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## About The Pull Request
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Assassinate/behead/eyesnatching objectives now share one common type so
that they don't end up sharing the same targets. Also, this allows me to
limit the amount of assassinate/behead/eyesnatch objectives by treating
them like one objective type instead of 3 separate objective types.
As a result, you can only get 4 of these objectives within a 15 minute
period, which means your potential objective list won't be flooded with
assassinate/kidnap objectives.
Additionally, progression costs for traitor items have been rebalanced.
Primarily, progression costs have either been removed or reduced for
most non-murderboney traitor items. There are a few notable exceptions
where the progression costs have been removed/reduced for murderboney
traitor items, primarily for the Clown Car and His Grace. I'll go into
the reasoning why below.
Also fixed an obscure bug where traitor categories with a list depth
greater than 2 would have their list mutated because they weren't being
properly deep copied.
Also, purchasing His Grace or Syndicate Balloon will now lock you out of
future purchases and they can't be bought if you've already bought other
items.
## Why It's Good For The Game
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Less duplicate objectives is for the better. Also, this'll give some of
the other objectives some breathing room to appear.
Progression costs have been normalised amongst the more
murderbone-orientated items so that they all mostly unlock at 30 minutes
for consistency purposes.
Progression costs have been largely reduced for non-murderboney items
because most of these items didn't need a progression cost in the first
place, as they weren't really a problematic tool to use at the start of
a round.
For the items where their progression cost was reduced to 5 minutes,
I'll go into the reasoning why now:
**Clown car** - It's not really a tool that's used for murderbone and it
works best at the start of a round. It can end up killing a large
portion of the crew, but it takes a lot of effort to reach that point. I
think reducing the progression cost of the clown car to 5 minutes allows
for the clown car gimmick to happen more often.
**His Grace** - Now this is a tool that is used primarily to go on a
murderbone, but the reason that the progression cost has been decreased
down to 5 minutes is because I think it's the one tool where you are
supposed to get it at the start of a round and go on a murderbone, given
its absurd price tag and the fact that you're required to kill others to
survive. If this ends up being a boring roundstart murderbone tool, then
I can look at increasing the progression cost back up to 30 minutes, but
it's worth giving it a shot.
To balance out His Grace, you can't purchase any uplink items after
purchasing it, and it can't be purchased if you have already purchased
items.
## Changelog
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🆑
balance: Reduced the reputation cost of most non-murderbone orientated
uplink items like hypnotic flash and emag.
balance: Reduced the amount of assassinate/kidnap/eyesnatch objectives
that'll appear at once.
/🆑
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---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
## About The Pull Request
Before, dogs were somehow magically able to drag their bed to you while
barking at/chasing you. that's silly, let's fix it by checking if you're
buckled, and then aborting course if we're comfy on our little bed
## Why It's Good For The Game

Fixes#74082
the dog is BUCKLED. it can't move. probably a better fix to this somehow
on a very deep AI level but that wouldn't allow us to have such a
soulful message (as well as potentially rule out a myriad of edge
cases), so i'm proposing this one.
## Changelog
🆑
fix: If you buckle a dog to a bed, it will no longer drag its bed as it
goes to bark at the mailman. It will instead be comfy and chilling, as
expected.
/🆑
## About The Pull Request
Refactors regenerate organs to be slightly more intelligent in handling
organ changes and replacements.
Noteably:
- We don't remove organs that were modified by the owner; such as
changing out your heart for a cybernetic
- We early break out of the for loop if they aren't supposed to have an
organ there and remove it
- We check for the organ already being correct, and just healing it and
continuing if it is
Also changes the names of some of the organ helpers into snake_case
### Mapping March
Ckey to receive rewards: N/A
## Why It's Good For The Game
## Changelog
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
This is a continuation of
https://github.com/tgstation/tgstation/pull/74085 - I announced in the
comments there that this would be my next PR, and this is it.
Removes SSnetwork, ``/datum/ntnet``,
``/datum/component/ntnet_interface``, ``var/network_root_id``, the
network unit test, and a lot of other things related to networks.
- NTNet circuits now check for an Ntnet relay, and uses signals to
operate.
- Logs in Wirecarp is now only for PDA and Ntnet Relay things, so you
can no longer see what ruins exist using it (why should Wirecarp know
that Oldstation spawned? The flavor is that they dont know its there).
- Removed it from MULEbots entirely, I don't think it even did anything
for them? Botkeeper seems to work without it, so it's possibly there
from pre-tgui PDAs.
- Moves assigning random names to a base proc instead of being tied to
network, this is things like random-naming scrubbers/vents. The behavior
hasn't changed at all.
- Makes Ntos work for consoles when relays are down, as the comments
said they're supposed to (because they're wired). I think this was an
accidental change on my part, so this is a revert of that.
## Why It's Good For The Game
Ntnet is ancient code that hasn't given us much that we can't do with
already existing alternatives, we've been slowly moving away from it for
init times, and though a large portion of that was limited to airlocks,
I still don't think this is a system worth keeping around.
It's way too complex to expect feature coders to do anything with it,
and too old with better alternatives for anyone to want to improve any
of it.
## Changelog
🆑
fix: Computers are now properly connected to Ethernet, and can use Ntos
when Relays are down.
refactor: Removes Ntnet and Ntnet interfaces, which was only used by
Ntnet circuits (which now directly checks for a Relay to work) and
MULEbots, which did nothing with it.
balance: Wirecarp no longer tells you what ruins spawned in a round,
instead it's limited to PDA logs, and tells you the source too. This
means the RD can catch someone running illegal programs if they don't
make any attempt at hiding it.
qol: Wirecarp logs is now set to save 300 at once, instead of 100 and
being increased to 300 by the RD during the round. This is pretty
insignificant, since there's no reason to NOT want as many logs as
possible.
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
## About The Pull Request
Right now, each time life processes we need to run has_gravity, and
check its output against a bunch of thresholds.
We could save off that second bit by caching the previous value, but
we'd still be only updating this every 2 seconds.
This potentially delayed updating leads to really janky feeling behavior
around transition points too (like when moving on/off the sand on tram
station)
So instead of doing this updating off life(), let's make it event based.
We'll decompose has_gravity, and take all the values it relies on, and
check for them changing ourselves.
That way we get instant response, and can save all the wasted
has_gravity calls.
This constant checking on movement adds a few signal registrations, a
connect_loc, and some logic on living/Moved
The Moved logic increases Moved's self by 50%, roughly 1 second a round
at worst.
Don't have concrete numbers for the connect_loc
(new self / old self)

In constrast, handle_gravity is currently on average maybe 15 seconds.

