* Lunatics now get their objectives properly and get their hud (and updated look for the heretic master) (#83977)
## About The Pull Request
Fixes lunatics getting no obectives by adding the objective before the
info panel is generated. The ascended moon heretic now gets a Lunatic
Master antag datum so lunatics should no have an easier time seeing
their master at a glance. Lunatics should now also get their hud
properly
fixes https://github.com/tgstation/tgstation/issues/83959 and
https://github.com/tgstation/tgstation/issues/82835
## Why It's Good For The Game
All of these issues made moon ascension very buggy and now it should
play better.
## Changelog
🆑
fix: lunatics now get their hud properly
fix: lunatics now get objectives
qol: ascended moon heretics are now labelled as ringleaders and are
easier for lunatics to spot
/🆑
* Lunatics now get their objectives properly and get their hud (and updated look for the heretic master)
---------
Co-authored-by: Rex9001 <120136161+Rex9001@users.noreply.github.com>
* Repurposed Glands (Adrenals) now show the correct chemical cost and duration (#84088)
## About The Pull Request
Adrenals now show the actual chemical cost it inquires and its correct
duration in its description in the action button and cellular emporium.
Also yeah I did kinda forgot to atomize this while working on the ling
balance changes, oopsies!
## Why It's Good For The Game
Misiformation in the description = new player bait = bad
## Changelog
🆑
fix: Repurposed Glands (Adrenals) now show their correct duration and
chemical cost in its description.
/🆑
* Repurposed Glands (Adrenals) now show the correct chemical cost and duration
---------
Co-authored-by: JackEnoff <166665535+JackEnoff@users.noreply.github.com>
* Items in your hands can catch fire (#83867)
## About The Pull Request
Recently we allowed items held in your hands to catch fire if you catch
fire.
This makes sense but the code had a few oversights, then we reverted it.
This PR reintroduces the feature, but with a few refinements.
The basic feature is simple: If you are on fire then items you are
holding will also catch fire, in the same vein as items you are wearing
on your head or hands.
There are also a few caveats we forgot about the first time we added
this:
- If your gloves cannot catch fire, your held items will not catch fire
(because your hands aren't on fire).
- If you are extinguished, your held items will also be extinguished.
- Stopping, Dropping, and Rolling on top of any items will also
extinguish those items.
As part of this change, after an argument about whether or not this is
an oversight in coding-general, I've made the proc `get_equipped_items`
take a bitflag instead of a series of booleans as an argument and added
a new one for "include held items", so that we need no longer argue
about whether holding something counts as "equipping" it (in all other
parts of the game than this proc, it does). This is what gives the PR
most of its code footprint, don't be scared.
## Why It's Good For The Game
Items you are holding in your hands _should_ catch fire if everything
else on your person is on fire, and taking an item off of your body to
put it in your hands shouldn't protect it from fire, because those
things don't make intuitive sense.
If we want an item to be able to catch fire when worn, then it should do
so.
This might expose some issues where we were improperly setting the
flammability flags on items, but any weapon which will burn in your
hands now would also have burned if you were wearing it on your belt or
back, so making those issues more visible should be a bonus (we'll also
stop them from burning on your back or belt).
If you see someone holding a piece of paper that you really don't want
them to read you can now set them on fire to stop them from reading it,
whereas previously they would deftly hold the very flammable object out
of reach of their flaming body.
## Changelog
🆑
balance: Items held in your hands can catch fire.
balance: Items you are holding won't catch fire if your hands cannot
catch fire.
balance: When you stop being on fire so will items you are holding.
balance: If you roll around on your burning items they will stop being
on fire.
/🆑
* Items in your hands can catch fire
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Changelings are (once again) weak to fire (#83953)
## About The Pull Request
Being on fire will make the ling unable to use any ability that isn't
for getting out of danger or reviving themselves (Adrenals, Fakedeath,
Strained Muscles, Last Resort, Shriek, Defib Grasp and Biodegrade). And
no, there is no armblade nerf, it is fine as it is.
## Why It's Good For The Game
Changelings are really busted, as they are effectively immortal until
completely removed (which means finding a cremator/gibber/shuttle, and
by the time you get there most of the time they are already ready to
revive) which really limits counterplay. Goof and Jac's approach to
nerfing lings was a bit too much since it nerfed the armblade massively
as well, but I found that their approach about lings being weak to fire
was really good counterplay for lings (besides BZ (who even uses it?)).
