* Adds lag compensation for the supermatter zaps and some antagonists. (#78174)
## About The Pull Request
Adds delta time scaling for changeling chemical generation, xenomorph
plasma generation, xenomorph resin healing (up to 8 seconds per tick to
prevent weird instant heal phenomena in extreme cases), and revenant
essence generation. This delta time scaling is based on the world's time
and the respective subsystem's last fire. This will help keep these
generation smooth even when their respective subsystem lags, preventing
lag from ruining the antagonists rounds. This can still slow down if the
actual world is slowing down, but that's fine because the rest of the
world will typically be slowing down proportionately so it's fair.
Fixes supermatter zap rate not scaling with its internal energy
properly. Ghilker forgot to scale the time reduction by seconds. It
should be much faster at higher energy levels, making the transition
between 0 and 5 GeV more smooth.
Supermatter zap power generation will scale by the world's delta time
between the supermatter's last zap, making power generation more
consistent even when atmos lags. Also prevents the supermatter zap rate
scaling from also scaling the power generation by extreme amounts,
keeping it linear and consistent for the first 5 GeV (>5GeV has cringe
power multipliers, but I'm going to ignore that for this PR, because I
want this to mainly be a consistency thing rather than a balance thing).
A 1.5GeV supermatter will be able to generate around 800kW* of power. I
forgot exactly what goal of power we want the roundstart SM to produce,
so I might change the scale if I find the target power generation.
* - By generate 800kW of power I mean the energy the actual zaps
contain. Tesla coils don't collect 100% of it. I'll test later to see
how much an actual roundstart SM will output to grid (ignoring SMES),
and I'll try to keep it as close as possible to what it was before this
PR assuming no lag.
## Why It's Good For The Game
Subsystems can disproportionately lag a lot more compared to the rest of
the subsystems and game. This can ruin antagonist rounds as it can slow
their chemicals, plasma or whatever generation grinding to a halt. The
delta time scaling will significantly reduce the impact of lag for these
antagonists, allowing them to play more normally even while the
subsystems their generators run on are lagging.
Supermatter zap rate was supposed to fire every 2.5 or something seconds
at 1.5GeV according to comments on older commits. I just assume they
accidentally forgot to scale their time reduction by seconds, as doing
that made it work accordingly.
For supermatter zap power generation delta time scaling, kinda same
reasoning as for the antagonists. We don't want power generation to stop
because atmos ss is being slow. Scaling between the zaps also prevents a
nonlinear boost to power generation making it even more absurd at higher
energy levels.
## Changelog
🆑
balance: Supermatter zap power generation scales with the delta time
between its last zaps, preventing faster zapping from scaling power
generation to extreme levels.
fix: Fixes supermatter zap rate not scaling properly. It should zap much
faster at higher energy levels as intended.
qol: Changeling chemical generation scales with the world's delta time,
making its rate independent of subsystem lag.
qol: Revenant essence generation scales with the world's delta time,
making its rate independent of subsystem lag.
qol: Xenomorph plasma generation and resin healing scales with the
world's delta time, making their rates independent of subsystem lag.
/🆑
* Adds lag compensation for the supermatter zaps and some antagonists.
---------
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
* Polymorph belt blacklists several biotypes instead of allowing only organics (#78229)
## About The Pull Request
Title; this makes the belt able to morph into _more_ mobs, but _less
problematic/abusable_ mobs hopefully. It still only functions on
basic/simple_animals, however.
~~Headslugs get a `MOB_UNDEAD` bioflag to prevent morphing into them
completely. Though catching a sentient ling slug and morphing everyone
into it is funny, it's only funny the first 5 times someone does it.
(disclaimer: this is an approximation, i did not actually see a
polymorph belt in-game because i currently play miner and like 10 games
a week tops)
Arguably, this isn't ideal, but it's the closest we get unless we rename
`MOB_EPIC` or something into `MOB_SPECIAL` and let that one be the go-to
bioflag for mobs we don't want **fun** things happen to.~~
`MOB_EPIC` is now `MOB_SPECIAL`. Headslugs get that.