I could JUST save maybe 13 seconds and not spend the 1 by storing the
previous gravity value, but I think this is worth the ux changes. It
does add some extra resistance to change, but s much nice.
Moved some functions around too, and removed now redundant
update_gravity calls
## Why It's Good For The Game
Snappier gravity, faster Life()
## Changelog
🆑
qol: Human gravity will react to changes instantly, instead of waiting
for the next process tick. Hopefully this feels better and not worse
/🆑
## About The Pull Request
Adds /datum/element/sticker, and /datum/component/attached_sticker
Sticker items now mostly operate off /datum/element/sticker
The sticker element, hooks the whole "attach to stuff" and adds the
attached_sticker component to its target
The attached_sticker component, adds the overlay, hooks the clean and
on-fire signals.
## Why It's Good For The Game
Allows to check if a sticker is present on an object (which I will use
later)
Code is probably cleaner???
## Changelog
🆑
refactor: Stickers use a component and an element now to do their
sticking
/🆑
## About The Pull Request
I was looking over https://github.com/tgstation/tgstation/pull/74143 one
last time as I tend to do with merged PR's and noticed a couple of
nitpicky comment formatting things that will grate on me. Sorry about
this @san7890
Edit: Then even worse I found a bug. Roundstart species with blood
deficiency should now get the appropriate blood pack mail goodies sent
to them. I had completely forgotten about ethereals. Code is a bit
cleaner too.
## Why It's Good For The Game
Fixes bug, dmdoc formatting
## Changelog
🆑
fix: fixed blood deficiency quirk sending the wrong blood pack to
roundstart species who have exotic blood
/🆑
## About The Pull Request
New DLC bout to drop.

Lots of new things included:
- New basketball minigame that can be played between 2-7 players
- Crafting recipe for basketballs using leather sheets
- Crafting recipe for basketball hoops using metal, rods, and durathread
- New basketball sounds for the ball and hoops
- New scorecard that can be reset using CtrlClick
- Basketball hoops can be rotated using a wrench and AltClick
- Dunking and shooting animations.
### New basketball mechanics that now utilize stamina:
- Dunking costs large stamina and you must be directly adjacent to the
hoop and click on it.
- Shooting costs medium stamina and uses RMB. Shooting lets you aim the
ball over peoples heads, meaning anyone obstructing your path will be
bypassed. There is a half second delay during shooting where someone can
bump or push to prevent the shot from succeeding.
- Shooting from further away results in less accuracy. If you do not
click directly on the hoop, there is also an accuracy penalty!
- Passing costs no stamina and uses LMB. Trying to score into the hoop
via passing results in a reduced chance.
- Spinning costs medium stamina while holding the ball. It gives a
reduced chance for the ball to be stolen but decreases accuracy for
shooting.
- Pushing a player using RMB will attempt to steal the ball and drain
their stamina.
- The chance to steal the ball is based on the stamina of both players
and the direction they are facing. If the person with the ball is at low
stamina, and the person stealing is at full stamina, they will have a
higher chance. Likewise, if the person with the ball is face to face
with the stealer, then there is a higher chance for the ball to be
stolen. If the person has their back to the stealer, then it's a lower
chance.
- Shooting from more than 2 tiles away, results in 3 points. See below
picture to know the distance.

### Now to introduce the teams:
<details>
<summary>Nanotrasen Basketball Department</summary>

</details>
<details>
<summary>Greytide Worldwide</summary>

</details>
<details>
<summary>Lusty Xenomorphs</summary>

</details>
<details>
<summary>Space Surfers</summary>

</details>
---
Big shoutout to the nukie round a few weeks ago where the nuke ops
challenged the crew (and clown) to a basketball match on their rebuilt
basketball shuttle. The nukies won, but it made me realize that the
basketball mechanics were very raw and needed some polishing.
#### TODO LIST
- [x] Fix bug where ball only goes over peoples heads if they are 1 tile
away
- [x] Remove leftover code comments and procs
- [x] Rebalance stamina values (maybe move this to different ball types)
- [x] Fix basketball stadium template runtiming from wall smoothing
during load
- [x] Fix space surfer stadium having an air breach somewhere
- [x] Add more sounds for when ball is passed, shot, or dunked
- [x] Make it so that holding a ball while on the floor isn't possible
(to avoid those meta cheese strats)
- [x] Drop basketball lets mobs make sounds when spinning (need to
detach signal?)
- [x] Finish adding a simple lobby menu for minigame
## Why It's Good For The Game
_If you can't slam with the best, then jam with the rest._
## Changelog
🆑
add: Add crafting recipe for basketballs (leather sheets) and basketball
hoops (metal, rods, and durathread)
add: Add new basketball minigame for 2-7 players. There are 4 different
courts and teams by default with more planned to be added later.
add: New basketball mechanics that uses stamina. Shoot with RMB, pass
with LMB, and dunk by clicking the hoop while adjacent. Spinning while
holding the ball decreases the chance for someone to steal the ball, but
it decreases your shooting accuracy. Shooting from 2 tiles away lets you
score 3 points.
qol: Basketballs now play a buzzer sound when someone scores. CtrlClick
will reset the scorecard and AltClick with a wrench will rotate the
hoop.
qol: Dunking and shooting animations for basketball.
soundadd: Added basketball bounce sound with credits attribution
imageadd: Added basketball icon to minigames. Move baseball and
dodgeball icons to toy/balls.dmi
/🆑
## About The Pull Request
I thought it would be fun to learn mapping with [this
guide](https://hackmd.io/QBaz0CaTRhOp7pEnUlXnzQ), and perhaps along the
way I could make a bit of content that I would like to see in space some
day.
I wanted to create an only recently abandoned space structure that is
relatively small but could be used as a pitstop for space-travelling
spessmen to rest and recharge, perhaps even be used as a second base for
further exploration.
The structure starts unpowered, but after you break in, you can turn on
the APC (starts unlocked) and set the solar panels to generate power.
With all it's amenities, it's similar to the "Space Bunker"
(deepstorage.dmm), but of course much smaller. There is not much in
terms of loot, just a random toolbox, night vision goggles and a better
capacitator for the charger.
With all the new space ruins upcoming, perhaps its not the worst idea to
have a place like this.


