* Makes the Haunted Eight Ball work(?) (better?) (#78196)
## About The Pull Request
From my recollection the haunted eight ball has been "broken" for like 3
or 4 years. So uh... yea
Makes the Haunted Eight Ball actually, like, work good.
- Fixes all votes counting to 0
- Fixes votes being reported as their vote key and not a flavor message
- Allows ghosts to change their vote
- General small code cleanup
- Calls parent in topic so stat panel clicks work
- Fixes#41718 , again? If it was actually ever fixed, not sure
## Changelog
🆑 Melbert
qol: Haunted 8-ball no longer requires the ghost orbit the petitioner to
submit votes
qol: Haunted 8-ball ghosts can now change their vote after submitting it
fix: Haunted 8-ball no longer always reports "yes"
fix: Haunted 8-ball no longer always reports default "yes", "no", or
"maybe" and now gives a proper eight ball response
fix: Haunted 8-ball can be picked up via the stat panel
/🆑
* Makes the Haunted Eight Ball work(?) (better?)
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Service borg extra apparatus upgrade (#78077)
## About The Pull Request
Adds an upgrade similar to the extra beaker storage for mediborgs to
service borgs, which adds an additional drink apparatus (that also
doesn't do the weird drink refilling thing)
## Why It's Good For The Game
This can allow the service borg to carry a wider variety of drinks, also
considering they specialize in chemistry, they should get an apparatus
upgrade like mediborgs.
## Changelog
🆑
add: Added the service borg "drink apparatus" upgrade, which adds an
extra drinking apparatus to the borg, up to a maximum of 5 extra.
🆑
* Service borg extra apparatus upgrade
---------
Co-authored-by: Teagarden <124026007+Vincent983@users.noreply.github.com>
* Desouls Hivelord (#78213)
## About The Pull Request

Replaces the sprite of the hivelord with a new one, in my continuing
quest to annihilate the old asteroid mob sprites.
A (never completed) asteroid mob resprite was actually my first PR, this
one is my 200th.
I am also planning on fucking with basic mob versions of these mobs some
time but the sprites can be atomised out.
In addition to replacing the old-ass MSPaint sprites, this PR also adds
a short death animation effect to the hivelord brood (from hivelords or
legions) which looks nicer than them just vanishing instantly upon
death.
Look at this video for an example of the animation:
https://www.youtube.com/watch?v=cKaskN5-y2A
## Why It's Good For The Game
Looks nicer.
## Changelog
🆑
image: Hivelords have a new sprite.
image: Hivelord and Legion brood have a death animation.
/🆑
* Desouls Hivelord
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Allows you to smoke cigarettes while not wearing a space helmet (#78202)
## About The Pull Request
Fixes#78199
PR #78122 (ef44be8506) was intended to allow you to smoke cigarettes in space if you
have an oxygenated helmet on.
What it _actually_ did was make it so you can _only_ smoke cigarettes if
you have an oxygenated helmet on, regardless of whether or not you are
in space (or if you inject them with liquid oxygen).
I moved the shared check into a proc to reduce duplicate code and fixed
the logic.
## Changelog
🆑
fix: It is now possible to smoke cigarettes even if you aren't wearing a
safety helmet
/🆑
* Allows you to smoke cigarettes while not wearing a space helmet
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Collected food fixes (#78190)
I went through the code and tried to find all of the remaining places we
forgot to update the arguments passed into `item/food/Initialize` after
more arguments were added to it, because there were a couple and they
caused things to stop working.
Most notably, golems were unable to eat anything because nothing would
correctly spawn "golem food".
_Additionally_ we were using a bunch of named arguments in new whenever
crafting or cooking food. This runtimed, causing the food not to init
properly.
_On top of that_ a late code review on a recent PR processed a list into
a string_assoc_list twice causing it to become null.
Finally, we were trying to check the food preferences of examining
ghosts or dogs or other non-human mobs. We shouldn't do that.
I also added a unit test for moth and golem food in the hopes that we'll
notice them breaking.
* Collected food fixes
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Martian foodtype corrections (#78002)
## About The Pull Request
Due to the size of the Martian food update, it was inevitable that
there'd be a few hiccups with food types. I reviewed everything and
updated everything to the best of my ability.
I'd prefer it if EOB himself gave everything a glance over in approval
before any potential merging.
## Why It's Good For The Game
I said so.
## Changelog
🆑
fix: Corrects various food types from the martian food expansion
/🆑
* Martian foodtype corrections
---------
Co-authored-by: carshalash <carshalash@gmail.com>
* [Icebox] Remaps Arrivals and a bit of surrounding maintenance, feat. actually functioning disposals mass driver. Also nukes the Aux Base. (#78048)
## About The Pull Request
- Remaps Icebox Arrivals
- I added some weather radios as flavor in arrivals someone tell me if I
shouldn't.
- Removes the Aux Base, for it serves no purpose
- Removes the whiteship dock, it serves no purpose. Centcom Ferry now
docks at where the whiteship dock once did.
- Remaps a bit of maintenance around it, specifically disposals
- Remaps a bit of the laundry room and locker room
- Disposals now actually dumps its waste into plasma/lava when using the
mass driver
- Adds a barometric radio to Icebox Mining office
<Details>
<Summary> PICTURES HERE PICTURES HERE PICTURES HERE PICTURES HERE
PICTURES HERE PICTURES HERE PICTURES HERE PICTURES HERE PICTURES HERE
PICTURES HERE PICTURES HERE PICTURES HERE PICTURES HERE PICTURES HERE
</Summary>


