Commit Graph

2466 Commits

Author SHA1 Message Date
Ghom 0b0c5ea91e Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.

## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.

Currently a WIP as I slowly deal with the unit test reports.

## Changelog

🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
2025-12-02 18:29:01 -05:00
necromanceranne ac6c47f601 Several file changes just to make high frequency blade null rods block mechs, mech melee blocking finally implemented (#94089)
## About The Pull Request

High frequency blades, both null rod variant and admeme variant, can
block mech melee attacks. For the former, that is the only thing it can
block. Great if you're fighting a lot of mechs as a chaplain I guess.
And you're also really committed to the bit.

Weapons that were vibro subtypes are now claymore subtypes. The only
difference here is that they now have 30% block instead of 35% AP.

Null rod high frequency blades are now two-handed. This mostly
determines force changes (10 unwielded, 18 wielded), and mech attack
block chances.

Mech melee attacks respect block...assuming the blocking source can even
block the attack in the first place. Currently, the few sources that can
block/avoid mech attacks are;
- high frequency blades
- energy katanas
- Those staff nullrods (its a holy force field, iunno)
- wizard modsuit shield (and it will eat literally every single charge
it has to do that)
- Sleeping Carp evasion (and only at half the possible chance)
- CQC defense mode (themed as dodging the attack, and also halved)
- probably something I overlooked when I implemented OVERWHELMING_ATTACK
originally and have overlooked here as well.
 
Just think 'could this help avoid being hit by a road roller being
dropped on you' and go with your gut as to whether or not it is
appropriate if you spot something in the wild that seemingly can block a
mech.

## Why It's Good For The Game

> High Frequency Blade

I wanted to elevate the meme and that is as deep as this goes. Also I
wanted to make this two-handed, much like the true version.
The only thing it is lacking is the cool attack functionality, but I'll
be damned if I can get that to work in a sensible fashion for a crew
weapon...

> Vibro subtype

A lot less of these than I thought. And most of them seemed more
appropriate as claymore types anyway.

> Mech Block

I seeded this previously by making mech clamps respect block. I've now
come back to fully implement it in order to facilitate MGR memes.

For the most part, mechs should still enjoy being largely unblocked by
most sources, even from things like operative suit shields, and
certainly not from actual shields (which I've stripped the ability to
block the attack from entirely) and melee weapons.

The sources that can block them do so poorly. Or, in the case of the
high frequency blade, very well and that's pretty much the only thing it
IS good at blocking.

## Changelog
🆑
balance: High frequency blades (both null rod and admin versions) are
able to block melee attacks from mechs.
balance: High frequency blade null rods are now two-handed weapons.
balance: Mech melee attacks can be blocked or avoided by a few rare
sources.
/🆑
2025-12-02 01:13:58 -05:00
Bloop bb78b9c49b Axes harvest products into procs instead of lists (#94233)
## About The Pull Request

###### Get it? Cause you're chopping down trees...

Why do this at all? Well, we have been looking into memory consumption
and found an unexpectedly high amount of lists on flora objects.

Was talking about it with Melbert, we agreed this would be a good way of
removing needless lists on every blade of grass that are just taking up
memory.

Instead, these lists will be generated and consumed when the actually
chopping down of a tree occurs.

## Why It's Good For The Game

Uploads some more RAM

## Changelog

Not player-facing, things will function the same as they always have.
2025-12-01 16:40:16 -07:00
MrMelbert 6ebfbccebb Refactors unique_reskin, deletes retool kit (#93775)
## About The Pull Request

Closes #93635

`unique_reskin` is no longer a list on `/item`, now `/datum/atom_skin`

The actual reskinning behavior has been moved out to
`/datum/component/reskinable_item`

PKC reskinning is now handled via alt-click reskin, rather than via the
retooling kit. The retooling kit has been removed.
There's no limit on how many times you can reskin your PKC (though
perhaps we limit it to one reskin and keep the retooling kit as a way to
allow a miner to reskin it a second time?)

The Ashen Skull unique reskin is still a trophy, and instead unlocks its
unique reskin option in the alt-click radial.

## Why It's Good For The Game

I'm unsure why the retooling kit exists on its own, when it's relatively
cheap and just performs the behavior of alt-click reskinning.

So to keep it consistent with all other forms of reskinning I've just
made it baseline. To accomplish that I refactored reskinning.

The new form of reskinning allows for greater potential in adding
reskins, allowing far more than just an icon state change. Also we can
put it on turfs and mobs and structures now which is cool I guess

There's also the added benefit of being able to see an item's reskins
without needing to instantiate it, which the loadout menu uses to great
effect.

## Changelog

🆑 Melbert
refactor: Refactored item reskinning (the alt-click way), report any
oddities with that
del: Deleted the crusher retool kit, now you can just reskin your
crusher with alt-click. The Skull skin is still locked behind having the
Ashen Skull trophy applied.
fix: Stunswords no longer have an incorrect lore blurb
fix: Fixed loadout item reskinning's UI
/🆑
2025-11-30 19:31:29 -07:00
Joshua Kidder 7a3ad79506 All camelCase (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case. UNDERSCORES RULE! (#94111)
## About The Pull Request
It's just a partial cleanup of
anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md)
code from /tg/'s ancient history. I compiled & tested with my helpful
assistant and damage is still working.

<img width="1920" height="1040" alt="image"
src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3"
/>


I'll upload the .cs script I used to do it shortly.

## Why It's Good For The Game
Just minor code cleanup.

Script used is located at https://metek.tech/camelTo-Snake.7z

EDIT 11/23/25: Updated the script to use multithreading and sequential
scan so it works a hell of a lot faster
```
/*
//
Copyright 2025 Joshua 'Joan Metekillot' Kidder

This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
//
*/
using System.Text.RegularExpressions;
class Program
{
    static async Task Main(string[] args)
    {
        var readFile = new FileStreamOptions
        {
            Access = FileAccess.Read,
            Share = FileShare.ReadWrite,
            Options = FileOptions.Asynchronous | FileOptions.SequentialScan
        };
        FileStreamOptions writeFile = new FileStreamOptions
        {
            Share = FileShare.ReadWrite,
            Access = FileAccess.ReadWrite,
            Mode = FileMode.Truncate,
            Options = FileOptions.Asynchronous
        };
        RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled;
        Dictionary<string, int> changedProcs = new();
        string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*";
        Regex camelCaseProcRegex = new(regexPattern, regexOptions);

        string snakeify(Match matchingRegex)
        {
            var vals =
            matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray();
            var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower();
            string logString = $"{vals[0]} => {newVal}";
            if (changedProcs.TryGetValue(logString, out int value))
            {
                changedProcs[logString] = value + 1;
            }
            else
            {
                changedProcs.Add(logString, 1);
            }
            return newVal;
        }
        var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>();

        // uses default ParallelOptions
        // https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main
        await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) =>
        {
            var reader = new StreamReader(filePath, readFile);
            string oldContent = await reader.ReadToEndAsync();
            string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify));
            if (oldContent != newContent)
            {
                var writer = new StreamWriter(filePath, writeFile);
                await writer.WriteAsync(newContent);
                await writer.DisposeAsync();
            }
            reader.Dispose();
        });
        var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList();
        foreach (var pair in logToList)
        {
            Console.WriteLine($"{pair.Key}: {pair.Value} locations");
        }
    }
}