_Since this is my first map, I might have missed some things.
I am a little bit torn between "it does not look abandonded enough" and
"it should look nice because its a resting point"._
### Mapping March
Ckey to recieve rewards: LordVollkorn
## Changelog
🆑 LordVollkorn / Gage Gaebler
add: Added Traveler's Rest, a tiny space structure for space travellers
to relax and to prepare for the explorations ahead.
/🆑
## About The Pull Request
This is a followup PR to
https://github.com/tgstation/tgstation/pull/73866
Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/19991
I had suspected the nutrition loss slimes experience alongside blood
regen might necessitate some tweaks down the line and here we are. This
PR has two parts.
---
**PART I:** _Reworking the blood deficiency quirk backend_
As it is, blood drain from the blood deficiency occurs in the quirk's
subsystem process() call asynchronously to Life(), where the blood regen
occurs.
This results in the blood volume fluctuating constantly, making it
difficult to really make sense of readings and potentially introducing
race conditions. This PR changes that.
The blood deficiency quirk no longer processes and instead has a proc,
`lose_blood(delta_time)`, which is called in the `handle_blood()` proc
at the same time blood gets regenerated.
Added a `get_quirk` proc to help with this, so that we only have to
iterate through the quirks list once for each mob (rather than calling
has_quirk, then locate in quirks... etc).
Added a `TRAIT_BLOOD_DEFICIENCY` to further optimize the code.
---
**PART II:** _Some fine tuning of the slime blood deficiency quirk_
Slime regen works a bit differently than humans such that if they lose
-any- blood whatsoever, they will also lose nutrition. This means that
even if hooked up to an IV they will still become starving rather
quickly. A bit -too- quickly.
Instead, now the hunger does not kick in until `blood_volume` reaches
550. This means that if a slime with the blood deficiency quirk is
hooked up to an IV with say, welding fluid, and has over 150 nutrition,
they will regen blood faster than they lose it from the blood deficiency
quirk. Once they get to over 550 `blood_volume`, they will stop losing
hunger (from blood regen, anyway--normal hunger rate still applies).
So essentially this just allows slimes with the blood deficiency quirk
to be able to function so long as they stay hooked up to their IV's (or
chug welder fluid/some other toxin), which is the intended purpose of
the quirk.
Edit: As a bonus I added new blood bags for the exotic blood types, and
added a proc `update_mail_goodies` which updates the blood deficiency
quirk's mail goodies accordingly (crewmembers with blood deficiency get
sent blood bags, now they will get the correct type if their species
changes). While I was in these files I changed any immediate single
letter vars I could find and cleaned up what I could.

<details>
<summary>The new blood packs</summary>

</details>
## Why It's Good For The Game
-This is arguably a more performant option than before, and fixes race
conditions from `Life()` and `quirk/blooddeficiency/process()` fighting
with one another.
-Adjustments to slime blood deficiency will enable it to function as
intended.
-It is now easier to read health analyzer blood volume readings for
blood deficient mobs.
-Now the correct blood packs are sent in the mail.
## Changelog
🆑
qol: adjusted the blood deficiency quirk for slimepeople to not cause
excessive hunger as long as blood volume is kept above 550 via an IV
drip (or other means of getting welding fluid/some other toxin etc into
the bloodstream, e.g. ingestion)
qol: speciees with exotic blood types will now receive the correct blood
bag in the mail from having the blood deficiency perk
add: adds new blood bag types: TOX (slimepeople), H2O (podpeople), S
(snail)
fix: fixed blood deficiency quirk causing wild fluctuations in blood
volume on the analyzer, giving more accurate readings
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
New fire alarm sprite in 3/4 perspective, adapted from Wallening.
- Larger indicator button
- Improves emagged visibility
- Flashing lights synced with firelocks
- No mute button to maintain ambience, but slightly lowers the loop
volume
- Can be activated/deactivated by clicking anywhere on the tile
https://user-images.githubusercontent.com/83487515/226233754-59797ebf-7d4d-4795-8553-9358a513f16a.mp4
## Why It's Good For The Game
Improves the look of the fire alarm, sound loop is a middle ground
between those who want a mute and don't.
## Changelog
🆑 LT3
imageadd: New fire alarm
code: Fire alarm/fire door volume reduced, lights synchronized
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Firstly, this var was on `/mob`, even though only `/mob/living` and
`/mob/dead` could have ever used it, so who knows how much needless
memory it was consuming on stuff such as `oranges_ear` that would never
ever ever use something like this.
Edit: okay instead of memory it just polluted variable edit windows for
all /mob when it didn't need to. I like having a slim VV window
Secondly, it's a technical improvement over the previous system as we
are able to "track" where a suicide originates from, and how we can
track that from mob-to-mob-to-mob. Previously, the boolean `suiciding`
would only inform us if they had ever been connected to a mob that had
ever committed suicide, but now we are able to precisely determine which
mob gave them the trait that they must now apparently bear until the
round restarts.
## Why It's Good For The Game
Less memory usage, more indepth ability to track suicides in case you
really need that dexterity. Currently no implemented code could benefit
from using it, but it would be pretty neat if someone could figure out a
way to have someone be guilt-tripped whenever they look into a mirror
and seeing the reflection of their past life? This PR won't actually
help you code that and it'll probably require a bit more work, but it's
a possibility of some cool interactions you can do when you have this
information available to you.

