## About The Pull Request
A pact made with `@Kapu1178`
Small changes you should not care about:
RD MODsuit outfit (admin only) no longer has a beret that blocks the
activation of the suit
The beret used by death squad officers no longer is blocked from being
put on a hat stabilizer module
Admins can now Shear matrices of objects in Modify Transform
Multitool buffers have been a little refactored to use a setter proc
that saves them from causing hard dels
Cooler stuff:
A revival and remake of [Nobody Wants To Learn Matrix
Math](https://github.com/tgstation/tgstation/pull/59103), this time with
additional tooling for quick matrix calculations.

The MODLink system, available through every MODsuit and MODLink scryers
(a neck item obtainable from advanced modsuit research or
charliestation)
Let's you make a holographic call with any other MODLink user, where you
can chat in realtime and see what's up with em


## Why It's Good For The Game
Adds a fun way for the crew to communicate with each other that can be
done in real-time with relative privacy compared to radio.
## Changelog
🆑 Fikou, Armhulen, Sheets (+rep for Mothblocks and Potato)
fix: RD MODsuit outfit (admin only) no longer has a beret that blocks
the activation of the suit
fix: The beret used by death squad officers no longer is blocked from
being put on a hat stabilizer module
admin: Admins can now Shear matrices of objects in Modify Transform
admin: Admins now have access to Test Matrices in the VV dropdown, an
all-in-one tool for editing transforms.
add: MODLink system, available through scryers (from RnD and Charlie
Station) and through MODsuits. Lets you call people with holographs!
/🆑
Whatever you do, if it warrants the use of something like
`handle_atom_del`, chances are `Exited` can do it better, as most of
these cases involve movables that shouldn't be moved out of their loc
(`Destroy` forcefully moves movables to nullspace) without calling
specific procs, and for the remaining few, `handle_atom_del` doesn't
even cover the eventuality of a movable being deleted outside the source
atom, so it's quite garbage.
Beside, I feel confident in saying `handle_atom_del()` is older than the
DCS, an echo on the workarounds done at the time.
# _PR PSA_

## About The Pull Request
Cleans up code for laser pointers, fixing some bugs like the
forever-charging state or affecting dead cats along the way.
Remaining charge is now available upon examine.
Canonizes #45834 by implementing an upgrade to the laser pointers:
installing a bluespace crystal into a laser with tier 3 or higher laser
diode lets it shine through walls. Using an upgraded laser uses twice
the charge of a normal one. Of course, you can only shine it on
something if you can see the target behind the wall, like via x-ray or
thermals. Mesons don't count, however.
If one tries to jam a crystal into a pointer with a tier 1/2 laser (or a
tier 1/2 laser in a pointer with an installed crystal), _something_ will
get teleported, crushing the crystal.
You can uninstall the crystal with wirecutters or a hemostat. The
pointer will _hint_ on closer examination (`examine_more`) at a
possibility of a crystal being installed if you upgrade the laser
(different messages for tier 1/2/3,4).
Removes one stupid 1% increase for a recharge chance per process tick if
your laser was in a full recharge state because it was insignificant and
irrelevant.
i've had a branch for this for almost 9 months and i was always laying
it off for some day later. today i just completely fucked the branch.
whoops. i'm not even sure at this point what else did i fix while here,
double whoops
## Why It's Good For The Game
Closes#45834 - Canonizes a bug into a feature.
Fixes#77003 - lol
Cleaner code, possibly more robust even.
Seeing the remaining charge was not available at all and the only hint
was when you tried shining the pointer on something. That sucks.
## Changelog
🆑
add: you can upgrade laser pointers with a bluespace crystal to let them
shine through walls at double the power cost, if the laser in the
pointer is of tier 3 or higher.
qol: laser pointer charge can be seen by examining it
fix: fixed laser pointers luring dead cats when shone upon
code: laser pointer code cleaned up a tad
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Spiritual successor to #76716
- Some spells can now be cast while the mob is within the contents of
certain atoms.
- PAIs can now cast if within a PAI card
- AIs can now cast if within an AI card
- People within vehicles (mechas and cars) can now cast their spells
- Repulse and Knock now have unique interactions for being cast within a
locker
## Why It's Good For The Game
Carlac's PR gave me an idea for how to tackle this in a relatively clean
way so I went ahead and adapted the suggestion to something that works
for the cast chain.
This isn't perfect, some spells will need to be updated, but they can be
done piecemeal.
This is something that, IN THEORY, should have already been wholesale
supported by the spell refactor - any atom you pass into the cast chain
should "just work ™️ ", either rejecting if it fails the valid target
check or doing the spell effects as if the atom passed was the caster.
## Changelog
🆑 Melbert
add: PAIs can now cast wizard spells should they have any.
add: AIs located in intellicards can now cast wizard spells should they
have any.
add: Some spells, such as AoE or conjure spells, are now castable from
within Mechas or Clown Cars. To varying degrees of success.
add: Knock will now unlock and open closets you are hiding within.
add: Repulse will now throw open closets you are hiding within.
/🆑
## About The Pull Request
This Pull Request brings a new negative quirk to the list of negative
quirks: Indebted. As the title suggests, you start the round with a
pretty high debt of roughly 15.000 credits (give or take up to 1.250
credits), and everytime the account balance would increment, 75% of
what's earned will be pushed toward solving it instead.
Unlike other quirks, it is hidding from medical HUDs and the health
analyzers, because I frankly believe it's quite a stretch putting it on
the same plane as other quirks which are of a more "psycho-physical"
nature. However, examining the medical records will return a remark on
how the quirk holder has had some difficulties paying the checkup bill,
hinting it greatly. Examining their ID accurately will also report the
entity of the debt.
Ok, the PR is now ready. It fancies an achievement and a pin too, for
those who actually extinguish the debt.
## Why It's Good For The Game
I think it's cool to have a quirk that affects players from an angle
different than most of the others. It doesn't affect the mob directly,
brings no positive or negative moodlet, gives items, but it does cripple
what they can do with their own bank account. Sure, it can be
circumverted by "borrowing" another player mob's ID card, but frankly it
has a mild negative value on par with "Family Heirloom" so it's not a
big deal.
## Changelog
🆑
add: Added an Indebted negative quirk to the game, which gives the
holder's bank account a debt averaging at 15000 credits (with a
variation of 1250 cr) and forces 75% of all earnings towards solving it.
A little prize awaits those who actually extinguish it.