```

## Changelog
🆑 Bisar
code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use
snake_case, in-line with the STYLE guide. Underscores rule!
/🆑
2025-11-27 15:50:23 -05:00
Bloop 183c5af2e4 Adds flag for virtual areas, fixes being able to send funds from virtualspace to real accounts (#94071)
## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/90641
Fixes https://github.com/tgstation/tgstation/issues/88366

Eliminates worries over virtualspace currency being sent to real
accounts.

When I was looking into why there were no flags for bitrunning areas.
Then I saw this mess:

<img width="929" height="889" alt="Code_2we2QjDyFp"
src="https://github.com/user-attachments/assets/8a807bfe-b566-4057-a8ea-2b306325687d"
/>

Not having enough space / being too lazy to refactor this is a silly
reason to not include flags for something like these virtual areas where
it can be quite helpful. Fortunately I am not too lazy ~~in this
moment~~ so here we go:

It was fairly logical to move over some of these to a separate flag,
which I've called `area_flags_mapping` since they pertain to maploading
things and terrain generation mostly. `area_flags` stays reserved for
general properties and now has more room than it did before for you
people to fill it with.

In doing this it's also neatened up the code quit a bit, as UNIQUE_AREA
was kind of everywhere and now that it's implied by default less areas
need to have it defined (or explicitly un-defined).

<details> <summary> Working as intended </summary>

<img width="787" height="448" alt="dreamseeker_p0Qts36tG1"
src="https://github.com/user-attachments/assets/25056f34-8d43-4be2-a293-e53df7a7d1db"
/>

<img width="383" height="59" alt="dreamseeker_Ek7TXCcpbA"
src="https://github.com/user-attachments/assets/89622974-9467-4cdb-8345-d684f7c9004b"
/>

</details>

## Why It's Good For The Game

Fixes an exploit, improves the area flags situation slightly.

## Changelog

🆑
fix: you can no longer send money from virtualspace to a real account
code: adds a flag for virtual areas so they can easily be checked, as
well as an easy helper proc, 'is_area_virtual(your_area)'
/🆑
2025-11-22 12:24:41 -07:00
MrMelbert 5146cfd403 Moves camera update handling to background subsystem, (maybe) fixing lag (#92208)
## About The Pull Request

When a camera update is triggered, it is instead added to a queue on a
background subsystem

An AI entering a camera chunk which is queued to update will force the
update immediately (bypassing the queue)

While the root problem of this is, ultimately, not addressed...

<img width="554" height="58"
alt="467828777-eff3f0e5-49d6-4997-b4d7-05eff6432155"
src="https://github.com/user-attachments/assets/c2d6a5f5-d958-463e-959f-116bd0dab475"
/>

...the change will ultimately prevent update spam from consuming all of
the server's resources - instead allocating updates to the backburner in
times of high server stress (or on multi-z maps)

## Changelog

🆑 Melbert
refactor: Refactored the way camera updates are handled to hopefully
reduce some lag. Report any oddities
/🆑
2025-11-08 01:43:48 +01:00
RikuTheKiller 337ab7f2c3 Refactors status effects to be based on subsystem ticks, among a few other minor status effect fixes/refactors (#93694)
## About The Pull Request

Refactors status effects to track their durations and tick intervals
using counters.
In effect, [var/duration] now directly refers to how many deciseconds
are left on the status effect.
I've also moved the old [var/tick_interval] [world.time] implementation
to a tick-based [var/time_until_next_tick] counter.

There are a couple, less noteworthy changes in here as well. The main
one is that there was an unused bit of bloat code for setting tick
intervals based on a random lower and upper threshold, but that can be
done in tick() now so it's completely redundant, and I thus removed it
entirely. That makes parts of [proc/process] much easier to read.

I added/modified some unit tests (which I expect to fail) to verify that
[var/duration] and [var/tick_interval] are both multiples of the
subsystem wait assigned to the status effect. If the programmer wants a
duration of 2.5 seconds, they expect it to work that way, but it won't
because SSfastprocess only ticks once every 0.2 seconds, which 2.5 is
not a multiple of. This becomes way more apparent when a status effect
is set to use SSprocessing.

The final, perhaps most important unit test I've added, is one that
verifies that the overall tick count and overall accumulated
[seconds_between_ticks] are equal to "[var/duration] /
[var/tick_interval]" and "[var/duration]" respectively.
## Why It's Good For The Game

The main thing this PR fixes is timing inconsistencies. Before this PR,
durations and tick intervals were tracked using world.time, while the
[proc/tick] call timing was dependent on the wait time of the subsystem
the status effect was processing on. Thing is, SSfastprocess and
SSprocessing rarely run completely in one tick during real gameplay.
This led to a continuous desync where status effects were consistently
inconsistent in their overall tick count. This is a big problem as
[seconds_between_ticks] is constant and thus doesn't account for this
difference in tick count.

As an example, Changeling's Fleshmend has a duration of 10 seconds, a
tick interval of 1 second and a healing rate of 4 brute per tick.
Previously, if the server was lagging even slightly and it only ticked 8
times over the course of 10 seconds, you would heal 32 health rather
than the 40 that a full Fleshmend would give you. The total effect
potency of a status effect being reliant on server lag is incredibly
stupid, especially for status effects that have an associated cost.
(like the aforementioned Fleshmend)

As for the refactors, they make status effect code easier to read and
debug. Unit tests also make verifying things are working as intended
much easier.
## Changelog
🆑
fix: Status effects now tick consistently, with Fleshmend and such
giving a consistent total healing amount. Report any oddities.
refactor: Status effect code is now easier to read and makes more sense.
Again, report any oddities, the changes are major.
/🆑
2025-11-07 15:25:16 +01:00
SmArtKar 1c6c506936 Raptor Rework - Ranching and Companionship (#93564) 2025-11-01 22:13:29 +11:00
Ghom 999bde8f84 Most screen alerts now fit the player's hud style. (#93493)
## About The Pull Request
Most screen alerts that use the midnight hud style no longer have the
button baked in their icon. Other screen alerts with their own
background or shape (robot and mech alerts, atmos, heretic buffs or
debuffs etc.) are not affected. Also updated a couple sprites but didn't
spend too much time on them. Mostly reusing existing assets.

