes with the shock absorption module
pre-installed.
balance: Nukie MODsuits hav a bit more complexity.
fix: Nukie MODs now have the same flash protection as the other suits
with welding protection.
balance: night visor module comes pre-installed in the syndie mods, no
longer consumes complexity,drains less power and doesn't conflict with
the other visor MODules.
removal: Nightvision MODule removed from the uplink.
balance: Combat MODs and RDs now grant earing protection when the suit
is active.
/🆑
---------
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
## About The Pull Request
Moves all the dna block handling onto singleton datums initialized
inside global lists, to make the handling dna less of a copy-paste mess
and make adding new blocks significantly easier. There is still some
work to be done in the copypaste department but ultimately that falls
under its own PR scope after the core refactor goes through. (Ill
probably do those but it will also be easier for everyone else as the
code is now significantly less of an eyesore)
Both features and identities have been tested through and through, and
seem to be working fine.
Also removed the reliance on weird hardcoded lookup tables for length,
and other similar things that just didn't make sense when I was passing
through DNA code. There's a lot more that fall out of scope for this
exact PR's goal however
## Why It's Good For The Game
I've been told the maintainers will love me for doing this
## Changelog
🆑
code: feature keys are no longer magical strings floating around the
codebase and use proper defines
refactor: DNA blocks are now handled with singleton datums.
/🆑
## About The Pull Request
There was a PR I wanted to make, but one of the features I wanted the
addition to have was for an affected mob to only speak aphasic, but
understand whatever languages they'd normally be able to understand.
This, in turn, required refactoring language holders to separately block
language speech and comprehension. This change, I decided, would be good
to split into its own PR.
## Why It's Good For The Game
Allows more fine-grained control over what languages an atom is blocked
from speaking or understanding. This will be useful for future PRs or
admin events.
## Changelog
no player-facing changes
## About The Pull Request
This PR makes a number of changes focusing on improving the blob
minions, spores, nauts, zombies and their associated component.
## New sprites
The blob spore, blob zombie and blobbernaut has been resprited.
The spore and zombie have been lightly touched to preserve the most of
the original characteristics while given a cleaner look.
The spore and zombie have a partially desaturated version used to let
more of the strain colour through instead of them all ending up dark
brown.
The blobbernaut has been reshaded and the side sprite has been made
coherent with the front state, I made decided how the front state was
shaded should be the "canon" one (this might be a bit controversial but
the wild inconsistency was bugging me.)
The blobbernaut is a bit less veiny, but the veins look more natural and
use the strain complementary colour. Many combinations are cool, some
are a bit lacking due to the weird choices of complementary colour.


## New Cytology Related Features
Blob mobs can now have strains independently of an overmind.
The 15% mutation chance of vat grown creatures causes a spore or
blobbernaut to get a random strain.
When I first added the blob spore cell line, ghosts could click on cyto
blob spores to posses them, they would then presumably(?) but not
explicitly be free antags. This ability was lost when the blob spore
code was modernised.
Very few people knew about this, and no one grew blob spores anyway.
This feature is coming back in a big way, vat grown blob spores present
a new unique job hazard, they are automatically offered to ghost as an
extremely shitty, but free antag.
I have tested spawning like 15 antag pre-buff blob spores in a live
round and they failed completely to antagonise the crew effectively,
hopefully these buffed spores won't present too much of an issue to our
great administration team, if that ends up being the case, there are
many levers to pull to tone them down.
## Blob Spore Buffs
Blob spores prior to this PR were almost completely useless.
The main cause of this was the extremely dilute reagent smoke reaction;
10u divided over 20 seconds.
This resulted the smoke clouds dealing 0.15 - 0.6 DPS, a completely
negligible and useless amount.
The smoke reagent concentration has been massively increased(10u -> 40u)
and the smoke duration has been reduced(20s -> 8s).
The result of this is that blob spore clouds are something you want to
avoid standing in, but they provide less smoke cover for the blob and
nauts.
Blob spores have also gained the ability to vent crawl. Simple mobs that
can't either open doors or vent crawl feel super bad to play.
They also deal a little more melee damage, but this is still
pathetically low on account of their low attack speed.
I have adjusted their supplementary reagents and reduced the amounts of
spores produced per cycle(2 -> 1) to make them a bit harder to mass
produce.
## Blob Strain Buffs
I have not made this PR with the goal of buffing any particular strain,
but some changes have affected blob strain balance:
### Debris Devourer
This was the only strain that was strongly mechanically tied to the
core.
In order to allow for independent debris devourer mobs, they can now eat
trash(or any item really), they are independent, they store these items
inside their mob, and use these for the debris devourer reactions.
If they have an overmind, the item gets sent to the core.
This should result in a nice buff to the strain, which I've been told is
one of the bad ones.
### Regenerative Materia & Cryogenic Poison
5 years back another contributor removed the ability of blobs and
blobbernauts to transfer reagents with their attacks(as their expose
method is vapour).
This was a completely undocumented change and possibly unintentional, so
I am reverting it by giving blob reagents penetrates_skin = VAPOR again.
This only really affects these two strains. It makes regenerative
materia much stronger, while barely having any effect on cryogenic
poison, because temperature normalisation changes has made it completely
ineffective even with much more reagent applied.
### Electromagnetic Web
The spore reagent cloud buff might also give a boost to some strains
with good expose effects, like electromagnetic web.
## Blob Cooking
Blob spores now drop spore sacks, they can be ground for spore toxin, or
cracked on a griddle to create an egg-like treat!
I also added a detoxification reaction to reduce the amount of toxin
when cooked, might not work yet because I think griddles may not
actually heat the food?
## Sound Effects
Blob spores bursting and blobbernauts dying have sound effects.
## Why It's Good For The Game
level 5 biohazard
## Changelog
🆑
image: blob mobs have been respectfully resprited.
add: vat grown blob mobs can sometimes get born with a blob strain.
add: blob spores drop spore sacks, crack them on the griddle.
add: debris devourer mobs can now eat trash, sending it to the core, if
there is one.
add: vat grown blob spores are now sentient and evil.
balance: blob spores now have much more concentrated smoke.
balance: blob spores can ventcrawl.
fix: regenerative materia and cryogenic poison strain blob tiles & nauts
now inject chems again.
sound: blob spores & blobbernaut now have death sound effects.
/🆑
## About The Pull Request
title
## Why It's Good For The Game
it inherits a lot of behavior from clothing which leads to lots of bugs
when it isn't actually clothes, for example: shredded overlays. this
should be better.
probably fixes a bunch of bugs
## Changelog
🆑
code: mob holders are no longer subtypes of clothes, report any issues
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Reworks the Voidwalker into a basic mob, including a lot of the balance
and mechanics!
Old (left), new (right)

