* Fixes text effects for runechat. (#81170)
## About The Pull Request
This stuff has been cramping 100% heavy roleplay style for too long.
Somehow, the way maptext is formatted* seems to break tag ends found
around a line break. This usually happens when a space with width is
found by the end of the line, and I don't recall ever encountering the
issue otherwise.
Apparently, I've also found out that concatenating two spaces,
regardless of width, seems to fix the issue just fine, and that brings
in the solution to this whole pedantic problem: a <b>zero-width
space</b> at the end of the closing tag.
*That's handled behind the curtains by the engine, so I can only throw
wild guesses to why it happens.
Oh, by the by, I've also changed the tip about text modifiers I've made
over a year ago. It was too confusing to read.
* Fixes text effects for runechat.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Fixes contractor support unit (#81054)
## About The Pull Request
This does what I suggested on
https://github.com/tgstation/tgstation/pull/79884 and some more fixes
that I found while messing around.
This was a big oversight when I was adding contractor originally,
uplinks were reworked entirely and I didn't take it into account
properly, this hopefully will fix those.
I also gave contractor support units their own flavor and removed their
uplink section since they do not get one, so they aren't an "MI13 agent"
or anything, they work solely for this one guy.
There were reports that people being contracted didn't send them back
with their equipment but I haven't been able to replicate that bug and I
do not see an issue report on it so I am going to assume that for now it
is fine.
## Why It's Good For The Game
Closes https://github.com/tgstation/tgstation/issues/79883
Contractor support units now properly work as intended and don't feel
like a buggy mess.
## Changelog
🆑
fix: Contractor support units now don't have flavortext telling them
they work for someone else but their agent.
fix: Contractor support units now comes in an antag spawner (like
syndicate monkey, nukie borgs/reinforcements).
fix: Syndicate monkeys now get their monkey antag datum.
/🆑
* Fixes contractor support unit
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Integrated circuits for modular computers (#80530)
This PR integrates circuits for modular computers and a good bits of
their programs.
The peculiarity here is that modular computers have no fixed amount of
unremovable components (except the base one with just a couple ports for
now), instead, they're added and removed along with programs. With a few
exceptions (such as the messenger and signaler), for these program
circuits to work, their associated program has to be either open or in
the background.
For a reason or another, not all programs have a circuit associated to
them, still, however the programs with a circuit are still a handful.
They are:
- Nanotrasen Pay System
- Notepad
- SiliConnect
- WireCarp
- MODsuit Control
- Spectre Meter
- Direct Messenger*
- LifeConnect
- Custodial Locator
- Fission360
- Camera
- Status Display
- SignalCommander
*By the by, sending messages has a cooldown, so it shouldn't be as
spammy. If it turns out to not be enough, I can make it so messages from
circuit will be ignored by other messenger circuits.
The PR is no longer WIP.
I believe modular computers could make for some interesting setups with
circuits, since they're fairly flexible and stocked with features unlike
many other appliances, therefore also a speck more abusable, though
limits, cooldowns, logging and sanitization have been implemented to
keep it in check.
🆑
add: Modular Computers now support integrated circuits. What can be done
with them depends on the programs installed and whether they're running
(open or background).
add: Modular Consoles (the machinery) now have a small backup cell they
draw power from if the power goes out.
/🆑
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* makes a very important change to `strings/names/death_commando.txt` so that my immersion isn't broken by passage of time (#80482)
## About The Pull Request
For an undisclosed period of time since the addition of MOD suits, the
death commando name 'A whole bunch of spiders in a SWAT suit' located in
`strings/names/death_commando.txt` has been factually incorrect. I am
fixing the discrepancy that has breached my immersion so many times.
## Why It's Good For The Game
Fixes the codebase.
## Changelog
🆑
fix: 'A whole bunch of spiders in a SWAT suit' to 'A whole bunch of
spiders in a MODsuit'
/🆑
* makes a very important change to `strings/names/death_commando.txt` so that my immersion isn't broken by passage of time
---------
Co-authored-by: zeroisthebiggay <43571008+zeroisthebiggay@users.noreply.github.com>
* Fixes nukeop and elite nukeop TGC cards not having sprites (#80417)
## About The Pull Request
Closes#80406
This was accidentally caused by #72517 and the holograms still trying to
read from the file
## Why It's Good For The Game
Holograms are meant to show the card
## Changelog
🆑
fix: Made Syndicate Stormtrooper and Nuclear Operative TGC card
holograms visible again
/🆑
* Fixes nukeop and elite nukeop TGC cards not having sprites
---------
Co-authored-by: StaringGasMask <62149527+Exester509@users.noreply.github.com>
* Updates ocky icky phobia to more modern lingo (#80247)
## About The Pull Request
As requested by the administrative team; ocky icky phobia has been
updated with some all new lingo
Please give more ideas in the comments if you feel like something is
missing!