</Details>
## Why It's Good For The Game
Icebox Arrivals hasn't changed since Boxstation and as soulful as it is,
it can better integrate into the map's new identity.
To start, the Aux base: Serves no purpose on the Icemoon. Literally
useless besides having an extra stack of Plasteel for cultists to steal
and an extra PKA for tiders to steal.
It's gone. In its place is a small emergency EVA room / an external
airlock access.
Disposals. Literally hasn't been touched since Box, just DUMPED trash 10
tiles away onto the Icemoon. Kinda lame.
I moved it to the lower floor and made the mass driver dump its trash
into the river of plasmalava below.
Whiteship dock. Useless, no whiteship exists on Icebox. If badmins want
to mess around with docking shuttles they have the Centcom Ferry, or for
the more adept, they can manually place a dock.
Otherwise, the changes are just general modernizing. Brings it a bit
closer to how Delta's arrivals is set up.
## Changelog
🆑 Melbert
add: [Icebox] Remaps arrivals and the maintenance around it. Aux base
out, mass driver into a plasma lake in.
/🆑
* [Icebox] Remaps Arrivals and a bit of surrounding maintenance, feat. actually functioning disposals mass driver. Also nukes the Aux Base.
* Updating automapper
* Automapper placement
* Update icebox_arrivals.dmm
* Arrivals shuttle fix
* Update icebox_arrivals.dmm
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Cauteries have heat, you can smoke with a space helmet (#78122)
## About The Pull Request
Cauteries now have 'heat', like lighters, welders, etc.
You can smoke with a space helmet as long as you have internals on.
## Why It's Good For The Game
> Cauteries now have 'heat', like lighters, welders, etc.
Seems like an oversight. If an esword can do it so can a implement meant
to sear wounds shut.
> You can smoke with a space helmet as long as you have internals on.
Space smoking is awesome.
## Changelog
🆑
fix: Cauteries now have 'heat', like lighters, welders, etc.
qol: You can smoke with a space helmet as long as you have internals on.
/🆑
* Cauteries have heat, you can smoke with a space helmet
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
* Fixing this dead mouse related harddel (#78150)
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/78085
Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/23510
Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/23506

When the foodening added some args to the constructor of
`/obj/item/food` some instances of the constructor being passed stuff
got overlooked and were not updated.
This resulted in a mob ref potentially being passed in to
`starting_reagent_purity` in some cases, ultimately resulting in this
harddel.
@ SyncIt21 this is exactly the reason I was being so paranoid with #77946
the other day. Tracking constructor uses down can be such a pain when
they aren't prefaced with a type, and are almost guaranteed to get
overlooked during refactors if the compiler does not say anything about
it.
I hate DM.
edit: and I just tested this only to find a second bug with the ice
cream. I can confirm that it is in fact working now after fixing that
one too.
<details><summary>evil ice cream</summary>