https://github.com/user-attachments/assets/22d6138f-11aa-4f7a-8600-2565e6578bcf
(little outdated)
https://youtu.be/cp1E3qPJGX4 (high res mirror)
**🟨Voidwalker mob changes🟨**
No longer a human species and no more void eater. Instead deals damage
by simple unarmed attacks.
Instead of dealing brute, the voidwalker does oxygen damage (4-5 hits to
knock out) with left-click, and slight brute on right click. Non-human
mobs automatically take brute damage instead of oxygen damage.
150 HP
33% burn armor
Yes it has hands, but it can only pick up and drop stuff
**🟨Window phase🟨**

Instead of needing to smash a window with the void eater, moving through
windows simply leaves them passable for 5 seconds. Makes kidnapping a
lot easier, but also makes it easier for people to chase you
People who used the voided skull also leave windows passable for a short
bit.
**🟩Cosmic Charge🟩**
Standard charge ability, but only lets you charge towards space and
works while dragging people
**🟩The Vomitwalker🟩**
People you kidnapped now occasionally do the nebula vomit, which
voidwalkers can use to dive from and into

Diving into it is very fast but also removes the nebula vomit. You can
also kidnap people into the vomit (this doesn't remove the vomit).
There is also a little UI for tracking this. Clicking it while in space
dive teleports you to the next nebula vomit, if there are any.

**🟨Voided people changes🟨**
Kidnapped people and people that used the cosmic skull are no longer
muted, but take 10% extra brute and occasionally leave behind glass
shards when taking a lot of damage.
Are no longer obliterated on a second encounter with voidwalkers.
Voidwalkers can't hurt people they've already voided (unless they really
want to), but instead just knock them out for 30s
Also the kidnapped do space vomit as I said earlier.
**🟩Sunwalker🟩**
Voidwalker variant made for pure murderbone. Has no camo and kindap
mechanics, but has a fiery charge, loads of damage and area igniting and
people ignition. It's admin, but I might change this later once I've had
some more time to think about it.