Full list of words added:
"amogus",
"chat",
"c*der",
"coder",
"coders",
"erp",
"joever",
"kys",
"lmao",
"lol",
"mapper",
"muderbone",
"murderboning",
"powergame",
"rp",
"sprite",
"spriter",
"sus",
"tide",
"ur",
"5head"
## Why It's Good For The Game
The ocky icky phobia is currently out of date with the hip and cool
lingo the kids are using nowadays, this updates it for any admin feeling
like granting a smite to an intrepid twitch user who is attempting to
emote twitch emotes ic.
This improves the game because it allows for the currently very un-used
ocky icky phobia smite to be more relevant in our current day and age.
## Changelog
🆑
admin: Updates the admin smite "Ocky icky phobia" with some new words
/🆑
* Updates ocky icky phobia to more modern lingo
---------
Co-authored-by: Rex9001 <120136161+Rex9001@users.noreply.github.com>
* Abductor Ship Bitrunner Domain (#80106)
## About The Pull Request
Adds in a new Bitrunner domain called Abductor Ship which is an
assault-type domain themed as an abductor mothership. It adds in a new
Abductor simplemob, gives them enemy AI almost identical to the
Syndicate Assault mobs and then sets them up in a new modular Domain map
fit with a custom Safehouse and multiple enemy types.
The domain is the same reward and difficulty level as the Syndicate
Assault mission and can be easily compared to it, while also being fresh
and having a cool themed map to run around in and blast aliens. I don't
know, I think it's cool...
## Why It's Good For The Game
Fun alien destruction, more Bitrunner content. Can you really go wrong
with that? It seems like bitrunning becomes dry when you've exhausted
all your domain options and have gotten used to them.
## Changelog
🆑
add: Added new modular Assault-Type domain "Abductor Ship"
add: Added new simple mob abductor agents team
/🆑
* Abductor Ship Bitrunner Domain
---------
Co-authored-by: IsaacExists <125638858+IsaacExists@users.noreply.github.com>
* The Inversenning : Superior Healing Medications (#79342)
Introducing new inverse reagents for existing superior healing
medications! This push includes...
**Benzoic Acid** : Inverse of Salicylic Acid. Robust fertilizer that
provides a decent range of benefits for plant life.
**Oxymetholone** : Inverse of Oxandrolone. Anabolic steroid that
promotes the growth of muscle during and after exercise.
**Bamethan** : Inverse of Salbutamol. Blood thinner that drastically
increases the chance of receiving bleeding wounds.
**Pendetide** : Inverse of Pentetic Acid. An unusual bioradioactive drug
that purges basic radiation healing chems. Also increases the severity
of radiation poisoning.
**Hyoscyamine** : Inverse of Atropine. Heals heart and stomach damage,
and slowly removes minor toxin damage.
**Ammoniated Sludge** : Inverse of Ammoniated Mercury. A ghastly looking
mess of mercury by-product which causes bursts of manic hysteria.
**Inreziniver** : Inverse of Rezadone. Makes the user horribly afraid of
all things related to carps.
This is an effort to add more variety to the existing inverse reagent
system within chemistry. Not only should this variety serve to provide
additional options for a Chemist to experiment with, they should also
broaden the possibilities for already existing strategies.
* The Inversenning : Superior Healing Medications
---------
Co-authored-by: MGOOOOOO <97645027+MGOOOOOO@users.noreply.github.com>
* Fixes an incorrect term in roundstart tips. (#79826)
## About The Pull Request
A few roundstart tips erroneously referred to suit-slot clothing as
"exosuits". I've changed the wording to refer to the suits and the suit
slot properly.
## Why It's Good For The Game
In-game, "exosuit" refers solely to mechs, i.e. the exosuit fabricator
and exosuit equipment. Using this term for suit clothing muddles the
actual meaning of these roundstart tips.
## Changelog
🆑
spellcheck: Some roundstart tips have been made clearer regarding
"suits" vs. "exosuits".
/🆑
* Fixes an incorrect term in roundstart tips.
---------
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
* Nukie Aliases and Some Hairspray (#79653)
## About The Pull Request
Nuclear operatives now receive an alias for their first name, instead of
a default human name. This alias is randomly selected, or can be set in
your name preferences.

This does not affect Operative Leaders selecting the team's last name.
This means that **operative names are now "[Alias chosen by player]
[Team name chosen by leader]".**
There is a list of default aliases, in case no alias has been selected.
I randomly came up with a bunch of stuff from the top of my head and put
it in a text file. If you think of something better, choose it yourself!
**OH, ALSO:**
There's some hair dye in the Firebase dorms now. Useful if you want to
further differentiate between your Operative/Crew characters, or just
look pretty.
## Why It's Good For The Game
No longer shall nukies be "your character but with a different name".
