* Adds surgery for fixing ears/hearing. (#71651)
## About The Pull Request
Adds surgery for fixing ears/hearing - this time without somehow
bricking my entire fork trying to squash the merge commit out of there
as I did with #71644. My apologies to the folks who reviewed and were
sitting on the last one - I actually used a branch this time, so it
shouldn't be a mess. 💀
Apologies and thanks to @ distributivgesetz and @ Time-Green for review
and comments on the earlier PR, this should integrate all of your
feedback.
## Why It's Good For The Game
Consistency with eye surgery as a way of getting people access to the
information they use to engage with the game, when getting people back
to engaging with the game is the point of medical (and you don't always
have chems or upgraded organ freezers for non-functional ears) is a good
thing.
## Changelog
🆑
add: Adds ear surgery to repair damaged ears/deafness.
/🆑
* Adds surgery for fixing ears/hearing.
Co-authored-by: Higgin <cdonny11@yahoo.com>
* Converts drowsy and eye blur to status effects, striking yet another two carbon level status vars
* merge conflicts
* adjust_eye_blur and set_eye_blur_if_lower
* adjust drowsiness overdoses
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
Makes biological states for wounding limb based, not species based (#71745)
I noticed something pretty terrible when playing around with some humans
locally.
As it turns out, limbs did not preserve their biological state when
amputated - This meant that a skeleton limb on a normal human, still
behaved as if it had a bunch of flesh and veins on it.
I didn't like that, and it seems like an oversight, so I decoupled the
biological state from the species and made it limb based.
What does this mean?
Skeleton limbs on a human will not bleed, but will still break (and be
more prone to breaking)
Human limbs on a skeleton will not bleed, however they will get cuts and
pierces that will not clot and need to be treated to go away - These
limbs will have the same requirements for dismemberment on a skeleton as
they have on a human.
This makes limbs behave according to how they look instead of causing
mild confusion.
🆑 Big chungus wholesome 100
fix: Amputated and reattached limbs now get wounded based on their own
biology, not the current owner's biology.
/🆑
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
* Reworks how legs are rendered yet again because it was very convaluted i hated it
* merge conflicts
* correct comment
* Fixes husk appearances not working, adds a screenshot test for it (#72190)
## About The Pull Request
Fixes#72159
Before this proc used to early return when the limb was husked
The leg refactor changed it to no longer early return and as a result it
overrided the generated husk icon with a normal limb icon
So I just wrapped even more of the proc in `!is_husked`, since like most
of it is not supposed to run
Screenshot tests husks too
## Why It's Good For The Game
Husks are good(?)
## Changelog
🆑 Melbert
fix: Husked bodies look husked again
/🆑
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Jellypeople and stargazers use the correct eyes sprite. (#72175)
## About The Pull Request
Jellypeople and stargazers both have three eye sockets on their sprites,
but due to the way eyes work, they use the incorrect eyes on their
sprite. This leads to both of these species looking fairly ugly, with
the wrong arrangement of eyes. This PR adds a unique eyes organ, "jelly
eyes", to these two species. This organ has no special properties, but
makes them properly display three eyes.

_The current jellyperson eyes appearance vs. the new one, in obnoxious
pink for visibility._

_The new "jelly eyes"._
Incidentally, jelly eyes _can_ be implanted into other species to give
them three eyes. This can look somewhat odd depending on how a
particular species's eye sockets are drawn, but this is also an
extremely niche interaction - so most _likely_ not a problem.
## Why It's Good For The Game
The jelly eyes _already_ have existing on-mob sprites, so I can only
assume they stopped working due to a refactor in how eyes worked. These
species look better with the correct eyes sprites restored.
## Changelog
🆑
fix: Implemented "jelly eyes" to make jellypeople and stargazers use the
proper eyes sprite.
/🆑
* Jellypeople and stargazers use the correct eyes sprite.
* screenshot
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* Removing an organ from a autosurgeon now correctly updates its overlays + 2 more bonus autosurgeon fixes (#72471)
Removing an organ from an auto-surgeon with a screwdriver didn't call
update_appearance() and thus it kept its overlay as if it was full.
Fixes single use autosurgeons not consuming uses when their implant is
removed, this was a bug introduced by #68379
Autosurgeons now actually tell you what organ was removed from them.
