## About The Pull Request
Adds a couple helpers from #90354
1. `/proc/pick_recursive()` > able to take in nested lists and pick one
object from them. Works the same way `pick_weight_recursive()` does,
just without all the extra `_weight` stuff
2. `span_tinynicegreen()` > we had span_tiny for danger and notice but
not nicegreen, just filling that gap
3. `/matrix/proc/get_angle()` > Tells us the angle a matrix is currently
in
4. `GLOB.all_tool_behaviours` > in case you wanted an easy list for all
tool behaviors
5. `transition_filter_chain()` > a more complicated one, this is used if
you want to make an animation chain for a filter. (Thank you
LemonInTheDark for the help on this one.)
## Why It's Good For The Game
Helpful stuff for future coders is good
## Changelog
🆑 Wallem, LemonInTheDark
code: Added a couple helpers & procs for coders
/🆑
## About The Pull Request
This overhauls nearly all aspects related to heart attacks, making them
more urgent and threatening. It also enables the use of defibrillators
for quicker, less invasive treatment of heart attacks.
They are now a status effect instead of a virus, with a fixed countdown
of about two and a half minutes before full stoppage. As this timer
counts down, symptoms steadily escalate from audio cues to suffocation
and dizziness. Through treatment, the countdown can be wound back and
eventually cured (or you can just swap the heart like usual. Boring!!).
### Treatment
Replacing the heart is no longer the *only* option for treatment. Now,
heart attacks can be cured with the use of a defib. Each shock will
rewind the countdown (and symptoms) heavily, curing it after 2-4 zaps in
quick succession. In lieu of a defib, most other shock sources will
work, albeit much less effectively.
So, if you're in security and *really* don't feel like going to medical,
you can just have your fellow officers taze you back to health!

The emergency penthrite given after the attack has a new icon/message,
and is slightly less forgiving. You can still use it to shock yourself
back to life, still being a very risky move.
The heart attack doesn't manifest on medical HUDs immediately. It only
appears after the victim has reached stage 3 for the first time. At
stage 3, it's pretty apparent to both the victim and anyone around that
they're having a heart attack anyways, but until then it will be on the
victim to identify symptoms. Heart attacks will always be reported on
health analyzer scans, shown as the organ failing due to a myocardial
infarction and a tooltip suggesting defibs/other shocks to treat it.
This also adds two tips, for secoffs and medics, on how to treat a heart
attack.
Defibs also now use up charge for restarting a stopped heart, instead of
only when reviving a corpse.
## Why It's Good For The Game
Making heart attacks more of a threat gives way more weight to something
people should be afraid of, but aren't. Heart attacks fail to emulate
anything resembling a heart attack, to the point that it is lame and
dissapointing. They're an annoyance and a trip to the surgery room for
anyone familiar enough with the game. This iteration may be more
dangerous, but it's also more *exciting* (and can be treated faster).
Broadening the ways to treat a heart attack, or just stave off symptoms,
gives an amount of player agency over this threat. It may be more
urgent, but it doesn't mean it has to be a trip to medbay every time.
You can look for other ways to get zapped (security will help if asked,
I promise) or sandbox up your own solution.
Also, treating heart attacks with defib shocks just makes sense. Why do
we have to trash the whole heart? Usually after a heart attack it still
has like, a year or so of juice left before it quits for good.
More threatening heart attacks also further incentivize synthetic hearts
and working out, or any other clever ways of shielding oneself from an
attack (in case you're paranoid like that).
And lastly, the whole reason I started with this PR in the first place
-- I think it is a bit odd having heart attacks be handled as *diseases*
in the code. Status effects make more sense.
## Changelog
🆑 Rhials
balance: Heart attacks are now more violent and urgent. If you can hear
your own heartbeat and are short of breath, you should probably see a
doctor.
balance: Heart attacks can now be treated and eventually cured with
repeated defibrillation shocks.
balance: Heart attacks can now be treated and eventually cured with
repeated shocks from other sources.
/🆑
## About The Pull Request
Hunger bar is now dynamic rather than 4 static sprites
Hunger bar now accounts for food you have yet to metabolize, meaning it
updates as you eat
https://github.com/user-attachments/assets/06269da7-f07d-4738-98b2-ca6bde8ba0fe
Other changes:
- Adds a hunger tier between hungry and starving
## Why It's Good For The Game
Overeating happens so often simply because this bar is trash, so let's
give it some love
## Changelog
🆑 Melbert
fix: All humans no longer have a baseline "75" ghost nutrition (which
means you can eat more)
qol: Hunger bar update! It's now dynamic and updates as you eat.
qol: Adds a hunger tier between hungry and starving (for mood)
/🆑
## About The Pull Request
Added two new "layers" to hairstyles. The first draws on the normal hair
layer but resists being affected by hair masks unless a piece of
clothing really insists that it must mask it. The second draws on top of
the headwear layer and will ignore all hair masking, but will disappear
entirely if a piece of clothing covers the part of the head that
hairpiece originates from.
Each of these "Layers" (called "hair appendages" in the code) is
associated with a part of the head that it comes off of (left side,
rear, right side, etc.), which pieces of clothing can cover to prevent
those parts from being shown. For example, a Beret will allow a ponytail
to sprout off the back of a person's head and ignore the normal hair
mask, but a winter coat hood covers every part of the head except the
front, so it will hide the ponytail completely.
## Costs
Hairstyles that use this system require some extra icon blending, but
each hairstyle will cache the result of each blend whenever a new hair
mask is applied, so the extra cost only happens once. The cache will
also be used on hairstyles that don't utilize the additional layers, so
we should end up with less total icon blending over the course of a
round than we currently have.
Adds a new sprite layer, OUTER_HAIR_LAYER, to humans.
Changes hair masks from strings specifying an icon state to datums with
an icon state and a bitfield storing which parts of the head the
headware that uses them cover. The singletons for these datums are
stored in the SSaccessories subsystem.
Any hairstyle that uses this system will need 1-2 more icon states in
the human_face.dmi file. I currently have 32 hairstyles marked that
could reasonably use this system, about half of which use both
additional icon states.
## Images
Old system:

New system:


The new system is currently only implemented on the "Ponytail (High)"
hairstyle for demonstration and testing. I have a branch with the same
update for most similar hairstyles I can push if this is merged.
## Why It's Good For The Game
Hair masks are okay but they look really bad with some hairstyles. This
allows people who really care about their character's look to make their
hairstyles work with their favorite hats.
Potential for fixing #88886
## Changelog
🆑
add: Added a system to create hairstyles with multiple layers to allow
better interaction with hats and helmets
image: Added additional sprite layers to the Ponytail (High) hairstyle
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request
webedit hihi
Nitrium is the anti-sleepy gas (at high pp), however, some effects have
negative consequences for how good it is at its job. Lag (occasionally),
and crucially, eating will make it so the reagent is metab'd out of the
mob for just long enough that they lose the sleep immunity. This creates
a frustrating loop where you're falling asleep for just a moment every
few seconds when breathing in a mix of nitrium and healium, which are
meant to synergize together. To fix this, this bumps up the amount of
reagent added to a max of 2, up from 1, bringing it in line with the
lower pp version (which already adds 2 of itself, and doesn't have a
similar issue).
## Why It's Good For The Game
It's frustrating for players to create a gas mix that arbitrarily
doesn't work, especially when caused by eating, often disabling the
proper functioning of Nitrium for the full duration of whatever kind of
"good food" status that is granted. This fixes that minor frustration.
## Changelog
🆑
fix: Mobs should no longer fall asleep when breathing in enough Nitrium
to provide sleep immunity.
/🆑
## About The Pull Request
Used the wrong layer, and we don't need to force direction on them
anymore.
## Changelog
🆑
fix: Fixed debrained/eyeless overlays going over clothing
/🆑
## 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
For some reason we forcefully assigned south direction for overlays on
dismembered bodyparts, despite them being fully capable of rotating.
Fixes this