We shouldnt just leave the guys that are almost immortal and spawn
multiple in a round with one single counterplay that relies on a
knowledge check.
## Changelog
🆑
balance: Certain changeling abilities won't work while on fire.
/🆑
* Changelings are (once again) weak to fire
---------
Co-authored-by: JackEnoff <166665535+JackEnoff@users.noreply.github.com>
* Misha - the bear (#83949)
## About The Pull Request

Adds Misha the bear to icebox HoS office, a snow bear with the same
health stats as Sgt. Araneus.
## Why It's Good For The Game
With how easy it is to break into the HoS office on icebox (you don't
need any space protection) it never made sense to keep a slow pet in the
office. The bear is fast and deals 15 damage, while also resistant to
cold.
I think it adds more depth that the HoS tamed a bear on icebox and
trained it. Also the bear fits the map.
## Changelog
🆑 grungussuss
add: Added Misha the bear to the HoS office on icebox.
/🆑
* Misha - the bear
---------
Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com>
* Cosmos spells will no longer star mark your steed (#83936)
## About The Pull Request
I was wondering wh yi was stuck in place after casting a spell and then
eralized my poor cow got a star mark making it unable to pass thru my
cosmos. This fixes it so u can be a cowboy heretic
## Why It's Good For The Game
Presumably heretic on horse is cooler than heretic on not-horse
## Changelog
🆑
fix: Cosmos spells will no longer star mark your steed
/🆑
* Cosmos spells will no longer star mark your steed
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
* Takes the ABDUTOR_PROOF flag out back (#83958)
## About The Pull Request
Basically the title, Abductors can no longer teleport into NOTELEPORT
areas except for the abductor ship. This now also removes the
ABDUCTOR_PROOF bitflag and replaces it with a check for ai monitored
areas
fixes https://github.com/tgstation/tgstation/issues/83844
## Why It's Good For The Game
Abductors shouldnt kidnap people in centcom
## Changelog
🆑
fix: Abductors can no longer teleport into Centcom
remove: Brutally murders the ABDUCTOR_PROOF flag
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
* Takes the ABDUTOR_PROOF flag out back
---------
Co-authored-by: Rex9001 <120136161+Rex9001@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
* Tweaks some instances of get_safe_turf so things like the nuclear disk doesn't accidentally teleport to the Icebox Syndicate Base (#83012)
Yes, I know preventing the nuke disk teleporting to the icebox syndicate
base (or possibly the wendigo arena) is removing soul. Please don't kill
me :(
## About The Pull Request
Adds some missing variables to instances of get_safe_turf() so they will
only teleport to the given z-level.
Replaces some instances of get_safe_turf() with
get_safe_random_station_turf().
## Why It's Good For The Game
First, the differences between get_safe_turf() and
get_safe_random_station_turf():
### get_safe_turf()
- gets a random safe turf on a z-level (usually any of the staiton
z-levels), not accounting for the /area/
- should be used if you don't care if it spawns on the station or not,
or if you need to specifically teleport to a z-level
- not very expensive performance wise
### get_safe_random_station_turf()
- gets a random safe turf that will always be a station area, ignoring
z-level.
- should be used if you NEED the turf to be on a station's area
- slightly more expensive performance wise than get_safe_turf, but still
very cheap
Some code was using get_safe_turf() when it should've been using
get_safe_random_station_turf(), and some code that should be using
get_safe_turf() were incorrectly using the zlevels arg instead of zlevel
arg (Yes, there is a difference), or didn't include it at all.
All the changes were made to my best judgement. If you're curious about
a change, please ask and I will explain why I did it.
## Changelog
🆑 BurgerBB
fix: Tweaks some instances of get_safe_turf so things like the nuclear
disk doesn't accidentally teleport to the Icebox Syndicate Base
/🆑
---------
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Tweaks some instances of get_safe_turf so things like the nuclear disk doesn't accidentally teleport to the Icebox Syndicate Base
---------
Co-authored-by: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Corpses won't remain cultists when ghouled by a flesheretic (#83832)
## About The Pull Request
Fixed cultists retaining their datum when ghouled, which resulted in
double antag.
## Why It's Good For The Game
Silly and weird and confusing and buggy.
## Changelog
🆑
balance: Corpses won't remain cultists when ghouled by a flesheretic
/🆑
* Corpses won't remain cultists when ghouled by a flesheretic
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
* Cult pylons slowly close bleeding wounds (#83870)
## About The Pull Request
Cult pylons will now slowly close bleeding wounds.