* Removing an organ from a autosurgeon now correctly updates its overlays + 2 more bonus autosurgeon fixes
Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
* fixes typo for insertion during organ manipulation (#72136)
## About The Pull Request
**BEFORE:**
display_pain(target, "You can feel your something being placed in your
[parse_zone(target_zone)]!")
**AFTER:**
display_pain(target, "You can feel something being placed in your
[parse_zone(target_zone)]!")
Removes lazy coding, improves visual fidelity
## Why It's Good For The Game
ugly
🆑
spellcheck: drastically improves grammar for inserting something during
organ manipulation
/🆑
* fixes typo for insertion during organ manipulation
Co-authored-by: kate <97811257+winterboekje@users.noreply.github.com>
Bodypart code cleanup, robotic limbs can actually be disabled through damage again. (#71739)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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request process. -->
Cleans up various variables and code comments in bodypart code so that
it is easier to understand (hopefully) what the fuck is happening there.
Fixes a hilarious oversight. For what may have been an entire 2 year
span, robotic limbs were unable to be disabled whatsoever. Good stuff.
Lost all your limbs and now have only surplus prosthetics?
Congratulations! You're now more durable than even someone with proper
robotic limbs, as your arms do not contribute anything more than 10
damage (or 15 stamina) to your overall damage taken. Furthermore, taking
the maximum amount of damage is actually entirely meaningless to you.
Laugh as someone attempting to shoot your arms does almost no meaningful
damage once you hit the cap! It's all sunk cost! You can't have it blown
off anyway, because dismembering surplus limbs is gone!
Who knew getting into a horrible bluespace/goliath accident could have
such an impact on your combat prowess. Thanks Nanotrasen!
Anyway, these vars are ugly.
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🆑
code: Makes a lot of the bodypart variables clearer as to what they do.
Includes more detailed code comments.
fix: Robotic limbs are no longer immune to being disabled through
reaching maximum damage.
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
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Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Fix: Robotic Damage / Reagents Refactor (#71937)
This PR is a continuing refactor of and fixes bugs introduced by my
prior PR #71864

Due to many functions in reagents having been implemented on top of
prior buggy code, their new behaviors are not as expected in-game, and
as a result reagents damage/heal robotic/cybernetic bodyparts/organs
when not appropriate; bugs like healing robotic arms with Libital is
currently possible.
To fix the errant behaviors in the newly debugged code, I have added
three variables to `datum/reagent` which are used throughout reagent
code, mainly inside of `on_mob_life` etc:
- `affected_bodytype = BODYTYPE_ORGANIC` - Used if the reagent
damages/heals bodyparts (Brute/Fire) of an affected mob.
- `affected_biotype = MOB_ORGANIC` - Used if the reagent damages/heals
generic damage (Toxin/Oxygen) of an affected mob.
- `affected_organtype = ORGAN_ORGANIC` - Used if the reagent
damages/heals organ damage of an affected mob.
The diff is large, and I have refactored the readability/maintainability
around the sections of code I was modifying. At one point I chose to
perform a quality pass on reagents because I found it quite hard to
maintain reagents code in its current state. This PR also replaces many
single-letter variables with more descriptive and readable variable
names. I also found and fixed a stray tab which was located in the
flavortext of `proc/item_heal_robotic`
Due to an old bug being fixed recently by PR #71864 a lot of
healing/damaging reagents now have an effect on robotic bodyparts. This
PR corrects the issue and changes reagents to explicitly define the body
type, bio type, and organ type which they can affect with
helaing/damage. This PR replaces a lot of single-letter variable names
with more descriptive names. I also fixed a small typo in
`item_heal_robotic` which was inserting an extra tab.
🆑
fix: Fixed a stray-tab typo in "item_heal_robotic"
fix: Fixed reagents and other effects which were inappropriately
affecting robotic limbs.
code: Refactored all of reagents code to be more readable and
maintainable.
/🆑
Co-authored-by: Time-Green <timkoster1@hotmail.com>
* Modular!
* More Modular!
Co-authored-by: Dani Glore <fantasticdragons@gmail.com>
Co-authored-by: Time-Green <timkoster1@hotmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
* What am I looking at?
* Okay, now limbs and switching to the three other types of synth!
* Hey, it compiles, but *definitely* doesn't work!
* Has a slight chance of working now!
* Actually compiles properly now!
* Nice one, dork
* Fuck limb code.
* And this is the story behind where the last 8 hours of my life went!
* My code will now throw the rattle if you do dumbdumb.