I think the alternative methow could use whatever the gold cores use to
determine what to spawn but that would shift the mobs available for the
belt even more and I can't be assed to figure out how _much_ of a shift
that would be. Dragons or slimes or lavaland mobs would be out, for
example. Don't really vibe with that.
Fixes headslug's description bit that discerns a sentient slug from an
AI one showing up on a dead slug. It can't move while it's dead, no
matter its mind/AI.
Also adds simple dmdoc comments to the defines to help discern a few of
them more easily. Non-quip text suggestions welcome.
## Why It's Good For The Game
- Resolves#77756
- Resolves#78227
More mobs available for the funny belt but less _fun_ mobs should allow
for more stable use of the damn thing. Arguably, some of the mobs that
have been found to be incompatible with the belt are simply lacking a
`MOB_ORGANIC` flag, some of them with no apparent reason. However,
blacklisting potentially problematic biotypes should be easier to design
the unwanted mobs around.
Also consistency, less all-ling stations, code clarity. Whatever.
## Changelog
🆑
balance: polymorph belt now blacklists mobs that are undead, humanoid,
robotic or spiritual (in nature, not religiously), as well as megafauna
balance: however, this means that it works with more mobs that it should
logically work with, like slimes/bugs/lightgeists etc
fix: fixed headslug shenanigans with the polymorph belt hopefully for
good this time
fix: fixed headslug description mentioning its movement despite the slug
being dead
/🆑
* Polymorph belt blacklists several biotypes instead of allowing only organics
---------
Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
* Update clothing appearance following species change (#78185)
## About The Pull Request
Fixes#78179
Monkey clothes didn't fit following black charged slime transformation
(I hate xenobiology)
Moved the proc call which updated the clothing appearance from turning
into or returning from being a monkey into generic `on_species_gain` on
the basis that this would effect any species with weird clothing offsets
(such as transforming into a golem from the same source) and we don't
want a bunch of specific checks against it.
Also I just tidied up that proc a little bit.
## Changelog
🆑
fix: Your clothes and such should correctly reposition themselves if a
black charged slime extract turns you into a monkey.
/🆑
* Update clothing appearance following species change
---------
Co-authored-by: Jacquerel <hnevard@gmail.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>
* Canonizes Robot Yawns (#78175)
## About The Pull Request
Closes#77592
I agree that it's silly that robots shouldn't be able to yawn, but I
think that instead of removing the potential for this interaction to
occur outright (which can be done with moving around a check), it should
be embraced instead.
## Why It's Good For The Game

Robots fake-yawning to make them feel more realistic to the workers of
the station (and if they aren't station based, their once-creators
(which is fine because we removed swarmers)) and not being exempt from a
really cutesy niche interaction greatly appeals to me.
## Changelog
🆑
add: Ever see a robot yawn? Don't worry, it makes sense now.
/🆑
* Canonizes Robot Yawns
---------
Co-authored-by: san7890 <the@san7890.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>
* fix basic mobs ranged burst attacks (#78163)
## About The Pull Request
the burst attacks wasnt working because a cooldown in the ranged
component qwas added recently. this now moves the burst attacks option
to the component itself so even sapiant player mobs can use these burst
ranged attacks
## Why It's Good For The Game
fix basic mobs ranged burst attacks
## Changelog
🆑
fix: basic mobs can now use ranged burst attacks
/🆑
* fix basic mobs ranged burst attacks
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
* Fixed snow legion corpse spawning. (#78147)
## About The Pull Request
Resolves#77973
Due to a pair of oversights, snow legions erroneously drop two corpses
when killed, and both of these corpses use the spawnlists for Lavaland
legions. The duplicate has been removed, and the snow legion corpse
spawner is no longer a subtype of the regular one - which was causing
the issue. Now the new corpses will actually spawn.