Credits to Mal/Vinylspiders for finding this
## Changelog
🆑
fix: Fixed weird overlay positioning on dismembered bodyparts
/🆑
## About The Pull Request
516 requires float layered overlays to be using pixel_w and pixel_z
instead of pixel_x and pixel_y respectively, unless we want
visual/layering errors. This makes sense, as w,z are for visual effects
only. Sadly seems we were not entirely consistent in this, and many
things seem to have been using x,y incorrectly.
This hopefully fixes that, and thus also fixes layering issues. Complete
1:1 compatibility not guaranteed.
I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming
inside apply_overlays), and this is still included in the PR to flash
out possible issues in a TM (Plus I will need someone to grep the
runtimes for me after the TM period to make sure nothing was missed).
After this is done I'll remove all these extra checks.
Lints will probably be failing for a bit, got to wait for [this
update](4b77cd487d)
to them to make it into release. Or just unlint the lines, though that's
probably gonna produce code debt
## Why It's Good For The Game
Fixes this massive 516 mess, hopefully.
closes#90281
## Changelog
🆑
refactor: Changed many of our use cases for pixel_x and pixel_y
correctly into pixel_w and pixel_z, fixing layering issues in the
process.
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
## About The Pull Request
This trainwreck of a PR is (hopefully) a final solution to all rendering
jank stemming from the new filter-based coloring system. I went over
every single instance of RESET_COLOR, either adding KEEP_APART or
rewriting them entirely so they render properly. I've also fixed blood
rendering issues by utilizing alpha filters and adding an abstract
"holder" appearance for worn items, which holds blood overlays on worn
clothing as to avoid coloring it. I've also fixed horrible
inconsistencies with atmos pipe coloring as a result (of getting sucked
down that rabbit hole) and converted all uses of COLOR_VERY_LIGHT_GRAY
in atmos code to ATMOS_COLOR_OMNI to avoid confusion.
MODsuit modules still get colored into MOD unit's color, need to
refactor their rendering for this.
Closes#88989Closes#87526Closes#89837
## Changelog
🆑
refactor: Audited all remaining coloring code - among noticeable
changes, blood should no longer get colored or "leak out" of item
bounds, atmos pipes no longer color weirdly and repairbots are white
again.
/🆑
## About The Pull Request
A Huge chunk of changes just comes from moving existing storage code
into new files & seperating `atom_storage` code into its own subtype
under the already existing `storage/subtypes` folder.
With that the changes in this PR can be organized into 3 categories.
**1. Refactors how `/obj/item/storage/PopulateContents()` initializes
storages**
- Fixes#88747 and every other storage item that has a similar variant
of this problem
The problem with `PopulateContents()` is that it allows you to create
atoms directly inside the storage via `new(src)` thus bypassing all the
access restrictions enforced by `/datum/storage/can_insert()` resulting
in storages holding stuff they shouldn't be able to hold.
Now how this proc works has been changed. It must now only return a list
of items(each item in the list can either be a typepath or a solid atom
or a mix of them in any order) that should be inserted into the storage.
Each item is then passed into `can_insert()` to check if it can fit in
the storage.
If your list contains solid atoms they must be first moved
to/Initialized in nullspace so `can_insert()` won't count it as already
inserted. `can_insert()` has now also been refactored to throw stack
traces but explaining exactly why the item could not fit in the storage
thus giving you more debugging details to fix your stuff.
A large majority of changes is refactoring `PopulateContents()` to
return a list instead of simply creating the item in place so simple 1
line changes & with that we have fixed all broken storages(medical
toolbox. electrical toolbox, cruisader armor boxes & many more) that
hold more items they can handle
**2. Organizes initialization of `atom_storage` for storage subtypes.**
All subtypes of `/obj/item/storage` should(not enforced) create their
own `/datum/storage/` subtype under the folder `storage/subtypes` if the
default values are not sufficient. This is the 2nd change done across
all existing storages
Not only does this bring code cleanliness & organization (separating
storage code from item code like how `/datum/wire` code is separated
into its own sub folder) but it also makes storage initialization
slightly faster (because you are not modifying default values after
`atom_storage` is initialized but you are directly setting the default
value in place).
You now cannot & should not modify `atom_storage` values inside
`PopulateContents()`. This will make that proc as pure as possible so
less side effects. Of course this principle is not enforced and you can
still modify the storage value after `Initialize()` but this should not
be encouraged in the future
**3. Adds support for automatic storage computations**
Most people don't understand how `atom_storage` values work. The comment
here clearly states that
55bbfef0da/code/game/objects/items/storage/toolbox.dm (L327-L329)
Because of that the linked issue occurs not just for medical toolbox but
for a lot of other items as well.
Which is why if you do not know what you doing, `PopulateContents()` now
comes with a new storage parameter i.e. `/datum/storage_config`
This datum allows you to compute storage values that will perfectly fit
with the initial contents of your storage. It allows you to do stuff
like computing `max_slots`, `max_item_weight`, `max_total_weight` etc
based on your storage initial contents so that all the contents can fit
perfectly leaving no space for excess.
## Changelog
🆑
fix: storages are no longer initialized with items that can't be put
back in after taking them out
refactor: storage initialization has been refactored. Please report bugs
on github
/🆑
## About The Pull Request
1. Hallucination effects are now tiered
Hallucinations now all have tiers, ranging from common to special.
If you are just hallucinating a teeny bit, you will not experience the
more extreme hallucinations, like bubblegum or your mom.
But if you're hallucinating off your butt, you will be a bit more likely
to experience them.
2. Hallucination rate has been tweaked
Default hallucination cooldown is now 20-80 seconds, up from 10-60
seconds.
However the cooldown will *also* vary depending on just how much you're
hallucinating, going down to 10-40 seconds.
3. RDS is now capped a bit lower (meaning you don't see the higher tiers
like bubblegum).
But I added a preference to uncap it. For the people who actually like
bubblegum visits.
4. If a hallucination fails to trigger, the cooldown will partially
reset. (by 75%)
5. "Fake chat" hallucination will pick more viable subjects.
Fake chat will try to find someone who can actually speak your language,
rather than make a monkey speak mothic or something.
(I may revisit this so if you're super-hallucinating it reverts to old
behavior though.)
6. Adds a hallucination: Fake blood
You hallucinate that you start bleeding, very simple.
7. Adds a hallucination: Fake telepathy
You hallucinate a random telepathic message, similar to fake chat.
8. Adds a hallucination: Eyes in the Dark
A nearby dark turf will have a set of glowing red eyes shine through the
dark. A classic.
9. Adds some new sub-hallucination: PDA ringtone (fake sound), summon
guns/magic (fake item)
Funny prank.
10. Makes mindbreaker a bit more effective at combating RDS.
Pretty much does nothing right now unless you gulp like 50u.
## Why It's Good For The Game
Hallucinations are pretty one note if you experience them for longer
than 10 minutes.
This is due to two fold:
- Many hallucinations are goofy, and not subtle
- Hallucinations trigger very rapidly
You will never fall for a hallucination because in between "You see John
Greytide put the blueprints away", you get your mom yelling at you,
everyone looking like syndies (again), and bubblegum
This pr addresses it by
- Limiting the wacky hallucinations for when you're really off your
gourd
- Reducing the period between triggers
- Adding a few hallucinations
If the wackier hallucinations are reserved for when you're really off
your rocker, this lets the more subtle ones sink in over time, leaves
more room for second guessing
## Changelog
🆑 Melbert
add: Adds 4-5 new hallucinations. Collect them all.
balance: If you are only hallucinating a little bit, the game will
prefer to pick more subtle hallucinations. If you are hallucinating a
ton, it will prefer the more wacky hallucinations.
balance: If you are only hallucinating a little bit, the cooldown
between hallucinations is longer. If you are hallucinating a ton, it
will be shorter.
balance: If a hallucination fails to trigger (such as a deaf person
getting a sound hallucination) the next one will be a lot sooner.
balance: RDS hallucination amount is capped at mid tier hallucinations.
This means bubblegum and co. will be a lot rarer, or will even never
show. HOWEVER, there is now a preference allowing you to uncap your RDS
hallucinations.
balance: Mindbreaker toxin is more effective at suppressing RDS.
balance: Some hallucinations effects have been tweaked up or down
according to the new thresholds. Madness mask as an example.
fix: "Fake Fire" Hallucination works again, and now has a unique message
for if you stop-drop-roll that other people see.
/🆑
## About The Pull Request
Add a !
## Why It's Good For The Game
Fixes#90095, lowers medical department's malpractice insurance premiums
## Changelog
🆑
fix: fixed the blood filter whitelist doing the opposite of what it
should
/🆑
## 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
Generalized code from #89479 to be applicable to all organs and made
autosurgeons respect which hand you're using them in (and what zone you
have selected)
## Why It's Good For The Game
Allows us to add leg implants with similar behavior easier, gets of
placeholder types for left arm slots, and you'd ***expect*** to be able
to use autosurgeons to insert implants anywhere but your right arm.
## Changelog
🆑
qol: Autosurgeons now can insert toolkit implants into your left arm
when used in the left hand/with left arm zone selected
/🆑
## About The Pull Request
Fixes the Afro (Huge) layering wrong with your head over it.
Fixes plasmeme hats