## Changelog
🆑
refactor: Some aspects of how we track suicides from your living mob to
your observer have changed- please do let us know if anything has broken
via a GitHub Issue Report.
/🆑
There's probably some technical improvements that can be made in some
parts of the code I reworked to accommodate this change, do let me know
if you spot any easy ones (or fuckups). a lot of excess comes from the
fact that any step in the TRAIT framework trusts that you are passing in
a valid datum (or subtype) so that's a thing
The wording of microwable/grillable/processable outputs now takes into
accounts plurals.
For example, the examine text for an onion slice is now: "The onion
slices can be baked into _some_ onion rings", rather than "an onion
rings".
- Examining microwavable things now uses "can be", rather than "could
be"; the same verb as bakeable and griddlable.
- Processing atoms now uses `plural_s()` rather than just a flat `/s`,
which is unreliable.
- The use of `<b>` tags has been changed to `span_bold()`.
Although all objects that _have_ the flag attach it to
`resistance_flags` (which is what the define location implies it's
supposed to be set on), all the code that checked it for the purposes of
applying the freezing element used `obj_flags`.
As far as I can tell, that meant the only things immune to freezing were
things that "blocked z falling from above".
Also, freezing only happens with some obscure weapons and low
temperature water vapour, but hey 🤷.
🆑 coiax
fix: Coffee cups are now correctly immune to becoming frozen by low
temperature water vapour.
/🆑
---
Shout out to RaveRadbury who helped me with debugging this.
## About The Pull Request
Material tiles used to reference an incorrect filename for some of their
footstep audio. This resulted in barefoot, claw, and heavy footsteps not
making any noise on them, as well as triggering a Runtime error in the
logs with each step taken. The code for constructing these file names
has been corrected, and now properly paths to the appropriate sounds.
Closes#70145
## Why It's Good For The Game
These changes improve stability by reducing unnecessary Runtimes, and
restore footstep noise to Material tiles for many creatures/scenarios.
## Changelog
🆑
fix: Material tile floors now make noise when walked on by
bare/claw/heavy feet
/🆑
On the tin, doing it like this means we can reduce our overall line
fingerprint whenever we have to add two or more traits from the same
source on the same target. Especially helps when we get to the 4+ range
of traits, a breath of fresh air even.
Doesn't mean we have to do for loops, as that's already handled within
the define as well. I replaced some of the checks with `length()`
checks, let me know if I should switch it over to something else (maybe
`islist()`)? We stack_trace whenever we're not passed a list reference
on purpose, and sometimes var/lists are null by default (or just empty,
making this redundant).
## Why It's Good For The Game
I commonly feel the urge to write "use `AddTraits()`" or something in
reviews, then am sad when I remember it doesn't exist. I will no longer
be sad.
Can ensure a lot more trait safety as well by using static lists- when
both ADD_TRAIT_LIST and REMOVE_TRAIT_LIST re-use the same list, you are
confident (from a static point of view) that everything that you want to
be adding/removing works.
I may have missed a few things where this could be used, but both macros
implemented in this PR still use the same framework that was being used
in the last four years- so stuff won't break if left untouched. Just a
nifty new tool for developers.
also fixed up some code in the area, numerous bugs were found and
exploded
## About The Pull Request
regenerate organs never removed invalid organs when regenerating
## Why It's Good For The Game
Fixes https://github.com/tgstation/tgstation/issues/73640
adds a unit test to prevent regressions in the future
## Changelog
🆑
fix: Plasmamen don't have hearts, again
/🆑
## About The Pull Request
The chainsaw now has an audio loop, as well as SFX for starting and
stopping. I'm pretty confident that I did the attribution stuff
correctly.
https://user-images.githubusercontent.com/28870487/225054900-4bf87ee7-9245-4004-b414-77d0e6e83a7c.mp4
I think this came out well. It may be a bit loud, but I wanted the
volume to be about the same as how the chainsaw slash sound comes out.
Audio stuff isn't really my forte, so let me know if anything sounds
off, or if any adjustments should be made.
To make this work for the mounted chainsaw (more specifically, the
abstract object that enters your hand), it has been made into a chainsaw
subtype. An updatepaths script has been included in the event that
someone has a map where the former path was included (why??).
## Why It's Good For The Game
Makes the chainsaw more menacing. It's one of the most powerful and
beloved pieces of crew weaponry, in addition to being a fucking
chainsaw. If you aren't keen on walking around the hallways with the
chainsaw loop playing like the badass you are, you can always just keep
it off until you get into a fight.
Gives an extra bit of immersion for those special moments where you get
to chainsaw someone to death.
## Changelog
🆑
soundadd: The chainsaw now has SFX for starting, stopping, and idling.
/🆑
## About The Pull Request
There's a couple of open issues which fix places where only simple
animals were considered, but they are doing it piecemeal.
I decided to just go through every instance of `isanimal` or
`subtypesof(mob/living/simple_animal)` I could find, identify which
should also affect basic mobs, and fix them.
I left out the two others which are already in PR, I'm not stealing your
GBP.
Fixes https://github.com/tgstation/tgstation/issues/68881
## Why It's Good For The Game
Consistency, mostly.
As far as I can tell all of these things _should_ have effected basic
mobs, but didn't.
This fixes a fair number of bugs but also they're bugs that nobody
noticed or reported.
There are a couple of places I did not update which will need updating
in future. These are:
- Dextrousness checks, because basic mobs don't have that yet.
- The Charge cooldown action, because frankly I couldn't tell what it
was trying to do.
alright here goes
## Changelog
🆑
fix: Carp will once again be healed from being near carp rifts
fix: Sepia slime cores and the rewind camera now work on Ian
fix: Sapient ridden carp (or cows) can throw off their riders by shoving
them, or by performing the spin emote.
fix: Giant Spider AI will be disabled by the timestop spell
fix: Ian can eat envirochow
fix: Mice, Frogs, and Cockroaches will no longer set off bear traps
fix: You can put a macrobomb implant into Cayenne (or Ian)
fix: Ian will now recognise that being squeezed by a cyborg is a nice
hug
fix: The player panel will tell admins if you're currently a corgi
fix: The staff of storms deals massive damage to Bileworms and Giant
Spiders
fix: Ian will whimper if forced to scream
fix: Slimes can consume space carp
fix: Mice can be captured in xenoballs
fix: You can use pacifying potions on Giant Spiders
fix: Sgt Araneus can be fitted with a xenobiological radio implant
fix: Sapient corgis no longer count as living players for the purpose of
highlander escape objectives
fix: The random sentience event can now target corgis and sergeant
araneus
add: The random sentience event can target a wider array of farm animals
fix: Petsplosion wizard event can target corgis
add: Petsplosion wizard event will now target farm animals and
mothroaches
fix: The colossus possession crystal can now actually possess the
cockroach it spawns, does not kill you instantly upon ending possession
/🆑
## About The Pull Request
The inorganic biology symptom now adds both MOB_MINERAL and MOB_ROBOTIC
to a virus's list of infectable biotypes instead of only MOB_MINERAL.
Currently, androids are the only species this change affects.
## Why It's Good For The Game
Robots are inorganic too!
EDIT: To be clear: No, inorganic biology viruses won't be able to infect
borgs or AI cores, that's not how this works.
## Changelog
🆑 ATHATH
balance: The inorganic biology symptom now adds both MOB_MINERAL and
MOB_ROBOTIC to a virus's list of infectable biotypes instead of only
MOB_MINERAL. Currently, androids are the only species this change
affects.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
In #73252, I solved a null exception by storing a reference to the
species of the copied target. Unfortunately, this meant multiple DNA
datums referred to the same species datum instance, causing harddels.
This PR solves this issue by instantiating a new instance of species, as
I should have done so in the first place.
I tried this by just storing the species.type but alas, it did not work.
Hopefully this solution is acceptable.
### Mapping March
Ckey to receive rewards: N/A
## Why It's Good For The Game
Fixes#74002
## Changelog
🆑
fix: Your species will no longer get deleted if a changeling who copied
you is deleted from existence
/🆑
## About The Pull Request
1. Fixes#70430
- APC's
- Air Alarms
- Fire Alarms
- Vents
- Scrubbers
Now all re-assign themselves to their correct areas & properly rename
themselves after an area has been created, modified via the station
blueprints.
2. Now Area's can't be expanded if both the current area where the
player is standing and the selected area both have an apc because that
would make the final area have 2 apc's
3. When 2 areas are merged, If the old area has no more turfs left then
it is deleted
4. Bonus fixes
- is removed redundant `Initialize()` proc inside light switch.
- arcd has all upgrades installed
## Changelog
🆑
fix: area machinery from breaking after creating & modifying areas via
the station blueprints.
refactor: turfs are cannonized from areas during creation/editing
operations & empty areas are deleted
refactor: removed duplicate Initialize() from light switch
refactor: arcd has all upgrades installed
/🆑
## About The Pull Request
**1. Suit Storage Units**
- What about them?
1. You can print "suit storage unit" circuit boards from engineering &
science circuit printer's after research to make more suit storage
units, now since they behave like regular constructable machines you can
deconstruct them via screwdriver & crowbar.
2. You can upgrade its capacitor to get faster charging speeds
- Why its good for the game?
1. You can rebuild these in the event they get destroyed
2. Better tier capacitors = faster charging speeds
3. More storage units = More places to decontaminate your equipment +
Recharge more mod suits made in robotics
4. If you decide to leave the game or your done using a mod suit e.g. a
mining mod suit rather than keeping it to yourself or throwing it away,
just build a suit storage unit and hang it there so other players can
use it i.e., sharing is caring.
**2. Freezer Cabinet**
- What about them?
1. They are now craftable