Now you can give yourself a bit more identity instead of just a random
name.
More customization options means more opportunities for people doing
interesting stuff, and to branch away from the beaten path of boring
meta strats.
## Changelog
🆑 Rhials
add: Nuclear Operatives, in an attempt to appeal to the more "tacticool"
members of their cause, have begun using callsigns to designate
themselves. Check your preferences to set your Operative Alias!
qol: At the request of the more vain members of the cause, hair dye has
been added to the Operative Firebase dorms.
/🆑
* Nukie Aliases and Some Hairspray
---------
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
* Basic Guardians/Holoparasites (#79473)
## About The Pull Request
Fixes#79485Fixes#77552
Converts Guardians (aka Holoparasites) into Basic Mobs.
Changes a bunch of their behaviours into actions or components which we
can reuse.
Replaces some verbs it would give to you and hide in the status panel
with action buttons that you may be able to find more quickly.
They _**should**_ work basically like they did before but a bit
smoother. It is not unlikely that I made some changes by accident or
just by changing framework though.
My one creative touch was adding random name suggestions.
The Wizard federation have a convention of naming their arcane spirit
guardians by combining a colour and a major arcana of the tarot. The
Syndicate of course won't truck with any of that mystical claptrap and
for their codenames use the much more sensible construction of a colour
and a gamepiece.
This lets you be randomly assigned such creative names as "Sparkling
Hermit", "Bloody Queen", "Blue World", or "Purple Diamond".
You can of course still ignore this entirely and type "The Brapmaster"
into the box if so desired.
I made _one_ other intentional change, which is to swap to Mothblocks'
nice leash component instead of instantly teleporting guardians back to
you when they are pulled out of the edge of their range. They should now
be "dragged" along behind you until they can't path, at which point they
will teleport. This should make the experience a bit less disorienting,
you have the recall button if you _want_ to instantly catch up.
This is unfortunately a bumper-sized PR because it did not seem
plausible to not do all of it at once, but I can make a project branch
for atomisation if people think this is too much of a pain in the ass to
review.
Other changes:
- Some refactoring to how the charge action works so I could
individually override "what you can hit" and "what happens when you hit"
instead of those being the same proc
- Lightning Guardian damage chain is now a component
- Explosive Guardian explosive trap is now a component
- Added even more arguments to the Healing Touch component to allow it
to heal tox/oxy damage and require a specific click modifier
- Life Link component which implements the Guardian behaviour of using
another mob as your health bar
- Moved some stuff about deciding what guardians look and are described
like into a theming datum
- Added a generic proc which can return whether your mob is meant to
apply some kind of damage multiplier to a certain damage type. It's not
perfect because I couldn't figure out how ot cram limb modifiers in
there, which is where most of it is on carbons. Oh well.
- Riders of vehicles now inherit all movement traits of those vehicles,
so riding a charging holoparasite will let you cross chasms. Also works
if you piggyback someone with wings, probably.
## Changelog
🆑
refactor: Guardians/Powerminers/Holoparasites now use the basic mob
framework. Please report any unexpected changes or behaviour.
qol: The verbs used to communicate with, recall, or banish your Guardian
are now action buttons.
balance: If (as a Guardian) your host moves slightly out of range you
will now be dragged back into range if possible, rather than being
instantly teleported to them.
balance: Protectors now have a shorter leash range rather than a longer
one, in order to more easily take advantage of their ability to drag
their charge out of danger.
balance: Ranged Guardians can now hold down the mouse button to fire
automatically.
balance: People riding vehicles or other mobs now inherit all of their
movement traits, so riding a flying mob (or vehicle, if we have any of
those) will allow you to cross chasms and lava safely.
/🆑
---------
Co-authored-by: san7890 <the@ san7890.com>
* Basic Guardians/Holoparasites
* Modular
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Adds a Syndicate Monkey Agent beacon uplink item (#79012)
## About The Pull Request
Adds a Syndicate Monkey Agent beacon uplink item. It spawns a dapper
monkey that must follow your orders.
Added a monkey gun case to the uplink, which contains monkey guns!
Though they aren't very powerful.
Added a more modularlike subtype for antagonist spawners to reduce
future hardcoding.
Gave the syndicate turtleneck a monkey sprite, from SS14!
## Why It's Good For The Game
I want to see the clown driving security insane with 2-3 monkeys and an
incredible amount of pranking. Or an assistant killing everyone with his
monkey friends while wearing a monkey suit. Or a geneticist sending out
mutated monkeys to kill people. Or a scientist equipping his monkeys
with bombs or xenobiology equipment and sending them out to wreak havoc.
6 TC is only enough for two monkeys, but you can get a third if you
finish any kind of objective.
> Added a monkey gun case to the uplink, which contains monkey guns!
Though they aren't very powerful.