Fixes borg hats, and presumably most potential worn icon issues.

Also I did go through use cases for build_worn_icon. All of them seem to
use float layering (That meaning, negative layers), which is what we're
trying to fix. There might be edge cases for this, but I didn't
encounter any.
Ill do an actual full parse through the pixel_x and pixel_y uses once I
get home in a separate PR, these are the biggest issues I know of yet.
## Why It's Good For The Game
fixes#89889
## Changelog
🆑
fix: Afro (Huge) layers correctly now
fix: Plasmaman helmet hats layer correctly now, as does everything else
with the hat stabilizer component
fix: Cyborg hats should now layer correctly, among other worn items
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
1. Reformats "Check Mood"
Basically just cleaning it up.
- Moodlets are bullet pointed.
- Hunter is displayed here now.
- Quirks are displayed here now.
- It now tells you how drunk you feel.
Sample

2. Reworks "Check self"
Big reworks done here.
- Organs now don't outright say "Your hear is hurty" "Your lugs are
hurty". Now they'll say something like, "Your chest feels tight" -
Unless you're self aware, then it will say "Your heart is hurty".
- Check self no longer reports wounds with 100% accuracy. You get an
approximate of what the wound is like - "Your chest has an open cut".
More severe wounds will still be bolded, though.
Sample


3. Embed tweaks
Embeds can be hidden, and thus will only show up on health analyzers.
This means you can't rip them out by hand.
Right now only bullet shrapnel and explosion shrapnel is hidden.
## Why It's Good For The Game
1. Just some cleanup, largely. Stuff like quirks and hunger make more
sense when checking your mental rather than checking your body. Though
this might be weird for if mood is config-disabled, I might have to
revisit htat.
2. I always found that clicking on yourself and just getting a print out
of "Your liver's non-functional, your chest has a weeping avulsion, etc"
is pretty lame... it kind of diminishes diagnosis / doctor's job.
Ultimately, the goal of this is to open up a little more doctor gameplay
- primarily I think it'll allow for some fully roleplay moments, like
"Doc my chest hurts a lil" "You have 7 bullets and broken ribs bro"
3. Adds more punch to some embeds. Mostly for larp though.
## Changelog
🆑 Melbert
add: Your mood printout (clicking on the mood face) has been
reformatted, and should generally be cleaner.
add: Self examining was reworked, and overall gives you a lot less
perfect information, unless you are self-aware.
add: Bullet and grenade shrapnel is now hidden from examining - it's
skin deep. You can't rip them out with your hands, but hemostats /
wirecutters still suffice if you know they're there. Health analyzers
still pick them up too.
qol: Ghosts aren't notified about NPCs getting appendicitis
/🆑
## About The Pull Request
Currently patches are a subtype of pills, and while they have the
``dissolveable`` var set to FALSE, barely anything checks it (because
people don't expect patches to be pills in disguise) so we end up
patches being dissolveable and implantable, which is far from ideal.
Both have been moved into an ``/obj/item/reagent_containers/applicator``
class, which handles their common logic and helps handling cases where
either one fits. As for gameplay changes:
* Pills no longer dissolve instantly, instead adding their contents to
your stomach after 3 seconds (by default). You can increase the timer by
dropping sugar onto them to thicken their coating, 1s per 1u applied, up
to a full minute. Coating can also be dissolved with water, similarly
-1s per 1u applied. Pills with no coating will work like before.
* Patches now only take half as long to apply (1.5s), but also slowly
trickle in their reagents instead of instantly applying all of them.
This is done via embedding so you could theoretically (if you get lucky)
stick a ranged patch at someone, although they are rather quick to rip
off. The implementation and idea itself are separate, but the idea for
having a visual display has been taken from
https://github.com/Monkestation/Monkestation2.0/pull/2558.