3. You can deconstruct them with a welding tool.
- Why its good for the game?
1. You can now make more of them if they get stolen/destroyed
2. More places to store food, dead bodies, whatever
**3. Flood Lights**
- What about them?
They can now be fully deconstructed in the exact opposite sequence you
constructed them.
- First use screwdriver to open its panel
- Then use empty hand to remove light
- Then use screwdriver to unscrew the wiring from frame
- Use wire cutter to remove wiring completely
- Finally use wrench to completely deconstruct frame
- Why it's good for the game?
Reclaim used material to build flood light else where . Also much more
clean than what the wiki is suggesting.

## Changelog
🆑
add: suit storage unit circuit boards to engineering & science
department circuit printers.
add: freezer cabinet as a craftable & destructible item.
qol: flood light can now be deconstructed rather than destroyed/thrown
away.
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
My contribution to the March Into Mapping/Mapness event -- The forlorn
homestead of mister Charles Morlbaro, a high-brow individual with a
taste for cigarettes. This ruin spawns on the surface level of Icebox.

A local of the ice planet, Morlbaro lived a peaceful life at home, until
an _incident_ compromised one of his windows. Fearing the cold and
unable to keep anything larger than a cigarette lit, he sequestered
himself in his private smoking room, and hasn't been seen since.
...
Oh, right, the loot. That's the most important part for some of you
guys.