We can't have the monkey mafia without guns, come on. The guns are weak
and only usable by monkeys. Additionally, they're restricted to
entertainment only.
Credit to SS14 for the monky turtleneck sprite.
## Changelog
🆑
add: Adds a Syndicate Monkey Agent beacon uplink item. It spawns a
dapper monkey that must follow your orders.
add: Added a monkey gun case to the uplink, which contains monkey guns!
Though they aren't very powerful.
refactor: Added a more modularlike subtype for antagonist spawners to
reduce future hardcoding.
sprite: Gave the syndicate turtleneck a monkey sprite, from SS14!
/🆑
---------
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Adds a Syndicate Monkey Agent beacon uplink item
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Basic Mob Gorillas (#78918)
## About The Pull Request
Now we can make basic mobs with hands easily so I did, they don't
actually use their hands for anything with AI.
In the future we can come back and share the monkey AI where they pick
up items to hit people with, but frankly few weapons are more deadly
than a gorilla's fists.
IIRC I didn't really change their behaviour much, this is mostly just a
straight conversion. Main difference is that they will prioritise eating
nearby bananas and fruit salads over punching people.
When I make these conversions nowadays I need to decide between "does
this attack at the speed that it did as an NPC mob or the speed it did
as a player?"
I am arbitrarily deciding that gorillas are usually not players and
electing for the former, but tell me if you disagree.
I also made "show basic inhand sprites" into a component shared by
Gorillas, Drones, and Dextrous Guardians (all also now available to
become basic, once I get around to it),
And I added an AI behaviour to run a basic emote. This is similar but
different to "random speech", which kind of sucks and needs rewriting
anyway.
Gorillas don't speak, only ooga.
## Why It's Good For The Game
https://www.youtube.com/watch?v=npuuTBlEb1U
## Changelog
🆑
refactor: Gorillas now use the basic mob framework. Please report any
unusual side effects.
/🆑
* Basic Mob Gorillas
* Modular paths
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* [TEST-MERGE FIRST] Wound refactor number two: Full synthetic support
* Wound refactor two compatability (#23618)
* Delam emergency procedure moth (#23483)
* safety moff
* delta/whitespace/examine
* icebox
* moff poster
* moff poster
* Update DelamProcedure.tsx
* Update scram.dm
* sound plays during warning
* remove nightshift, theres already a global proc
* scrubber hint
* missed that define
* Apply suggestions from code review
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* covered by ui_interact
* Update modular_skyrat/modules/delam_emergency_stop/code/scram.dm
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Update modular_skyrat/modules/delam_emergency_stop/code/scram.dm
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Automatic changelog for PR #23483 [ci skip]
* Automatic changelog compile [ci skip]
* [non modular] disables TG "hold up" for the foreseeable future (#23607)
Update gun.dm
* Automatic changelog for PR #23607 [ci skip]
* [MIRROR] Desouls Hivelord [MDB IGNORE] (#23609)
* 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>
* Automatic changelog for PR #23609 [ci skip]
* [MIRROR] Updates chem factory tank sprites [MDB IGNORE] (#23608)
* Updates chem factory tank sprites (#78209)
Updates chem factory tank sprites.
* Updates chem factory tank sprites
---------
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* [MIRROR] Rice Dough can be made in a beaker [MDB IGNORE] (#23611)
* Rice Dough can be made in a beaker (#78062)
## About The Pull Request
Rice dough can be made in a beaker using 20u of Rice Flour and 10u of
Water. 10u of Rice Flour is made from 5u of Rice and 5u of Flour. Rice
dough can still be crafted manually using the crafting menu and the
original recipe.
## Why It's Good For The Game
Cooks can sometimes get swamped with work, especially on a high-pop
shift or when there are no botanists. By making rice dough more
convenient to make, cooks don't need to spend as much time in the
crafting menu.
Rice Flour is made from mixing equal parts Rice and Flour. Since no
recipe other than Rice dough uses both Rice and Flour in it's Recipe, it
should be fine to turn those regents into the intermediate reagent "Rice
Flour".
Fixes#77966
## Changelog
🆑
qol: Rice Dough may be made in beaker instead of being crafted, but the
rice and flour must be added first
/🆑
* Rice Dough can be made in a beaker
---------
Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>
* Automatic changelog for PR #23608 [ci skip]
* Automatic changelog for PR #23611 [ci skip]
* f
* awda
* unused type!!!
* Apply suggestions from code review
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* oh hey unused defines! bye
---------
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Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>
* aa
* fsegf
* im confused
* ASSwdadzxd
* a
* break to fix shuytyyhdg
* aaaasdfggh
* a
* ack
* a little more
* AA
* a readme
* a lil colder
* another touchup
* ack
* msucle
* a
* one
* tada
* ack
* a
* fuck!