* I'M SORRY, MODULARITY
* Final code, maybe?
* Hmm, yes, today I will leave debug logs in my commits.
* Hmmm, maybe not enable that by default.
* Oh yea, nice one, dork.
* Oh yea, digitigrade exists. Also fixes all known runtimes. Also fixes me forgetting a couple of *very* important things.
* I feel special.
* Small bit of code cleanup!
* Android parts!
* Go away Blueshift compile error!
* E
* More code fixes!
* Synthliz fix
* Haha, shitcode go brrrr
* AAAAAAAAAAAAAAA
* Fix screenshot tests!
* Listen here you little shit-
* idontknowwhythisisbreakingantennasbutyoucankeepthenameiguess
* FUCK
* Turns out some antennas *do* use more than one colour, ugh.
* Nice one, genius.
* Address reviews, and also change IPC antennas to tri_bool instead of toggle- woops!
* Now that I know roughly how sprite accessories work, let's fix this at long last so I can finally get this merged.
* Oh yea, this!
* Oops, nice catch, unit tests!
* Very cool, PDA update
* Yeet!
* Apply suggestions!
* Oops!
* WHY DIDN'T YOU COMMIT
* I'm getting tired of fixing these conflicts.
* Ugh.
* Fix my shitcode, also make erp genitals check less intensive
* FUCK
* I am still suffering
* Fix
* e
* Fucking LEGS
* Fucking GREYSCALE
* REMOVE THIS BEFORE MERGE, DUMBASS
* Nevermind, this is unironically the best way to do it due to how our really weird prefscode works... pain.
* Stupid organic interface code edit
* Change liver to not purge toxins rapidly (#70764)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
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request process. -->
## About The Pull Request
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
Fixes#70762
The liver was purging toxins rapidly and it didn't matter how much
poison you would inject a food / drink / cigarette with, since it would
get purged before it could buildup to toxic levels.
My changes fix this by doing the following:
- Skips toxin `on_mob_life` effects and toxin damage if it is lower than
the 3u threshold
- Metabolizes the toxin at normal rate instead of purging when under the
3u threshold (this allows toxins to buildup while
eating/drinking/smoking)
- New formula to calculate liver damage `liver_damage +=
((toxin_units/15) * toxin.toxpwr) / liver_resistance`
- Liver is damaged based on the units of toxin present and their
lethality. Liver damage **IS NOT** skipped if toxin is lower than the 3u
threshold
- Change alien liver toxin resistance value to be -33% (from -40%) and
cybernetic liver toxin resistance value to be +50% (from +20%)
---
<details>
<summary>Liver damage per second from toxins</summary>
There is a hard cap of 2 dmg per second that all the combined damage
can't go over. This should give someone suffering max liver damage about
a minute before it gets destroyed.
| Toxin | Power | 1u | 3u | 5u | 15u |
| ------------- | ------------- | ------------- | ------------- |
------------- | ------------- |
| Coffepowder | 0.5 | 0.03 dmg | 0.1 dmg | 0.16 dmg | 0.5 dmg |
| Plantbgone | 1 | 0.06 dmg | 0.2 dmg | 0.33 dmg | 1 dmg |
| Amatoxin | 2.5 | 0.15 dmg | 0.5 dmg | 0.825 dmg | 2 dmg |
</details>
## Why It's Good For The Game
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
Fixes broken toxin system for liver.
## Changelog
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observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
balance: Change liver to not purge toxins instantly for low amounts.
Instead the toxin effect gets skipped while it is metabolized normally,
however it still does liver damage. This fixes bite increments for food,
cigarettes, and drinks where the toxins would purge without building up
to harmful levels.
balance: Change the formula for how toxins effect livers. Livers will be
damaged based on the units of toxin present and their lethality.
balance: Change alien liver toxin resistance value to be -33% and
cybernetic liver toxin resistance value to be +50%
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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* Change liver to not purge toxins rapidly
* Update skrell.dm
* Update code/modules/surgery/organs/liver.dm
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Psykers (#71566)
## About The Pull Request
Finishes #66471
At burden level nine (or through a deadly genetic breakdown), you now
turn into a psyker.
This splits your skull in half and transforms it into a weird fleshy
mass. You become blind, but your skull is perfectly suited for sending
out psychic waves. You get potent psy abilities.
First one is brainwave echolocation, inspired by Gehennites (but not as
laggy).