## Why It's Good For The Game
Pylons were never updated alongside wounds, so it's an EXTREMELY common
sight to see people dead or dying next to pylons purely from blood loss.
Even havign 4 pylons near isn't enough to help you up - it doesn't oxy
heal, so if you're in crit, you're fucked.
The blood cult should be able to deal with blood loss.
## Changelog
🆑
qol: Cult pylons slowly close bleeding wounds
refactor: allowed aura healing to clot wounds shut
/🆑
* Cult pylons slowly close bleeding wounds
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
* Nerfs moon smile (#83248)
## About The Pull Request
This pull request makes the Moon Smile spell a worse alpha strike by
lowering the minimum duration of most of the effects and making the
knockdown only occur if the targets sanity is low enough. Currently its
knocking down at less than 40 sanity though this threshold can be
lowered if desired.
## Why It's Good For The Game
In its current state this spell is wayyyy too strong for how quickly you
get it and I've heard a lot of frustration expressed about it. This PR
attempts to tackle this by decreasing the minimum duration of its
effects and locking the knockdown to lower sanity levels making it
better in extended combat like the intent of the ability always was.
## Changelog
🆑
balance: Moon Smile only does a knockdown if the targets sanity is low
enough and the minimum duration of its abilities have been decreased
/🆑
* Nerfs moon smile
---------
Co-authored-by: Rex9001 <120136161+Rex9001@users.noreply.github.com>
* Medieval pirates patch (#83552)
## About The Pull Request
- moved where the warlord spawner is, should make warlord be the first
pirate to spawn
- added propulsors to the ship
- crude helmet doesn't hide your hair anymore (it didn't fully cover
your head so it made you bald)
- shortsword sprite has its original colours (i was pranked with the
whole -100 DM file and in a desperate attempt, made the shortsword have
the same colours as the claymore)
- the message to pay the pirates is different (i used the same one as
tider pirates as placeholder)
- their helmets have flash protection (borgs knock them down too easily,
flashbangs will still knock them down because no bowman)

## Why It's Good For The Game
some things that i missed, plus the pirates are knocked over too easily
by borgs
## Changelog
🆑
qol: the first Medieval pirate to spawn will be the Warlord, warlord and
crude helmet have flash protection
fix: Medieval shuttle has actual engines now
fix: Shortsword has its original colours
fix: Crude helmet no longer makes you bald
/🆑
* Medieval pirates patch
---------
Co-authored-by: uaioy <114047053+uaioy@users.noreply.github.com>
Fixing the timeline (Paradox clone fixes) (#83452)
Fixes#83388 (Hair gradients are now part of dna, if just making a
snowflake check on paradox clones is a better way to do this I can do
that too)
Fixes#82238 (Hardcore random was not supposed to set your hair to
white)
Fixes paradox clones (and changelings) not having correct heterochromia
colors
Fixes#80557
Bugfixes; Paradox clones are supposed to at least be a copy of the
target player as they are roundstart, but right now for funkier
characters they are being outed for having the wrong hair gradient or
something, which feels bad. Hopefully this can bring us to a point where
medical and security records cant out the clone.
🆑 Seven
fix: Paradox clones (and changelings) now properly copy hair gradients
and heterochromia eye colors.
fix: Hardcore random no longer mistakenly makes your hair white, this
was not a feature.
/🆑
Co-authored-by: Lufferly <40921881+Lufferly@users.noreply.github.com>
* Changeling Rebalance: Kill It With Fire, feat. Armblade Rework (#83616)
## About The Pull Request
https://github.com/tgstation/tgstation/assets/4081722/684da396-fb28-4022-9f46-0fc4feb34b7a
Changelings now do not like fire, as is tradition.
If they are on fire, they no longer generate chemicals until they put
the fire out.
If they are on fire, they no longer can use any changeling powers until
they put the fire out.
All changeling equippable items like armblades, shields, armor,
spacesuits, etc. are now flammable and super-duper vulnerable to flames.
The Armblade now costs 30 chemicals to equip, and has a DNA cost of 3,
compared to the previous 20 chemicals and 2 DNA cost.
The Armblade now shatters after enough uses in exactly the same way as
the Shield; extract genomes with Absorb to maximize your Armblade's
efficiency. for its' chemical cost.