Other changes:
- Voidwindows no longer need to be space adjacent
- Unsettle works faster but can't be used in combat anymore
- Space camo now grants complete space invisibility
- Makes a lot of aspects easily moddable, so we can easily mod it into a
moistwalker in-game
- Taking a cosmic skull when you already used one gives you the old
voidwalker void eater arm. Additional uses just gives you more void
eater arms until you run out of hands
- I definitely forgot a lot more
- I made a cool voidwalker hud! It even has a unique space camo toggle
## Why It's Good For The Game
<details>
<summary>Lot of text</summary>
Voidwalker was basically a snowflaked toghether human species because I
didn't know how to sprite, but I was able to work with species and
visual effects. Then I realized I can just commission sprites!
This also let me just cut out a lot of the snowflake code, because it's
no longer a human so half the things I didn't want them to be able to
do, they just literally cannot do.
Voidwalkers were in a bit of strange spot with kidnapping? There was
essentially no incentive, other than "smash spaceman = funny". They also
had issues doing, anything? There's surprisingly little space on a space
station, especially maps such as tram. Making the voided victims have
nebula vomit gives the voidwalker a reason to WANT to kidnap, by giving
them a way to appear basically anywhere on the station. I don't think
it's too overpowered. Voided people don't vomit that much, it's easily
cleanable and diving into it removes them, so they're limited usability.
Replacing the brute damage with oxygen damage also kinda... just makes
sense? I seriously contemplated letting them do stamina damage for the
first iteration, but opted not to do it because stamina damage has so
many hooks attached. Oxygen damage doesn't! It's also just incredibly
thematic, let's them bypass most armor and makes them more suited to
non-letha kidnappings.
Space camo making them completely invisible was also long overdue. It
was literally just urging people to turn up their gamma and turn down
their parallax settings. I thought it was an interesting mechanic, but
it's just straight up unfair and doesn't belong in a multiplayer game.
They now more frequently leave behind little glass shards, leave
particles from nebula vomit they leave from and have more unique sound
effects, so attentive (and lucky) people can still deduce if an area is
safe-ish.
I removed being able to shatter voided people because the mechanic was
deeply misunderstood. It was intended to give them a means of removing
people if they kept incessently bothering the voidwalker, but people
went out of their way to use this to roundremove people they had already
voided. The 30s sleep conveys my intention a lot better, and fits better
now that the voidwalker benefits from having as many voided people
vomitting all over the place.
The cosmic charge gives them some much needed survivability. My
experiences (in observing voidwalkers, I can never get the roll ;_;) is
that they're constantly one mistake away from complete obliteration. The
cosmic charge let's them get out quick despite their slow movement speed
in gravity. It also makes them stronger when fighting in space.
They got 33% burn armor so it's a tiny bit harder to wipe them away in a
single laser salvo, while still giving people ample opportunity to fight
them off . Also they're like glass or something so it fits thematically.
I gave them hands because I thought it was cool, might be a mistake idk
</details>
## Changelog
🆑 Time-Green, INFRARED_BACON
add: Voidwalker has been throughly reworked! Now you are even less safe!
admin: Adds admin-only Sunwalker mob
fix: Unsettle doesnt work on yourself anymore
fix: Space camo doesnt stop bobbing anymore
fix: Voidwalker windows now recharge on kidnap
runtime: Fixes healthanalyzers runtiming when scanning mobs without
reagent holders
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
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request process. -->
## About The Pull Request
I was planning on doing this a few years ago but didn't to let other
people do it; no one did it so I just did it since it's still on the
docket. Even easier in a post #90578 world
<!-- 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
Lot more lightweight as it were. This mob also doesn't really need to
"live" either, so we can bypass the whole life chain as well to
alleviate any struggles. The item does 95% of the work anyways lol.
also damn you guys laxed up on the alphabetization requirements. touched
all that up while in the areas i was fixing. soulscythes are in their
own file now too instead of the bubblegum one or whatever
<!-- 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
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🆑
refactor: Soulscythes have undergone a mild refactor, but everything
should work as it should. Report any issues.
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
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## About The Pull Request
Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic
from the ground-up
- Dynamic configuration is now vastly streamlined, making it far far far
easier to understand and edit
- Threat is gone entirely; round chaos is now determined by dynamic
tiers
- There's 5 dynamic tiers, 0 to 4.
- 0 is a pure greenshift.
- Tiers are just picked via weight - "16% chance of getting a high chaos
round".
- Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be
selected".
- Tier determines how much of every ruleset is picked. "Tier 4 (High
Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3
latejoins".
- The number of rulesets picked depends on how many people are in the
server - this is also configurable[2]. As an example, a tier that
demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and
will not spawn 2 rulesets if population <= 25.
- Tiers also determine time before light, heavy, and latejoin rulesets
are picked, as well as the cooldown range between spawns. More chaotic
tiers may send midrounds sooner or wait less time between sending them.
- On the ruleset side of things, "requirements", "scaling", and
"enemies" is gone.
- You can configure a ruleset's min pop and weight flat, or per tier.
- For example a ruleset like Obsession is weighted higher for tiers 1-2
and lower for tiers 3-4.
- Rather than scaling up, roundstart rulesets can just be selected
multiple times.
- Rulesets also have `min_antag_cap` and `max_antag_cap`.
`min_antag_cap` determines how many candidates are needed for it to run,
and `max_antag_cap` determines how many candidates are selected.
- Rulesets attempt to run every 2.5 minutes. [3]
- Light rulesets will ALWAYS be picked before heavy rulesets. [4]
- Light injection chance is no longer 100%, heavy injection chance
formula has been simplified.
- Chance simply scales based on number of dead players / total number
off players, with a flag 50% chance if no antags exist. [5]
[1] This does not guarantee you will actually GET 3-4 roundstart
rulesets. If a roundstart ruleset is picked, and it ends up being unable
to execute (such as "not enough candidates", that slot is effectively a
wash.) This might be revisited.
[2] Currently, this is a hard limit - below X pop, you WILL get a
quarter or a half of the rulesets. This might be revisited to just be
weighted - you are just MORE LIKELY to get a quarter or a half.
[3] Little worried about accidentally frontloading everything so we'll
see about this
[4] This may be revisited but in most contexts it seems sensible.
[5] This may also be revisited, I'm not 100% sure what the best / most
simple way to tackle midround chances is.
Other implementation details
- The process of making rulesets has been streamlined as well. Many
rulesets only amount to a definition and `assign_role`.
- Dynamic.json -> Dynamic.toml
- Dynamic event hijacked was ripped out entirely.
- Most midround antag random events are now dynamic rulesets. Fugitives,
Morphs, Slaughter Demons, etc.
- The 1 weight slaughter demon event is gone. RIP in peace.
- There is now a hidden midround event that simply adds +1 latejoin, +1
light, or +1 heavy ruleset.
- `mind.special_role` is dead. Minds have a lazylist of special roles
now but it's essentially only used for traitor panel.
- Revs refactored almost entirely. Revs can now exist without a dynamic
ruleset.
- Cult refactored a tiny bit.
- Antag datums cleaned up.
- Pre round setup is less centralized on Dynamic.
- Admins have a whole panel for interfacing with dynamic. It's pretty
slapdash I'm sure someone could make a nicer looking one.