/🆑
## About The Pull Request
This PR rebalances borg combat. It is first part of broader set of
changes that I talked about with armhullen, which was then discussed in
discord player project channel. Ultimately arm decided to rewrite the
complete rebalance and grab combat, but to help with testing, and to
measure reaction to that changes, I wrote this much smaller change, that
should be usable as a TMd test.
Main points that changed:
- Flashing cyborgs for the first time blinds them, and scrambles their
movement. Flashing them while they are blinded immobilizes them as it
used to, but still allows them to talk, and use radio.
- Emping cyborgs still turns them completely off, but the code behind is
_slightly_ changed, because of how utterly incomprehensible cyborg code
is
- Borg stunarm deals 60 stamina damage, costs 200 energy (SUBJECT TO
CHANGE AS SOON AS I DECIDE ON HOW TO), and applies confusion,
stuttering, and jittering.
- Robot consoles used by humans can now lock down only one borg at a
time, they exhibit increased power draw while doing so. The borg is also
informed of the location of the console. If left alone, the borg will
unlock itself in 10 minutes, to avoid leaving it permanently locked down
in some faraway place. If the console gets destroyed (or depowered), the
borg will get unlocked
- laser pointer only blinds borgs, without the paralyze component. If
you flash a borg blinded this way it will paralyze it, so comboing it is
possible.
- Throwing things at borgs slows them down
Not planned, but possible if testing shows its required:
- Changing borg health to malfunctions
- Whatever people convince me to add
- Portable lockdown solution for sec, or a way for them to do basic
check on borg.
- Usage of bucket/something else to restrict radio usage of cyborg
If you have ideas what would make this change better please use [discord
channel](https://discord.com/channels/326822144233439242/1113145741788065924),
or comments. Almost everything that I wrote here is subject to change,
as requested or suggested.
### DISCLAIMER
I had to change few functions in background of how borgs work. This WILL
have changes I couldn't predict, since some of them aren't linked in any
obvious way in code. I am aware of that, and will try fixing what needs
fixing when pointed out.
PS: Borg code is a nightmare
## Why It's Good For The Game
Borg combat sucks. It is absolutely binary, there is 0 capacity for
talking, because both sides fear losing in one click. Sec can't really
feasibly ask the borg to state laws while flashed, so their only
solution is to kill it and revive it.
- Turning most instastun solutions into less lethal versions should
lessen the pressure, since it reduces the chance that person that reacts
first survives.
- It causes minor reduction in traitor's capacity to emag borgs with
only a flash, but EMPs still hardstun, and they are plentiful both in
uplink, and in ghetto form, so that shouldn't be a problem.
- Since it allows borgs to scream for help while being flashed, it also
increases the potential of AI helping it, or at least noticing its
death.
- Lockdown console changes reduce its capability in completely turning
off malf ai, and leave it still highly capable of being an useful tool
in stopping emagged cyborgs.
## Changelog
🆑
balance: Flashing borgs requires two consecutive flashes to fully
immobilize
balance: Flashed borgs can speak
balance: Remote lockdown on cyborgs lasts 180 seconds
balance: Cyborg stun arm works like normal baton, and costs less energy
/🆑
---------
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Adds a feature to the genetic sequencer geneticists has, you can now
right click someone to copy their genetic makeup and export it to the
DNA scanner console.
## Why It's Good For The Game
QOL but mostly more ammo for antagonist geneticists, the enzyme feature
of genetics is seldom used since you need someone to willingly (if they
are alive) step inside the machine which is close to impossible. Not to
mention the esoteric way you can change them.
I feel like the art disguising and deception has been dying and tried to
make it easier in #76508 which got closed for stealing genetics neesh.
this fixes that problem while still serving the same end goal in an
albeit less soulful way
## Changelog
🆑
add: You can now use the genetic sequencer secondary click (RMB) to scan
someone
/🆑
## About The Pull Request
It's self explainatory. We've an unused dmi file which wasn't properly
cleaned out during the first aid analyzer rework.
## Why It's Good For The Game
Cleaning out.
## Changelog
Nothing changes for players.
## About The Pull Request
Rather then using images and displaying them with client.images, we can
instead simply make an object, give it the passed in image/MA's
appearance, and then vis_contents it where we want.
If you want to animate things, you can just use the atom we return from
the proc call.
This ends up costing about 25% of the best case scenario (one guy
online)
It will save more time with more users, but it also allows us to avoid
the hypersuffering that is passing GLOB.clients into the flick proc. So
I think I'm happy enough with this.
For context, here's average per call cost for flick_overlay_view() right
now.
It winds between 5e-5 and 1e-4. With these changes we should pretty
consistently hit the low end of this, because none of our work really
varies all that much.

(I was using sswardrobe for this, but it ends up being a lot slower so
like, why yaknow)
```
/atom/movable/flick_visual
New: 3.65625ms
Provide: 7.4375ms
Qdel: 9.4375ms
Stash: 9.46875ms
```
## Why It's Good For The Game
Using our tools should not make your code eat cpu time for no reason.
Hearers is expensive, iterating clients is expensive, let's not be
expensive.
## About The Pull Request
Adds a new simple but sweet traitor item for 3 tc, polarized contacts.
Use them in hand to upgrade your eyes to have +tier 2 flash resistance.
Single use.
Now if you have welder protection of 2 or higher, and someone checks
your eyes with a flashlight, your pupils to not dilate. This is
potentially possible non-antagonistically through the use of upgraded
robotic eyes.
## Why It's Good For The Game
The idea behind this change is to allow traitors some counterplay
against revolutionaries and security. If a traitor thinks they are about
to go into combat with people with flashes, they will be rewarded for
preparing. It also fills a similar role as no-slip shoes as being a low
cost but always nice to have passive item, which I don't think we have
enough of.
Its arguable that this should only be worth 2 tc to be on-par with
noslips, or that it should be more because flash protection is more
valuable.
## Changelog
🆑 itseasytosee
add: A new traitor item has been added, Polarized Contacts!
/🆑
---------
Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
## About The Pull Request
Changes this code to be signalized on AI cards
76bddbd903/code/modules/mob/living/silicon/ai/death.dm (L44-L49)
Minor code improvements as well (Moving the sleep out from flushing into
its own async proc)
## Why It's Good For The Game
Cringe code
## Changelog
🆑 Melbert
code: AI cards should react more snap-ily to having their occupant
perish
/🆑
## About The Pull Request
New malf AI upgrade
Remote safety overrides: Mid-cost, Mid-supply. Allows the AI to remotely
emag things it can see and can access.