Fixes items you're holding not catching on fire alongside the rest of
you when you light on fire.
Fixes the Changeling Shield having one more hit than it was supposed to.
## Why It's Good For The Game
Changeling has been in a relatively incredibly rough state ever since
someone walked up to this predominatly stealth and intrigue based
antagonist and went "lets turn it into a carbon copy of an early 2000s
action game I just played".

Since then, just about every changeling has been a loud changeling. The
stats speak for themselves; Changelings are no longer a stealth antag
and they're defined by having an undroppable e-sword, armor, and HP
regen they can use mid-fight. They're just loud beatsticks now instead
of the scary stealth antagonist they were years ago.
I'm expecting a lot of pushback from the adrenaline addicts who dislike
the concept of stealth, to which I say: too bad.
Giving Changelings a weak point in the form of fire is not only
thematically appropriate for the original inspiration for Changeling,
but also provides the crew a way to actually scare off changelings back
into hiding, and encourages more usage of fire-causing weapons. This is
going to shake up changelings, and
Nerfing the hell out of the Armblade is going to encourage changelings
to take stealthier approaches to combat, and utilize the rest of their
power assortment that isn't just focused around being a gigantic
unstoppable beatstick.
## Changelog
🆑
balance: Changelings now do not like fire, as is tradition.
balance: If they are on fire, they no longer generate chemicals until
they put the fire out.
balance: If they are on fire, they no longer can use any changeling
powers until they put the fire out.
balance: All changeling equippable items like armblades, shields, armor,
spacesuits, etc. are now flammable and super-duper vulnerable to flames.
balance: The Armblade now costs 30 chemicals to equip, and has a DNA
cost of 3, compared to the previous 20 chemicals and 2 DNA cost.
add: The Armblade now shatters after enough uses in exactly the same way
as the Shield; extract genomes with Absorb to maximize your Armblade's
efficiency. for its' chemical cost.
fix: Fixes items you're holding not catching on fire alongside the rest
of you when you light on fire.
fix: Fixes the Changeling Shield having one more hit than it was
supposed to.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Changeling Rebalance: Kill It With Fire, feat. Armblade Rework
---------
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* [NO GBP] Post-Rust Heretic's Rework adjustments. (#83765)
## About The Pull Request
Fixes antimagic, not preventing the disgust builtup from standing on
rusted tiles, makes rust walkers more expensive to summon.
## Why It's Good For The Game
I'm very happy with the end result of my Rust heretic rework; but they
came up a tad stronger than i wanted them to be.
Carlac already changed the Vomit stun to knockdown, but i wanted to add
a couple of things myself.
Having anti magic now makes you fully immune to the effects of rusted
tiles, not just the spells.
Rust walkers summoning ritual now requires titanium instead of iron
sheets.
As of right now, they are way too easy to spam, Titanium is a bit harder
to come by than iron so that'll do for now.
I was planning to set a limit to how many you can summon at the time,
but i'd rather wait a few months to see how rust behaves before i add
more nerfs.
## Changelog
🆑
balance: Rust walkers' summoning ritual now requires 5 sheets of
Titanium instead of Iron.
fix: Magic resistance grants complete immunity from the passive disgust
buildup from standing on Rusted turfs.
/🆑
* [NO GBP] Post-Rust Heretic's Rework adjustments.
---------
Co-authored-by: EnterTheJake <102721711+EnterTheJake@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
* cult stun gets weaker at when cult gets red eyes, and then also halo stage (#83659)
## About The Pull Request
cult stun gets weaker with cult stage
at red eyes, stun lasts 9.6 seconds from 16 seconds by default
at halo, stun lasts 1.9 seconds
## Why It's Good For The Game
getting stinky handed in the middle of a fight with a halo cultist just
isnt really fun because then the cultist has like 16 seconds to beat you
to death
with this you may have a chance of getting back on your feet and showing
the narsie scum whos boss
## Changelog
🆑
balance: cult stun gets weaker when they get red eyes and later more
when they have halos
/🆑
* cult stun gets weaker at when cult gets red eyes, and then also halo stage
---------
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
* Cultist shades no longer count as cultists for the purposes of invoking runes until a minute after being released (#83487)
## About The Pull Request
The following was made in response to a discussion overheard during the
coderbus roundtable.
Cult shades can no longer contribute to cultist rune invoking until
they've been released from their soulstone from over a minute. If placed
in a shell, they can properly invoke runes and assist you with
converts/summoning as normal.