</details>
## Why It's Good For The Game
Fixing a harddel that was causing many CI failures
## Changelog
🆑
fix: fixes creamatorium not producing any suspicious ice cream, and
fixes a dead mouse related harrdel
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Fixing this dead mouse related harddel
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Removed an inexplicable Cyrillic letter from the code. (#78148)
## About The Pull Request
Resolves#77906
I've mercilessly torn the soul from the game and rendered it
functionally unplayable. The icon state for caramel popcorn, for
whatever reason, used a Cyrillic "с" in its name, which I've cruelly
rendered into a Latin "c" instead.
## Why It's Good For The Game
It's not pronounced "saramel".
## Changelog
No player-facing changes.
* Removed an inexplicable Cyrillic letter from the code.
---------
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
* [TEST-MERGE FIRST] Allows all limbs to be dismembered and significantly refactors wounds
* ah fuck it
* test
* edaawdawd
* Revert "edaawdawd"
This reverts commit 47be710fe61a1f4ca79212b29b3e88bf05ec9a3a.
* nothing but sheer hatred
* freaawd
* dzfxg
* Fixing some diffs here while we are at it.
* These are deprecated and should be removed
---------
Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: nikothedude <simon.prouty@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Fixed reagent grinding (and juicing?) (#78136)
## About The Pull Request
Resolves#78063
The Foodening refactored grinding and juicing in the reagent grinder,
but there were a few mistakes along the way. Most notably, items that
gave extra reagents when ground were not doing that (such as peptides in
livers) due to an error in adding those reagents. This error has been
corrected.
I've also fixed the code for juicing, which was erroneously passing a
beaker as its own reagents datum, though I couldn't tell if this
actually had any negative effects. Somehow. Better safe than sorry.
## Why It's Good For The Game
It's good to get everything you're supposed to get when you grind stuff.
The main source of peptides being inadvertently removed also made
cytology harder, and cytology really doesn't need to be made _more_
inconvenient.
## Changelog
🆑
fix: Fixed all-in-one grinders not giving all the correct reagents when
grinding.
/🆑
* Fixed reagent grinding (and juicing?)
---------
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
* ports noticeboards from the wallening (#78133)
## About The Pull Request
got permission from @ LemonInTheDark to add these here, changes virtually
nothing from the wallening branch.
tested and everything looks good. props to @ Krysonism for the sprites,
they are very very nice
basically just a straightforward resprite. it holds 8 notices now
instead of 5, and uses overlays rather than static sprites.

comparison here

## Why It's Good For The Game
noticeboard was kind of crufty and this either makes the wallening
easier, or doesn't make it more difficult. which is nice!
## Changelog
🆑 Krysonism
image: resprites the noticeboard
/🆑
* ports noticeboards from the wallening
---------
Co-authored-by: Lamb <110322848+CoiledLamb@users.noreply.github.com>
* Updates some missed synthetic meats with lower reagent purity (#78065)
## About The Pull Request
These synthetic meats appear to have been missed in the foodening PR.
## Why It's Good For The Game
Consistency
## Changelog
🆑
fix: 'meat product' and imitation carp meat are now considered synthetic
meats for the purposes of reagent purity
/🆑
* Updates some missed synthetic meats with lower reagent purity
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Atmos overalls take 2 (#78007)
## About The Pull Request
This is a reinmagining of #72768 as I never was never given a chance and
feedback to polish the sprites or remake it as a suit item as was
suggested before the PR was closed.
This adds Atmos Overalls that ATs will spawn with, the sprite is based
on the GAGS overalls we already have, but I dodged the GAGS system and
made it a standalone item following the AT firesuit palette and design
to fit in.
It can carry the same gear as the wintercoat and the overalls themselves
have fire and acid armor in parity with the firesuit, but that is for
the clothing itself and not the wearer.
This is first and foremost a fashion item, as with how our game manages
fires, being fireproof on your legs and torso won't do anything with
your arms exposed...