1. Very useful for psychological warfare (Emagging APCs to throw the
crew off their trail)
2. Logically makes sense - why, of all things, can the AI not emag
anything when it's fundumentally integrated with the station's
electronics?
3. Generally speaking can only access things that make sense for it to
access - it cannot emag ethereals, sadly
In order for this to work, emag_act now returns a boolean, designating
if the emag had any effect.
While I was in there, I also added args to every single emag_act I could
find and added far more feedback/converted a lot of things to balloon
alerts to allow the AI to see if its emag had any effect.
## Why It's Good For The Game
It just makes sense that the AI, the most electronically-sensitive
entity in the game, would be able to emag things. Plus, more options
given to malf that aren't strictly MURDER KILL MURDER are always a plus,
especially if they allow for fancier plays.
## Changelog
🆑
add: New malf ability: Remote safety overrides. Allows the AI to
remotely emag things it has access to.
code: emag_act() now returns a boolean designating it's success in
emagging
code: All instances of emag_act() now have the proper arguments
qol: Most usecases of emagging now have some kind of feedback, and
existing feedback has been sanity checked and converted to balloon
alerts.
/🆑
## About The Pull Request
Further continous organizing and cleaning the Icons folder. There are
still some minior nitpicks left to do, but I reached my daily sanity
expenses limit again, and the faster these get in the less issues for
both me and others later. Also cleans some mess I caused by my blindness
last PR.
## Why It's Good For The Game
Saner spriters = better sprites
## About The Pull Request
Some (presumably) misplaced tabs in the autopsy report code resulted in
blood type and blood levels only showing if your blood was something
other than blood. So any blood-blooded corpse that didn't happen to have
any diseases would produce a completely empty "Blood" section in their
autopsy report. Such is no longer the case. I also moved the percent
sign inside the parentheses where it belongs.

## Why It's Good For The Game
autopsy report now does thing it is supposed to do 👍
## Changelog
🆑
fix: Autopsy reports will now correctly report blood type and level for
corpses who happen to have blood for blood.
/🆑
## About The Pull Request
Due to a mental breakdown caused by unfathomable abomination that is
icons folder, I swore to myself to one day clean it. Today is kind of
that day. Been at it for around 6, you gotta understand I need a rest. I
tracked most changes in descriptions of commits if you are looking for
details.
## Why It's Good For The Game
Saner spriters make better sprites. And also, just helps keep track of
things.
## Changelog
🆑
image: added sprites for different variants of scrolls.
image: modified couple posters with ghost pixels.
/🆑
---------
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
## About The Pull Request
This PR refactors mind language holders into non-existence
As a result, `update_atom_languages` is no longer necessary
Mind-bound languages are transferred via `/mind/proc/transfer_to`
Species changing no longer deletes and re-creates the mob's language
holder, allowing them to keep any languages they have.
Species languages are sourced from `LANGUAGE_SPECIES` now, meaning they
are removed when they change species. If the mob is not a human with a
species datum, these are effectively just atom level languages.
Makes a bunch of unit tests to ensure language transfer over certain
events works as intended
## Why It's Good For The Game
Mobs with minds having two independent language holders results in a
good few bugs, and simply doesn't make sense when we have sources
(`LANGUAGE_MIND`).
Instead of tracking two language holders, we can simply use sources
better and only track one.
This means that the language holder you start with is your language
holder, period. It doesn't get deleted or re-instantiated or whatever.
## Changelog
🆑 Melbert
refactor: Refactored language holders, making species changes not delete
all of your known languages
/🆑
## About The Pull Request
Serrated bone shovels can be created with any kind of shovel now, not
just a spade (???)
Serrated bone shovels can be used in place of circular saw in most
surgeries.
Added a duller (still deadly) variant of the serrated bone shovel as
coroner mail.
Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.
Increased the force, throwforce, and wound bonus of inert ritual knives
and scythes.
Coroner gloves can quickly apply medicine like nitrile gloves.
## Why It's Good For The Game
> Serrated bone shovels can be created with any kind of shovel now, not
just a spade (???)
Weird ass bug.
> Serrated bone shovels can be used in place of circular saw in most
surgeries.
It's serrated, it's cool, it's rare, it has a fast toolspeed.
> Added a duller (still deadly) variant of the serrated bone shovel as
coroner mail.
Very thematic for the coroner, should probably also be a heirloom item
but whatevs. Weaker so there's still a reason to seek out the OG.
> Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.
Scanning corpses is pretty important during surgery - it tells you how
much blood they have, organ damage, diseases... these things don't
appear in the surgical computer readout, which means the coroner has to
go out of his cave to pick up a boring light blue meatbag wound scanner.
This also incentivizes coroners to do their job by giving them something
cool that only works on dead bodies.
> Increased the force, throwforce, and wound bonus of inert ritual
knives and scythes.
These two options in the MortiDrobe are pretty frickin' badass,
especially with how SICK the Coroner looks with them, double especially
in combat.

However, there's the large issue that as actual weapons they're really,
really weak. Not enough damage, when I use them in combat I both feel
badass but also get a nagging feeling in the back of my mind that I'm
intentionally gimping myself, and with only 10 damage I can *really*
feel it. I find it unfair that these are objectively worse than a
welding tool or even a Butcher's Cleaver when they're a lot more
involved to find, and scarce besides. These arguments apply equally to
the Wizard's ritual knife, and the scythe.
Additionally on the scythe, the crew really needs more good ghetto
weaponry that isn't the boring same ol' of baseball bats, spears,
cleavers... and making scythes useful is a great way to help bridge that
gap. They deal a satisfying amount of damage now, with the clear
downside, of course, being that they're bulky and hard to lug around.
> Coroner gloves can quickly apply medicine like nitrile gloves.
'Fast medicine' doesn't just cover sutures, it also covers medical gel.
Specifically, sterilizer gel. I find it annoying that the Coroner is
encouraged to give up his drip for the boring life-saver nitrile gloves,
because the difference in applying time really does make a difference -
it makes gel applying go from annoying to smooth, which is important
considering the whole purpose of sterilizer gel is to make surgeries go
faster. The Coroner has surgery and thus medical locker access to begin
with, so this isn't a balance problem, (and nitrile gloves are found by
the dozen anyways) especially with how rare the coroner gloves are.
## Changelog
🆑
fix: Serrated bone shovels can be created with any kind of shovel now,
not just a spade (???)
add: Serrated bone shovels can be used in place of circular saw in most
surgeries.
add: Added a duller (still deadly) variant of the serrated bone shovel
as coroner mail.
add: Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.
add: Increased the force, throwforce, and wound bonus of inert ritual
knives and scythes.
add: Coroner gloves can quickly apply medicine like nitrile gloves.