Where there's smoke, there's fire, and where there's cigarettes, there's
lighters. Mister Morlbaro collected novelty lighters, which have to be
worth something to someone, right? You might be able to find some if you
dig around in his belongings. Just try not to disturb him if you choose
to enter his smoking room.
### Mapping March
<!-- If your pull request is part of Mapping March and you want to earn
an antagonist token for your FIRST mapping pull request submitted this
month, please include your ckey. For more information, read about the
event here: https://hackmd.io/@EOBGames/BkwuRlxkh -->
Ckey to recieve rewards: theduffelbag
## Why It's Good For The Game
Ruin variety is nice. This one doesn't have any particularly spectacular
loot, but it's a surface ruin.
Bro space ruins are sooooo 2020 bro, it's all about icebox ruins now
bro.
## Changelog
🆑 Rhials
add: Adds the Smoking Room icebox ruin, found on the station level!
/🆑
## About The Pull Request
Adds the Snatcherprod, the telecrystal version of the teleprod. It
yoinks an item out of the victim's hand, and puts it into yours. Or on
the ground, if your hands are full.
You make it like you would a teleprod, but using a telecrystal instead.
## Why It's Good For The Game
It was a funny joke I observed. Also I'm deeply sleep deprived and so my
better judgement eludes me during these capricious moments.
## Changelog
🆑
add: Adds the Snatcherprod. Like a teleprod, but it steals stuff from
peoples hands instead. Made using a telecrystal, rather than a bluespace
crystal.
/🆑
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
## About The Pull Request
Things like pens weren't giving any feedback messages when you put them
on someone else, and I ran into this while working on another PR so I've
dealt with that
Renames `worn_dangerous` to `show_visible_message` as it was only used
to confirm if there would be visible messages or not
The `DANGEROUS_OBJECT` clothing flag is a trait now, so it can be put on
non-clothing items too
Removing non-clothing items from someone has been unchanged.
## Why It's Good For The Game
People should be able to identify that someone is putting something on
them, and recognize what that is if they pay attention.
This means that a player cannot reverse pickpocket a grenade onto
someone else without giving any indication of doing so
## Changelog
🆑
balance: Putting a non-clothing item onto someone else creates a visible
message the same way a clothing item would.
/🆑
## About The Pull Request
Paradox clones spawn with a "quick copy" of their target's memories.
These are notably limited in that they can't be used for stories
(engraving or tattoos), but if people metagame Paradox clones by saying
"engrave something for me" there's no hope for this community
Closes#73931
## Why It's Good For The Game
Stops a meta-y exploit
## Changelog
🆑 Melbert
fix: Paradox Clones now know that their target knows.
/🆑
## About The Pull Request
Clicking on the turf of a fire alarm/light switch with your hand will
activate it, similar to how you can click the turf a door is on to close
it and not pixel hunt. Refers to the turf it *looks* like it's on, not
the one it actually is on, since fire alarms and light switches are
actually on the turf near the wall, pixel shifted up.
False walls are ignored.
## Why It's Good For The Game
Lets our artists do whatever they want to these sprites, or those of
future consumers, without worrying about niche balance stuff. I really
like people using fire alarms for environmental combat and don't want
that to get in the way of spriting.
## Changelog
🆑
qol: Clicking on the turf of a fire alarm/light switch with your hand
will activate it.
/🆑
Closes#73902
> Since strings are ref counted, and a `\ref` creates a string, then in
cases where a `\ref` is only intended to go to an html window showed to
a player or admin, storing it would extend how long the string for the
`\ref` exists in the string tree, which is likely bloating the string
tree and making it have to force a rebalance more often.
>
> 515's next version has a pretty decent speedup on `\ref`/`ref()`.
Turned into an experiment flag for a few reasons:
1. I like the idea of when testing 515, only testing 515, and not our
changes that benefit from 515
2. Lets me profile the differences a lot easier
3. Makes it clearer what needs to be removed, since I have locked
`cached_ref` behind *not* having the flag.
Also adds a compile error if these flags live past 515.
Internal_organs now also contains external organs, so the naming was
incorrect
Requested by @tralezab in #72734
Also removed some now incorrect 'as anythings' that assumed everything
in the internal_organs list was an internal_organ (which is a lie since
I put extorgans in there which means runtimes and unintentionakl
behaviour
🆑
fix: fixes deadly harvesting just taking harmless extorgans
code: renames internal_organs to organs now that it can also contain
external_organs
/🆑
## About The Pull Request
<img src="https://i.ibb.co/0cM6NHQ/Hotkey-PRImage2.png">
What it says on the tin. Gives the AI hotkeys to connect and disconnect
from its shell. I'm open to suggestions for better default hotkeys, I
made sure to choose out-of-the-way keys with no overlaps because I have
a vague memory about code-side keybind conflicts leading to a threatened
forkening and I don't want that.
Also this is my first PR with more than 2 lines changed so I would
appreciate a thorough and critical review of my code.
## Why It's Good For The Game
Since there are so many AI player admins (Who are all universally
gigachads btw) it would be convenient to them to have an aghost-hotkey
analogue for the AI. This change was specifically requested of me by one
of these admins in fact.
I'm sure non-admin AIs would appreciate this convenience as well though.
## Changelog
🆑
qol: The AI now has hotkeys for its shells, make sure to bind them to
your preferred keys in your keybindings menu, under game preferences.
/🆑
## About The Pull Request
Slimepeople were not being affected by the blood deficiency quirk due to
having `TRAIT_NOBLOOD`:
0426f7ddba/code/datums/quirks/negative_quirks.dm (L73-L74)
Additionally, the rate at which slimes regenerate blood is not the same
as the rate for humans.
I added a new species var, `blood_deficiency_drain_rate`, to allow for
variable drain rates that can be customized on a species basis.
Currently the only species with varying regen rates seem to be
slimepeople and vampires. In the case of vampires, they already lost
blood over time but it will now just happen slightly faster.
One thing to note for posterity: as a side effect of this, slimes with
this trait will have a pretty impressive appetite due to this:
afe6ecc353/code/modules/mob/living/carbon/human/species_types/jellypeople.dm (L63-L66)
If you find some way to keep your blood volume higher than
`BLOOD_VOLUME_NORMAL` then you can prevent the nutrition loss entirely.
Easier said than done though! Could lead to some interesting
shenanigans.
Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/15447
## Why It's Good For The Game
Fixes a quirk being broken for some species. Code changes to allow for
better handling of such cases as variable species blood regen rates in
the future.
## Changelog
🆑
fix: slimepeople and vampires are now affected by the blood deficiency
quirk
/🆑
## About The Pull Request
I'm a bit sad about the state of trashbags.
They're very clunky to use, so they almost never get touched. S
depressing. Let's try and fix that.
Let's make em fit in the belt slot (again), but as a tradeoff we'll make
it harder to pull one thing from your bag.
We'll give it a say, 1.5 second delay, so you can't quickdraw from em.
If you try and dump them out into something else, we'll throw any
spillover on the ground below you
I'm also doing some general code cleanup here. Making procs more
readable, vars more direct, removing some old legacy stuff.
I've added a remove_single proc to hook into via subtype, which takes a
mob as input. this has required placing extra requirement on some helper
procs, but fortunately it's not something they're unable to meet.
My hope is this will make garbage bags usable without being stupid.
## Why It's Good For The Game
I don't see these get used at all, cause they're a pain to carry around.
They got gimped because people were using them as infinite storage for
shotgun shells and other small items.
I've made using them for this sort of thing hard and slow, so I think we
oughta be fine. If not I'll do some more touching, maybe give the
autodrop a delay.
## Changelog
🆑
balance: The janitor's trashbag now fits on his belt. In exchange,
taking something out of it sends a visible message, and has a delay.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Fixes#73841
---
_It is the 12th of March, 2023. Around 3am. I have published a Pull
Request which involves circuits, and got reminded of my low GBP. I go
into the issues tab to see if there's anything someone of my low skill
caliber could tackle. I see it; Pickles.
"How hard could I be?" I ask myself, foolishly unaware of the dangers
that would soon overcome me.
Surely it must've been a mistype, I thought. Surely someone accidentally
confused pickles and cucumbers.
"Wait, the pickles are supposed to be created on the jar when the jar is
created", I say foolishly.
"Wait, its putting the ingredients used for the jar in the jar, that
doesn't explain why the pickles aren't there though", I say foolishly
"Wait, whoever tried fixing this earlier fucking qdel'd the beaker and
called it a day????", I say, foolishly._
---
Anyways I changed how the crafting menu distincts between categories,
instead of checking whether or not the path is for food, it checks the
actual categories themselves (why didn't it do this already), meaning
that you can have non-food items on the food tab if it has a food
category. Did this by adding a list that includes all crafting
categories, so in the future when adding new categories you'll have to
add them twice, which sucks, but oh well.
Also added a new variable to craftable items, which makes it so that you
can not delete a container's contents if you so wish (why was this the
default).
All this so that when you craft pickles, it actually crafts pickles
instead of cucumbers.
I spent hours on this, its 6:30am as I'm typing this. I'm tired. Fucking
pickles.
Super duper ultra thanks to FinalPotato for guiding me and suffering
with me through this and teaching me so much about DM and BYOND. I
cannot emphasize just how helpful and awesome they were thank you thank
you thank you <3
## Why It's Good For The Game
Bug fixing be good
## Changelog
🆑
fix: The jar of pickles, after millenia, finally actually contains
pickles. All hail the jar of pickles.
/🆑
Not playing code vanity project with this shit.
Do not require data that just gets stored on a var to be passed via the
stack.
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Upon revolution success, the chosen headrev will now also receive a
megaphone, and a "revolutionary bedsheet" repurposed from a stolen CC
bedsheet to commemorate their success. The post-revs confusion and lack
of command/security usually leads to an instantaneous, total breakdown
in cohesion. It's every man for himself -- that's no way to run a
commune! Just because the revolution has succeeded and nobody can see
your big blue "R" anymore doesn't mean you can't be a leader!