Secondly, you get the ability of Psychic Walls, which act similarly to
wizard ones, but last shorter, and cause projectiles to ricochet off
them.
Thirdly, you get a projectile boost ability, this temporarily lets you
fire guns twice as fast and gives them homing to the target you clicked.
Lastly, you get the ability of psychic projection. This terrifies the
victim, fucking their screen up and causing them to rapidfire any gun
they have in their general direction (they'll probably miss you)
With most of the abilities being based around guns, a burden level nine
chaplain now gets a new rite, Transmogrify. This lets them turn their
null rod into a 5-shot 18 damage .77 revolver. The revolver possesses a
weaker version of antimagic (protects against mind and unholy spells,
but not wizard/cult ones). It is reloaded by a prayer action (can also
only be performed by a max burdened person).
General Video: https://streamable.com/w3kkrk
Psychic Projection Video: https://streamable.com/4ibu7o

## Why It's Good For The Game
Rewards the burdened chaplain with some pretty cool stuff for going
through hell like losing half his limbs, cause the current psychics dont
cut it as much as probably necessary, adds echolocation which can be
used for neat stuff in the future (bat organs for DNA infuser for
example).
## Changelog
🆑 Fikou, sprites from Halcyon, some old code from Basilman and
Armhulen.
refactor: Honorbound and Burdened mutations are brain traumas now.
add: Psykers. Become a psyker through the path of the burdened, or a
genetic breakdown.
add: Echolocation Component.
/🆑
Co-authored-by: tralezab <spamqetuo2@ gmail.com>
Co-authored-by: tralezab <40974010+tralezab@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Psykers
* commented out stuff is now in
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: tralezab <spamqetuo2@ gmail.com>
Co-authored-by: tralezab <40974010+tralezab@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* New Station Trait: Cybernetic Revolution + Body Purist Quirk
* Mirror!
* A hidden lint!
* Properly fixes this, and ensures that it has no impact on the game should it ever be bussed in for whatever reason
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fix Flypeople food consumption (#71432)
## About The Pull Request
This PR fixes#70716 by having flypeople ingest vomited reagents into
their stomach instead of directly modifying nutrition. To accomplish
this, flypeople no longer vomit their entire stomach contents every life
tick, which also fixes them vomiting immediately on spawn. Instead they
vomit only after taking bites of food.
Since flypeople aren't currently metabolizing food the same way as other
species there's a huge discrepancy in nutrition gained from food. For
example, a human gets 37 nutrition from a slice of pizza and 270
nutrition from a whole margherita pizza, but a flyperson only gets 10
and 70 respectively, meaning they'd need to eat 4 entire margherita
pizzas and slurp up the vomit to go from total starvation to being
satiated again. With this change flypeople get ~190 nutrition from a
whole margherita pizza.
## Why It's Good For The Game
Makes it easier for flypeople to stay satiated without having to consume
mass amounts of food. Also makes it easier and more predictable to deal
with flyperson interactions with other reagents getting in their stomach
- for example, currently taking a happy pill causes flypeople to vomit
due to the sugar.
## Changelog
🆑
fix: Flypeople gain a comparable amount of nutrients from vomited food
to other species (~70%, up from ~30%)
fix: Flypeople no longer vomit after drinking fluids
fix: Flypeople no longer vomit all contents of their stomach on spawn
code: Stomachs can now react to foods entering them by overriding the
`after_eat` proc
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fix Flypeople food consumption
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes liver failure metabolization, TRAIT_STABLELIVER and herignis. (#71367)
## About The Pull Request
fixes#71012
This PR makes it so that a failing liver can still process reagents that
don't need you to have a liver. You can now also overdose on liverless
reagents while not having a liver. (Who coded this? I just want to
talk.)
TRAIT_STABLELIVER and TRAIT_NOMETABOLISM work while you have a failing
liver.
TRAIT_STABLELIVER prevents liver failure as it should.
It also fixes herignis not working and changes it's effects. (More
potent.)
## Why It's Good For The Game
Major bugfix good.
## Changelog
🆑
fix: Metabolization works for reagents that are meant to metabolize
while your liver is failing.
fix: Higadrite, cordiolis hepatico and herignis work properly.
balance: Herignis is more potent and has an overdose threshold of 25u.
/🆑
* Fixes liver failure metabolization, TRAIT_STABLELIVER and herignis.