Montage of how the alerts look on threee different hud styles
(Operative, Trasen-Knox, Detective, ALSO I FIXED THE BUCKLED ALERT
ALREADY):
<img width="293" height="323" alt="image"
src="https://github.com/user-attachments/assets/3a2b972b-aa5a-4c27-a454-c8c39acf6e20"
/>
It looks only a smidge iffy on the syndicate since the top and bottom
borders aren't layered over all the overlays, but it isn't something to
worry about in this PR.

## Why It's Good For The Game
Screen alerts always had the midnight hud button baked in their icon
states (now overlays), which completely disregard the player's hud
setting, much unlike action alerts buttons. Melbert has also said that
it'd be nice if the code for action buttons could also be used in screen
alerts and viceversa, to slim things down. That's obviously not what I'm
doing today, but having most of the screen alerts already without the
baked background will surely help if we ever pursue that objective.

## Changelog

🆑
refactor: Refactored screen alerts a little. Most should now fit the
player's hud style. Report any issue.
imageadd: A few screen alerts have been polished/updated a little.
/🆑
2025-10-31 15:30:39 -06:00
Gboster-0 2f6ae1dcde Makes ore refineries drop materials below them when not linked to a silo (#93681)
## About The Pull Request

- What it says above, makes them drop materials instead of sending them
to the shadow realm
- Replaces some 1 argument `round()'s` with `floor()'s` in material
logic, someone should regex all of them sometime for a giant conflict
merge PR

## Why It's Good For The Game

> What it says above, makes them drop materials instead of sending them
to the shadow realm
- Makes custom-made refinery setups a bit more viable, alongside
recovering from the ore silo being bombed/eaten by a hungry boi
> Replaces some 1 argument `round()'s` with `floor()'s` in material
logic
- Round() using 1 argument is deprecated, should slowly start switching
over

## Changelog

🆑
fix: the ore refineries now drop stacks of materials below them if they
are not linked to a silo instead of being sent to the shadow realm
/🆑
2025-10-31 14:34:58 +01:00
MrMelbert 585b02c325 Reduces species feature boilerplate (#93570)
## About The Pull Request

Rather than having 100 separate list variables on `SSaccessories`, have
1 list for all feature keys that are associated with sprite accessories

This way you can get a feature by doing
`SSaccessories.feature_list[key]`, instead of necessitating
`SSaccessories.ears_list`, `SSaccessories.tail_list`, etc.

This lets us cut back on a lot of boilerplate in prefs, dna, and organs

## Why It's Good For The Game

We can see the benefit in this example: This is all the code for horn
DNA, bodypart overlay, and preference
```dm
/datum/dna_block/feature/accessory/horn
	feature_key = FEATURE_HORNS
```
```dm
/datum/bodypart_overlay/mutant/horns
	layers = EXTERNAL_ADJACENT
	feature_key = FEATURE_HORNS
	dyable = TRUE

/datum/bodypart_overlay/mutant/horns/can_draw_on_bodypart(obj/item/bodypart/bodypart_owner)
	return !(bodypart_owner.owner?.obscured_slots & HIDEHAIR)
```
```dm
/datum/preference/choiced/species_feature/lizard_horns
	savefile_key = "feature_lizard_horns"
	savefile_identifier = PREFERENCE_CHARACTER
	category = PREFERENCE_CATEGORY_FEATURES
	main_feature_name = "Horns"
	should_generate_icons = TRUE
	relevant_organ = /obj/item/organ/horns

/datum/preference/choiced/species_feature/lizard_horns/icon_for(value)
	return generate_lizard_side_shot(get_accessory_for_value(value), "horns")
```

## Changelog

🆑 Melbert
refactor: Refactored species unique organs slightly, particularly how
they are set up at game start. Report any oddities, like invisible tails
or wings
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-10-30 03:46:32 +01:00
SmArtKar 16015775ff ORM now displays your mining point balance instead of your bank account balance (#93557)
## About The Pull Request
I don't think that the payout is in credits, chief.

## Why It's Good For The Game
This is pretty clearly an oversight, as it only makes sense if its meant
to display the balance to which your payout will be added

## Changelog
🆑
fix: ORM now displays your mining point balance instead of your bank
account balance
/🆑
2025-10-23 00:36:19 +02:00
EnterTheJake a2c7c8e57b Heretic Antagonist Full Overhaul. (#92119)
## About The Pull Request

Heretic has received a complete overhaul. This PR touches nearly every
aspect of the antagonist. For readability's sake, not every change is
going to be listed in this pull request.

For the full list of changes please refer to the design doc:
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.

Code by Me, @Xander3359 and @Arturlang 

TGUI by @Arturlang 

Sprites by OrcaCora and GregorDM

Writing bits by @necromanceranne 

### Core changes

- Cross-pathing has been removed. Main knowledge spells are now
exclusive to their path (for the most part).

- For every main knowledge unlocked (save for the robes and the blade
upgrade), Heretics can choose one option from a draft of 3 random side
knowledges (this is a free point).

- Heretics can now purchase side knowledges from a new tab, the
"Knowledge Shop". Side-knowledges have been divided by tier (Stealth,
Defense, Summons, Combat and Main). Tiers are unlocked as you progress
toward your main path.

- Heretics now gain the grasp and mark upgrade immediately, but their
main knowledge choices cost twice as much (except for the first spell,
the robes and the blade upgrade).

- Path specific robes have been introduced! They come with their own set
of quirks.

- Each Path has received a passive ability. This passive is upgraded
when you first create your robes, and again when you complete the Ritual
of Knowledge.

- Paths have been rebalanced as a result of the removal of cross-path
progression. Cosmic and Moon paths have received soft reworks.

- Upon unlocking the path 2nd level or reaching a total of 8 points
worth of knowledge, Heretics will lose the ability to blade break (and
the limit on blades all together).

- Ascension now automatically calls the shuttle with no possibility of a
recall.

- Late join Heretic has been removed.