This also adds a new revolution-themed negative station trait --
Post-Revolutionary Fervor. When present, this trait trashes the command
areas at the start of the round. This means cracked windows, broken
consoles, vendors getting knocked over, and the occasional dead
greytider.

If you start cleaning at the start of the round, you might finish right
as the next batch of revs decides to crop up.
## Why It's Good For The Game
Giving one of the headrevs a bigger voice and a cool cape (or uncool,
depending on how you view the sprite) means that there's a chance for
them to step up and try to keep the wheels on. Just remember -- Nobody
is obligated to actually listen to this person, it's just a bedsheet.
Adds a neato station trait, which probably counts as command gameplay
content.
## Changelog
🆑 Rhials
add: The headrev who receives the revolutionary banner after a win will
also receive a commemorative bedsheet and megaphone.
add: Post-Revolutionary Fervor station trait. I hope you enjoy fixing
broken computer screens.
spriteadd: A revolutionary bedsheet.
/🆑
## About The Pull Request
These changes re-implement the functionality for Physical and Mental
Statuses, which used to be present in Medical Records (visible via
medical filing cabinents, medical records consoles, and MED-HUDs). These
Physical/Mental statuses can once again be updated through examining a
crewmember (while wearing a Med-HUD), or through the new TGUI interface
for medical records consoles.
## Why It's Good For The Game
Primarily, this resolves the bugs mentioned in [Issue
#73477](https://github.com/tgstation/tgstation/issues/73477), and
restores functionality which appears to have been accidentally removed
via [PR #72725](https://github.com/tgstation/tgstation/pull/72725).
Additionally, the re-implementation of these statuses allows for more
in-depth medical RP (and bureaucracy), especially in regards to the
Psychiatrist role and managing crewmember sanity.
## Changelog
🆑
fix: Re-implements physical and mental statuses in crewmember medical
records.
fix: Re-implements changing a crewmember's physical/mental status via a
Med-HUD.
/🆑
Edit: Image of the new TGUI buttons which now handle Physical/Mental
statuses.