<details><summary>This is how ATs looked at spawn before as
reference</summary>
<p>

</p>
</details>
## Why It's Good For The Game
The only "fashion" suit atmos have is their wintercoat, if an AT is not
using their "functional" clothing (MOD/Firesuit) they all default to the
wintercoat and look mostly the same and even their functional uniform
makes everyone also look the same as it covers everything (That is
something I like to be clear)
There is also the "issue" that AT and Engies have the same jumpsuit and
wintercoat with small changes, and that their department bags use orange
instead of yellow as a second color, which makes them look weird on ATs
and the CE.
So now we have something that ATs can use to look different from each
other while still keeping their job identity.
And, as I said in my previous PR, I just really want the pumbler job to
look like a plumber, when they are not firefighting at least.
## Changelog
:cl:Guillaume Prata
add: Atmos Tech now have new drip and will spawn with Atmos Overalls to
protect their clothing from gas leaks! (It will actually not protect you
against fire or leaks, but hey! It's the thought that counts!!)
/🆑
* Atmos overalls take 2
* Worn digi sprite refit
---------
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Funny clown internals (#77963)
# About The Pull Request
This PR changes the internals that spawn inside the clown's survival box
for a new one with a rainbow sprite, higher O2 volume (same as the engi
ones) and a secondary gas on top of O2 to make things more interesting
for the clowns.
The gas options are:
BZ, which just adds hallucinations for the clown, without the brain
damage effect as it is in low percentages.
N2O will make the clown giggle and laugh, without the sleep.
Helium will give the clown a "funny voice".
These tanks are also added to the mail list of clown fans and the clown
costume crate at cargo.
And codersprites, I can polish them later if people think it is pixel
soup, I'm not happy with them that much, but making this looks good
might be above my paygrade...
<details><summary>Pics here</summary>
<p>