## Why It's Good For The Game
Makes #76898 actually work.
## Changelog
🆑
fix: Snow legions now drop only one corpse, and no longer drop Lavaland
corpses.
/🆑
* Fixed snow legion corpse spawning.
---------
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
* Adds Blood-drunk and demonic frost miner boss music. (#78123)
Acts as a continuation of PR #77149 for boss music functionality and
implements a BDM and demonic frost miner boss music theme.
More music is good, but I do have some gripes with my own PR. This
particular track relies on instrumentation that when compressed just
doesn't sound as good, and the in-game version is noticeably less
enjoyable that the high quality version. I wish I could help the track
out more, but as is it's already at 811 kb which is barely in line with
file requirements, so i just can't justify bloating the audio file sizes
to make it sound better. You notice this kind of problem a lot with the
higher runtime music and background tracks. It just feels a bit more
clunky than hierophant, but what are you gonna do right?
* Adds Blood-drunk and demonic frost miner boss music.
---------
Co-authored-by: RICK IM RI <77305289+tommysalami3@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>
* minebots basic bots (#78032)
## About The Pull Request
Transforms the minebots into basic robots. You can now command these
minebots to extract minerals for you. To activate automated mining mode,
simply instruct them with the command "mine." They will then proceed to
autonomously mine walls and gather ores. If you wish to make the bot
deposit all the collected ores, use the command "drop." Alternatively,
you can leave it in collection mode, and it will gather all the ores you
mine. Additionally, the bot now responds to several more commands; you
can instruct it to follow you, toggle its lights on or off by saying
"lights." In attack mode, it refrains from mining or collecting ores but
will engage in combat alongside you. If it detects you as deceased or
unconscious, it will alert all miners, request assistance, and relay
your coordinates via the mining communication channel. to power it on u
will need to feed it any type of ore first so it may listen to ur
commands
## Why It's Good For The Game
makes the non sapiant minebots more useful
## Changelog
🆑
refactor: the minebots have been refactored please report any bugs
add: minebots can now mine walls and collect ores automatically and they
will alert everyone if they find u dead
/🆑
* minebots basic bots
* Modular
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* `mob_transformation_simple` sends a `COMSIG_MOB_CHANGED_TYPE` signal, letting `content_barfer` mobs spit things out (#78093)
## About The Pull Request
Title; also makes bileworm devour message have a warning span.
~~it's a bit cheeky but i didn't want to add a deletion signal to the
content_barfer's signal list, and the wabbajack signal here kinda makes
sense?~~
## Why It's Good For The Game
Fixes#76791
## Changelog
🆑
fix: fixed bileworm evolution deleting anything they devoured; they will
now eject their contents upon evolution to vileworms
/🆑
* `mob_transformation_simple` sends a `COMSIG_MOB_CHANGED_TYPE` signal, letting `content_barfer` mobs spit things out
---------
Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
* pAIs control a PDA they're inserted into (#78103)
## About The Pull Request
This PR lets pAIs inserted into a PDA to control the PDA of their owner.
They can see their own pAI configurations but cannot edit any of it.
They also can't eject themselves from it.
This means they can receive and send PDA messages as their owner, acting
like a personal secretary
This also adds support for multiple people using a PDA and its UI
updating for all of them and PDA messages being received and responded
to from multiple people under the same PDA
It also removes pAI camera in favor of using siliconcamera, which is the
same thing; this just cuts down on some copy paste.
I also reverted PDA's ringer being off preventing messages from being
sent to your chat, silent mode was meant to prevent only the ringing
sound.
## Why It's Good For The Game
pAIs can now do a little bit more to help their owners on a personal
level, and adds support for more stuff like this in the future (an idea
I had was being able to hack into PDAs in the same way the CE can hack
into APCs remotely)
This is a re-PR of https://github.com/tgstation/tgstation/pull/76445 but
it's a little better this time and does not remove the PDA Messenger app
from pAIs.