This also moves around some files/code related to cultist antag datums.
Datum stuff is now in its own subfolder of the cultist folder in the
antagonists module.

I hated testing this.
## Why It's Good For The Game
This discourages the common practice of murdering and soulstoning
another player, then keeping them as a shade in their backpack used only
for invoking runes.
This is, of course, incredibly unfun for the player who has been shaded,
and encourages playing singleplayer cultist instead of with your
teammates as a team antagonist.
There are plenty of other ways to play singleplayer cultist. Create a
summon rune, or put your shade in a shell. Carrying them around in your
bag all round sucks.
## Changelog
🆑 Rhials
balance: cultist shades can no longer contribute to rune invocation
until they've been out of their soulstone for a minute. Put them in a
shell for God's sake!
code: sweeps up cultist antag datum code into its own subfolder.
code: cult shades now have their own antag datum.
fix: constructs now properly clear the cultist antag datum and transfer
the mind slightly earlier.
/🆑
* Cultist shades no longer count as cultists for the purposes of invoking runes until a minute after being released
---------
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
* Revert "Blade creation ritual returns lost blades" (#83594)
Reverts tgstation/tgstation#82592
The point of the limit on blades is to punish heretics for handling them
carelessly, allowing them to undo that for free is lame.
Maybe someone can re-add this as a separate ritual which has its own
requirements, maybe a knowledge requirement.
🆑
del: Heretics can no longer return their stolen blades, that's the point
of the limit
/🆑
* Revert "Blade creation ritual returns lost blades"
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Patches exploit with (and pre-emptively bumps the usage costs) to the new Adrenal Glands (#83612)
## About The Pull Request
1.
Because the reset timer was not done with `TIMER_UNIQUE|TIMER_OVERRIDE`,
this meant that you could pop the ability, wait 19 seconds, and then pop
it again. And now you had all the benefits of the ability without any of
the downsides, because the timers would not reset and instead run
simultaneously.
I fixed this by both adding the timer flags and by preventing usage of
the skill while you are under the effects of it. (Just in case.)
2.
With permission from Jacquerel, I bumped the chemical cost and dna cost
back up to similar numbers as before. I think the PR swung the hammer
way too far in that direction (You don't make it more spammable while
also making it better, you either do one or the other!)
## Changelog
🆑 Melbert
balance: Re-ups the cost of the new ling adrenal ability
fix: Patches an exploit with new ling adrenal ability
/🆑
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Reworks Adrenaline Glands into Repurposed Glands (Realingment) (#83474)
Adrenaline Glands have been removed and replaced with Repurposed Glands.
This ability removes use of your arms in exchange for regenerating your
legs, breaking cuffs, giving you speed, damage slowdown immunity, and
regenerating and doubling your stamina temporarily.
It's probably a bit overtuned right now. I remembered how useless this
ability is and it made me mad.
I'm tired of AG being a completely useless noob trap that doesn't do
anything of value and isn't even accurate to its description or flavor.
Taking inspiration from Realignment, this turns it into what skoglol
tried and failed to turn it into: An escape plan that can't be used as
free stimulants.
🆑
balance: Reworks Adrenaline Glands into Repurposed Glands (Realingment).
Lose the use of your arms, but you can escape any situation!
/🆑
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
## About The Pull Request
`move_on_shuttle` was a variable that existed on `/mob` despite only
ever being used by cameras. This PR downgrades the variable to only
exist on `/mob/camera` types, but have the only thing that variable do
is add a trait that blocks movement on shuttles if not allowed. This
allows us to check the variable without casting to camera, which is what
some code was un-necessarily doing. This also retainst the ability to
add the trait later on to different mobs who we may not want to be on
shuttles that aren't `/mob/camera`.
## Why It's Good For The Game
There's no point for this variable to live on `/mob` if all it can do is
clog up the VV screen, especially if the current utilization for it is
only cameras. Let's move it off `/mob` and turn it into a trait so it
still has the similar utilization on a global level without typecasting
- as well as make it actually work since needless typecasting was
introducing a minor bug
## Changelog
Irrelevant.
---------
Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com>
* Infected AI (Traitor Final Objective) no longer plays the Malf Antag sound effect (#83390)
## About The Pull Request
Does as title says. Infected AI *could* be given a new sound effect but
I'll leave that to someone in the future.