/🆑
## About The Pull Request
Heavily reworks and resprites first aid analyzers. They now display if
they're happy, sad, angry, or warning you! Also a 'pricking' animation.
First aid analyzers are now found in all basic and specialized medkits.
Toxin medkits get a new* disease analyzer. Miners get a miner-colored
one in their box.
Scanning yourself with a first aid analyzer will 'create a holo-image
with treatment instructions next to your wounds', doubling the speed of
treatment of scanned wounds!
Health analyzers now have a scanning sound, courtesy of CM.
Refactored some wound code to make treatment duration changes and
changes in the description of wounds easier.
Fixed a dummy parent feature of the health analyzer (Verbose mode)
showing up, uselessly, on the disease and first aid subtypes.
Surgical processors and slime scanners have recieved a similar resprite.
## Why It's Good For The Game
> Heavily reworks and resprites first aid analyzers. They now display if
they're happy, sad, angry, or warning you! Also a 'pricking' animation.
These things have long, long needed some sprite love. Displaying emotion
will make them have a lot more 'weight' to them, same with the prick.
The old, shitty spectrometer sprites have gone directly into the
dumpster.
> First aid analyzers are now found in all basic and specialized
medkits. Toxin medkits get a new* disease analyzer. Miners get a
miner-colored one in their box.
They have also needed some gameplay love! Placing them in these kits is
not going to be a massive game-changer when they were already easily
found around the station in emergency medkits, but it will fill up that
awkward empty slot.
> Scanning yourself with a first aid analyzer will 'create a holo-image
with treatment instructions next to your wounds', doubling the speed of
treatment of scanned wounds!
The biggest gameplay-impacting change in this PR, I *sincerely* believe
this is the perfect solution to first aid analyzers being completely
redundant with eyesight. This lets you/someone else scan your wounds to
speed up treatment, with a neat in-character reason for it -
'holo-images' appearing on your body, like penlights.
This will speed up wound treatment, but I believe that is for the best,
as currently treating wounds is so slow that half the time it's not
worth it (or more accurately, it doesn't feel worth it in comparison to
the effort you're putting in) and you're better off shrugging off minor
wounds. It will do so in a way that requires a modicum of effort, so
it's not just a flat buff across the land.
> Health analyzers and gene scanners now have a scanning sound, courtesy
of CM.
It's a neat sound that will make medbay feel more alive. First aid
analyzers get a beeboop instead.
> Surgical processors and slime scanners have recieved a similar
resprite.
IT'S SPRITE MANIA IN HERE
## Changelog
🆑
Carlarc, Weird Orb
image: Heavily reworks and resprites first aid analyzers. They now
display if they're happy, sad, angry, or warning you! Also a 'pricking'
animation.
add: First aid analyzers are now found in all basic and specialized
medkits. Toxin medkits get a new* disease analyzer. Miners get a
miner-colored one in their box.
balance: Scanning yourself with a first aid analyzer will 'create a
holo-image with treatment instructions next to your wounds', doubling
the speed of treatment of scanned wounds!
sound: Health analyzers and gene scanners now have a scanning sound,
courtesy of CM.
refactor: Refactored some wound code to make treatment duration changes
and changes in the description of wounds easier.
fix: Fixed a dummy parent feature of the health analyzer (Verbose mode)
showing up, uselessly, on the disease and first aid subtypes.
image: Surgical processors and slime scanners have recieved a similar
resprite.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
# [ PREVIOUS PR](https://github.com/tgstation/tgstation/pull/76370),this
one is with the changes orangeman wants
## About The Pull Request
Allows you to use 15 cable on a TTV to allow it to be worn on your back
Wirecutting TTVs that have cable on them gives it back and makes it
unable to be worn again

The worn sprite as per requests of orangeman changes to the number of
tanks:
All tanks, only tank on the left, only tank on the right, none

## Why It's Good For The Game
Looks cool, sci drip
Can practically achieve the same with a BCI/other-activated TTV (Traitor
sci trolled by 1 shove, loses bomb, still results in detonating with
BCI/other activation, Traitor sci shoved, does not lose bomb on back,
still results in detonation)
## Changelog
🆑
add: You can use cable on TTVs to make them wearable on the back
/🆑
## About The Pull Request
TRAIT_LIVERLESS_METABOLISM should do what it implies, and make you
always metabolize as if you were liverless.
This was a stupid mistake on my part because I wasn't aware
TRAIT_STABLELIVER was a thing.
## Why It's Good For The Game
TRAIT_LIVERLESS_METABOLISM and TRAIT_STABLELIVER should not behave the
exact same.
## Changelog
Not quite player facing.
## About The Pull Request
This PR overhauls and adds functionality to Stethoscopes and Flashlight
examinations (i.e. shining a penlight into someone's eyes/mouth).
Stethoscope Changes
- Dynamic results based on targeted body part.
- Chest: Assess whether the heart is beating, whether it is damaged
(above 10 dmg), and whether or not the player has suffered severe blood
loss. Assess whether the player is breathing, has lung damage (above
10dmg), and whether or not they have suffocation damage (above 10dmg).
- Head/Extremities: Assess heart function as above, and blood level
(nominal/low/critical).
- Groin: Assess whether or not the liver or the appendix have suffered
damage (above 10dmg). (The latter is only detectable if the patient is
conscious)
Flashlight Changes
- Eyes: Assess whether the patient is dead, has sustained brain damage
(above 20dmg), or has an X-Ray mutation.
- Mouth: Assess mouth organs, dental implants, suffocation damage (above
20dmg), and blood volume (nominal/low/critical)
## Why It's Good For The Game
Adds some proper functionality to two very rarely used tools.
Loosens up medical players' dependence on health analyzers to assess
their patients Provides an alternative, if manual and less accurate,
means of assessment.
For players interested in a more hands-on, RP focused approach to medbay
(or those in areas without power to recharge analyzers); I think this
will be a welcome addition.