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

## Why It's Good For The Game
Patches and pills are extremely similar in their implemenation, former
being a worse version of sprays and pills, with only change being that
pills cannot be applied through helmets while patches and sprays ignore
both. This change makes them useful for separate cases, and allows
reenactment of some classic... movie, scenes, with the pill change. As
for stomach contents, this was probably the sanest way of implementing
pill handling, and everything else (item swallowing and cutting stomachs
open to remove a cyanide pill someone ate before it dissolves) kind of
snowballed from there. I pray to whatever gods that are out there that
this won't have some extremely absurd and cursed interactions (it
probably will).
## Changelog
🆑
add: Instead of dissolving instantly, pills now activate after 4
seconds. This timer can be increased by using a dropper filled with
sugar on them, 1s added per 1u dropped.
add: Patches now stick to you and slowly bleed their reagents, instead
of being strictly inferior to both pills and sprays.
add: Items that you accidentally swallow now go into your stomach
contents.
refactor: Patches are no longer considered pills by the game
refactor: All stomachs now have contents, instead of it being exclusive
to aliens. You can cut open a stomach to empty it with a scalpel, and
mend an existing incision with a cautery.
/🆑
## About The Pull Request
Just moved the burn damage multiplier of bodyparts from
`/obj/item/bodypart/proc/receive_damage()` to the `burn_modifier`
variable. It makes more sense to me, because I recently spent too much
time trying to figure out where that multiplier is located.
## Why It's Good For The Game
It makes more sense
## Changelog
🆑
code: The damage multiplier of xenomorph bodypart has been relocated
/🆑
## About The Pull Request

Fixes#89768Fixes#89769
- Fixes the prefs menu not updating mobs
Organs are imprinted on insert, and SSwardrobe didn't reset this
imprinting status when taking out items.
Weirdly in the past (testing old commits) items withdrawn DID reset
imprinting status - or maybe they never set it in the first place?
- Lots of prefs now respect features
`is_accessible` is used when checking many features rather than the
prefs menu checking itself in the UI
- Bald quirk QOL
Just handy stuff like showing the wig in the prefs preview, pre-starting
with your hat attached
## Changelog
🆑 Melbert
fix: Preference dummy now properly updates when changing some species
features
qol: If you have the bald quirk selected, the wig shows up on the
preference dummy
qol: If you have the bald quirk selected, and your role starts with a
hat, the hat will start attached to your wig
/🆑
## About The Pull Request
Implemented a bodypart texture overlay priority system - ensures that
derez suicide always goes ontop of carp infusions, and voidwalker curse
goes ontop of both - currently the last one applied is the one that
sticks with you. Also cleaned up duplicate update_body calls, either
removing them or adding ``update = FALSE`` to overlay code.
## Why It's Good For The Game
Having whichever overlay was applied the latest be displayed is just too
inconsistent. And duplicate calls eat perf, bad.
## About The Pull Request
fixes https://github.com/tgstation/tgstation/issues/89860
## Why It's Good For The Game
I didn't realize this was a variable. The intent was for this to be used
by anyone able to have the implants.
## About The Pull Request
#89619 introduced a MOB_MINING biotype which allows us to get rid of
jank that the ismining() macro was. This fixes soulscythes, cursed
katanas, mining bombs, strongarm implants and junk hunter bullets not
getting their buffs against a good chunk of mining fauna.
Closes#89597
## Why It's Good For The Game
You'd expect items explicitly designed against fauna to actually fare
well against it.
## Changelog
🆑
fix: Fixed most mining mobs being unaffected by additional damage
against them
/🆑
## About The Pull Request
Brains now prioritize using one's arms if you're beating on someone you
have grappled.
Arms now have a 1.5x "pummeling multiplier" that applies to limb
accuracy and damage (rounding down), which brings their damage profiles
more in-line with legs (when they're being used to kick people) so as to
retain the effectiveness of unarmed attacks against horizontal spacemen
while grappling them.
## Why It's Good For The Game
I thought it was kind of silly that you used your legs to kick people
who are down even if you're holding them on the floor to beat them to
death, so I thought about making it prioritize arms. And then I thought
"but then we're kind of nerfing grabs in a punching-based 1v1 scenario
because then you're just punching them and not using your legs to beat
them to death", so I thought to alleviate this by introducing a pummel
multiplier.
*However*, at time of writing, this does apply to any punching attack
when used against someone who's grabbed, so if you're punching a guy who
your buddy has grabbed, your arms are doing kick-tier damage. This could
probably be alleviated by making this boon only benefit the attacker if
they are also the guy grabbing the other guy, but then again, if you're
getting grabbed in a fistfight, you probably weren't making it out
alive.
## Changelog
🆑
balance: Spacemen (e.g. you, the reader) grappling a target now
prioritize using their bare hands to beat their target to death if
they're grappled, instead of contorting in weird ways to kick them
(also, presumably, to death).
balance: Spacemen have learned to Punch Good(er) against grappled
targets, leading to kick-tier damage against standing grappled targets -
even if they're not doing the grappling.
balance: Strong-Arm implant users also benefit from the training of
punching grappled people as well - as a treat, horizontal targets slam
into the ground and break tiling for no additional damage, but a very
visible sign of "oh god someone got pasted here".
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
- This sound was lower than the min