* some packs and medicine
* a
* more
* it only makes sense
* readme update
* woo
* and now, we map it in
* me when
* Apply suggestions from code review
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* j
* fix ci
* Apply suggestions from code review
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
* o;l
* SPACE
* AAAAAAAAAAAAAAAAAAAAAH
* Apply suggestions from code review
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* j
* Apply suggestions from code review
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* y
* a
* dwadwa
* Just fixing this typo you missed
* And found another instance of this same block of code
* change the way burns work
* thick clothing now blocks reagents
* cock
* uyjujy
* a
* yjhf
* awdawdawd
* remove stacking buffs + make electrical damage worse
* whoops
* FUCK
* adwdad
* AAAA
* oh the misery
* this'd be cool
* warn
* a
* i think it needs a lil buff
* Apply suggestions from code review
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* asd
* I LOVE COMPILING AND NOT HAVING ERROSR
---------
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* Feature: bitrunner, a new supply role (READY)
* Delete bepis.dm
* Conflicts
* Update dynamic_rulesets_midround.dm
* Fixing this invalid icon file path
It was trying to use the aesthetics one
* Bepis is dead
* New digi sprites courtesy of CandleJaxx!!
Now in the correct branch!
* Fixing merge conflict
* bitrunning hotfixes [NO GBP]
* Modular health adjustments
* Revert "Modular health adjustments"
This reverts commit 0ff3c48d398f6c1aac51cdf8fecaf869491bbc86.
* Modular health adjustments
Only this one should be necessary
* The screenshot test
* Bitrunner den for voidraptor (FOR #23865) (#23891)
* no shower in sight
* lets bitrunners actually get to their room and spawn there
* New digi sprites courtesy of CandleJaxx!!
* Revert "New digi sprites courtesy of CandleJaxx!!"
This reverts commit eea9f47de256dd407c78450bc8f2a09b814f93e9.
---------
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Removes bitrunning unit tests (#78607)
## About The Pull Request
Removes the fraction of unit tests I thought would be safe.
Not thrilled that I have to exclude ALL unit tests now, but hey.
The issue is that atmos attempts to process on a turf which hasn't
initialized yet.
## Why It's Good For The Game
Other PRs can pass checks now
## Changelog
N/A
* Update birdshot.dmm
* Tweaks the BEPIS category of the bitrunning order console
* Adds back the flashdark that we had skyrat edited in
* Update tgstation.dme
* Fixes Voidraptor bitrunning den not being connected to the powergrid
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* [TEST-MERGE FIRST] Wound refactor number two: Full synthetic support
* Wound refactor two compatability (#23618)
* Delam emergency procedure moth (#23483)
* safety moff
* delta/whitespace/examine
* icebox
* moff poster
* moff poster
* Update DelamProcedure.tsx
* Update scram.dm
* sound plays during warning
* remove nightshift, theres already a global proc
* scrubber hint
* missed that define
* Apply suggestions from code review
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* covered by ui_interact
* Update modular_skyrat/modules/delam_emergency_stop/code/scram.dm
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Update modular_skyrat/modules/delam_emergency_stop/code/scram.dm
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Automatic changelog for PR #23483 [ci skip]
* Automatic changelog compile [ci skip]
* [non modular] disables TG "hold up" for the foreseeable future (#23607)
Update gun.dm
* Automatic changelog for PR #23607 [ci skip]
* [MIRROR] Desouls Hivelord [MDB IGNORE] (#23609)
* 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>
* Automatic changelog for PR #23609 [ci skip]
* [MIRROR] Updates chem factory tank sprites [MDB IGNORE] (#23608)
* Updates chem factory tank sprites (#78209)
Updates chem factory tank sprites.
* Updates chem factory tank sprites
---------
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* [MIRROR] Rice Dough can be made in a beaker [MDB IGNORE] (#23611)
* Rice Dough can be made in a beaker (#78062)
## About The Pull Request
Rice dough can be made in a beaker using 20u of Rice Flour and 10u of
Water. 10u of Rice Flour is made from 5u of Rice and 5u of Flour. Rice
dough can still be crafted manually using the crafting menu and the
original recipe.
## Why It's Good For The Game
Cooks can sometimes get swamped with work, especially on a high-pop
shift or when there are no botanists. By making rice dough more
convenient to make, cooks don't need to spend as much time in the
crafting menu.
Rice Flour is made from mixing equal parts Rice and Flour. Since no
recipe other than Rice dough uses both Rice and Flour in it's Recipe, it
should be fine to turn those regents into the intermediate reagent "Rice
Flour".
Fixes#77966
## Changelog
🆑
qol: Rice Dough may be made in beaker instead of being crafted, but the
rice and flour must be added first
/🆑
* Rice Dough can be made in a beaker
---------
Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>
* Automatic changelog for PR #23608 [ci skip]
* Automatic changelog for PR #23611 [ci skip]
* f
* awda
* unused type!!!