## Proof of Testing
<details>
<summary>Screenshots/Videos</summary>
https://github.com/tgstation/tgstation/assets/107971606/43e87774-6db5-4db1-b7fa-92c3565c1009https://github.com/tgstation/tgstation/assets/107971606/9ec42cc4-a996-4d60-a6f1-1aecf24b9bc8
</details>
## Changelog
🆑
add: Stethoscopes may be used on the chest, groin, or extremities to
assess organ damage, blood level, and/or suffocation damage depending on
the targeted area.
add: Shining flashlights into the mouth or eyes of other players will
additionally assess brain health, suffocation damage, and/or blood level
depending on the targeted area.
balance: Halves the duration of the flash effect from shining lights
into players' eyes (2s -> 1s). Use combat mode to get the full duration.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Gives duffelbags their proper slot count
They inherited this from backpacks, but I sorta just forgot about that
[Creates "levels" of locked objects, uses that to make locked duffels
work](c613c00f62)
[c613c00](c613c00f62)
Turns locked into something that holds defines, this makes life a lot
easier.
Requires a lot of boilerplate because of how many uses of these procs
there are and all the passthrough and shit.
Adds a few outfit subtypes to avoid this class of failure in future.
Renames the args in a few but not all touched procs, one thing at a time
Closes#76407Closes#76430 Had the lock check in the wrong place
Closes#76441 GOD I HATE TK SO MUCH
Wrote half the pr without glasses so if it's weird gimme some grace
yeah?
## Changelog
🆑
fix: Fixes some fuck with duffelbags, them not holding enough + issues
with spawning gear in them (job shit and all)
/🆑
## About The Pull Request
We want languages to be special to species, these devalue that and make
them far too common.
The listen only thing does this especially badly. I'm sorry arcane I
know it's good for cargo but this vibes horrible and we shouldn't have
it
## Why It's Good For The Game
You should be able to talk privately via language with minimal snoopage
## Changelog
🆑
del: Removed language encryption keys from cargo, s bad for species
talking among each other, a thing we want them to do
/🆑
## About The Pull Request
Bug reports seem to come in after the last fix gets merged. It makes me
sad.
## Why It's Good For The Game
The EHMS injector no longer continues to inject no matter what.
Fixes#75776
## Changelog
🆑 Chadley
fix: fixes the EHMS injector's do_after()
code: Improves the code for the disease scan proc (thank you fikou)
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
Title.
## Why It's Good For The Game
Seriously this shit pisses me off, why are ORGAN_SYNTHETIC and
ORGAN_ROBOTIC two different things?
## Changelog
not applicable unless i fucked up
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
IT'S OVER.
## Why It's Good For The Game
Species traits are a relic of a time before the trait system was added
to generalize this kind of behavior.
They are clunky and overall less useful than inherent_traits -
Converting these makes it easier to make these behaviors modular and
usable not only by species.
## Changelog
🆑
refactor: A significant species refactor happened, report any issues on
the github.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
The second layer of tram does not need its own relay, it is like 10 feet
max above the first.
Feels wrong in game, mappers tend to just sneak these off in corners, it
sucks.
Shouldn't need to do it.
Instead, tcomms z levels will be filled based off the z stack, rather
then just the layer itself.
Adds a list/helper to make this more efficient/more easily duplicable
## Why It's Good For The Game
Matches what people expect better, removes redundant map bits, better
vibes.
## Changelog
🆑
balance: Tcomms now works across connected (vertically) zlevels. No more
hunting in maint for the relay.
/🆑
## About The Pull Request
Adds some balloon alerts to the mop, /datum/component/cleaner, and the
light replacer
edits some balloon alerts on the janicart
## Why It's Good For The Game
Doing your duties as a janitor tends to clog up chat, and this stuff
seems better for balloon alerts anyway.
Newer players are also often directed towards janitor, and this will
help with feedback for someone unaccustomed to looking at chat.
If any of these are too long let me know.
## Changelog
🆑 Seven
qol: Mops, some cleaning items, and light replacers now use balloon
alerts
/🆑
## About The Pull Request
[A common problem with explosions is an overabundance of
sleeping](6499077a09)
In an attempt to solve this issue, let's not continue to sleep and do
work in door closing if the door is already deleted
(This is caused by firelocks activating due to other adjacent objects
deleting, triggering an atmos update, and closing the firelocks before
they get bombed. I don't have a elegant way of resolving that core
problem, so let's just minimize the impact)
[Nukes a stupid sleep loop in airlock
code](5b16360520)
When an airlock was depowered, it would enter a sleep loop, decrementing
its delay by 1 second every well, one second, so long as it had the
right wires flipped
This is very stupid
Instead, let's use signals off wire changes and a combo of timer and
remaining time var to do this with JUST a timer
Most of the changes here are just swapping over wires to a setter to
make signal registration work\
## Why It's Good For The Game
Less sleeping around explosions means less dropped ticks after a bomb
goes off. Good just in general
Also this excises dumb boomer code and adds some hooks for other devs to
use (we should use wires more man)
## About The Pull Request
https://github.com/tgstation/tgstation/assets/7501474/a2d83ce8-eba1-42d9-a1f8-9d73f7c40b21
Adds shuttle events! Stuff can now start to happen outside the shuttle,
either benign or spicy (but usually just fun to watch)!
## Why It's Good For The Game
The shuttle escape sequence is an important part of the game, uniting
about every player surviving player. Recently, #71906 has made the
escape sequence more forgiving as well as more interesting by
conditionally doubling the playing field. The area outside the shuttle
is still mostly empty though, except for the few people being spaced,
daredevils and the occasional epic space fight.
This PR adds adds some space events to spice up the outside of the
shuttle! This both gives people something too look at, making the escape
sequence feel less static and more lively, as well as give people a
reason to go outside and get the full experience of ~being decapitated
by a meteor~ swimming with the fishes!
<details>
<summary>Shuttle Events</summary>
**Friendly carp swarm**
Spawns a group of carp that flies past the shuttle, completely friendly
unless provoked.
**Friendly meteors**
Spawns a lot of strong meteors, but they all miss the shuttle.
Completely safe as long as you don't go EVA
**Maintenance debris**
Picks random stuff from the maintenance spawn pool and throws it at the
shuttle. Completely benign, unless you get hit in the head by a toolbox.
Could get you some cool stuff though!
**Dust storm**
Spawns a bunch of dust meteors. Has a rare chance to hit the shuttle,
doing minimal damage but can damage windows and might need inflight
maintenance
**Alien queen**
One in every 250 escapes. Spawns a player controlled alien queen and a
ripley mech. RIP AND TEAR!! Really not that dangerous when you realize
the entire crew is on the shuttle and the queen is fat as fuck, but can
still be fun to throw people around a bit before being torn to shreds.