- Mechanical surgery seemed to cause a `null` preop sound runtime. This
fix might be silencing a runtime, I'll have to look closer.
- And `rustle_sound` could be `null`. I think this is actually a
mistake, and the correct way to mute rustling is `do_rustle = FALSE`,
but I feel like we could just delete that var and let people dictate it
by setting it to `null` or not? For a follow up PR nevertheless
## Changelog
🆑 Melbert
fix: You can hear looping computer sounds again
/🆑
## About The Pull Request
This explicitly specifies `type = MESSAGE_TYPE_RADIO` in `to_chat` for
various methods of communication (blood cult communion, abductor
telepathy, xeno hivemind, golem resonator, blob telepathy, changeling
hivemind, and binary chat), so that they will always be considered under
the "Radio" category by tgchat.
Also added `avoid_highlighting` to some, so they won't highlight your
own messages.
## Why It's Good For The Game
Makes going thru older messages find things that I accidentally missed
much easier.
## Changelog
🆑
qol: Messages from blood cult communion, abductor telepathy, xeno
hivemind, golem resonator, blob telepathy, changeling hivemind, and
binary chat are now considered "radio" messages by the chat, so they can
properly be sorted via chat tabs.
qol: Your own messages in blood cult communion,
abductor/xenomorph/changeling hivemind, or golem telepathy will no
longer be highlighted in chat (to prevent highlight spam whenever you
talk if you highlight your own name, mainly)
/🆑
## About The Pull Request
The first typo I saw in-game, the second one while I was fixing the
first one. Bonus! :)
## Why It's Good For The Game
Speaks words more good.
## Changelog
🆑 Rhials
spellcheck: Fixes grammar in autosurgeon use message.
/🆑
## About The Pull Request
Closes#89209
Also fixed clothing being colored on ingestion, and removed a
nonfunctional check which I didn't notice because, well, it was
nonfunctional (otherwise only splashing would color you, which isn't
what I was aiming with the original PR)
## Changelog
🆑
fix: Fixed external organs not being colored by colorful reagent
/🆑
## About The Pull Request
Splits up tendril_loot.dm and megafauna_loot.dm (both over a thousand
lines long) into group/item specific files, and megafauna-specific files
respectively. Also pulls a few loot items scattered around the codebase
into those files as well.
Additionally while doing so I've cleaned up the code for some of them,
and rewrote the hierophant club's code because it was abominable and a
potential source of harddels.
## Why It's Good For The Game
Its absolutely unnavigateable.
## Changelog
🆑
code: Split and cleaned up mining loot's code
refactor: Refactored the hierophant club.
fix: Hierophant club's beacon no longer can go missing (until you try
using it)
/🆑
## About The Pull Request
The edible component now uses DUPE_SOURCE mode, which is needed to avoid
conflicts between sources. This includes some other tidbits from my
refactor like renaming dcs/flags.dm to ds/declarations.dm (in virtue of
the fact it doesn't only contain flags anymore even before this PR),
meat materials giving protein and fat reagents to affected atoms instead
of generic nutriment and oil, and the pizza material no longer
containing meat, because margherita pizza, which the material is
extracted from, doesn't contain meat either. The pepperonis were
magically conjured space bs.
## Why It's Good For The Game
There are multiple sources of the edible component and we don't want
issues with that. Also atomizing stuff from my refactor.
## Changelog
🆑
balance: objects made out of meat are no longer classified as gross food
on top of being raw and meaty, and actually contain protein and fat
instead of standard nutriment and oil.
balance: the pizza material stacks, crafted with margherita pizza and
rollig pin mind you, no longer magically contain pepperoni.
/🆑
## About The Pull Request
This PR tackles our piss-poor item action handling. Currently in order
to make an item only have actions when its equipped to a certain slot
you need to override a proc, which I've changed by introducing an
action_slots variable. I've also cleaned up a ton of action code, and
most importantly moved a lot of Trigger effects on items to do_effect,
which allows actions to not call ui_action_click or attack_self on an
item without bypassing IsAvailible and comsigs that parent Trigger has.
This resolves issues like jump boots being usable from your hands, HUDs
being toggleable out of your pockets, etc. Also moved a few actions from
relying on attack_self to individual handling on their side.
This also stops welding masks/hardhats from showing their action while
you hold them, this part of the change is just something I thought
didn't make much sense - you can use their action by using them in-hand,
and flickering on your action bar can be annoying when reshuffling your
backpack.
Closes#89653
## Why It's Good For The Game
Makes action handling significantly less ass, allows us to avoid code
like this
```js
/obj/item/clothing/mask/gas/sechailer/ui_action_click(mob/user, action)
if(istype(action, /datum/action/item_action/halt))
halt()
else
adjust_visor(user)
```
## About The Pull Request
This PR allows you to extract tail organs from xenomorphs and surgically
attach xenomorph tails to people.
(Despite being a carbon the xenomorph sprite is not built out of
component overlays so this technically does not remove the tail from its
corpse sorry).
Having a xenomorph tail makes you better at tackling, changes your
tackle verb to "pounce" like if you are a felinid, and also gives you
the parkour benefits of the Freerunning quirk.