* Apply suggestions from code review
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* oh hey unused defines! bye
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: RatFromTheJungle <62520989+RatFromTheJungle@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>
---------
Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: RatFromTheJungle <62520989+RatFromTheJungle@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: blueDev2 <89804215+blueDev2@users.noreply.github.com>
* Replace an irrelevant changeling tip of the round with a slightly better one (#78294)
## About The Pull Request
Replaced a tip of the round about using fleshmend/carpotoxin to heal
scars after regenerating with a similar but better scar-related
changeling tip
## Why It's Good For The Game
Carpotoxin no longer removes scars (#59382), so that's misleading and
nobody cares about regenerate leaving scars after wounds just like
normally-healed wounds do. Knowledge about scars transferring after
transformation is more useful in my opinion
## Changelog
🆑
spellcheck: Replaced an irrelevant tip of the round about scars with a
better one
/🆑
* Replace an irrelevant changeling tip of the round with a slightly better one
---------
Co-authored-by: cnleth <113535457+cnleth@users.noreply.github.com>
* The notepad app now includes basic nautical directions in its default message. (#78241)
## About The Pull Request
Based on an old PR from citadel:
Citadel-Station-13/Citadel-Station-13/pull/7690
It also comes with a tip.
Screenshot of what it looks like more or less (a smidge outdated):

## Why It's Good For The Game
This should help new players and not learn and memorize these five
simple terms often used in station area names.
## Changelog
🆑 Ghommie (Based on an old PR by Trilbyspaceclone from Citadel)
qol: The notepad app now includes basic nautical directions in its
default message.
qol: A tip about nautical directions, too.
/🆑
* The notepad app now includes basic nautical directions in its default message.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Adds a Heresy phobia, fixes some typos in heretic code, places the stargazer and fire shark under heretic_summon (#77306)
## About The Pull Request
Instead of a supernatural phobia, sacrificed people will now get a
HERESY phobia, which specifically targets heretic stuff, instead of all
of magic. Other heretics, however, do not get this, but instead get
knowledge points sapped from them, as their mind is ruined in a
different way than normal people. This comes with different flavour text
and a harsher but shorter lasting mood debuff. Also fixes some
"knowlege" code typos and places the star gazer and fire shark all in
under heretic_summon
## Why It's Good For The Game
Heretics, Wizards, Chaplains and Cultists will now be able to keep
playing the game after getting sacrificed without overdosing on
psicodine, while still retaining the phobia's original design purpose.
placing the fire shark and star gazer under the same type also is useful
as they share a lot of values. typos bad.
## Changelog
🆑
add: Sacrificed heretic targets will now receive a phobia of heresy
instead of a phobia of the supernatural. Sacrificed heretics will not
get this phobia, but will lose knowledge points instead.
/🆑
Huge thanks to Helg2 for doing the original PR and helping me with this
one, couldn't be done without them
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
Co-authored-by: Helg2 <93882977+Helg2@ users.noreply.github.com>
* Adds a Heresy phobia, fixes some typos in heretic code, places the stargazer and fire shark under heretic_summon
---------
Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
Co-authored-by: Helg2 <93882977+Helg2@ users.noreply.github.com>
* Robotic organ and disease improvements (#76766)
## About The Pull Request
In the code description for the `ORGAN_ROBOTIC` flag, it says that
robotic organs are not supposed to decay or regenerate health. I went
and fixed this and added some more "robotic" behavior.
New changes for robotic organs:
- No longer heal damage passively
- No longer gain health from revival
- No longer heal in the smart organ fridge
- No longer heal from pluoxium
- Robotic ears no longer heal from ear healing items (earmuffs, etc.)
- Robotic eyes are immune to changeling blind stings
- Robotic eyes no longer heal from occuline
New changes for diseases:
- Some diseases now require an organ to work. A robotic organ will give
immunity to the disease symptom unless the disease has "Inorganic
Biology".
- The transmission methods for diseases require organs to work but
robotic organs are immune. (except inorganic biology) Airborne disease
transmission require lungs. Ingested (drunk or eaten) disease
transmission requires a stomach. Blood (inject or patch) disease
transmission requires a heart.
- Organs removed from a mob that is afflicted with a disease will be
infectious while handling or transplanting it. (again, robotic organs
are immune unless inorganic biology is present) Certain admin spawned or
special diseases are exempt from this transmission method.