- Maybe some other things.
## Why It's Good For The Game
See readme for more info.
Will you see a massive change in how rounds play out? My hunch says
rounds will spawn less rulesets on average, but it's ultimately to how
it's configured
## Changelog
🆑 Melbert
refactor: Dynamic rewritten entirely, report any strange rounds
config: Dynamic config reworked, it's now a TOML file
refactor: Refactored antag roles somewhat, report any oddities
refactor: Refactored Revolution entirely, report any oddities
del: Deleted most midround events that spawn antags - they use dynamic
rulesets now
add: Dynamic rulesets can now be false alarms
add: Adds a random event that gives dynamic the ability to run another
ruleset later
admin: Adds a panel for messing around with dynamic
admin: Adds a panel for chance for every dynamic ruleset to be selected
admin: You can spawn revs without using dynamic now
fix: Nuke team leaders get their fun title back
/🆑
## About The Pull Request
Fixes#91795Fixes#91790
Checking for `MOBILITY_USE` in `allowed` has too broad of an effect,
catching mobs which don't have `MOBILITY_USE` but should otherwise be
able to use doors.
I checked with JFW and this was done to prevent spirits from accessing
doors on click. So I just moved it to attack hand.
Telekinesis interactions was also fixed by adding a `check_access(null)`
check back to `allowed` as it used to have. Not sure why it was ever
removed.
## Changelog
🆑 Melbert
fix: AIs can open windoors
fix: Mechas can open airlocks
fix: Handcuffed people can open public airlocks
fix: Telekinesis can open public airlocks
/🆑
## About The Pull Request
Adds 2 new species: Spirits and Ghosts
Spirits are available roundstart during Halloween, Wabbajack and
Xenobio's black slime extract
Ghosts are available through Magic mirrors
They fly around, and don't have legs and instead float around. They also
can't get legs implanted onto themselves.
They also do have organs, so they are affected by flashbangs, they do
get hungry, they do need oxygen to survive (they don't take damage in
space but they do suffocate & get slowdown), and can process chems.
Gibbing a ghost gives ectoplasm, an ingredient for ghost burgers.
Chaplains also got a buff here, null rod-type weapons' bane is now
against Spirit mobs, rather than hardcoded revenants. This means it now
includes Spirits/Ghosts, but also Soulscythes & Cult shades.
Also re-adds https://github.com/tgstation/tgstation/pull/81630 which was
reverted in https://github.com/tgstation/tgstation/pull/86506 which I
assume was accidental.
### The difference between Spirits and Ghosts
Ghosts have an innate ability to become incorporeal, which allows them
to phase through walls and stuff. Using this will immediately make them
drop any non-ghost limb/organ (not implants cause I thought it would be
funny). This ability is not available if they have holy water in their
system, and like revenants they also can't walk over blessed tiles with
it. They are also invisible to cameras while using this (not the obscura
though).
Sprites taken from observers directly, if anyone wants to make custom
sprites for them feel free. If anyone wants to make this obtainable
somehow in-game as well I wouldn't be opposed, halloween is just where I
thought it would fit most.
This also adds a lot of fixes that I encountered trying to add this,
from systems that have been neglected throughout the years.
https://github.com/user-attachments/assets/e368d710-80a0-4c63-b271-1abe3dd41a5e
## Why It's Good For The Game
We haven't gotten a new halloween species in a long time and thought it
would be fun if you can play as an actual ghost, the soul that remains
after a person passes, so Halloween feels more haunted. It's overall
made in just good fun, with a bonus that Ghosts are a cool species to
play with as well for Wizards & maybe Chaplains in the future (Dead sect
when?)
## Changelog
🆑
add: Added a new halloween species: Spirits, a species without legs and
instead floats.
add: Added a new magic mirror species: Ghosts, like spirits but with the
ability to become incorporeal, traversing through solid wall.
fix: Mobs unable to use storage items now can't use storage items.
fix: Mobs unable to use items can now not open airlocks & closets
fix: Mobs unable to pick items up can no longer pick items up and
immediately drop, moving one tile at a time.
fix: Mobs with intentional missing limbs (Alien larva) no longer show
their limbs as missing on examine (again)
fix: Golems' pref page had a missing icon, it now has one.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
These are not coded to be spawned outside of a borg, and if they are,
they will cause issues. (see: dropping the 'robot''s module in a pile on
the ground).
## Why It's Good For The Game
This can cause issues such as hard dels if any of the spawned modules
gets destroyed.
## Changelog
Nothing player-facing
## About The Pull Request
This PR aims to clean or bring up to date portions of code about dna,
the dna console and mutations. This includes taking care of or removing
some of the awful choices like the pratically useless
`datum/mutation/human` pathing, or the class variable, in favor of using
sources to avoid potential issues with extraneous sources of a mutation.
The files changed are over a hundred just because I removed the
`datum/mutation/human` path, but the actual bulk of the code is mainly
shared between the datum/dna.dm, _mutations.dm and dna_console.dm.
## Why It's Good For The Game
Mutation shitcode is hurting my future plans for infusions a little.
Also it's a much needed refactor. Drafted 'till I'm sure it works
without issues.
## Changelog
🆑
refactor: Refactored mutation code backend. Report any issue.
/🆑
## About The Pull Request
This has the potential to create a lot of needless mob updates which is
not great. Now should only update a mob's clothing if it was actually
washed.
This PR
1) ensures that all wash() procs return a bitflag.
2) ensures that `wash()` proccalls which result in expensive operations
like icon updates only do so when it is necessary
## Why It's Good For The Game
Updating mob sprites is expensive, and doing it when nothing has been
changed is bad.
## Changelog
Nothing really player facing
## About The Pull Request
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.
EDIT: Several things have come up while working on this, so I apologise
that it ended up changing over 100+ files. I managed to atomize some of
the changes, but it's a bit tedious.
EDIT: TLDR because I was told this section is too vague and there's too
much going on. This PR:
- Improves the dated crafting code (not the UI).
- replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion`
with `atom/on_craft_completion`.
- Reqs used in food recipes are now deleted by default and not stored
inside the result (they did nothing).
- Renames the customizable_reagent_holder comp and improves it (No
harddels/ref issues).
- Adds a unit test that tries to craft all recipes to see what's wrong
(it skips some of the much more specific reqs for now).
- In the unit test is also the code to make sure materials of the
crafted item and a non-crafted item of the same type are roughly the
same, so far only applied to food.
- Some mild material/food refactoring around the fact that food item
code has been changed to support materials.
## Why It's Good For The Game
Improving the backbone of the crafting system. Also materials and food
code.
## Changelog
🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑
## About The Pull Request
This moves Cyborgs onto using storage datums, removing the remenants of
the shitcode that was Cyborg inventory. It's now done mostly by
equipping/unequipping/storage items, much like how other mobs do.
This allows borgs to take advantage of more hand support stuff and
things like ``dropped()``, so borgs no longer have to copy paste drop
code to ``cyborg_unequip``
It also:
- Removes ``CYBORG_ITEM_TRAIT``
- Removes all borg items being ``NODROP``
https://github.com/user-attachments/assets/11442a10-3443-41f2-8c72-b38fb0126cdb
## Why It's Good For The Game
Currently borgs are able to have their entire inventory open and a bag
below it, which I thought was a little weird. I always assumed they WERE
storage items, so I guess I'm doing it myself.
Cyborgs using storage code makes it easier for contributors to actually
do stuff with, without risking breaking everything. It also hopefully
will make borg items more resilient against breaking in the future, now
that we're not relying on nodrop.
Also just brings them more in line with other mobs, all of which make
use of storages.
## Changelog
🆑
refactor: Cyborg's modules now use storage (so opening a bag will close
modules instead of overlap one over the other).
qol: Observers can now see Cyborg's inventories (like they can for
humans).
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.
- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.
- Closes#91039
#### Examples
A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