You can also surgically attach a xenomorph _queen_'s tail to someone.
This arguably is a bad idea because it makes you slower (it's much too
heavy) but it does give you access to the queen's tail spin attack
(after which you will fall over if you aren't inhumanly strong). Also
more importantly, it is comically large.
## Why It's Good For The Game
Look I'm racking my brain but this one really mostly comes down to "it's
funny to do this".
But let's pretend that it also increases the depth and complexity of the
sandbox and promotes interesting interactions between crewmembers or
something like that.
Ideally sometimes in the future we will either decide that xenomorphs
are not carbons (is it purely because they have organs?) or decide that
they _are_ carbons and build them accordingly. In the latter case this
will have been a useful addition.
## Changelog
🆑
add: You can transplant xenomorph tails onto people.
/🆑
## About The Pull Request
This PR implements multiple new features:
Foam darts now can stick to people as long as their cap isn't removed.
Riot foam darts have a chance to jostle when you move with one stuck
inside of you, dealing a bit of stamina damage from the weight stuck to
your limbs.
Syringe guns received a second "low power" mode, toggleable with in-hand
right click. In this mode, syringes fired will embed into their target
and slowly leak their reagents instead of instantly delivering them.
Thankfully, they can be plucked out pretty quickly.
You can also insert syringes into uncapped (screwdriver-ed) foam darts
(similarly to pens) to achieve the same result, allowing you to get a
bootleg low-efficiency syringe gun.
Additionally, I fixed/cleaned up some embedding issues/code which I
found while coding this.
## Why It's Good For The Game
This allows players to explore new funny interactions between items and
chems, as we don't have a reliable slow release mechanism aside from IV
drips currently. And foam darts embedding it just (mostly) harmless
fluff, if someone figures out a way to cause havoc with it then I'll be
very proud of them (someone totally will).
## Changelog
🆑
add: Foam darts now stick to people when they have their cap on, riot
foam darts also can passively deal a bit of stamina damage when you move
with one.
add: Syringes can be inserted into foam darts, making them embed and
slowly leak their reagents into their victim.
add: Syringe guns can be toggled (with right click) between high power
and low power modes, former being their normal functionality and latter
making syringes embed and slowly leak their contents.
fix: Fixed projectiles sometimes not embedding when they should've
code: Cleaned embedding code up
/🆑
## About The Pull Request
Closes#89628Closes#89627
This actually could cause the owner to lose their legitimately acquired
tenacity trauma which is pretty funny
## Changelog
🆑
fix: You can no longer activate anomalock heart's voltaic
overdrive/tenacity trauma by pulling off some surgery shenanigans
fix: You no longer lose tenacity trauma gained via lobotomy after losing
voltaic override
/🆑
## About The Pull Request
Adds the Spinwarder language, and grants it to Space Russians (including
the mobs, Fugitive Hunters, and the BODA machine).

<details>
<summary>Lore Be Here, Abandon All Hope</summary>
**Spinwarder Russian**, also known simply as **Spinwarder**, was the
official language of the Third Soviet Union, and following the collapse
of that state, has remained the primary spoken language in its former
lands, including the Spinward Stellar Coalition, which is the closest
stellar governing body to SS13. This means its the language spoken by
your average Space Russian who you might find nearby to the station;
it's also the language used by devices made in and around the former
Third Soviet Union.
As an additional tidbit, the icon for the language:

is the state flag of the SSC.
</details>
## About The Pull Request
Finally, I've done it.
You can get plant limbs attached, and those limbs will actually
regenerate in light!
I've done the same for shadow healing for nightmares and shadowpeople.