Also removes the ability for Infected AIs to set their own custom
objectives
## Why It's Good For The Game
Getting Malf AI usually means you can ignore laws. AIs really should be
checking their Law 0 before deciding to do their own flavor of chaos but
Infected AI having the same sound effect is an unnecessary extra chance
to mix the two up.
## Changelog
🆑
qol: Traitor-created Infected AIs no longer hear the Malf AI antag sound
alert.
/🆑
---------
Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com>
* Infected AI (Traitor Final Objective) no longer plays the Malf Antag sound effect
---------
Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com>
## About The Pull Request
Completely removes sentient disease from the game
## Why It's Good For The Game
Sentient disease is a unique antag and seems fun on paper, but really
doesn't work that well.
Sentient disease is a pretty binary antagonist: you either get cured and
watch helplessly as you lose all your hosts, or you infect everyone and
wipe out the entire station. Its everything bad about conversion antags,
but there's not even any fighting.
I also don't think any amount of balancing can fix sentient disease. If
we make it harder to cure, the disease gets an easier station wipe, but
if we make it less lethal, it loses all ability to stop cure generation.
The core gameplay pitches the entire crew against one disease, and it's
merely a timer before either it gets cured or wipes out everyone
This is my latest sentient disease round, where I wiped out the entire
station. I only even greentexted because there was one guy on the escape
shuttle in crit that barely made it because they had the sense to take
spaceilline.

The removal of the virologist lets us balance viruses to be fairer
challenges to the player, but as long as sentient disease exists we'll
always have to balance viruses somewhat in favor of the enjoyment of the
disease blowing your head and making you spontaneously combust.
## Changelog
🆑
del: Removes sentient disease from the game
/🆑
Hopefully, once we get virology truly sorted out, we can readd sentient
disease, but this would require our diseases to have endgoals that
aren't focused around killing every person, being widespread while also
not being instantly curable. A reworked sentient disease would have to
be so different, it's better to leave it out, fix virology and then
consider if we can truly add a new sentient disease and have it be fun
and fair
## About The Pull Request
Fixes#83374Fixes#82445#81665 changed Narsie to transfer minds rather than assigning keys to
constructs.
This only works some amount of the time because observers don't have
minds.
Dying in certain ways (such as: when playing as a construct) also seems
to destroy the mind.
Now we transfer the mind if one exists, otherwise we assign the key
(which creates a mind).
## Changelog
🆑
fix: Ghosts can more reliably become a harvester.
/🆑
* Trimming the fat
* Trimming the fat
* Update mushpeople.dm
* Adds colorblindness as a mild brain trauma (#76527)
What the title says.
The brain trauma makes the whole screen monochrome until cured.

I feel like the current pool for mild brain traumas is quite lame, this
helps spice it up a bit with something that is quite annoying and
distracting but not game breaking (as mild brain traumas should
generally be).
🆑
add: Added colorblindness as a mild brain trauma.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Fix species `var/hair_color` not being used for, well, hair color (#82168)
`var/hair_color` for species was intended to be used as a "this species
uses this type of hair color thing"
But at some point that got completely lost and now it's only used for
sprite accessories
This fixes that. That means Slimepeople now have properly slimey hair.
And Ethereals are less snowflake once more.
🆑 Melbert
fix: Fixed Slimepeople's hair not matching their slimey colors.
/🆑
* Revert "Fix species `var/hair_color` not being used for, well, hair color (#82168)"
This reverts commit c4cb756.
* Revert "Adds colorblindness as a mild brain trauma (#76527)"
This reverts commit eb815f5.
* Update _species.dm
* unused var
* Caps list..
* Update mushpeople.dm
* Update mushpeople.dm
* Update mushpeople.dm
* Update mushpeople.dm
* Update mushpeople.dm
* Attempts to fix CI errors
* Update cap.dm
* Update _external_organ.dm
* Update monkey.dm
* Revert "Update monkey.dm"
This reverts commit 29f54c8.
* Revert "Update _external_organ.dm"
This reverts commit 8de5ea7.
* Update _external_organ.dm
* Revert "Update _external_organ.dm"
This reverts commit 644cc56.
* Fix CI maybe?
* Update cap.dm
* Update DNA.dm
* Some cleanup/updating to upstream
* Update global_lists.dm
* Mush
* Update mushpeople.dm
* Hopefully the last fix
* Doing this differently
* Update organ.dm
* Update organ.dm
* Update organ.dm
* Update organ.dm
* Update organ.dm
* OK
* Update organ.dm
* Update podpeople.dm
* maybe
* Hm
* Hm
* Will this break things?