## Changelog
🆑
fix: PDAs being on silent no longer prevents PDAs from being sent to
your chat, again.
add: pAIs inserted into a PDA can now control the PDA, and will receive
PDA messages sent to it (and can respond under the PDA's name).
/🆑
* pAIs control a PDA they're inserted into
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* (no gbp) small improvement to bee pollination (#78095)
## About The Pull Request
i saw some players are upset because the hive bees aggro towards people
so it makes them harder to control for the pollination. bees will now
only aggro to people if they are standing very near their hive. if they
move out of range of the beehive they will ignore them and focus on
pollination.
## Why It's Good For The Game
improvements to pollination
## Changelog
🆑
qol: pollinating bees will now only attack players that are standing
near the beehive
/🆑
* (no gbp) small improvement to bee pollination
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
* Basic mobs drop their butcher results when gibbed (#78091)
## About The Pull Request
Title.
## Why It's Good For The Game
Fixes#78089
Simple mobs drop their meats when gibbed but basic mobs don't which is
weird and inconsistent.
## Changelog
🆑
fix: fixed basic mobs not dropping their butcher results when gibbed
/🆑
* Basic mobs drop their butcher results when gibbed
---------
Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
* Move some job related achievements into the job achievement category (#78092)
## About The Pull Request
Read title, this only affects the UI and not the database as far as I am
aware
## Why It's Good For The Game
The jobs category is painfully empty, only being home to four
achievements total. Meanwhile we have a ton of achievements inside the
miscellaneous category, a lot of which are not miscellaneous
achievements at all. Right now I just wanna focus on moving around
achievements from existing category to existing category though. This
improves achievement category spread overall by a small but necessary
amount.
## Changelog
🆑 distributivgesetz
code: Moved some job-related achievements from the misc category to the
jobs category.
/🆑
* Move some job related achievements into the job achievement category
---------
Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
* You can no longer create non-synthesizable chemicals with bees. (#78072)
## About The Pull Request
You can no longer create non-synthesizable chemicals with bees.
## Why It's Good For The Game
Fixes the ability to mass produce reagents that aren't supposed to be
directly synthesized.
## Changelog
🆑
fix: You can no longer create non-synthesizable chemicals with bees.
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* You can no longer create non-synthesizable chemicals with bees.
---------
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* you can now examine screen objects properly (#78046)
## About The Pull Request
runtimed because they are in nullspace
## Why It's Good For The Game
e
## Changelog
🆑
fix: you can now examine screen objects properly
/🆑
* you can now examine screen objects properly
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Culls the Simple Animal Boss Framework (#78031)
## About The Pull Request
The only thing that ever actually needed to use this (Paper Wizards)
were refactored in #76688 (46e819297a).
The AI is primitive compared to modern AI frameworks, and I'm pretty
sure anything that may have been needed to be re-used was recoded in the
paper wizard framework (or at least serves as a good template for coding
"bosses").
## Why It's Good For The Game
Yeeting deprecated formats is so poggers champion.
## Changelog
Nothing that players could care about.
* Culls the Simple Animal Boss Framework
---------
Co-authored-by: san7890 <the@san7890.com>
* megafauna no longer gib/dust you (#77731)
## About The Pull Request
megafauna now gut you instead of gibbing or dusting
colossus bolts still dust to prevent bodychair cheese
## Why It's Good For The Game
shaft miners are already hard to recover(or impossible in the case of
dusting), having to go through lavaland and likely near the megafauna
itself. This should still be punishing enough for losing to a megafauna
as it removes their heart, lungs and liver from their body while still
leaving it intact, just easier to recover.