**ANGRY CARP**
Once in every 500 escapes. Spawns 12 normal carp and 3 big carps, who
may just decide to go through the shuttle or try and bust through the
window if you look at them wrong. Somewhat dangerous, you could stay
away from the windows and try to hide, or more likely shoot at them and
weld the windows
**Fake TTV**
Lol
**Italian Storm**
Once in every 2000 rounds. Throws pasta, pizza and meatballs at the
shuttle. Definitely not me going off the rails with a testing event
**Player controlled carp trio**
Once in every 100 escapes. Spawns three player controlled carp to harass
the shuttle. May rarely be a magicarp, megacarp or chaos carp. I can't
honestly see them do anything other than be annoying for 3 seconds and
die
There are some other admin only ones: a group of passive carps going
directly through the shuttle and just being little shits, and a magic
carp swarm
</details>
Events are selected seperately, there isn't a crazy weighting system,
each just has a chance to run, and multiple could run at once. They also
don't immediately trigger, so people can get settled a bit, and to make
sure just waiting out the more dangerous ones is still a valid strategy.
## Changelog
🆑
add: Adds shuttle events! If shuttle escapes weren't exciting before
(doubtful), they definitely are now! I'm joking it's mostly an
atmosphere thing.
admin: Adds an admin panel to interact with shuttle events, under the
Events tab: Change Shuttle Events
fix: Objects spawned in hyperspace will properly catch hyperspace drift
/🆑
There's a few things I'd like to do later (another PR) (honestly anyone
can do them because I suck at follow-ups), because this is too big as
is:
- Hijack triggered shuttle events
- More events (got a lot of cool suggestions, but I'm putting most of
them on hold)
- Maybe stration announcements if some more dangerous ones get added
- Structures appearing next to the escape shuttle???
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Somehow this code break's every week, hopefully this should be the last
1. Fixes#75951
It wasn't just a problem with Jani Borg light replacer but the normal
one's too. Now they all accept glass sheet's & light tubes (including
broken one's) when you attack them with a light replacer and not just
when you pick them up with hand (which Borg's can't do obviously) and
then clicking them on the light replacer.
2. Glass sheet's & shard can be put inside backpack's or other storage
item's and now they will all be consumed from the storage and not just
light tubes & bulbs
3. Make's feedback message's more informative and display them for all
insert event. they weren't displayed when a broken light tube was put in
the light replacer
4. Only glass shards are accepted by the light replacer and not plasma,
titanium shards etc. we should not use `istype()` for this purpose
5. Removed redundant` Initialize()` proc from `obj/item/light`
6. VV editing var's works properly
7. Blue beam for bluespace light replacer last's just 0.5 seconds so it
doesn't look awkward
## Changelog
🆑
fix: light replacer accepts glass sheets & light tubes when you attack
them with a light replacer
fix: only glass shards can fill the light replacer not other shard types
qol: glass sheet's & shards inside storage items like backpacks are also
consumed when you attack the light replacer with it
qol: feedback messages when inserting lights, glass sheet's, shards into
the light replacer are more descriptive and displayed for all insert
event's
qol: blue beam for bluespace light replacer last's just 0.5 seconds so
it doesn't look awkward
refactor: renamed `add_shards()` to just `add_shard()` for adding 1
shard at a time
refactor: removed redundant` Initialize()` proc from `obj/item/light`
refactor: VV editing var's works properly
/🆑
---------
Co-authored-by: Time-Green <timkoster1@hotmail.com>
## About The Pull Request
Fixes#75686.
1. `/obj/machinery/light/attackby()` checks if it is attacked by a light
replacer and `/obj/item/lightreplacer/attackby()` checks if it is
attacking a light tube causing the same replace light action to be
performed twice and the error message to appear, so i removed the
attackby code from the light tube
2. `/obj/structure/floodlight_frame/attackby()` has the same problem as
well so i removed it's light replacer attackby code as well.
3. Now only the light replacer checks what target it's attacking in it's
`preattack()` & `after_attack()` code. also made sure to return `TRUE`
in it's `attackby()` code so it doesn't call `afterattack()`. It also
calls it's parent proc
4. did some other code clean such as replacing `can_use()` proc with
just `Use()` so it can perform both actions at once
## Changelog
🆑
fix: light replacer displaying error message after it finished replacing
the light
refactor: merged the `can_use()` proc with the `Use()` proc to perform
both actions at once
refactor: `/obj/item/lightreplacer/attackby()` returns TRUE to prevent
calling it's `after_attack()` code and calls it's parent proc
/🆑
## About The Pull Request
When enabling the speaker on a radio, it gets set to listen for signals
specifically on FREQ_COMMON, instead of whatever frequency it's
programmed to, which stops you from hearing talking on said channel.
This fixes that.
This applies to all the selectable frequencies on bounced radios and
headsets, and is something that has probably often messed with AIs that
try to talk to people on AI Private. Changing the frequency while the
speaker is enabled gets around this bug, until the speaker is reset
again.
## Why It's Good For The Game
Fix bugs, stop accidentally gaslighting people into thinking you're
ignoring them on the radio
## Changelog
🆑
fix: Radios tuned to things other than common respond properly to
turning on the speaker
/🆑
## About The Pull Request
Changes the number of objectives for the HMS autoinjector, from 8 times
in 30 minutes to 1 time in 30 minutes alongside fixing some errors from
the original PR. (GOD IS DEAD)

## Why It's Good For The Game
Prevents from infecting the entire station with an incurable illness.
(OH GOD THE HUMANITY!!)
## Changelog
🆑 Chadley
fix: fixes the HMS objective.
/🆑
## About The Pull Request

Bottles have varied volumes - some of them hold 30, some 50, while
having the same sprite. And the size is comparable with small beaker, so
it was a bit weird that it can hold only 30 units. Now the default
bottle volume is 50, consistently.
Test tubes are the new 30u container that replaces bottles created in
chem master (but not condi master) and pandemic.
For better management of test tubes, this PR also adds a rack that can
be crafted from 1 wooden plank. The rack stores up to 10 test tubes and
can pick them up and drop quickly similar to how the pill bottle works
with pills.

## Why It's Good For The Game
Consistent volume for the bottle sprite instead of some being 30, some
50.
Essential attribute for chemical lab, good company for Chem Separator.
## Changelog
🆑 MTandi, coiledlamb
add: Added test tubes and racks for them
balance: All 30u bottles now have 50u volume and chem master/pandemic
spawn tubes instead of bottles
/🆑
## About The Pull Request
Adds a new quirk called Chronic Illness. It provides a -12 score as it's
a pretty life-altering quirk, but could give way to interesting RP.