### New UI 
<img width="750" height="635" alt="moon path ui"
src="https://github.com/user-attachments/assets/184ef783-5c9c-48a1-a2f7-4807ca93e990"
/>


### Knowledge shop

<img width="787" height="669" alt="Knowledge shop"
src="https://github.com/user-attachments/assets/3dc89b84-8c70-4d47-b612-54396e3ea6e7"
/>




### Quality of life //General balance changes

- Heretics will now gain X-ray vision for a few seconds when nearby an
eldritch essence (this effect has a cooldown).

- Ritual of knowledge now requires 1 uncommon item instead of 2. You may
now use a stunprod instead of a baton to complete the ritual. Beartraps
have been removed from the list of possible reagents.

- The maximum number of possible sacrifices required to ascend has been
reduced from 6 to 5 while the minimum has been upped to 4.

- Codex Cicatrix no longer requires a special pen to be made.

### Passive abilities

- Heretics now start with a passive ability. You can find what it does
on the path info tab after a path has been selected, and what they gain
when upgraded.

- Crafting your first set of Eldritch robes will bump your passive to
level 2.

- Unlocking the 2nd level will subsequently unlock your "Ritual Of
Knowledge"

- Completing the ritual of knowledge or ascending will net you the final
level.

### Path Specific Robes

- Armorer's Ritual is no longer a side knowledge. Each path will have
their own unique version of the ritual. This is placed after the 2nd
spell in the tree.

- Robes can no longer be destroyed by fire and acid, grant t4 flash
protection (Moth Heretics stay winning) and protection against basic
syringes, to bring them on par with other antagonist's armor sets.

- The recipe to craft the robes is now a set of armor/vest, a mask (any
mask will do now, not just gas masks), plus the unique reagent required
for the blades (Plasma for Cosmic, Trash For Rust, match for Ash and so
on)

- Wearing the robes as a non-heretic may yield some unfortunate
side-effects.

### Moon Path Rework

Moon path  rework.

Moon Heretics gain immunity to brain traumas and slowly regenerate brain
health. Equipping the moon amulette channels its effects through the
moon blade; making it unblockable and cause sanity damage instead of
brute. Ring leader's Rise now summons an army of harmless clones that
explode when attacked; the explosion briefly stuns non-heretics and
cause sanity and brain damage to them. Moon blade can also now be used
when pacified and Moon spells are no longer blocked by regular anti
magic, only mind magic protection.


**Cosmic Path Rework**

Cosmic path has received the biggest batch of changes alongside Moon.
The path has been dead last in ascension and pickrate (less than 5%) for
almost 2 years. It did gain some popularity over the last few months,
reaching the highest ascension rate in the game (12%) while mantaining a
relatively low pickrate.

Cosmic sits in a weird spot, where pretty much every knowledge
surrounding the path is either mediocre or, in the case of the
ascension, dysfunctional. Yet it has maintained a smidge of relevancy
due to how quickly Cosmic heretics can capture and sacrifice targets
thanks to Star Touch.

As a result, the best course of action would be to rebalance the
entirety of the kit; granting the heretic more tools to manipulate space
and dictate the flow of a fight, while lessening their ability to end a
confrontation by instantly sleeping their opponents.

lastly The Star Gazer is now ghost controlled ; And they shoot lazers!

<img width="636" height="451" alt="gazer gag 3"
src="https://github.com/user-attachments/assets/601d6881-c042-4e42-8ce6-ac90cd27848b"
/>


## Why It's Good For The Game


### Ok...but why do we want this?

Again, if you want my full reasoning, please check my doc
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.

To keep it short and concise; Heretic is too complex and unintuitive for
its own good. Too impenetrable for new players and too abusable for
experienced players. This can be chalked up to a lot of poor design
decisions. But ultimately, what I believe being the biggest contributor
to the current status of Heretic is the ability to move into different
paths, also known as "Cross-Pathing".

### Cross Pathing my beloathed.

Cross-pathing, while cool in theory, overcomplicates the antagonist and
overloads them with power. Players dealing with the heretic are
incapable of working out what a given heretic can do. This also leads to
late game heretics having 3 rows Worth of action buttons and virtually
no weakness.

Over the last year, I've often received the understandable but also kind
of unfair accusations of making Heretic too powerful without a clear aim
or purpose.

My goal with the paths I've reworked over the last year (Rust,Void and
Blade) wasn't necessarily to just make them stronger (although that was
also part of the goal, as they were paths that were underperforming),
but for them to have more interactions with the sandbox and to better
live up to the fantasy presented to the player.

If an harbringer of frost gets countered by a cup of coffee, we probably
messed something up.


Unfortunately, the current incarnation of Heretic doesn't really allow
for surgical balance changes to specific paths. Every time a knowledge
gets buffed, we make every path that can easily tap onto that knowledge
stronger by default. It doesn't take a genius to understand why this
system is ultimately unsustainable.

### Blade Breaking

I feel that after a heretic has reached the near peak of their power,
they no longer need the ability to instantly escape any encounter. Check
my doc for my full reasoning.

## Less versatile, more specialized paths.

By removing cross-pathing, we remove a huge maintainability burden from
the antagonist. Paths can now be designed around clearer strengths and
weaknesses. They become easier to balance and less of an headache to
understand for everyone.

It also means we can give paths some needed quality of life quirks
without having to worry how such a change might have a knock-on effect
for other paths.

Ash heretics can finally let loose without dying by their own flames.
Cosmic Heretic can go to space without having to carry a modsuit. Moon
Heretic can use their abilities without fear of one random trauma
ruining their day, and so on.

### What a horrible night to have a curse...., wait how do I curse
people again?

As of right now the heretic tree has quite a hefty amount of trinkets
that pretty much never see use.

Partly because the tree itself is a nightmare to navigate. And partly
because why would anyone set up an elaborate plan or scheme when they
can unleash 2 rows of spell in the span of bunch of seconds.

Heretics mostly gravitate towards powers that push them towards greater,
more potent combat strength. If it doesn't contribute to killing people
quicker, it isn't worth doing for most. And given the opportunity cost
associated for taking those powers, they will remain that way so long as
there are better choices to be poached.

The new draft system encourages Heretics to play more with the tools at
their disposal. If you want to go for a specific combo from the side
path options, you may now do so by tapping into the knowledge shop.

Yes, the shop does include a few knowledges from the other paths. But
these are limited to 1 per path, are very expensive and can only be
unlocked very late into the shift.

## Drip Of the Mansus

The iconic heretic robe is actually sequestered to a side path that is
most easily access by only two paths at a time. Since heretic paths are
being made to be much more specialized, the most obvious way in which
this can be showcased is through an easily
identifiable outfit.