## Changelog
🆑
balance: megafauna will now gut instead of dusting or gibbing
/🆑
---------
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* megafauna no longer gib/dust you
---------
Co-authored-by: 1393F <59183821+1393F@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Morgue dead body placer guarantees 1 human to dissect if non-human cadaver config is enabled. Morgues spawn with 1 additional body (except on Birdboat). (#77816)
## About The Pull Request
- Morgue guarantees 1 human body to dissect even if
`morgue_cadaver_disable_nonhumans` config flag is set.
- All maps bar birdboat will now spawn with one additional morgue
cadaver.
- Did some minor code cleanup around the dead body placer, removes an
`in world` loop, etc.
## Why It's Good For The Game
- Morgue guarantees 1 human body to dissect even if
`morgue_cadaver_disable_nonhumans` config flag is set.
- This is mostly a downstream server issue but if your server enables
this config and has additional species enabled, the odds of you getting
a human to dissect tends to be very low.
- Why is this a problem? Well, a human is necessary to dissect to get
medical's tech.
- Why not get genetics to get you a hu-monkey? This is an option, but if
A. there's no geneticists or B. they are refusing to cooperate then you
tend to be SOL unless you want to wait for a greytide to come in after
drinking themselves to death. Given we have a role now dedicated to
performing dissections, having no job to do for the first twenty or so
minutes due to a lack of a human body is kind of sad.
- If this is an intended facet, I will revert this change and leave it
to the code improvements / bodycount uptick.
- All maps bar birdboat will now spawn with one additional morgue
cadaver.
- This was actually intended on some maps but has been stealthily
removed in some cases? Icebox and Delta used to have two dead body
spawners to place 4 cadavers. So I decided to bring this back.
- For the most part, this just gives higher population maps more bodies
to mess around with. Higher pop means more people means more people need
bodies, either for antagging, cooking, body replacements, or coron-ing.
- Also like, sometimes messing around with dead bodies are fun, and it's
nice to not have to worry that you're running out of them for actual
medical use.
- I can also make this scale on roundstart pop if we really care. But
that seems overkill. Especially as these maps had their body counts
higher for a while and were fine.
## Changelog
🆑 Melbert
balance: If your server has non-human morgue cadavers enabled, you will
be guaranteed one human cadaver no matter what.
balance: All maps (with the exception of Birdboat) now have an
additional morgue cadaver roundstart.
/🆑
* Morgue dead body placer guarantees 1 human to dissect if non-human cadaver config is enabled. Morgues spawn with 1 additional body (except on Birdboat).
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* [NO GBP] Star Gazer Fixes (#78003)
## About The Pull Request
Star Gazer can be buckled which stops the Star Gazer from being able to
move which isn't supposed to happen. Also removes Star Gazer alpha
pixels which where created because it used to have a limited amount of
health, but now it isn't needed and seems like it will only be in the
way.
## Why It's Good For The Game
Improvements.
## Changelog
🆑
fix: Fixes Star Gazer getting buckled
image: Removes Star Gazer alpha pixels
/🆑
* [NO GBP] Star Gazer Fixes
---------
Co-authored-by: Comxy <tijntensen@gmail.com>
* Initial draft, most of the stuff is implemented, not really tested or cleaned up yet
* Refactors the handling into a datum-based approach, for more abstraction
* Added migration, properly hooked up the verb to the new system
* Removed some more dead code
* Fixes some missing stuff from the .dme because VSC is stupid sometimes with merge conflicts
* Fixes the schema
* Wow I was really getting tired huh
* A fool, I say, a fool!
* I hate lists of lists I hate lists of lists I hate lists of lists
* I somehow missed this one twice. TWICE!
* This won't actually work if it's defaulting to true, lmao
* Makes it not log stuff if the adding or removing of players is unsuccessful
* Adds a way to update all of the unlock_contents for preferences datums once the donator list is initialized
* Runs update_prefs_unlock_content on mob Login() (hopefully this helps)
* Fixes the bajillion of runtimes caused by my dumb ass trying to make some client calls on ckeys
* Man I was really tired that day
* I had this ready for three hours and forgot to push it
* Progress bars & cleaning particles will centre on the tile occupied by large icon objects (#77940)
## About The Pull Request
Do_after bars always draw based on the top-left corner of the targetted
atom, for atoms with sprites that are larger than 32x32 this gives them
a weird offset instead of being centred, which bugs me.