- A stomach is required for nebula nausea, gastritium, carpellosis,
metabolic boost, vomit, weight loss, death sandwich poisoning,
- Lungs are required for choking, asphyxiation, cough, cold9, oxygen
restoration, sneezing, flu, cold, spanish flu, tuberculosis
- A liver is required for tissue hydration, plasma fixation, parasitic
infection
- Ears are required for deafness, sensory restoration
- A heart is required for toxolysis, heart failure
- Eyes are required for sensory restoration, hyphema
- A tongue is required for voice change, parrot possession, pierrot
throat
- Wizarditis no longer requires a head (wtf?) to function
## Why It's Good For The Game
Robotic organs should behave as intended. Not naturally healing (like
organic organs) was supposed to be their downside to counteract their
their ability to not decay upon death.
## Changelog
🆑
fix: Fix robotic organs to not gain health passively, from revival,
smart organ fridge, pluxium, occuline, and earmuffs.
add: Some diseases now require the appropriate internal organ to work. A
robotic organ will give immunity to the disease symptom unless the
disease has "Inorganic Biology".
add: Disease transmission methods now require an internal organ to be
successful. Robotic organs give immunity. (except inorganic biology)
Airborne disease transmission require lungs. Ingested (drunk or eaten)
disease transmission requires a stomach. Blood (inject or patch) disease
transmission requires a heart.
add: Organs removed from a mob that is afflicted with a disease will be
infectious while handling or transplanting it. (again, robotic organs
are immune unless inorganic biology is present) Certain admin spawned or
special diseases are exempt from this transmission method.
add: A stomach is required for nebula nausea, gastritium, carpellosis,
metabolic boost, vomit, weight loss, death sandwich poisoning
add: Lungs are required for choking, asphyxiation, cough, cold9, oxygen
restoration, sneezing, flu, cold, spanish flu, tuberculosis
add: A liver is required for tissue hydration, plasma fixation,
parasitic infection
add: Ears are required for deafness, sensory restoration
add: A heart is required for toxolysis, heart failure
add: Eyes are required for sensory restoration, hyphema
add: A tongue is required for voice change, pierrot throat
bal: Remove head requirement for wizarditis disease
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Modular parts
* Printing time
* Hah typos
* I cant spell
* Golden Shower feedback
* Posi-Time
* Update modular_skyrat/modules/synths/code/bodyparts/brain.dm
---------
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Removes a untrue sillytip about blob (#76995)
## About The Pull Request
Removes a sillytip flashbangs no longer do damage to blob since
https://github.com/tgstation/tgstation/pull/30862
## Why It's Good For The Game
So people will no longer think flashbangs can kill blob(i died due to
this)
## Changelog
🆑
fix: removed a false silly tip about blob taking damage from flashbangs
/🆑
---------
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Removes a untrue sillytip about blob
---------
Co-authored-by: jughu <melvin2626@live.nl>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Adds 2 new brain trauma lines (#76891)
A couple of new classics from the admin forums.
The first one gave me brain rot and I can't stop saying it, the second
one made me make a long noise so it goes in too
* Adds 2 new brain trauma lines
---------
Co-authored-by: Vekter <TheVekter@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
* Add healing boost to organs while mob is sleeping (#76679)
## About The Pull Request
This adds the healing bonuses from sleeping effects (mood, pillow,
sleeping in darkness, etc.) and applies it to organs natural healing
regeneration. The regen rate is very low, so I added a heavy x5
multiplication rate to all the sleep bonuses for organs specifically.
If an organ is dying or robotic then the effects don't apply.
## Why It's Good For The Game
More benefits to sleeping after injuries. This encourages patients to
rest properly after revival or major surgery.
## Changelog
🆑
add: Add healing boost to organs while mob is sleeping (does not apply
to robotic or dying organs)
/🆑
* Add healing boost to organs while mob is sleeping
---------
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
* Ethereal Pirates (Re-pr) (#76554)
Other pr had some weird check failure, making a new pr to see if it
fixes it.
## About The Pull Request
After he ended up finishing his pirate pr before I could, SethLafuente
graciously offered to let me roll my in-progress pirate pr into his
overall pirate expansion project.
This pr essentially adds a new faction of pirates, along with a new
subspecies of Ethereals a-la silverscales.
- The Lustrous:
A unique subspecies of Ethereal, with years of exposure to bluespace
dust mutating them into crystalline abominations sporting a new pointy
head, pressure resistance, and a permanent bluespace prophet brain
trauma. They're still as fragile as ever, but far more capable of
getting in and out of sticky situations.
- Geode Pirates:
A hollowed out asteroid manned by three Lustrous, equipped with
switchblades, traitor PKAs, jump boots, two teleporting turrets, and an
upgradable bluespace launchpad.
However, they lack proper armor and ship defenses, forcing them to adopt
a coordinated hit-and-run playstyle.



## Why It's Good For The Game
When I started working on this project, I wanted to implement this
faction to cover for the loss of psykers and as a means of creating a
"rock-paper-scissors" system to how standard pirate playstyles would
work; with default pirates being offensive, Silverscales defensive, and
Lustrous mobile.