**Details:**
I've removed the healing/damage from their species, and instead have the
prospective limbs add a new /datum/status_effect/bodypart_effect to the
carbon, which other bodyparts with the same effect merge into.
Plant people in specific also had oxy and tox healing, as well as
nutritional gain. These attributes have been integrated into the
bodyparts aswell, and scaled to the amount of bodyparts you have. You
can take 1 plant limb to get 1/6th of the oxygen and toxin healing of a
normal podperson. Same for nutritional gain. (Fun fact: you need 2 plant
limbs to never lose hunger, 3 to actually be nutrition positive!) Damage
wise, if you have 1 plant limb, you get 1/6th the plant healing but
focused on only the plant limb. (This is hopefully exactly as you'd
expect).
Fun fact: if you remove your lungs and organs and take plant limbs, you
will still die from oxygen loss or toxin loss because the oxy and tox
healing is really weak.
## Why It's Good For The Game
Honestly this is peak sandbox. I remember when transplants got added,
and I took a plant limb, but it didn't heal in light :(
This shattered my immersion and deeply saddened me. Honestly this is why
I started the whole dedatumisation of species tirade.
But it's here. Trans plant plant transplants will heal in light.
Tgstation is saved and all furry downstreams are rebasing.
## Changelog
🆑
add: Taking plant or shadow limbs will now behave as expected! Take a
plant arm, and it will heal in light! Or take plant and shadow limbs and
be in constant agony as you realize this world was not made for you
refactor: Refactors how we handle photosynthesis/nyxosynthesis by moving
it into a new status_effect framework controlled by podyparts
/🆑
## About The Pull Request
Forgot about this flag and couldn't bother fixing it for a while.
## Changelog
🆑
fix: Fixed scar overlays on eyes going out of sprite bounds
/🆑
## About The Pull Request
99% of all code was stolen completely from @MrMelbert, like I spent more
time waiting for the plant to grow for the video than actually
contributing to this
Adds a new tree mutation to the shrub (from exo crate)
It has a High Complexity Gene, which halves the harvest and blocks
pollination benefits. It produces podperson organs and limbs. Limbs are
twice as likely to drop as organs (because there's a lot more organs).
It can also drop plant meat.
https://github.com/user-attachments/assets/88bb89dd-4cd7-4bc9-ac2f-f4c67a5ea9ff
(Yes the sprite is mine please don't bully Melbert for it)
Podpeople now also have their own set of organs, which are mostly just
standard organs but colored green.
## Why It's Good For The Game
Gives us another source of organs and limbs besides the limb grower,
exosuit fab and medical protolathe. Those only produce organic and
robotic organs and limbs, but now we can also produce plant organ and
limbs! (Without committing horrible crimes). This also synergizes well
with #89306 , which makes it so plant bodyparts have actual unique
benefits (more than just a fashion statement).
## Changelog
🆑 MrMelbert, Time-Green
add: Adds an organ tree as a mutation of shrubs (from the exotic seeds
crate)! Spare organs have never been so green!
/🆑
---------
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Removes weird requirement to screwdriver arm implants to change them
into a specific configuration. Instead, they now automatically slot into
whichever zone the user has selected.
## Why It's Good For The Game
Its kinda unintuitive and a result of organs only being able to slot
into a single zone. I'm not generalizing this to organ layer because arm
implants are the only thing that does this, but if we ever get leg
enhancements it may be worth moving down into the base class.
## Changelog
🆑
qol: Cybernetic arm implants now automatically change insertion zones
without the need to screwdriver them.
/🆑
## About The Pull Request
Using the organ set bonus system, having a Strongarm implant inserted
into each of your arms lets you pry open airlocks.
## Why It's Good For The Game
People don't often like getting these, since they're out of cargo and
not terribly exciting for the effort. To incentivize getting both
installed and add a bit of a thematic advantage if you do so, they
provide the very useful benefit of door prying ~~which may or may not
get you killed by security because you won't stop opening high-security
airlocks~~.
Engineers will love it!
(Also I want to expand the set bonus stuff beyond just infusions since I
think these kinds of interactions could be quite neat)
## Changelog
🆑
balance: Having a strongarm implant installed into each arm now allows
you to pry open doors.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Closes#89493
## Changelog
🆑
fix: You can no longer stuff abstract concepts of kisses and slaps into
someone's chest cavity
/🆑
## About The Pull Request
4 variations of drop and pickup, applied to bedsheets, pillows,
bandages, regen meshes, surgical drapes.
We had a cloth drop/pickup sound but I didn't think it fit the stuff I
was applying it to so I made new ones, the old ones are still in just
renamed to cloth_...1.ogg
https://github.com/user-attachments/assets/60575f1e-56fd-489b-b363-49abd146cece
## Changelog
🆑 grungussuss
sound: new sounds for cloth items
/🆑
## About The Pull Request
This PR reimplements https://github.com/tgstation/tgstation/pull/71538
atop `master`. Quoting the original PR:
> Every `icon_exists()` call will cache the entire file. Past me didn't
realise _why_ file opts were so expensive, but I do now. This is
immeasurably slower on a single call, and _significantly_ faster on
subsequent calls to the same file.
I attempted to handle some of the review comments that were posted
there, by splitting screaming functionality into its own proc.
* `if(icon_state in icon_states(file))` and `if(!(icon_state in
icon_states(file)))` were refactored to use `icon_exists(file,
icon_state)`.
* Where screaming was seemingly wanted (and where there wasn't a more
descriptive error inside the `if` block), I refactored them to use
`icon_exists_or_scream(file, icon_state)`
* The exception to the above was under
`/datum/unit_test/turf_icons/Run()` and
`/datum/unit_test/worn_icons/Run()`, where `icon_states()` was being
passed a mode flag. Given that this is only used in unit tests (where
performance isn't a priority), I opted to leave these be.
Additionally, I revised the documentation comment for
`/proc/icon_exists()`, as I felt it was a bit vague currently.
## Why It's Good For The Game
https://youtu.be/Z9G1Mf6TZRs
## Changelog
No player-facing changes (hopefully).
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>