I have tried my best to figure out a way to reverse this which does not
interfere with atoms which use pixel_x/pixel_y to visually appear to be
on a different tile.
## Why It's Good For The Game
Before:

he hates how you missed him completely 😦
After:

now you're cleaning his feet 🙂
## Changelog
🆑
image: progress bars and cleaning particles are now centered on the tile
occupied by the target, if it is a big sprite
/🆑
* Progress bars & cleaning particles will centre on the tile occupied by large icon objects
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* [no gbp] Removes a source of self-ling (#77941)
## About The Pull Request
The protection from allowing a possessing mob to lay changeling eggs of
the dead headslug corpses present in the meateor ruin was a
post-creation variable edit rather than an immutable property of the
typepath, so if for instance you had some kind of item of clothing which
allows you to turn yourself into an instance of a mob via its typepath
you could use them to turn into a headslug, bite a monkeyman, commit
suicide, and then become a changeling.
An unintended consequene of two things added by the same developer?
Starting to stop looking like a coincidence, someone should investigate
this guy...
## Why It's Good For The Game
This is undesirable, which is exactly why nobody reported it even though
they knew they could do it.
* [no gbp] Removes a source of self-ling
---------
Co-authored-by: Jacquerel <hnevard@gmail.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
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Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
* Fixes greyscale colors not updating when changing their colors via VV, and fixes some issues with accessories (#77806)
## About The Pull Request
Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/23214
This fixes a few bugs and cleans up code a bit:
1) Greyscale colors that were changed via the VV modify greyscale menu
will now update the mob's worn clothing accordingly. It wasn't doing
this before. Accessories in particular needed a bit of extra work to
update in this way because it wasn't coded with this case in mind.
2) Accessories will call `equipped()` and `dropped()` when they get
added/removed. This will fix issues like item flags being incorrectly
set, action bars not being added, etc.
3) Accessories will now be returned by `get_all_gear()`. This will
probably fix a few issues I'm not aware of.
## Why It's Good For The Game
<details><summary>Works</summary>

</details>
<details><summary>get_all_gear()</summary>

</details>
<details><summary>get_equipped_items()</summary>

</details>
<details><summary>item_flags get set now, hopefully preventing future
issues related to that</summary>

</details>
## Changelog
🆑
fix: greyscale colors will now update on the mob when modifying them via
the VV menu
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Fixes greyscale colors not updating when changing their colors via VV, and fixes some issues with accessories
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Gives IceBox legions their own, separate corpse-drops. (#76898)
## About The Pull Request
Noticed one of these snowmen drop an ash walker earlier today, and
thought I would have that fixed for consistency's sake, as there's no
ash walkers on icemoon. After I done that, I felt weird for just cutting
out a thing like that, so figured a replacement: eskimos. So yeah.
## Why It's Good For The Game
Consistency: There's no more ash walker corpses in legions on Icemoon,
as there's no, and never was, any living ones.
Fluff: Eskimos that replace them make much more sense.
## Changelog
🆑
add: Gave snow legions a separate corpse-drop pool: ash walkers
excluded, but eskimos included.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Gives IceBox legions their own, separate corpse-drops.
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Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Minor borg fixes (#77857)
## About The Pull Request
Fix for few minor bugs that were created by the borg combat rework
## Why It's Good For The Game
Bugs bad.
Also borgs getting permastunned after doing *collapse is not something I
want to see in this game.