Co-authored-by: RikuTheKiller <88713943+RikuTheKiller@users.noreply.github.com>
* Plumbing Reagent UI changes & fixes (#71410)
**About the pull request**
3rd attempt cause the 1st
[PR](https://github.com/tgstation/tgstation/pull/71032) had way too many
problems and the 2nd
[PR](https://github.com/tgstation/tgstation/pull/71101) had merge
conflicts and became stale so fuck it delete those branches & try again.
1)For Plumbing the
- Chemical Reaction Chamber
- Chemical Filter
- As a side effect for Modifying Chemical Filter the BloodFilter also
now
Picks reagents from an input-list with a search bar attached at the
bottom
2)Fixes bug which prevented the user from entering new
values[temperature,acidic ph & alkaline ph] into the
ChemReactionChamber. They would be stuck at their defaults 300k,5,9
respectively even if you tried to enter new values it would reject those
new values. That's fixed now
https://user-images.githubusercontent.com/110812394/203076880-eb801c76-68ec-4470-8648-9239270fbcbc.mp4
**Why its good for the game**
1. Removes the need to type long reagent names manually by hand which is
error prone and time consuming
2. Allows you to change the ph & temp values for various reactions which
would have not been possible if not for this
**ChangeLog**
🆑
qol: Entering reagent names is much faster with zero errors
fix: You can enter new temp & ph values
/🆑
Co-authored-by: Time-Green <timkoster1@ hotmail.com>
* Plumbing Reagent UI changes & fixes[Take 3]
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Time-Green <timkoster1@ hotmail.com>
* Easy's Super Omega "unarmed strike based species var moved to limbs" refractor, unarmed strike striking with specific body parts rather than it just being flavor, and brain based attacking limb selection extra chunky edition. And also bodypart traits.
* Removed all the conflicts, and started converting all the arms and legs to the proper typepaths
* Actually makes the game compile :)
* Makes the maps compile too!
* Early mirror of #71143 because it's more relevant to us
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Brimdemons & Lobstrosities drop (slightly) useful organs (#70546)
Goliaths, Legions, Watchers, and (as of recently) Bileworms all drop
something vaguely useful when they die.
Brimdemons and Lobstrosities do not. This PR aims to fix that, so that
there's at least some vague benefit to hunting them.
In this case it takes the form of organs you get when you butcher them,
similar to the regenerative core from Legions.
As they're similar to the regenerative core, I modified the regenerative
core to extend from a new common "monster core" typepath which these two
new organs also extend.
Like the regenerative core, both of these items do something when used
and something slightly different if you go to the effort of having
someone implant them into your body. They also decay over time, and you
can use stabilising serum to prevent this from happening.
https://user-images.githubusercontent.com/7483112/195967746-55a7d04d-224e-412d-aedc-3a0ec754db3d.mp4
The Rush Gland from the Lobstrosity lets you do a little impression of
their charging attack, making you run very fast for a handful of seconds
and ignoring slowdown effects. Unlike a lobstrosity you aren't actually
built to do this so if you run into a mob you will fall over, and if you
are doing this on the space station running into any dense object will
also make you fall over (it shouldn't make you _too_ much of a pain for
security to catch).
The idea here is that you use this to save time running back and forth
from the mining base.
The Brimdust Sac from the Brimdemon covers you in exploding dust. The
next three times you take Brute damage some of the dust will explode,
dealing damage equal to an unupgraded PKA shot to anything near you (but
not you).
If you do this in a space station not only is the damage proportionally
lower (still matching the PKA), but it _does_ effect you and also it
sets you on fire. You can remove the buff by showering it off.
The idea here is that you use this for minor revenge damage on enemies
whose attacks you don't manage to dodge.
https://user-images.githubusercontent.com/7483112/195967811-0b362ba9-2da0-42ac-bd55-3809473cbc74.mp4
If you implant the Rush Gland then you can use it once every 3 minutes
without consuming it, and the buff lasts very slightly longer. It will
automatically trigger itself if your health gets low, which might be
good (helps you escape a rough situation) or bad (didn't want to use it
yet).
https://user-images.githubusercontent.com/7483112/195967888-f63f7cbd-60cd-4309-8004-203afc5b2153.mp4
If you implant the Brimdust Sac then you can use it once every 3 minutes
to shake off cloud of dust which gives the buff to everyone nearby, if
you want to kit out your miner squad. The dust cloud also makes you
cough if you stand in it, and it's opaque. If you catch fire with this
organ inside you and aren't in mining atmosphere then it will explode
inside of your abdomen, which should probably be avoided, resultingly it
is very risky to use this on the space station.