By using the robes, we can both telegraph WHAT heretic you are looking
at, and just how much power they've accumulated and when it is
reasonable to take the kid gloves off and treat them as a genuine
threat. If a heretic is in their
robes, that heretic is now a significantly more prominent danger to the
station.

It also serves as a useful means for gating some of the more powerful
effects of a heretic's path behind the robes, AND enable options for
disarming them of that power should they be captured without making it
something endemic to their mob.

A major problem with heretics is a lack of certainty as to how powerful
they have become. A heretics robes is one of the milestones to help
players dealing with heretics identify that.

### Will this be 100% fair and balanced?

This is a massive overhaul to a pretty complex and bloated antagonist.
I've done my best to show the changes to several maintainers and other
members of the community for their feedback. But at some point we'll
have to see how this behave in the environment to get a feel if
something is over or undertuned. (that's my way of saying, yes this is
likely gonna require a testmerge or two).

What I will say is that I'm not trying to change the core identity of
Heretic.

Heretics should have the upperhand in single encounters early on, be
able to joust a small group of players after they unlock their final
spell, and end the round when they ascend. They're a progression
antagonist. They should retain their payoff as well as pose a danger as
they grow stronger.

But if more players feel like they are more reliably able to play the
antagonist in more varied and interesting ways, rather than the
antagonist largely existing as a measuring stick for 'robustness' due to
its elitist design philosophy, then the rework has been a success. There
should be something for
everyone in the antagonist, as is true for all of our antagonist roles.
2025-10-15 22:34:51 +00:00
Xander3359 bbe729aef7 Converts more attackby's to interactions (#93106)
## About The Pull Request
Converts the following:
- Medical Kiosk
- Implant case
- Flamethrower
- Chemical implant case
- Pappercutter

Also I've looked at some alt click procs and adjusted some of their
returns
2025-10-12 22:40:42 -05:00
Bloop b7402b77c2 Changes cat tail define from FEATURE_TAIL to FEATURE_TAIL_CAT so it matches the rest (#93426)
## About The Pull Request

Just a simple find + replace PR. All the other tail defines match their
text strings, but for some reason cat tails are just `FEATURE_TAIL`
which is inconsistent.

## Why It's Good For The Game

Consistency, + a lot of downstreams have a generic "tail" feature key
which is distinct from cat tails, so not taking up that define is
better.

## Changelog

Nothing any players would notice
2025-10-12 23:51:54 +02:00
SmArtKar 4d648d016c Sleeping Carp and Cain & Abel no longer tell you about armor penetration when you reflect projectiles with them (#93275)
## About The Pull Request

Projectile refactor pulled armor check above the pre-hit comsig, this
fixes that. No need to check armor before you're hit when you
potentially will not be.

## Changelog
🆑
fix: Sleeping Carp and Cain & Abel no longer tell you about armor
penetration when you reflect projectiles with them
/🆑
2025-10-12 05:39:43 +02:00
SmArtKar 157d88d39d Visual and balance changes to brimdust sacks and rush glands (#93323) 2025-10-10 13:43:22 +11:00
SmArtKar 846e2f5c74 Allows kinetic crusher to pick up trophies without being wielded (#93272) 2025-10-09 17:04:38 +11:00
die 0204ab8fdd Canreach refactor (#93165)
## About The Pull Request
ports https://github.com/DaedalusDock/daedalusdock/pull/1144
ports https://github.com/DaedalusDock/daedalusdock/pull/1147

full credit to @Kapu1178 for the juice

instead of `reacher.CanReach(target)` we now do
`target.CanBeReachedBy(reacher)`, this allows us to give special
behavior to atoms which we want to reach, which is exactly what I need
for a feature I'm working on.
## Why It's Good For The Game
allows us to be more flexible with reachability
## Changelog
🆑
refactor: refactored how reaching items works, report any oddities with
being unable to reach something you should be able to!
/🆑
2025-10-07 20:28:59 +02:00
Ghom f72eb75a6f Handcuffs can now be used to bind certain items (briefcases, toolboxes, etc.) to your hand. (#93305)
## About The Pull Request
Technically, this PR introduces the cuffable_item element and the
cuffed_item status effect and their relative code.

In more player-friendly terms, this allows the ability to use handcuffs
to bind certain items to your hands by right-clicking it with a pair of
handcuffs in your active hand. This makes the item unable to be dropped,
for better or worse, until you or someone else remove said cuffs. And
no, this doesn't conflict with the ability to be handcuffed if you're
silly enough to think that.

There are more than one way to remove the cuffs. For the player with the
item cuffed to their hand, to remove the cuffs they can either click the
status alert, or examine the item and click the relative hyperlink. The
second option is good to have if for some reason the status alert
doesn't show up (too many alerts etc.).

For other people, they can remove the cuffs by opening the strip
inventory menu (the one you open by click-dragging the sprite of person
with the item onto yours). It's an alternative action specific to this
status effect (therefore only held items). Until the cuffs are removed,
trying to remove the item **directly** will bring you nowhere **because
the item is stuck to their hands**, duh. Alternatively you can just chop
their arm off. You do what you do.

For a list of items that can be bound with cuffs (suggestions welcome):
- briefcases
- toolboxes
- lockboxes
- first aid kits
- shields (they generally have handles and all. gameplay-wise they
already take away one hand slot to use. Using cuffs seals the deal: no
swapping items on the go, so no two-handed weapons, but you won't drop
the shield until it's broken)
- jerrycans (Kryson's suggestion)
- soup pots (ditto, kinda weird)
- coffee mugs, and the mauna mug (ditto)
- buckets
- plushes (silly stuff, if you ever want to arrest a plush or test the
feature)
- pet carriers
- mining drills
- swords with closed guards (ERT chainsaw-sword, cap's sabre, parsnip
sabre, cutlass, e-cutlass...)
- crutches and the white cane
- baskets
- flashlights and lamps (not subtypes like flares, glowsticks and
torches)
- TTVs
- chairs

## Why It's Good For The Game
This opens up for some emergent use for handcuffs beside people (or
prisoner shoes). Inspired by a scene of some 1998 action movie, where
one of the bad guys had the mc guffin briefcase latched to his wrist
with a pair of handcuffs.

Codewise, it was also a reason to refactor bits of code like handcuffs
and screen alerts slightly. On a sidenote, actual sprites for
cult/heretic shackles.