- Hereditary Manifold Sickness (HMS) can not be cured, it can only be
delayed and treated using a new unmakable vaccine called
"Sansufentanyl". You spawn with 6 pills and are able to order crates
containing 12 more from cargo as it's proprietary to Interdyne.
- HMS has 5 stages total.
Stage 1 does nothing
Stage 2 gives minor effects
Stage 3 becomes debilitating
Stage 4 is a danger zone.
Upon reaching Stage 5, there are 4 possibilities, 1 is a recovery back
to stage 1, and the other 3 are deaths which I won't explain here to
avoid ruining it. (read the code I guess.)
This also adds a new traitor objective to infect someone with HMS.
- [x] Correcting the chronic aspect.
- [x] Add traitor objective.
- [x] Tweaking for fairness.
## Why It's Good For The Game
HMS is a new quirk that gives a much more hardcore junky or tumor
playstyle. Neglecting HMS can mean the end of your shift. it's not
something you want to mess with.
It puts a reliance on cargo rather than medical for a quirk and gives a
use case for money. (price may be tweaked still). I think it'd be
interesting to see if people will start mugging or robbing the vault
more to get their life-saving medication.
## Changelog
🆑
add: Interdyne has released a new medication to treat those who are in
the wrong timeline!
add: Interdyne has also realized this is VERY profitable! They've begun
arming their operatives with an autoinjector.
/🆑
---------
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Safeguards against #74965 happening in the future.
Noticed a bunch of these were using ITEM_SLOT_HANDS. This is incorrect,
as the element already automatically updates held items. grep'd it to
catch future instances.
Likewise, a number of objects weren't passing slot_flags to the element,
meaning it wasn't actually updating those things properly when they were
being worn. I've simplified this so now the element will automatically
update all slot_flags, and passing an additional slot to the element
when being added is only needed for additional slots that might need to
be updated. This also means if slot_flags change, the element will now
update correctly as well.
🆑 ShizCalev
code: The update_icon_updates_onmob element will now automatically
update all slots in an item's slot_flags var. This does fix multiple
things that weren't updating properly. Passing a slot to the element is
now only necessary if you want to add additional slots to be updated.
/🆑
This PR makes a few changes to the Occupational Corruption Device, the
job-specific traitor item that allows you to summon a bureaucratic error
event. Largely untouched for years, even across the change from standard
to progression traitor.
It now triggers directly from the uplink, which means no more
self-deleting remote. Now, it functions like the comms blackout/grid
check "viruses".
This, however, led me to a major problem -- No remote means there is no
longer an "Occupational Corruption Device", abandoning the pun intended
by the original author.
To remedy this, the Occupational Corruption Device is now the "Organic
Capital Disturbance virus". Different words, same stupid acronym. (The
description is a bit more direct now too).
## About The Pull Request
The high luminosity eyes item was extremely out of date, broken, and
full of copy paste code from atom lighting. Which is a shame because
they were cool.
On top of all that it was using a special light effect that was not very
performant. I got rid of all that, hooked it into atom lighting as a new
light type, and gave it a new TGUI as well because the old ui prompts
were not great either.
You can now pick a color at random if you want. You can also set the
color and range before surgically implanting them. No more being forced
to go through the color picker when you just want to change the range.
Functionally they should pretty much should be the same as before with
some bonus features (see below).

Closes https://github.com/tgstation/tgstation/issues/61041
Closes https://github.com/Skyrat-SS13/Skyrat-tg/issues/14685
This is 100% completed. I just finished fixing the slight translation
bug when going from 0->1 range (see above gif) and that was the last
thing on my bucket list. I happy enough with this at this point in time.
---
EDIT:
I have decided to add in one last new feature, and that is...
independent settings for eye color.
<details> <summary>You can now set eye color independently if you
wish</summary>

</details>
The eye color does not modify the light color in any way when set in
this manner, but it can be used for cosmetic purposes.
Kind of makes the item more like cybereyes from cyberpunk, which I think
are pretty neat!
</details>
### What I've done, in more detail:
- refactored high luminosity eyes so they use the atom lighting system
instead of the way they were doing it before
- the new light type, `MOVABLE_LIGHT_BEAM` behaves similarly to
directional lights, with some slight differences. it reuses the same
lighting overlay sprites but scales them vertically to produce a more
focused effect. The result can be seen above. This is in contrast to the
old way, which spawned `range` number of individual 32x32 overlays and
moved them around. This way should perform better as well as be more
maintainable.
- added a new TGUI interface for high luminosity eyes with buttons for
range, a text field for a color hex, a color picker and randomizer
- made the eye overlay emissive when the light is turned on
- range goes from 0 to 5. at range 0, the light overlay is turned off
and you are left with just the emissive eyes.
- added a cosmetic functionality to this item that lets you change the
color of your eyes independently of the lighting (and each other)
- fixed a bug with directional flashlights sometimes not updating their
lighting overlay if you pick them up without changing your direction
---
### Other Misc Fixes
Being able to dynamically set range back and forth exposed some logic
issues that had existed with directional light overlays and I have fixed
those. That is why there are some edits in that file that may not appear
readily obvious why they are there.
Apart from that, two other bugs that come to mind:
1) eye code was supposed to keep track of the eye color you had before
you got new eyes, but it was overwriting that every time you ran
refresh().
2) lighting was supposed to be turning off the light when range is set
to 0, but it was not doing that properly.
And of course besides that, there may have been a few instances of
finding typos/tidying up code
## Why It's Good For The Game
The code for this was like 6 years old and in desperate need of
updating. Now it works, and has a nicer UI.
## Changelog
🆑
fix: high luminosity eyes light overlays now follow the user correctly
qol: high luminosity eyes now have a tgui menu so you no longer have to
go through the color picker every time you want to change the range.
they also have a new setting that lets you change the color of your eyes
independently of the light color. You can now have cybernetic
heterochromia if you want
fix: directional flashlights when picked up will now always update their
cast light direction correctly no matter what dir you are facing
refactor: refactors high luminosity eye code to better make use of the
atom lighting system, adding a new light type 'MOVABLE_LIGHT_BEAM'
/🆑
## About The Pull Request
HackMD: https://hackmd.io/RE9uRwSYSjCch17-OQ4pjQ?view
Feedback link: https://tgstation13.org/phpBB/viewtopic.php?f=10&t=33972
Adds a Coroner job to the game, they work in the Medical department and
have their office in the Morgue.
I was inspired to make this after I had played my first round on
Paradise and messed around in there. The analyzer is copied from there
(https://github.com/ParadiseSS13/Paradise/pull/20957), and their
jumpsuit is also mostly stolen from it (i just copied the color scheme
onto our own suits).