## Changelog
🆑
fix: Borgs no longer get permastunned by emotes
fix: Borg hud should not fuck up in few situations
/🆑
* Minor borg fixes
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Co-authored-by: Kubisopplay <38842052+Kubisopplay@users.noreply.github.com>
* [no gbp] Watchers don't glow while they are dead (#77910)
## About The Pull Request
Removes watcher emissive appearance while dead.
## Why It's Good For The Game
Made it look like they were haunted by their own ghost, spooky but
inappropriate.
## Changelog
🆑
fix: Watchers won't retain an ethereal outline of their wings hovering
over their dead body.
/🆑
* [no gbp] Watchers don't glow while they are dead
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Co-authored-by: Jacquerel <hnevard@gmail.com>
* Replaces or removes miscellaneous sources of clone damage from the game (#77832)
## About The Pull Request
Might as well go over all of them here.
1. Holoparasites deal half of the damage they take as clone damage to
their summoner when they are knocked out. Now it deals damage to the
brain instead.
2. Prion peptides used to deal a little bit of clone damage every
reagent tick. Now they do it to the brain.
3. When transforming back to human from a slime via a shapeshift spell,
the total damage you have gets flat converted into clone damage. Now it
gets flat converted to toxin damage.
4. Black stabilized slimes let you drain health from other people if you
latched onto them, dealing clone damage to whoever you latched onto,
same as slimes used to do. This has been converted to brute damage.
## Why It's Good For The Game
Explanation from #77569:
> Clone damage is a damage type that shouldn't exist anymore, it's a
relic left from the era of cloning and it's so specific of a damage type
that it rarely gets used as a result. It really should be a type of
affliction (wound etc) instead of its own damage counter.
Only a few left to go, cosmic heretic lore, the greed ruin and the
decloner gun. Then we can remove clone damage completely.
## Changelog
🆑
del: Removes miscellaneous sources of clone damage from the game.
/🆑
* Replaces or removes miscellaneous sources of clone damage from the game
---------
Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
* fixes regal rats not running away (#77888)
## About The Pull Request
fixes the regal rat not running away from whoever attacked him. also
adds a new pet command behavior which makes the king's minions drop
whatever they are doing and defend their king from whoever has attacked
him.
## Why It's Good For The Game
the rats now behave right
## Changelog
🆑
fix: regal rats now run away from whoever attacked them
add: new pet behavior which makes pets defend their owners if they got
attacked
/🆑
* fixes regal rats not running away
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Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
* Doafter cleanup, disables stoplag dynamic sleeping in unit tests (#77868)
## About The Pull Request
[Makes the do_afters list behave as
expected](https://github.com/tgstation/tgstation/commit/b7cd6c520f25bc9570edc1e478123bf69884eb6d)
Half the code expected it to be a flat list of things we are acting on,
half expected it to be an assoc list of thing -> interaction count
Let's make that second dream a reality yeah?
[Disables stoplag's lag stoppage for unit
tests](https://github.com/tgstation/tgstation/commit/88b2bb371cba4a0b2b042b866cb0d1f00453487c)
Because of the unique environment of unit tests (High cpu usage, lots of
sleeping) this risks spurious hard deletes from neverending stoplag
runs.
## Why It's Good For The Game
Less errors/guesswork in testing, better code
Potentially addresses #77865
* Doafter cleanup, disables stoplag dynamic sleeping in unit tests
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Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Adds error on qdeling callback, fixes errors this causes (#77850)
## About The Pull Request
You shouldn't ever qdel a callback. If you don't want to own it free
your ref (remove it from a list/set it to null). When all refs are
cleared it'll get cleaned up by byond itself
* Adds error on qdeling callback, fixes errors this causes
* Update cell_component.dm
* Update acid.dm
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Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Fix a compiler mis-optimization in create_character (#77801)
`mind.transfer_to` sets mind to null.
`mind.set_original_character` thus, should not work, but happens to
because BYOND incorrectly caches this.
This is causing problems with OpenDream because they do not have this
same bug.
* Fix a compiler mis-optimization in create_character
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Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>