</p>
</details>
## Why It's Good For The Game
The main goal I have with this is to add more uses for Atmos Content to
other players in a flavorful way.
Atmos is not something the crew interacts in a positive way often and I
want to change that.
These tanks are something quite minor but flavorful IMO, also will make
people know Helium fucking exists...
The tanks *shouldn't* change much of the clown's round in a negative
way, and the default O2 internals are in every hallway's locker so even
if they don't want to deal with the hallucinations it is not a big deal
to dodge them.
## Changelog
🆑 Guillaume Prata
add: New funny internals for the clowns to spawn with. They come with O2
and a secondary gas between 3 options: BZ, Helium and N2O. Talk with a
"different tone" with Helium, giggle and laugh "uncontrollably" while
under the minor effects of N2O or have "fun" hallucinations while under
the minor effects of BZ.
balance: To not cut on how long the clown's O2 internals last due to the
mixed gases, the funny internals have 50% more gas volume, same as
engineers' internals.
/🆑
---------
Co-authored-by: CRITAWAKETS <sebastienracicot@ hotmail.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Funny clown internals
---------
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: CRITAWAKETS <sebastienracicot@ hotmail.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Makes fanny packs be silent, others can't see what you put in or take out. (#78010)
<!-- 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
Just like the syndicate toolbox and a handful of other items.
<!-- 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
This is a blatantly stealth antag buff.
Pockets are 2 silent storage slots everyone has, so it is not adding
anything that antags didn't have access already.
But going from 2 to 5 small items can help a lot, also belts are a lot
smoother to use with their shortcut keys.
Love stealth antags, hate murderboners, gonna help my stealth boys not
be valid hunted because someone checked their chat logs from 10 minutes
ago and read that X player put Y contraband in their bag.
Or people that have some contraband names highlighted on chat... but no
one does that right.... right?
<!-- 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
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probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
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should they deem it appropriate. You can attempt to finagle the system
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:cl:Guillaume Prata
balance: Fanny packs are now silent, no one will get a chat message
about what you put in or take out.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
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<!-- You can use multiple of the same prefix (they're only used for the
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---------
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* Makes fanny packs be silent, others can't see what you put in or take out.
---------
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* removes the nukie tool parcel (#77986)
## About The Pull Request
removes the tool parcel and places tools directly in their box
## Why It's Good For The Game
the step of having to pick up your tools invalidates why we put em there
in the first place - so nukies can use them in an emergency. its
annoying to put them back in your box.
the parcel was added because the tools could make the box go above 7
slots during the extended box station trait, but i fixed that in the pr
that made it so that trait increases the box size of that box
## Changelog
🆑
qol: removes the nukie tool parcel and places the tools directly in
their box
/🆑
* removes the nukie tool parcel
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* RCD directional window qol & wall mount patch. Code improvements (#77858)
## About The Pull Request
Fixes#77852
RCD can build wall mounts on reinforced walls
Closes#77848
Not a fix so labelling this as a qol cause it was always intentional but
now RCD can build directional windows without building a grill first.
Saving some matter units from building a grill is a plus
Added auto doc for some procs & made the extra delay when building
multiple structures into a define
## Changelog
🆑
fix: rcd can build wallmounts on reinforced walls
qol: rcd can build directional windows without requiring/building a
grill
/🆑
* RCD directional window qol & wall mount patch. Code improvements
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* Makes it easier to place tiles on multi-z holes (#77935)
## About The Pull Request
Adds the "open space click handler" to tile stacks, which makes it so
you don't have to pixel hunt for a turf on the BELOW z level in order to
fix a hole.
This exists on rods and rpds since they're often used to fix holes.
But wasn't added to tiles when they were made to be able to fix holes
directly, without rods.
Additionally, closes#77540 by having the open space click handler loop
up z levels so that it works if you're clicking on items from multiple z
levels away.
## Why It's Good For The Game
The current behavior can be very frustrating to work around, and appears
to not be intended.
## Changelog
🆑
fix: Made it easier to place tiles on multi z level holes
/🆑
* Makes it easier to place tiles on multi-z holes
---------
Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
* roundstart scryers now come with the nt frequency (#77957)
## About The Pull Request
fixes#77934
## Why It's Good For The Game
blegh
## Changelog
🆑
fix: roundstart modlink scryers now come with the nt frequency
/🆑
* roundstart scryers now come with the nt frequency
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* QOL improvements to display case chassis (#77785)
## About The Pull Request
Display case chassis now has
Examine Hints
Screentips
Balloon alerts
Also moves wrench deconstruction to wrench_act, removes single-letter
vars, cuts down on copy paste, and makes the electronics drop when
deconstructed.
## Why It's Good For The Game
I am actually bored and looking for things to do.
Someone asked how to build a display case, I didn't even know myself so
I looked up in code how to, and saw features I didn't even know existed.
Thought I might as well make it all visible to players so they can take
full use of them.
## Changelog
🆑
qol: Display case chassis now uses balloon alerts, screentips, examine
hints, etc. Basically, the construction steps are more visible to
players.
/🆑
* QOL improvements to display case chassis
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Transit Tube Fix and New Rotator Disposal Pipe (#77843)
## About The Pull Request
Fixes flipped transit tube stations being inaccessible and adds a new
rotator disposal pipe which rotates the incoming atom 90 degrees no
matter which direction the atom comes from.

## Why It's Good For The Game
Adds new disposal pipe usage for cool projects and fixes a bug.
## Changelog
🆑
add: New rotator disposal pipe.
fix: Flipped transit tube stations are now accessible in the RPD again.
image: New rotator disposal pipe sprite.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Transit Tube Fix and New Rotator Disposal Pipe
---------
Co-authored-by: Comxy <tijntensen@gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Fixes a runtime in health analyzer woundscan and locks the first aid wound treatment bonus to first aid analyzers (#77869)
## About The Pull Request
Title. The original author didnt mean to give all analyzers the bonus,
and its clearly an oversight if you look at the code.
Proof:

## Why It's Good For The Game
Firstly, bugs are bad. Secondly, the supposed benefit of first aid
analyzers is available to all analyzers right now, making them useless.
## Changelog
🆑
fix: Woundscans no longer runtime
fix: Normal health analyzers can no longer give the first aid bonus when
woundscanning
/🆑
* Fixes a runtime in health analyzer woundscan and locks the first aid wound treatment bonus to first aid analyzers
---------
Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
* Adds a syndicate AI card for nuke ops (#76546)
## About The Pull Request
Adds a syndicate AI card for nuke ops. Costs 12 TC, can be refunded.
Activating it in-hand opens up a ghost poll like normal reinforcements.
## Why It's Good For The Game
> Adds a syndicate AI card for nuke ops. Costs 12 TC, can be refunded.
Activating it in-hand opens up a ghost poll.
It'll be fun to have a lil modsuit pal with you who can maybe help if
you get stunned, in critical condition, or else. With an injector module
they can even save your life, if it's loaded with medicine! Unless they
can't actually inject, but oh well, out of scope.
12 TC seems fair to me, not so expensive that nobody's going to bother
with something that's not really useful in the vast majority of
circumstances, but not so cheap that everyone will get one.
There are also doubtless a huge amount of gimmicks that savvy nukies can
get up to, having a pocket AI.
**Since this needs two players to be fully tested, I wasn't able to do
so. Please testmerge this before merging so we can confirm it works
ingame!**
## Changelog
🆑
add: Adds a syndicate AI card for nuke ops. Costs 12 TC, can be
refunded. Activating it in-hand opens up a ghost poll like normal
reinforcements. Base interaction range for syndicate AIs is one, which
means they can handle electronics only in proximity.
add: Adds a syndicate AI interaction range upgrade for nuke ops, costs 4
TC and can be applied onto a syndicate AI (inside any container) to
increase its interaction range by two per. (Three purchases are
recommended for seven tiles of range!)
/🆑
* Adds a syndicate AI card for nuke ops
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
* Fixes Define Sanity (#77845)
## About The Pull Request
Hey there,
This was broken in an update from #74573
(3902973978), the RegEx was only catching
a fraction of the cases it was meant to be.
This is what we were finding on 74573 version of the RegEx:

This is what we should be finding for all of the cases that
`define_sanity` will need to check for:

This is what was broken as a consequence:

As stated in the introductory PR #74333
(ccef887efe), it's not the end of the
world if we miss unmanaged local defines, but it's still useful to have
this as a maintainability tool to ensure that everything remains as
clean as it possibly can. I wish we could do the whole matching method
like the aforementioned PR supposed could happen, but it simply doesn't
appear to work the way we want it to.
## Changelog
Nothing player facing.
I tried to experiment with `UNLINT()` but I got absolutely ganked by
getting the regex to work, so the fix for the FA Icon file may not be
super duper great unfortunately. Let me know if you have a showstopper
idea, this is just a stopguard so this PR can get merged and I don't
have to keep talking about unmanaged local defines while reviewing PRs.
* Fixes Define Sanity
---------
Co-authored-by: san7890 <the@san7890.com>
* fixes coroner medkit storage (#77912)
## About The Pull Request
atom_storage.max_specific_storage and atom_storage.max_total_storage had
their values reversed. this fixes that, and i tested to confirm: the
compact coroner medkit can now hold everything it spawns with
## Why It's Good For The Game
before this fix, the max storage of a coroner medkit was two items. it's
very annoying to pull an item from it, only to find it can not go back
in again - moreoever, this gives it consistency with other medkits.
## Changelog
🆑
fix: the coroner medkit can now hold every item it spawns with
/🆑
* fixes coroner medkit storage
---------
Co-authored-by: Lamb <110322848+CoiledLamb@users.noreply.github.com>
* Makes railings easier to construct, while making them easier to destroy. (#77894)
## About The Pull Request
Changes the cost of railings from 6 metal rods to 2 metal rods.
The time to construct has been reduced from 3.6 to 1 second to be
in-line with the grille.
The health of railings has been reduced from 75 to 25.
Armor of railings have been reduced as well by about 30%.
I'm not positive on whether or not it should cost 1 metal rod or 2. I
decided to play it safe and make it 2. If some maintainer is interested
in making it only cost 1 rod then I will gladly do so- but this was my
compromise.
Also changes decaseconds/ticks to seconds in the rod construction code
to make it look better.
## Why It's Good For The Game
Railings look nice and it's an absolute pain in the ass that they cost 6
metal rods.
They're also currently substantially stronger than grilles for whatever
reason. Grilles have 50 health, while railings have 75.
The armor of railings makes this health of 75 to a whopping effective
health of 150.
Railings shouldn't be stronger than full-tile grilles. They should be
fairly flimsy.
They also shouldn't take a wrench AND wirecutters to deconstruct.
Grilles only take wirecutters and we should mirror that.
## Changelog
🆑
balance: Railings now only cost 2 rods and are much easier to construct.
But they can now be destroyed much easier and cut with wirecutters
without unwrenching.
/🆑
* Makes railings easier to construct, while making them easier to destroy.
---------
Co-authored-by: iwishforducks <65363339+iwishforducks@users.noreply.github.com>
* Zipping a duffle bag closes UI of all storage items opened inside it (#77886)
## About The Pull Request
Fixes#77885
zipping it now looks for storage items inside its contents and closes
their UI recursively, including its own UI as well.
## Changelog
🆑
fix: zipping a duffle bag closes the UI of all storage items opened
inside it
/🆑
* Zipping a duffle bag closes UI of all storage items opened inside it
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
* Makes messenger bags craftable (#77899)
## About The Pull Request
Makes messenger bags craftable using the same recipe as backpacks and
satchels.
## Why It's Good For The Game
Just making the list of craftable containers complete
## Changelog
🆑
qol: Messenger bags can be crafted with 4 cloth.
/🆑
* Makes messenger bags craftable
---------
Co-authored-by: YehnBeep <86855173+YehnBeep@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Fixes hitting RCD effects when they're done (#77896)
## About The Pull Request
https://github.com/tgstation/tgstation/pull/77641 made it so that RCD
effects can be hit while they're constructing to stop their
construction. however, the construction effect itself lingers a bit
after things are done constructing, allowing it to eat up clicks. this
fixes it by removing the flag when it's done constructing.
## Why It's Good For The Game
fix good 👯👯♂️👯♀️🎉🏖️🐝
## Changelog
🆑
fix: You should no longer attack RCD effects when they're done
constructing.
/🆑
* Fixes hitting RCD effects when they're done
---------
Co-authored-by: iwishforducks <65363339+iwishforducks@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
* Fixes RCD'ing lattices in open space (#77895)
## About The Pull Request
If you RCD a lattice with floor/wall mode on icebox, it won't actually
place down the floor because the open space is not "space" - this
switches the check to openspace, allowing you to fix floors on icebox by
clicking on lattices. For some reason this would also cause you to waste
your matter units on this action.
## Why It's Good For The Game
fix good
## Changelog
🆑
fix: You should be able to click on lattices on icebox with the RCD and
construct a floor now
/🆑
* Fixes RCD'ing lattices in open space
---------
Co-authored-by: iwishforducks <65363339+iwishforducks@users.noreply.github.com>
* small modlink fixes (#77804)
## About The Pull Request
fixes bug in multitools where they didnt unregister signals
fixes modlink scryers checking battery charge without a battery
frequency stuff is a bit more explained
## Why It's Good For The Game
good stuf
## Changelog
🆑
fix: fixes multitools possibly randomly losing their buffer
fix: fixes modlinks checking battery charge without a battery and
working without charge
qol: modlink stuff is a bit more explained
fix: modlinks printed from rnd no longer start with a frequency
(remember to copy it from another one with a multitool buffer, robotics
starts with 2 NT frequency linked ones)
/🆑
* small modlink fixes
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* [NO GBP] Moussaka/pita bread fixes (#77743)
## About The Pull Request
When doing my new food release, I thought moussaka used both potatoes
and eggplants when it only uses eggplants, which can be substituted for
potatoes (which is lame and not authentic!)
Also, pita bread no longer burns on the griddle
## Why It's Good For The Game
Food becomes a bit more consistent!
## Changelog
🆑
fix: Moussaka now only uses eggplants instead of eggplants and potatoes
fix: Pita bread no longer burns on the griddle/oven
/🆑
* [NO GBP] Moussaka/pita bread fixes
---------
Co-authored-by: MidoriWroth <kodyman@att.net>