## Changelog

🆑
add: You can now bind certain items like briefcases, toolboxes, medkits,
shields, jerrycans etc. to your hand with a pair of handcuffs,
preventing them from being dropped. You can remove said binds at any
time unless incapacitated, and so can others through the strip inventory
menu.
qol: The appearance of a screen alert now updates if the object it
represents (like, an item offered by another player) changes appearance.
imageadd: The shadow shackles item (from cult magic and heretic
sacrifices) now has its own icon.
/🆑
2025-10-07 05:24:20 -06:00
paganiy c5254e1e96 Abandoned crate refactor 2025 (#93288)
## About The Pull Request
Completely rewrites the abandoned crates code to modern code standards,
replacing messy switch statements with weighted loot spawners.
## Why It's Good For The Game

- Clear code
- Simple to add new loot types or modify existing ones
## Changelog
🆑
refactor: Abandoned crates refactored
/🆑
2025-10-07 02:12:56 +02:00
SmArtKar c1b3e56ede Improved Cain & Abel wisp animations (#93294)
## About The Pull Request
 
Cleaned up C&A code and made wisps orbit the user instead of being
positioned around them at static offsets (also firing now removes them
one by one as they're fired)


https://github.com/user-attachments/assets/18a45b44-739e-4d7f-9269-98c84f5342e7

The animate code is mildly cursed because BYOND has... quirks, when it
comes to looping tag animations, so we need to explicitly stop the
animation, and cannot use a blank frame (time = 0) to start it (and
SINE_EASING just looks better despite not being correct)

## Why It's Good For The Game

Looks prettier

## Changelog
🆑
image: Cain & Abel wisps now orbit around the user instead of being
static
code: Cleaned up Cain & Abel code
/🆑
2025-10-06 12:01:21 +03:00
SmArtKar bdc9a1a2ff Fixes hierophant staff refusing to be put into backpacks (#93273)
## About The Pull Request

Now it only tries to teleport onto objects on turfs, and not in mob
inventories

## Changelog
🆑
fix: Fixed hierophant staff refusing to be put into backpacks
/🆑
2025-10-04 12:47:50 -04:00
MrMelbert 44acefa73f More things use trait huds over raw hud management (#93084) 2025-10-02 21:36:40 +02:00
Ghom a28575aa82 [NO GBP] Fixing more issues with sand (you can make sand walls again, also ghost glass sheets?) (#93215)
## About The Pull Request
Apparently wall construction code is snowflaked and indented as fuck
(and the same goes for door assemblies). I'm not bothering refactoring
everything with them, only to reduce the indentation, changing a couple
vars and overall making it easier to work with them later. This includes
wall construction not being hardcoded to sheets but include the
possibility to use other kind of stacks as well (if you don't count the
snowflake interaction with iron rods). In layman's terms, this means you
can make walls made out of sand (distinct from sandstone) again.

Also I've done some small changes to the materials storage, so that it
can eject ores too if the material doesn't have a sheet type.

Also, I've been told there may be issues with broken, uninteractable
(probably not properly initialized) glass sheets beside the ORM. I'm not
100% sure about the deets, but it may have something to do with spawning
the glass on the same turf the ORM is listening to, when smelting sand,
causing some race conditions, so let's spawn it in nullspace

## Why It's Good For The Game
While I'm sure there may be more elegant solutions (just take a look at
the wall and door construction code, they both use text2path oh god!),
I'm just here to make things a lil' cleaner and be done with issues with
the fact that sand is made of sand.

## Changelog

🆑
fix: You can once again make sand walls.
fix: Deconstructing an autolathe with sand in it should now drop sand.
/🆑
2025-10-02 19:12:11 +03:00
ArcaneMusic d78d3a5f4a Ore vents spawn a ring of platforms around themselves for the duration of wave defense. (#92978)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-10-02 17:06:07 +02:00
Ben10Omintrix 81eeb9eb0b makes the cain and abel lava/fire proof (#93228)
## About The Pull Request
i forgot to give it these when i pred the item

## Why It's Good For The Game
it could be a bit annoying having these burn away mid-ashdrake fight

## Changelog
🆑
balance: the cain and abel are fire and lava proof
/🆑
2025-10-02 16:11:06 +02:00
MrMelbert e350c50a5c Emp prot tags are more specific, also no longer leak stealthy emp protection (#93211)
## About The Pull Request

Fixes #93199

EMP protection now specifies what it protects

Adds an EMP flag for things which should definitely not indicate they
are EMP proof

## Changelog

🆑 Melbert
fix: EMP proof objects now specify what they protect rather than only
implying it's 100% emp proof
fix: Some objects meant to stealthily be emp proof no longer broadcast
they are emp proof on examine
/🆑
2025-10-02 05:05:57 +02:00
SmArtKar 5f3c85eee0 Unifies mob, megafauna and boss crusher loot and achievements (#93068) 2025-09-30 17:24:34 +10:00
necromanceranne f843f61b9f Tendril loot changes: Demonic portals drop locked chests instead of just flat out the item, removes some items from some lists, punching mitts is a vendor item. Concussive gauntlets grant hunter boxing. (#93127) 2025-09-29 08:12:33 +02:00
SmArtKar 5227e3e333 Reworks the mining MODsuit (#92948)
## About The Pull Request

Slightly reworks the mining MODsuit to be more distinct from other
mining gear and have its own designated role as an exploration and
mining tool.
- Base armor (when covered in ash) has been reduced to 50 from 60, being
equal to that of an explorer suit with two goliath plates attached.
However, entering the sphere mode will grant additional 20 armor,
bumping it up to 70 (equal to that of a H.E.C.K. suit)
- Integrated drill no longer mines instantly by default, instead having
a delay of 0.25 seconds. However, when entering the sphere mode, the
drill will overcharge and get back its instamine, as well as get halved
power consumption. Currently, those two are mutually exclusive, and the
drill cannot be used in the sphere mode.
- Mining bomb cooldown has been reduced to 1s from 1.25s. They also now
detonate much faster, and the detonation time matches their animation.
The digging radius has been reduced back to 3x3 from 5x5, and their
damage has been reduced to 28 from 48 to compensate increase in firing
speed and reduced detonation delay making them much easier to use
(functional DPS has been reduced from 36 to 28)
- Rewrote ore bag a bit to try and make sure it doesn't break when
depositing ores into the ORM. I only have faint suspicions of this being
possibly being caused by ore getting deleted and leaving a null in the
list, so removing it should hopefully? stop the bag from breaking.
- The 0.25 slowdown is back, but it should be less of a problem
considering that the sphere mode now is a much more viable traversal
tool and not an utter joke aside from lava traversal.
- The MODsuit now comes pre-equipped with a magnetic harness, which is
now capable of stowing kinetic crushers in addition to guns. This should
make using the sphere mode less of a pain in the ass, as you won't drop
your weapon whenever you enter the sphere mode before you remember to
put it in your suit storage slot. The delay on harnesses has also been
reduced to 0.5 seconds, which should make them more comfortable to use,
while still allowing someone to grab your gun if you're not careful.
- The sphere mode can no longer traverse lava roundstart, instead
requiring to be upgraded with two pieces of bileworm skin to get
lava-resistant plating. This is meant to work together with #92877,
being a part of ongoing effort to bring mining back in terms of speed
and action level, reducing mining and exploration speeds in favor of
higher ore spawns and more focus on gear and equipment progression.