## About The Pull Request
Prettier (an auto formatter) is set to only run within the tgui folder
currently. This removes that limitation, allowing it to automatically
format all supported files in the repo (.js, .html, .yml
[etc](https://prettier.io/docs/))
I made a few exceptions for bundled and generated files
## Why It's Good For The Game
I'm of the opinion that code should look uniform and am lazy enough to
want CTRL-S to format files without having to think beyond that
## Changelog
## About The Pull Request
Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.
What this PR does:
- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.

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


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

</details>
---
### Copied from https://github.com/tgstation/tgstation/pull/86482 as
this still applies:
Note for Spriters:
After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.
Note for Server Operators:
In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt
## Why It's Good For The Game
No more error icons in SDMM and loadout.
## Changelog
🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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## About The Pull Request
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
Places a check to see if there is a fishing count regen list, and
creates a new one if there is not. Then apply a 30 minutes regen on
things that have no regen listed.
Removes explosions and NPC's from fishing both message in a bottle and
unique items.
Adjust the tables of Lavaland and Icemoon maps. Made sure both fishing
sources have skeleton keys, tendril chests and runite on both tables, to
equalize the fishing experience a bit.
Removes the failing conditions to the Unit Tests related to fishing, as
they depended on this base npc behaviour. I dont have the knowledge to
fix the UT beyond that.
## Why It's Good For The Game
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
Fixes#90972
Unique Stuff is good to spawn only for players, not for soulless npc's
and random explosions.
If the rounds extend, is good for content to still exist instead of
being lost forever. Gives the chance to players to persevere should the
round last that long.
We had a lot of duds on Lavaland compared to Icemoon, this just
equalizes it.
Adds Runite to fishing in Lavaland as its used to make Runite fishng
rods, which are good for fishing, it also doesnt alter the balance of
the game like adamantium does.
Tendril Crates on the Icemoon equalizes the loot pool, and makes for an
unique approach to artifacts, albeit slow and super rng based.
Having Skeleton keys appear along with the crates means not only miners
get some juice of the whole ordeal, which to be fair miners rarely sit
down and fish if they want a tendril chest, they just go and get it.
Tests:
Been a test merge since Feb 20 with no issues reported on downstream:
https://github.com/NovaSector/NovaSector/pull/4916
also local:

## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: To future proof and in case we get long rounds, all limited fishing
items regenerate after 30 minutes if they dont have a regeneration time.
add: Skeleton keys, Tendril chests, Runite can be found in Lava and
Plasma lakes now, although they are rare!
balance: Explosions and NPC's no longer nets you uniques from fishing...
Fish if you want them!
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
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<!-- You can use multiple of the same prefix (they're only used for the
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## About The Pull Request
Makes the unit test much more light weight & faster
Testing individual tools in the toolkit is redundant, We only need to
test 1 & can know the others will work for all borg model types as we
only need to check if it reaches the attack chain or not
## Changelog
🆑
code: borg omnitool unit test is much faster
/🆑
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
## About The Pull Request
- Damp rag is now no longer god's perfect cleaning tool. After blood,
the damp rag will collect it, and after cleaning a lot of blood, you can
no longer clean with the rag until you wash it in a sink (or with
cleaner or however you want)
- This means the rag will collect DNA in it as you clean, which gives
detectives an opportunity to investigate.
- It also means the DNA it collects will occasionally spread onto you,
meaning you will have to clean your gloves or hands.
- Cleaning vomit and such is (currently) unaffected (and does not dirty
the rag).
- Diseases are not currently transferred to the rag (but this would be
fun to add)
- Gauze now gets dirty when using it to wrap bleeding wounds. This is
just visual, though blood DNA gets transferred. It can be washed in a
sink.
- Removed gauze on sink / cloth on sink interaction.
- Can't really wash gauze with it, plus it's redundant.
- Damp rag is no longer a cup.
## Why It's Good For The Game
Damp rag is just "soap without any downsides", which is kinda lame.
I thought about going a step further and making it require you wet it
first but then it just becomes "mop but small" which is also lame.
Instead, you're required to clean it, which gives janitors / crewmembers
an alternate cleaning method:
- Soap: Small, finite, limited. Can't be replenished.
- Cleaner: Small, finite, even more limited, ranged. Can be refilled
with chemistry's help.
- Mop: Large, infinite, limited. Needs a water bucket.
- Damp Rag: Small, infinite, limited. Need to clean it after a few goes.
## Changelog
🆑 Melbert
balance: Damp Rags can now get dirty when using them to clean blood,
passing blood DNA along.
add: Gauze now gets dirty when apply it to actively bleeding wounds.
Doesn't spread disease or anything, just passes blood DNA. It can be
cleaned in a sink.
del: Removed cloth on sink / gauze on sink interaction to make rags.
Just use the crafting menu
/🆑
<!-- 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
So yesterday I've spotted that we had wrong SLOTS_AMT value set, and
went a bit down a rabbit hole and found how abhorrent our
ITEM_SLOT_BACKPACK and ITEM_SLOT_BELTPACK usage is. They're not real
inventory slots, but just "hints" at items being located in backpacks or
belts, or instructions to put an item into a belt/backpack. This PR
rewrites all usages of them as "hints", and adds an equip_to_storage
proc used to equip an item into a storage positioned in a certain slot,
so ``equip_to_slot_if_possible(item, ITEM_SLOT_BACKPACK)`` is now
``equip_to_storage(item, ITEM_SLOT_BACK)``
## Why It's Good For The Game
Its really stupid and we shouldn't have those as slot flags,
ITEM_SLOT_HANDS at least makes sense but those two are just absurd.
Should make equipping things into non-backpack storage a bit easier too,
in case we end up going through with the idea of suit/uniform pockets
being a major part of player inventory.
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
refactor: Refactored how backpack and belt contents are handled in mob
inventory code, report any issues with lingering item effects or
inability to equip things into them!
/🆑
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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
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
Human initialization calls species' ``create_fresh_body``, which calls
carbon ``create_bodyparts``, which adds bodyparts directly using
``add_bodypart`` to bypass a lot of unnecessary update calls inside of
that proc. However, this also bypasses 3 comsigs, and bodypart sorting,
which means that order of bodyparts set in
``bodyparts``/``replace_body`` could determine how the mob would spawn
and render until they had a limb reattached to them, and some
bodypart-owned effects like organ set bonuses wouldn't apply on mobs
when they were added from their species.
I've just added a ``lazy`` arg to ``try_attach_limb`` which makes it
only check for limb validity, attach the limb and early return after
sending relevant comsigs without doing any of the updating.
## About The Pull Request
Working on https://github.com/tgstation/tgstation/pull/90711 I noticed I
got a screenshot test error because limbs weren't being rendered
properly, which is cool, however I got this alert from antagonist icon
screenshot tests, for Changelings.
That's when I noticed we don't actually have any screenshot tests to
ensure limbs look the same, so I'm adding a naked person.
## Why It's Good For The Game
If for some reason Changeling's icons are changed or removed, we won't
have any way to tell limb icons randomly break one day because all our
screenshotted mobs are clothed.
## Changelog
Nothing player-facing
## About The Pull Request
This PR:
- Converts all of the blood types into their own datums, which can be
set up to have their own colors, descriptions, and other fun unique
properties. For example, the clown blood that is constantly randomizing
itself.
- Converts all the blood decals into greyscale, which in turn eliminates
the need for separate xeno sprites. They both use the same ones now.
- Audit of blood splatters/gibs/bodyparts/organs to make sure that they
are getting the correct forensic data applied to them.
- For the admins: Adds a clown blood smite.
My primary goal with was to make the appearance of the new sprites look
almost indistinguishable to the original ones.
I consider this a "first pass", as in there are still some further
refactors I would like to do on the backend side, but am satisfied with
it enough to push it forward as a first step towards a better blood
system! I didn't want to do too much at once because of A) fatigue and
B) easier to test things to make sure I'm not breaking something
important this way.
This has been test-merged on Nova for over a week now and has been going
great, so I finally got around to upstreaming the bones to TG. Although
I did test it a bit you may want to TM it just in case I missed some
things when copying it over.
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...
...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!
I also tried to replace some of those single letter vars/args but there
are just way too many of them.
## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.
## Changelog
🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
## About The Pull Request
Updating the code, fixing a couple issues steeming from fishing.
## Why It's Good For The Game
This should fix#90594 (I think?!), fix#90712 and fix#88514.
## Changelog
🆑
fix: Fixed moonfish eggs appearing like huge errors inside aquariums.
fix: Fixed starfish suicide sometimes not deleting you.
/🆑
## About The Pull Request
Fixes#89445 (well, technically. It fixes the bug associated but these
`say`s should really be emotes.)
Three things:
1. Reworks how language translation works.
Rather than scrambling a sentence into a language entirely, sentences
are now scrambled on a per-word basis.
Additionally, the 1000 most common words of a language are *never*
re-scrambled across the duration of a round. Once it's set it's set in
stone.
Example: (Sample / Old / New)

This allows for a number of things:
- More consistent translations, making it (more) viable to actually
"teach" someone words for something
- Maintaining emphasis such as caps (but not `||`, `++`, or `__` - at
least not yet)
- The following:
2. Adds partial language understanding
Some languages can understand portions of other languages.