* Revert "Will this break things?"
This reverts commit bd288c6.
* Test
* Update organ.dm
* Update organ.dm
* Revert "Update organ.dm"
This reverts commit ca77ff9.
* Update organ.dm
* .
* .
* .
* Update snail.dm
* Monkeys now use height offset (and monkey tail works) (#81598)
This PR adds the ability for monkeys to wear any jumpsuit in the game,
and adds support for them to wear things like coats, gloves, and shoes
(though this cannot be obtained in-game and is solely achieved through
admins, which I also improved a bit upon by adding a defined bitfield
for no equip flags).
This reverts a lot of changes from
tgstation/tgstation#73325 - We no longer check
height from limbs and such to bring sprites down, instead monkeys now
work more similarly to humans, so the entire PR was made irrelevant, and
I didn't really want to leave around dead code for the sake of having a
human with longer legs.
I've now also added support for Dwarfism, which makes monkeys look even
smaller. Very minor change but at least now the mutation doesn't feel
like it does literally nothing to monkeys (since they can already walk
over tables).
Here's a few examples of how it can appear in game (purely for
demonstration, as it is currently intentionally made impossible to
obtain in-game, though if someone wants to change that post-this PR now
that support is added, feel free):
Tails have been broken for a while now, the only reason you see them
in-game is because they are baked into the monkey sprites. This fixes
that, which means humans can now get monkey tails implanted into them
(hell yeah) and monkeys can have their tails removed (also hell yeah)
* Removes unneeded files
* Revert "Removes unneeded files"
This reverts commit 6469d37.
* .
* ok
* Update tails.dm
* Update monkey.dm
* Fix monkey screenshot test
* Update species.dm
* Update reinf_walls.dm
* Maintenance
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com>
## About The Pull Request
Changes the description of the reinforcement beacon from "MI13 designed
one-use radio for calling immediate backup. Have no regards for safety
of whom it summons - they are all inferior clones from Interdyne's
genebanks anyway." back to what it used to be- "A single-use beacon
designed to quickly launch reinforcement operatives into the field."
## Why It's Good For The Game
This change was brought in a sprite PR that had no justification for its
code changes. I don't like this lore change, it seems needlessly "edgy",
and I designed the reinforcements to be flavorful workers from different
companies that are part of the Syndicate as you can see by all their
different random outfits, them being "inferior clones from genebanks" is
a weird contrast to that and doesn't sit well with me. And the random
MI13 drop is eh.
## Changelog
🆑
spellcheck: the nuke op reinforcement beacon no longer talks about
clones
/🆑
## About The Pull Request
Changes all player-facing instances of "recieve" to the correct spelling
"receive". There are still a handful of instances in the code, but this
PR doesn't mess with those.
## Why It's Good For The Game
It's important to speel things correctly.
## Changelog
🆑
spellcheck: Correctly spells "received."
/🆑
## About The Pull Request
Changes all instances of "amulette" to "amulet" (except for icon_state
instances of the misspelling).
## Why It's Good For The Game
Spelling
## Changelog
🆑
spellcheck: Corrects spelling of "amulette" to "amulet"
/🆑
* Changelings can't transform people into species they cannot absorb (#83286)
## About The Pull Request
This PR makes a change to the Transform Sting ability to prevent you
from turning people into species that have unabsorbable DNA.
Now you may ask "Jacquerel, how do you even have a DNA profile of a
species with unabsorbable DNA in the first place?"
The answer is that we do not do any species checks when assigning
roundstart antagonists, or when admins try to make someone into a
Changeling.
The upshot of this is that while you can't copy the DNA of a plasmaman
and then wander around turning random people into plasmamen (instantly
setting them on fire and suffocating them), you can **start** the round
as a Plasmaman, apply _your own_ DNA to people, and have them experience
those consequences.
We _could_ change this so that people queueing as Plasmaman who also are
assigned to be Changelings use their forced human profile... but I think
that's more boring than this solution (and might lead to very slightly
more metagaming).
This way _also_ adds a little bit of protection for the cases of admins
giving the changeling antag datum to Golems, Monkeys, Skeletons,
Androids, or the like.
Just in case admins _want_ to turn people into burning skeletons with
transform sting, I have added a variable on the ability which you can
toggle to disable the check.