Closes#73477
## About The Pull Request
Instead of passing in an icon as a source to the alpha mask filter, we
can stick a mutable appearance in our overlays list with a render target
set, and use that render target to do our masking. Remember to use "*"
to avoid rendering the crack twice
## Why It's Good For The Game
CPU time
## About The Pull Request
Pinata's drop various items when struck with a sufficiently powerful
weapon. This PR adds two types, a standard one which can be bought from
cargo which contains various candy items and a syndicate one which
contains both candy items and explosives purchasable by clown
operatives.
The pinata functionality is also a component so admins can turn any
structure/machine/mob into a pinata and customize the "candy" inside
Sprites by @Mey-Ha-Zah animated versions by me
## Why It's Good For The Game
Adds a cute little celebration themed structure that can be bought by
players to accommodate a celebration based gimmicks or the party trait.
I think the options on things to do as a crew during a celebration are a
bit limited at present with most of the options being making/purchasing
food, activity wise the main example of a celebration item is pin the
tail on the corgi which is a bit uninteresting, the pinata on the other
hand is more cathartic and provides a "reward" in the form of various
candy items for people who participate in smashing it. I also think its
just funny to have clown operative gambling half their TC to try and get
explosives.
## Changelog
🆑 Mey-Ha-Zah & NamelessFairy
add: Added pinata crates to cargo, they contain various candy items. Fun
at parties.
add: Clown operatives can now purchase a weapons grade pinata, this
contains both candy and explosives. Still fun at parties.
admin: Admins can now turn players, mobs and objects into pinata's with
the new pinata component.
/🆑
## About The Pull Request
Hate having your cables eaten by mice? Nanotrasen have heard your
complaints and settled on a natural, _organic_, and eco-friendly
solution.
When this station trait is active, roundstart and event mouse spawns
have a chance to instead be replaced with duct spiders (both will exist,
it doesn't remove mice).
Duct spiders are largely harmless to humans, actively hunt other
maintenance creatures (such as mice), and have only one _tiny_ downside.

These mobs can also sometimes be spawned by a minor scrubber clog event.
As a side note, all spider basic mobs with AI (except Araneus) will now
try to automatically fill a small area around them with webs.
Also I made it so that mobs will ignore their random_walking behaviour
if they're engaged in a `do_after`, just in case.
## Why It's Good For The Game
Adds a little bit of variety to things which can slightly annoy you in
maintenance.
Spiders will automatically make places they live in look like spiders
live there.
## Changelog
🆑
add: A station trait which sometimes populates maintenance with small
spiders. You can wear them as a hat if you wanted to have a spider on
your head for some reason.
add: Spider mobs will automatically start webbing up their environment.
/🆑
## About The Pull Request
Its my birthday! --> It's my birthday!
## Why It's Good For The Game
Bad grammar makes us look unprofessional.
## Changelog
🆑
spellcheck: The birthday moodlet's description is now gramatically
correct.
/🆑
## About The Pull Request
Fixes#52946
This has been broken ever since #44112 which apparently removed the proc
in this component which selected a target for performance reasons and
just... didn't replace it with anything else? So it's been bricked ever
since.
In order to restore the removed mouse tracking behaviour I implemented
the pattern used in scoped weapons and the kinesis module. As this was
the third thing I could find to use this code, I abstracted it out into
an object where most of the shared behaviour lives. I tested those
things too and they still seem to do what they used to.
Here it is in action:
https://user-images.githubusercontent.com/7483112/221954852-22244bb1-7c87-452d-a9b0-ebed81c4c1ef.mp4
Because this spell now applies a full screen overlay in order to
function, it's really begging for someone to make some touhou-style art
with cards and patterns around the edge of the screen while you are in
aiming mode, but I'm not going to be the one to make it.
I tidied this component up and refactored it as best I could while I was
reworking it to use a full screen overlay but I am... not totally
confident that it should be a component at all given that it keeps being
created and destroyed. But also it has worked that way for like four
years now, so who am I to say.
Oh yeah also the icon for this spell broke, so I fixed it.
## Why It's Good For The Game
Makes a reasonably terrible wizard spell marginally less bad.
Maybe now that this component works, some other things can use it?
If we make a fourth thing which follows your cursor it won't need to
copy/paste code around.
## Changelog
🆑
fix: Spell Cards from the Wizard spell will now home in somewhat on the
target nearest to your cursor.
fix: The Spell Cards spell now displays the correct icon instead of a
big red "error" text.
/🆑
## About The Pull Request
The Nar'Sie summon message will now only use the original name of the
ritual site area. You can no longer fake out the ritual announcement by
renaming the area with the CE blueprints.
The ritual site locator HUD popup now also uses the original area names,
to prevent the same issue from occurring.
## Why It's Good For The Game
Closes#73036.
## Changelog
🆑
fix: The cultist ritual site locator and Nar'Sie summon message will no
longer use area names modified by the CE's blueprints.
/🆑
## About The Pull Request
- Juggernaut and Rust Walker projectiles were subtyped off of magic,
which is `nodamage`.
- The juggernaut actually had a copy+paste error with their type
`on_hit` which caused none of their special effects on hit ("relative
patching catches this")
- Then I realized projectiles have this var `nodamage` which is, for all
intents and purposes, just `damage > 0`. it's not checked for pacifism,
it's just that. This is dumb. So very dumb, so I removed it.
- There are, however, a few situations which used it in a unique way,
such as the blast wave cannon. This is why I replaced it with a proc,
`is_hostile_projectile`, for certain situations to actually find out if
the projectile is damaging. Projectiles can override this on a per type
basis by default, damaging projectiles = hostile.
- This has a chance to break some things, but I ... kinda doubt it will.
Fixes#73756
## Why It's Good For The Game
Projectiles that act as they should, less dumb vars
## Changelog
🆑 Melbert
fix: Fixes Juggernaut / Rust Walker projectiles doing zero damage
fix: Fixes Juggernaut projectiles not doing bonus damage to nearby
structures
code: Removed projectile nodamage var, replaces it with just checking
for damage
/🆑