This pr adds the following:
- Those who understand Beachtongue can understand 50% of Common and 33%
of Uncommon words.
- Those who understand Common can understand 33% of Beachtongue and 20%
of Uncommon words.
- Those who understand Uncommon can understand 20% of Common and 20% of
Beachtongue words.
3. Bilingual quirk has been expanded to accomodate these changes.
There are now two more preferences:
- Language Speakable
- You can toggle this, so you only understand the language, rather than
understand AND speak.
- Language Skill
- If you choose to be unable to speak the language, you can set how much
of the language you can understand, down to 10%.
## Why It's Good For The Game
Playing around languages is fun, but due to the way our translation
works, ALL context is immediately lost for what the other person may be
saying.
If the other person is shouting in all caps? Output language is normal
chatting. This is lame!
Even if someone is unable to understand you, there's a LOT you can
convey just by how you speak, and getting that across in game is quite
difficult when all translations get mauled so badly.
So this changes that.
- Emphasis like caps lock is maintained, so you see someone shouting in
caps in a foreign language you can probably intuit something is wrong
(but not what is wrong!)
- Some languages can gleam bits of other languages, so you MIGHT be able
to pick out context if you pay close attention
- "Brother" languages will now feel more like "brothers" and not
completely divergent
- You can even "teach" someone words in your language - at least the
most common words! (Until next round)
## Changelog
🆑 Melbert
add: Languages can now have partial understanding of other languages.
More common English words are more likely to be mutually understood.
add: Those who understand Beachtongue can understand 50% of Common and
33% of Uncommon words.
add: Those who understand Common can understand 33% of Beachtongue and
20% of Uncommon words.
add: Those who understand Uncommon can understand 20% of Common and 20%
of Beachtongue words.
add: Bilingual quirk: You can now choose between being able to speak or
not speak the language
add: Bilingual quirk: You can now choose to have partial understanding
of your language, rather than full.
qol: If you speak in ALL CAPS in a foreign language, the translated
words will also be ALL CAPS.
qol: Many more forms of punctuation are now conveyed across
translations.
qol: The 1000 most common English words will now never be scrambled when
translating into other languages for the duration of the round. This
means you can actually "learn" some words if you are especially
attentive! (Until the next round at least)
refactor: Refactored language translations. Report if you see any super
odd looking translations.
fix: Force-says forcing you to speak common (such as cult invocations)
will now correctly force you to speak common (even if you don't know
common)
/🆑
## About The Pull Request
Adds a unit test that checks that all designs are accessible through
some source, be it techweb, disks, or innate designs. Certain designs,
like pocket extinguishers, entertainment screens, etc, that have been
present in autolathes but not in the techweb despite having PROTOLATHE
flag assigned have been put into protolathes (where it made sense,
otherwise the flag was removed).
An important change is that restaurant portals are now printable, and
thus can be constructed and deconstructed. Indestructible portals have
been a major gripe of mine for a while, and I don't see a solid reason
for keeping them indestructible if they can easily be printed from the
service protolathe.
Closes#90212
## Why It's Good For The Game
Initial argument for keeping portals unbreakable was to prevent people
from griefing the chef/bartender, but by that logic we can make most
machinery unbreakable too. I don't think that having an unbreakable
portal is good if its locking us out from allowing chefs/bartenders to
reorder or even outright reposition their lunchroom/bar.
## Changelog
🆑
balance: Restaurant portals can now be printed, constructed and
deconstructed. They're also no longer completely invulnerable.
/🆑
## About The Pull Request
Adds STATUS_EFFECT_AUTO_TICK, a define with a value of 0 that just makes
process() call tick() every time.
## Why It's Good For The Game
An unambiguous way to make tick() consistent with process() is quite
nice.
Sometimes you just have a status effect that only needs to run every
0.2s or every 2s. (past cases downstream)
Other times you have a status effect that is reliant on being in sync
with process() (my case downstream that started this PR)
## About The Pull Request
Reverts the storage initialization refactor and all subsequent related
PRs.
The original PR is below our standards both for code quality and
testing, and is majorly flawed at its core. This has been discussed with
other maintainers and headcoder(s?) over on discord. A lot of changes
from the PR could be brought over later, but in its current state it
should not have been merged.
- Closes#90322
- Closes#90313
- Closes#90315
- Closes#90320
- Closes#90312
- Closes#90344
## Why It's Good For The Game
This PR causes a series of major issues which cannot be resolved without
either completely rewriting a lot of the original PR, or bad code.
Not matching our standards is grounds for not merging a PR, and the fact
that a PR should not have been merged is a reason for a revert.
## Changelog
🆑
fix: Fixed a series of storage-related bugs caused by a refactor PR.
/🆑
## About The Pull Request
Blacklists dumpster, hide, random toys, contraband and random medical
equipment crates from the cargo_crate_sanity unit test. These crates are
innately random, and while we have to be aware of potentially having
their average be over their price, we cannot (sanely) test for that
(without spawning a thousand crates, and even then we're affected by
random). The whole point of these crates is gambling on their value.
Closes#90328Closes#90314Closes#90298Closes#90253Closes#90216Closes#90181Closes#90178
## Changelog
Not player facing
## About The Pull Request
It did not return FALSE unless it was set to print messages.
Fixes#90226
## Changelog
🆑 Melbert
fix: Fix storage whitelists / blacklists being ignored in some contexts
(hotkeys)
/🆑
## About The Pull Request
I'm thinking of removing some of the redundant or unnecessary bad design
from fishing, especially aquariums, which are definitely a bit fringe
and difficult to attend to on top of other stuff. However I don't have
all time of the world so I'd rather start small, even if it isn't the
main obstacle (which is keeping fish alive and getting them to reproduce
in the first place).
Thinking about it, the fact that some traits have a chance not to be
passed down to the offspring even if both parents have them is plain bad
and it's led situations where I couldn' tell if it was a bug or a
feature. The solution? Forgo the probability check for traits shared by
both parents.
## Why It's Good For The Game
Clearly that was bad design.
## Changelog
🆑
balance: Made fish traits inheritability easier. They're now guaranteed
to be passed down to offsprings if both parents have them.
/🆑
## About The Pull Request
First just to get it out of the way, yippee, greyscale fedoras.
Available in the Clothesmate. Now you can make a hat to match those
custom buttondowns+suitjackets we already have.