<img width="92" height="98" alt="image"
src="https://github.com/user-attachments/assets/740ab28d-210d-4832-ba07-00dbd8680491"
/>

Additionally, both the mining drill and green raptor bumpmining has been
nerfed (technically fixed, practically nerfed) by removing the diagonal
movement... thing which allowed you to mine thrice as quickly and ignore
the one-tick movement delay due to how diagonal movement works.


https://github.com/user-attachments/assets/711e895f-e7e7-4cd9-b484-d7d11ff597af

Its still fast and comfortable to use, just not absurdly fast.

## Why It's Good For The Game

The mining MODsuit is in a very weird place both balance and progression
wise. Its very easy to get if you ignore vents, it has good armor stats,
it allows you to partly ignore being set on fire (or fully if you get
the regulator module, but that requires more effort). I don't think that
the buff was very needed, it was very strong as-is when used properly
(with a yellow or green raptor mount) which not a lot of people seem to
have realized.
However, its still in a pretty pitiful state as its core feature (sphere
mode) is nigh useless as the drill only works outside of it, and mines
themselves are extremely clunky and uncomfortable to use. This leaves it
only being useful for its cheap armor (without needing to kill
goliaths), free GPS and ore bag that don't occupy your pockets, and
ability to ignore environmental hazards.

The solution I've decided to go with is reworking the MODsuit to be
focused on mining and exploration rather than combat, being a good
equipment piece for newer players and miners less interested in hunting
megafauna. This carves the MODsuit its own niche rather than being
weirdly slotted between base suits and contending with drake armor in
terms of stats/effects.
Roundstart lava crossing capabilities removal alongside bumpmining nerf
is somewhat unrelated to the rest of the changes, it is a part of the
exploration rework alongside #92877, which is intended to force miners
to engage in combat more. Without the nerf, the suit is as fast as a
yellow raptor, which lets it go through lavaland at absurd speeds when
moving diagonally. (Yes, diagonal zig-zag movement ignoring the bump
delay allows you to outspeed someone moving cardinally)

More details about the project can be found in this [design
doc](https://hackmd.io/@smart-kar/HkUINgBtke). The instamine ability of
the sphere will likely get slightly nerfed in the future with the main
batch of ore spread buffs and mining speed nerfs, but I've left it as
powerful as a green raptor to not make the suit useless when compared to
other options in the meantime.

## Changelog
🆑
add: Mining MODsuit has gained a magnetic harness for all of your
crusher stowing needs.
balance: Magnetic harnesses now take only 0.5 seconds to pick up your
gun, and can pick up crushers.
balance: Mining MODsuit has regained it small slowdown, and lost 10
melee armor.
balance: Mining drill MODule is no longer instant (outside of the sphere
mode of a mining MOD)
balance: The mining sphere MODule now can break rocks when rolling into
them, gives 20 melee and bomb armor when active, and has a shorter bomb
cooldown, but bombs themselves have reduced damage and mining AOE.
balance: Mining sphere MODule now requires an upgrade in form of two
pieces of bileworm skin to be able to traverse lava, as opposed to being
able to do so innately.
fix: Fixed MODsuit ore bag sometimes breaking permanently when
depositing ores into the ORM.
/🆑
2025-09-29 01:34:41 -04:00
Krysonism 79da15581c The Roulette Refinement Reconfiguration. Poker Chips, Bugs fixed. Coins redeemable, Payouts animated and Bag expanded., (#92905) 2025-09-29 04:07:04 +10:00
MrMelbert 4a618934e9 Removes message arg from Hear, free performance (#93020)
## About The Pull Request

The first argument of `Hear` is `message`, the message heard

OR SO YOU'D THINK

Actually the first argument doesn't do anything but get overridden by
ALL implementations of `Hear`

No other uses as far as I and Ephe can tell. Removing it makes it a ton
easier to understand and gives us some free performance in radio code by
not rendering messages twice

## Changelog

🆑 Melbert
code: Removed some redundant code from core hearing code. Report if you
hear anything weird.
/🆑
2025-09-20 12:29:40 +02:00
Ghom bd1f7911ee [NO GBP] Fixing issues with sand (#93006)
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2025-09-20 05:50:25 -04:00
SyncIt21 5d6982bb08 ORM's smelt ores correctly when inserted by hand/bag (#92991)
## About The Pull Request
- Fixes #92989

## Changelog
🆑
fix: ORM's smelt ores correctly when inserted by hand/bag
/🆑
2025-09-17 00:58:58 +02:00
Bloop 6405d69683 Adds support for alternate mining visual icons (#92796)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-09-16 20:39:56 +02:00
ArcaneMusic 985fac79eb Boulders can now be used on lava turfs in order to create temporary, walkable platforms (#92877) 2025-09-13 05:17:39 +00:00
FalloutFalcon d2f34e33be moves abstract_type up to datum, spawners wont spawn them (#92909)
## About The Pull Request
moves all implementations (im aware of) for "Im a parent type dont spawn
me please" to the datum layer to standardized behavior
adds a standerized proc for filtering out "bad" items that we dont want
spawning. applies to it the subtype vendor, gifts, and a new spawner and
mystery box for a random gun (neither playerfacing)
"port" of https://github.com/shiptest-ss13/Shiptest/pull/4621



https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa

small warning: I dont have EVERY abstract type defined right now but,
ive done a good enough job for now. Im tired of data entry rn
## Why It's Good For The Game
standardizing behavior. Might be a micro hit to performance however

having this lets us not rely on icon state to determine whether
something is a parent type and makes it much easier to tell something is
a parent type (could be applied further to things like admin spawning
menus and things like that).

need feedback on if this is actually good for the game.
## Changelog
🆑
add: Soda cans show up in the silver slime drink table.
add: Examine tag for items that are not mean to show up ingame.
refactor: Standardizes how gifts rule out abstract types.
fix: gifts no longer check if something has an inhand, massively
expanding the list of potential items.
/🆑
2025-09-13 00:36:15 +02:00
Ghom c274677cfd glass ore (aka sand) is now actually made of sand (#92889)
## About The Pull Request
sand blocks existed for the only purpose of making sand available as a
material. However, the only method to get them was pretty whimsical and
the existence of the feature wasn't really conveyed to the player, which
involves rinsing regular sand in a sink... and before you ask, we also
have sandstone, which can be crafted just by using the sand in hands, no
water involved. In fact, the sand blocks use the same sprites for
regular sandstone, except they have no recipes associated to them,
nothing! Nada!