## Changelog
🆑
balance: If you can't absorb a species' DNA as a changeling, you also
can't use transform sting to turn someone into that species.
/🆑
* Changelings can't transform people into species they cannot absorb
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Fixes The description of Pulse Of Entropy to display the correct reagents. (#83288)
## About The Pull Request
Fixes a typo on the description of Pulse of Entropy
## Why It's Good For The Game
When i made my pr to rework rust heretic, i kinda forgot to update the
description on the recipe for Pulse of Entropy to include the garbage
item, this fixes that.
## Changelog
🆑
spellcheck: Pulse of entropy description now displays the correct
reagents for the ritual
/🆑
* Fixes The description of Pulse Of Entropy to display the correct reagents.
---------
Co-authored-by: EnterTheJake <102721711+EnterTheJake@users.noreply.github.com>
* Resprites the Blade Heretic knives. (#83207)
## About The Pull Request
Changes the sprites on the action button for furious steel, and orbiting
knives for Blade Heretic in general.
## Why It's Good For The Game

Kitchen utensils are kind of a lame fit for an eldritch acolyte, now
they look like proper throwing knives.
## Changelog
🆑
Image: Blade Heretic Knives have been resprited into proper throwing
knives.
/🆑
* Resprites the Blade Heretic knives.
---------
Co-authored-by: EnterTheJake <102721711+EnterTheJake@users.noreply.github.com>
* Removes virologist job (#82723)
As the title says. Removes the job. Whole wing of medical is still
there.

(MSO)

It's boring. It's so boring that when it decides to become unboring it
just attempts to ruin the fun for everyone else
🆑
del: Due to a need for company restructuring, virologists have been laid
off by CentCom and doctors can optionally take their place.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Oh right.
* Coroner, Chief Engineer, Bitrunner are no longer exempt from certain Traitor objectives (#83165)
## About The Pull Request
While reading traitor objective code for a project, I noticed that both
the Coroner and CE are not listed as potential targets for the 'Destroy
Heirloom' objectives. Looking into it, I noticed that the Coroner was
also not listed for the kidnapping objective. This fixes that.
## Why It's Good For The Game
Coroner should not be immune to traitory
And the CE should not be exempt from having their heirloom potentially
destroyed
## Changelog
🆑
fix: The Coroner and Bitrunner can now be selected as a target for
kidnapping and heirloom destruction objectives.
fix: The Chief Engineer is now a valid target for heirloom destruction
objectives.
/🆑
* Remove sleeper protocol objective + Remove the upper limit to sabotage RND server/Telecomms (#83206)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Deletes the sleeper protocol objective

https://discord.com/channels/326822144233439242/326831214667235328/1239270421921005570
Removes the upper limit to sabotage telecomms/RND servers

https://discord.com/channels/326822144233439242/326831214667235328/1239269962707636375
<!-- 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
Removes a bad objective.
Removes a non-sensical upper limit to sabotage rnd/telecomms.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
del: Removes the sleeper protocol traitor objective
balance: RND server/Telecomms sabotage can now show up even later in the
round
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
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* Right, I changed the path.
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: norsvenska <73006946+norsvenska@users.noreply.github.com>
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
* Fixes Malf AI not being able to override/overload turrets that have covers (#83252)
Properly fixes#7617🆑 ShizCalev
fix: Malf AI can now override/overload closed turrets.
fix: Fixed a scenario in which a turret would have its covers closed
while still firing.
/🆑
cleaned up a dumb proc that was added at the machinery level for
literally only turret covers, and added support for fixing turrets in
the future (through atom_fix(), which is essentially unused at this
time.)
* Fixes Malf AI not being able to override/overload turrets that have covers
---------
Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
* Fixes Space Phase softlock (#83241)
## About The Pull Request
It's very easy to get softlock if you try to use a codex as a focus for
Space Phase - you'll drop the codex, resulting in you having no focus,
and you can't re-cast Space Phase in order to exit the jaunt, requiring
admin intervention in order to escape.
This just makes it so you're ejected from the phase if you ever lose
your focus mid-cast, or if you lose consciousness (crit, dying, etc)
## Why It's Good For The Game
Because softlocks are bad and unfun.
## Changelog
🆑
fix: You will now be ejected from Space Phase if you lose your focus or
lose consciousness somehow during the jaunt.
/🆑
* Fixes Space Phase softlock
---------
Co-authored-by: Lucy <lucy@absolucy.moe>