However, because so many of the fedoras pair with other sprites, I
couldn't just make all of them greyscale. Then they wouldn't quite
match!
So I've updated them all - most of the on-mobs are just slight tweaks to
shading so they (as mentioned) match the detective fedora.
The obj sprites were also changed - most are the newer sprite (again,
detective's) but I opted to keep the Reporter and Curator fedoras as
slightly updated old ones because those in particular feel cooler to
have the wide-brims and the angle.

**Additional changes you might notice in the screenshot:**
- Beige Suit had its contrast just _barely_ tweaked to match the fedora.
- Carpskin hat has like 3px changed because they were stray/inconsistent
- Curator's `treasure hunter jacket` had its color changed to pair with
the hat. As it was, the hat being the same color would have been near
identical to the detective's, and this actually matches up with the
intended reference better too. (Plus it inadvertently matches the boots)
- All the hats are down 1px to match the detective. With hair masks, it
looks a **lot** better over hair now...
<details><summary>However, for spritetainer's curiosity, this is the
comparison of how it'd look if they were all up 1px</summary>

</details>
<details><summary>I also had to slightly alter the mask because it
originally cut off 1px too much.
No visual change on the only other hat that uses it (the sec helmet)
</summary>

</details>
## Why It's Good For The Game
**Greyscale Fedoras**
We #love customization. Players can already make their own suits, why
not their own hats to match?
**All the resprites**
Having all of the fedoras looking similar is nice, especially with the
onmob sprites' shading and obj sprites' shapes. Helps players associate
the items with each other better. Plus, the curator's was _really_
soulful.
As for the curator's jacket, I feel having it not be as similar to the
detective's palette will make it stand out more as the unique item it
is. It's a treasure hunter. Give them the admiration they deserve.
**Height/Hairmask**
The height is consistency - one fedora being lower than the other is
confusing and almost looks like a bug.
The hairmask solves the issue that lowering them previously caused - no
more severe clipping with hair.
## Changelog
🆑
add: Added greyscale Fedoras, available in the Clothesmate!
image: Resprited most of the Fedoras - now they'll all be much more
consistent with the detective's updated and sleek ones. They also all
have a hairmask now, so hair will no longer clip with them!
image: To pair with this, the Beige suit has been just slightly tweaked
and the Curator's "Treasure Hunter Jacket" entirely recolored to better
match their fedoras.
/🆑
## About The Pull Request
Added visual overlays for all arm implants, HUD implants (not the
headrev one), internal thrusters, breathing tube, nutriment pumps and
reviver implant.



Additionally, added a wrapper for eye color setting which solves the
issue where non-pref sourced eyecolors got reset after changing them,
and changed how blinking works so now update_body calls don't force you
to blink.
## Why It's Good For The Game
Gives you incredible drip (which makes augments feel more impactful) and
allows others to see if you have certain important augments (reviver)
that could matter.
As for technical changes, both were required for this to HUDs to work
nicely and fix some bugs as a side effect.
## Changelog
🆑
add: Certain implants now have visuals when implanted
fix: You no longer blink when you adjust your clothing
fix: Fixed an issue where some NPC/midround humans would not get their
eye color set correctly
/🆑
## About The Pull Request
Completely refactored how client colors are handled. Now they're similar
to traits, having a source associated with them. Instead of adding and
removing by strict type (which makes client colors prone to getting
duplicated and not cleaned up) you remove a filter associated with a
specific source. Adding another client color with the same source as an
already existing one will replace the existing one if its of a different
type, or do nothing if they're the same (unless force is set to TRUE).
Client colors can also force filter splitting, putting all colors that
come before them, themselves, and all colors after them into separate
filters - this is useful to prevent mixing in filters which are supposed
to remove a certain color.
<details>
<summary>Example of how Perceptomatrix and nightmare vision goggles
combined before this PR:</summary>

And this is after, as you can see nightmare vision effect's red is only
slightly tinted by perceptomatix instead of being literally halved.

</details>
Additionally, added support for custom filters (and not just colors) to
client color code to allow us to work with more colorspaces.
Also fixed weird blindness behavior, so this also
Closes#89787
## Why It's Good For The Game
Makes code less ass to work with, fixes weird color mixing, etc.
## Changelog
🆑
fix: Fixed perceptomatix helmet allowing you to see even when
unconscious
refactor: Refactored how client colors are handled, ensuring that
certain effects like nightmare goggles don't disappear when another
vision-affecting piece of clothing is worn.
/🆑
## About The Pull Request
This PR will allow you to shoot guns pointblank in combat mode by
remaping melee only attack to RMB in combat mode. You still can hold
people on a gunpoint, just use non combat mode to do so.
## Why It's Good For The Game
I think it's much more convenient and intuitive to be able to shoot
pointblank in combat mode.
## Changelog
🆑
qol: Now you can shoot guns pointblank in combat mode! If you want to
attack melee only: use combat mode + right mouse button.
/🆑
---------
Co-authored-by: Sensum <121913313+SSensum@users.noreply.github.com>
## About The Pull Request
I'm highly confused as to A) why this was flaky B) how this even worked
before, converted this to use proper healing/health adjustment methods,
also incorrect feedback in inhalation tests
## Changelog
Not player facing