* Brimdemons & Lobstrosities drop (slightly) useful organs
* update modular
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Surgery computers tell which tool to use. (#70973)
## About The Pull Request

All surgery step names, displayed in the surgical computer, will now
show which tool to use for that step in parentheses. In cases where
multiple tools have a 100% success chance, all are listed; if no tool
has a 100% chance then the "correct" one is shown.
Surgery computers will never display "alternate" tools for surgeries
(those with a lower success chance), but this shouldn't be a problem.
Surgical computers are _usually_ in places with surgical tools at hand,
and NanoTrasen wouldn't want to encourage doing brain surgery with a
screwdriver. Y'know, probably.
## Why It's Good For The Game
Firstly, this change is particularly helpful to new players. If you have
little experience with surgery, it's not always clear which tool you're
meant to use for which step. This is especially true for some of the
odder surgeries - if you didn't already know, it's not clear at all that
"brainwash" means "use a hemostat". While there are certainly guides on
the wiki, it's nice to have as much information provided in-game as
possible.
Secondly, this change brings consistency. A _small_ number of surgical
steps (healing broken bones, namely) already do this! I see no reason
why this shouldn't be extended to the remaining surgical steps,
especially because it's not particularly obtrusive to the surgery
computer interface.
## Changelog
🆑
qol: Made surgical computers tell you what tool to use for the current
surgical step.
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Surgery computers tell which tool to use.
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Changing species now maintains Brain traumas, Cybernetic implants, Liver traits, organ damage, and Heretic Living Heart (#70530)
About The Pull Request
Implements additional code in before_organ_replacement in additional places, to better maintain cohesion when species changes take place.
Brain traumas will now carry over on species change
Having synthetic / cybernetic organs will now carry over on species change
Liver job traits will also carry over on species change
Organ damage will, in most cases, carry over on species change (only if the new organ is identical to the old)
The heretic's Living Heart will attempt to carry over to species change, if it's valid
Some species will still not, as it will attempt to give heart -> liver or something and be invalid
Heretic Living Heart is now a cooldown action. Still not really content with the current state of it, it could use some improvements.
Fixes#42308Fixes#35539Fixes#69574
Why It's Good For The Game
Removes a lot of exploits involving using forced species change to get rid of stuff like quirks / permanent brain traumas and similar.
* Changing species now maintains Brain traumas, Cybernetic implants, Liver traits, organ damage, and Heretic Living Heart
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes lung swapping giving you false air alerts and slightly improves their descriptions (#70630)
* Fixes lung swapping giving you false air alerts and slightly improves their descriptions
Co-authored-by: RikuTheKiller <88713943+RikuTheKiller@users.noreply.github.com>
* Wizard DLC - Tower of Babel (#69629)
About The Pull Request
This adds a new status effect called - Tower of Babel
Any carbon mob afflicted by the status effect will lose knowledge of every known language and gain a randomized one as a replacement. The affected mob will also be hit with a depressing moodlet that lasts for 15 seconds. Silicons are immune to all effects.
This effect is implemented in several ways:
Tower of Babel wizard event (all crew on the station z level are affected. The wizard is not and gains mastery of every language to taunt their victims)
Admin smite option
Admin secret event (can be reversed)
Staff of Babel (formerly the Staff of Sapping) will spawn during spawn magic wizard event
Magicarp will randomly shoot bolts of babel
Staff of Chaos will randomly shoot bolts of babel
Overdosing on Mushroom Hallucinogen will temporarily and sporadically acquire the effect
The effect can be blocked or cured in several ways:
Curators are given immunity
Reading a book of babel (via lavaland loot) cures and gives immunity
Reading a language book cures and gives immunity ONLY for that particular language
Note - The Tower of Babel does not allow tongueless, mute, or tongue tied people the ability to speak
* Wizard DLC - Tower of Babel
Co-authored-by: Tim <timothymtorres@gmail.com>
* Fixes removing objects embedded in yourself (#70389)
Fixes removing objects embedding in yourself, as it was ref'ed to the wrong items since the bodypart refactors.
* Fixes removing objects embedded in yourself
Co-authored-by: GoblinBackwards <22856555+GoblinBackwards@users.noreply.github.com>