With Seth's pr, things are a little different now, but I still believe a
glass cannon mobility-focused pirate faction would be a welcome addition
to the pirate roster.
## Changelog
🆑
add: Adds the Lustrous, ethereal pirates in a big bluespace geode!
sound: Unique scream sound for the Lustrous species.
image: Unique head icon for the Lustrous species.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Ethereal Pirates (Re-pr)
* Fixes some merge whackiness
---------
Co-authored-by: Toastgoats <63932673+Toastgoats@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Adds a new heavy weight space pirate variant: The space IRS!
* Fix merge conflicts, UpdatePaths
* Fixes some path changes
* Updates icon files, adds a new sprite for breacher slug box illustration
* Removes some skyrat edits and puts them in modular overrides instead
---------
Co-authored-by: Singul0 <127663818+Singul0@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Replaces mention of telepathy with telekenesis in tip of the round (#76469)
## About The Pull Request
Tip tells people that touching SM with telepathy will result in
disintegration, while it's impossible to actually "touch" the SM with
telepathy. Telekenesis, however, will dust your brain if you click on
the SM. First PR, so if something is messed up don't be suprised.
## Why It's Good For The Game
Lying to people is bad. Warning people not to dust themselves on the SM
is good.
## Changelog
🆑
fix: Tips now mention telekenesis dusting you when used on the SM, not
telepathy.
/🆑
---------
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
* Replaces mention of telepathy with telekenesis in tip of the round
---------
Co-authored-by: Teleported-Bread <Townsendvideoz@gmail.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
* Add UI preference menus for AI hologram and status displays (#75740)
This adds two new dropdown menus for AI preferences with holograms and
status displays. It also sets these preferences if admins transform a
player into an AI.
* Add UI preference menus for AI hologram and status displays
---------
Co-authored-by: Tim <timothymtorres@gmail.com>
* Improved chemistry tips, fixed Holy Explosion oversight (#75953)
## About The Pull Request
Plastic sheets chemist tip is more in-depth and clear
Added holy explosion chemist tip
## Why It's Good For The Game
Tips good!
## Changelog
🆑
qol: Plastic sheets chemist tip is more in-depth and clear
qol: Added holy explosion chemist tip
/🆑
* Improved chemistry tips, fixed Holy Explosion oversight
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
* Piracy Inc. Space Extension Interdyne and Ghetto Edition: Adds two new pirate gangs Ex-interdyne Pharmacists and The Grey Tide (#75802)
* Piracy Inc. Space Extension Interdyne and Ghetto Edition: Adds two new pirate gangs Ex-interdyne Pharmacists and The Grey Tide
---------
Co-authored-by: Hoolny <84478872+SethLafuente@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Autodocs dreams and bedsheets, triples the number of dream strings (#70824)
Autodocs dreaming.dm and bedsheet_bin.dm.
Also adds a bunch of new subjects for your dreams to choose from. This list was way more sparse than I expected, so I felt obligated to add to it.
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Adds some non-player references (#75138)
Adds some references to people who don't play the game
* Adds some non-player references
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Alphabetises Phobias (#75150)
## About The Pull Request
Alphabetises some lists, json, and type paths related to phobias
## Why It's Good For The Game
It's neat and tidy
## Changelog
Not player facing
* Alphabetises Phobias
---------
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
* Fixed mothblocks reference in posibrain list. (#75134)
<!-- 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
BLOK -> BLOX
<!-- 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

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
spellcheck: BLOX is the name and posibrain is the game.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
* Fixed mothblocks reference in posibrain list.
---------
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
* Fixes suffocation damage and healing for reagents (#74292)
<!-- 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
This fixes a hidden side effect of the "refactor" in #73147 that
actually caused ALL existing suffocation damage dealing/healing
chemicals to not work on species that breathe gases other than oxygen.
This is also good for future code since if you want a chemical to not
affect a specific species or such, you should explicitly define that, it
shouldn't be implicitly done for you in the background with 0
implication.
Also reverts #74247 since it's no longer needed.
<!-- 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
First off, the change was unintended. It was intended to be a refactor.
Second, the change is unfun and isn't explained anywhere. It isn't very
fun to sit on the floor in medbay while even the most experienced
doctors can't figure out why the strongest suffocation healing chemicals
in the game aren't working. Cue this on repeat for 30 minutes. I've
personally experienced this like 10 times now and even I didn't know why
it was happening.
Even if you know the change exists, it's still extremely convoluted to
get around. You have to do CPR on a plasmaman at the speed of an average
cheetah or abuse the brute/burn revival method.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
fix: Suffocation-handling reagents work on all species once more.
spellcheck: Added a previous tip for handling plasmaman suffocation back
into the game.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
* Fixes suffocation damage and healing for reagents
---------
Co-authored-by: RikuTheKiller <88713943+RikuTheKiller@users.noreply.github.com>