Let's address the elephant in the room: We already have sand, however
said sand already has the glass material attached to it even before
being smelted, so if you put sand into the Autolathe, you get glass,
yay. Sand blocks really only existed to make up for the shortcoming of
whoever coded the sand material at the time.

But enough ranting. As the title says, sand is now made of sand, sand
blocks are kill. I've been careful enough to give the ORM the ability to
smelt gathered sand into glass beforehand, so miners won't curse me for
making them _actually_ use the smelter for once, "I will rather die to a
goliath than have anything to do with that". However, this still means
you cannot shove sand directly into lathes and expect glass out of it.
Get a welder.

## Why It's Good For The Game


## Changelog

🆑
balance: sand is now made of sand and not glass. Get a welder if you
plan to shove it into a protolathe.
del: Removed now useless sand blocks.
/🆑
2025-09-09 15:08:45 -04:00
SyncIt21 8ed348e4fc Fixes ore silo id check being enforced too strictly (#92666)
## About The Pull Request
- Fixes #92515
- Fixes #92660

The Ore Silo ID requirement is now only enabled for the station map
loaded ore silo which means ore silos constructed by the player/off
station silos etc have this requirement disabled so golems & other roles
can use it as normal. There is no urgency for this to be enforced
always.
The ID restriction button also now changes colour & text correctly when
toggling it

## Changelog
🆑
fix: ore silo id restriction button in the UI now changes text & colour
correctly
fix: ore silo id restriction is now only enforced for station loaded
silo and is optional in other cases
/🆑
2025-09-07 09:59:53 +02:00
Xander3359 c82a39217a Converts some afterattack to interaction (#92762)
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not be viewable. -->
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## About The Pull Request
Converts the following into item interaction:
- porta_turret
- porta_turret_cover
- plating/foam (Foam plating)
- plate
~cup (and mortar subtype)~
- Recharger
<!-- 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
Conversion from afterattack to interaction
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## Changelog

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🆑
refactor: change some attack procs to use item interaction
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
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2025-09-07 09:30:50 +02:00
mcbalaam ab1136909c Improves the ore silo UI (#92460)
## About The Pull Request

Improves the ore silo UI, continuing
https://github.com/tgstation/tgstation/pull/91142

Before:

<img width="760" height="336" alt="image"
src="https://github.com/user-attachments/assets/06c2f628-ea05-49be-88ed-9947ffc55254"
/>

After:

<img width="626" height="604" alt="image"
src="https://github.com/user-attachments/assets/d6a501be-425f-44ba-b75a-c238e20b06fe"
/>

All sources of silo material withdrawal are now consistent with naming
to get properly color coded, which helps with looking for stuff.

## Why It's Good For The Game

Better UI readability, more consistent logs

## Changelog


🆑
qol: Color coded and consistent material silo logs
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2025-09-02 18:55:12 -07:00
SmArtKar aebc419282 Resprites all mineral overlays (from mining scanners) (#92725) 2025-08-27 13:40:56 -04:00
SmArtKar a35e236268 Adds glowing bits and pieces to a bunch of lavaland mobs (#92730) 2025-08-27 12:39:18 -04:00
SmArtKar 93b7faec7f Fixes chasm jaunters not working while you're buckled to a mob or an object (#92693)
## About The Pull Request

Now all mobs are unbuckled from falling objects and dropped
individually, similarly to how lava functions. Also updated jaunters to
be comsig-based rather than chasms snowflake checking for jaunters in
belt slots.
Closes #92663
2025-08-26 16:49:39 -05:00
Bloop dd37687c59 Fixes a couple more mob-related hard dels + fixes a balloon alert race condition from brimdemon fang (#92498)
## About The Pull Request

Tin, some more hard dels that were found. Additionally there was a
balloon alert meant to display phrases like "Kapow!" "Bam!" etc but it
is runtiming before it can do so because the mob gets deleted before the
balloon alert gets displayed. (solution for these sorts of issues is to
display the balloon alert on the `loc` instead.

## Why It's Good For The Game

Less chug, and a bugfix.

## Changelog

Probably nothing worth mentioning
2025-08-15 14:58:11 +02:00
Thunder12345 260960d6f4 Converts a bunch of time/delay vars to use time defines (#92495)
## About The Pull Request

Converts as many time vars expressed in deciseconds as I could find to
use time defines.

## Why It's Good For The Game

Makes these values neater and more readable.

## Changelog
🆑
code: Converted a lot of time-based variables to be expressed with time
defines.
/🆑
2025-08-12 18:30:25 -04:00
Leland Kemble 2ef0c43730 Prevents inputting letters into abandoned crates (#92524)
## About The Pull Request

Prevents putting letters into the abandoned crate cow bull puzzle

## Why It's Good For The Game

Unintended and no reason to be able to do it. 

## Changelog

🆑

fix: prevents inputting letters into the abandoned crate puzzle

/🆑
2025-08-12 18:25:45 -04:00
kuricityy 434dea8375 Buffs godslayer armor values (#92368)
## About The Pull Request

Buffs the godslayer armor values to be on par with ash drake, and a
little better

<img width="232" height="205" alt="image"
src="https://github.com/user-attachments/assets/79692721-99fd-4dba-82c4-b1e02fb814c2"
/>

## Why It's Good For The Game

Why the fuck is an armor that you have to fight 2 megafauna (one being
the hardest in the game imo) worse than an armor that you have to
butcher 3 ice drakes to make. it was straight up just not worth the
effort you had to put in to make it, AND it was a downgrade from the
standard armor you should have (considering everyone gets drake armor on
icebox as a miner)

## Changelog
 

🆑
balance: Buffs godslayer armor values to be worth the effort you have to
put in to getting it.
/🆑
2025-08-13 04:41:37 +10:00