Coroners can perform autopsies on people to see their stats, like this

They have access to Medbay, and on lowpop will get Pharmacy (to make
their own formaldehyde). They also have their own Secure Morgue access
for their office (doubles as a surgery room because they are edgelords
or whatever) and the secure morgue trays.
Secure Morgue trays spawn with their beepers off and is only accessible
by them, the CMO, and HoS. It's used to morgue Antagonists. Security's
own morgue trays have been removed.
The job in action
https://cdn.discordapp.com/attachments/950489581151735849/1102297675669442570/2023-04-30_14-16-06.mp4
### Surgery changes
Autopsies are a Surgery, and I tried to intertwine this with the
Dissection surgery.
Dissections and Autopsies both require the Autopsy scanner to perform
them, however you can only perform one on any given body. Dissections
are for experiments, Autopsies is for the paper of information.
Dissected bodies now also give a ~20% surgery speed boost, this was
added at the request of Fikou as a way to encourage Doctors to let the
Coroner do their job before reviving a body.
I also remember the Medical skill, which allowed Doctors to do surgery
faster on people, and I hope that this can do something like that
WITHOUT adding the potential for exploiting, which led to the skill's
downfall.
### Morgue Improvements
Morgue trays are no longer named with pens, they instead will steal the
name of the last bodybag to be put in them.
Morgue trays are also removed from Brig Medical areas and Robotics, now
they have to bring their corpses to the Morgue where the Coroner can
keep track and ensure records are properly updated.
### Sprite credits
I can't fit it all in the Changelog, so this is who made what
McRamon
- Autopsy scanner
Tattax
- Table clock sprites and in-hands
CoiledLamb
- Coroner jumpsuits & labcoats (inhand, on sprite, and their respective
alternatives)
- Coroner gloves
- CoronerDrobe (the vending machine)
## Why It's Good For The Game
This is mostly explained in the hackmd, but the goal of this is:
1. Increase the use of the Medical Records console.
2. Add a new and interesting way for Detectives to uncover mysteries.
3. Add a more RP-flavored role in Medical that still has mechanics tied
behind it.
## Changelog
🆑 JohnFulpWillard, sprites by McRamon, tattax, and Lamb
add: The Coroner, a new Medical role revolving around dead corpses and
autopsies.
add: The Coroner's Autopsy Scanner, used for discovering the cause for
someone's death, listing their wounds, the causes of them, their
reagents, and diseases (including stealth ones!)
qol: Morgue Trays are now named after the bodybags inside of them.
balance: The morgue now has 'Secure' morgue trays which by default don't
beep.
balance: Security Medical area and Robotics no longer have their own
morgue trays.
balance: Dissected bodies now have faster surgery speed. Autopsies also
count as dissections, however they're mutually exclusive.
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
## About The Pull Request
Adds announce_to_ghosts()/notify_ghosts() calls to a bunch of different
things.
**THIS INCLUDES:**
- Powersink being activated/reaching critical (explosion) heat capacity.
- His Grace being awoken.
- Hot Potatoes being armed.
- Ascension Rituals being completed.
- Eyesnatcher victims.
- Ovens exploding as a result of the Aurora Caelus event.
- Wizard Imposter spawns.
- Rock-Paper-Scissors with death as the result of Helbital consumption.
- BSA impact sites.
- Spontaneous Appendicitis.
- The purchasing of a badass syndie balloon.
- The Supermatter beginning to delaminate.
This was everything that I could think of that would be worth announcing
to deadchat. These were all chosen with consideration to questions like
"how easy would it be to spam deadchat with this?" and "will observers
actually see the interesting thing happen, or just the aftermath?".
Not gonna lie, I've really become an observer main as of recently. Maybe
that's being reflected in my recent PRs. Who's to say? Deadchat
Announcement Variety Pack 2 will probably never come out. Sorry.
## Why It's Good For The Game
Gives deadchat a better indiciation of when/where something **REALLY
FUNNY** is about to happen. Draws attention to certain things that are
likely to gather an audience anyways, but sooner (for your viewing
pleasure). In simple terms, it helps the observers observe things
better.
Some cases, such as the aurora caelus or helbitaljanken, are occurrences
so rare that they deserve the audience.
## Changelog
🆑 Rhials
qol: Observers now recieve an alert when a powersink is activated/about
to explode.
qol: His Grace being awoken now alerts observers, to give you a
headstart on your murderbone ghost ring.
qol: Ascension Rituals being completed will also alert observers, for
basically the same reason.
qol: Arming a hot potato will now alert observers. Catch!
qol: Eyesnatcher victims will now notify observers, and invite them to
laugh at their state of misery and impotence.
qol: Observers will be notified of any acute references to The Simpsons
or other 20th Television America copyright properties.
qol: Wizard Imposter spawns alert observers, much like any other ghost
role event should.
qol: Playing Rock-Paper-Scissors with death will now alert the observers
and invite them to watch. Better not choke!
qol: Observers now get an orbit link for BSA impact sites. Why does it
keep teleporting me to the AI upload??
qol: Spontaneous Appendicitis now alerts deadchat.
qol: The purchasing of a badass syndie balloon now alerts deadchat. You
might not be any more powerful, but at least you have an audience.
qol: When beginning to delaminate, the Supermatter will alert observers
and invite them to watch the fireworks.
/🆑
## About The Pull Request
This fixes the powersink always showing as being "very hot" under
certain conditions, since there was a missing set of parenthesis in the
observer/distance check.
## Why It's Good For The Game
Fixes a bug I found while making a QOL change that ended up being kind
of pointless.
## Changelog
🆑 Rhials
fix: Powersinks no longer always show as being very hot if you're too
close.
/🆑
basically ex_act's implementation on basic mobs would call parent and
then react to it's value, this is presumably to do the first check about
space vine mutations and whatever. the problem is that the `/mob/living`
implementation would itself also call parent, and that would always
return null because `/atom/proc/ex_act` doesn't have a set return value.
So, this simply would _always_ early return, with ex_act presumably
*never* working on basic mobs for at least four months now.
I decided to then change up the return values for pretty much all
implementations of `ex_act()` since there was no rhyme or reason to
returning null/FALSE/TRUE, and documenting why it's like that.
Just to make sure I wasn't breaking anything doing this (at least on
base implementations), I wrote a unit test for all of the three major
physical types in game (objs, mobs, turfs) because i am a paranoid
fuckar. we should be good to go now though.
## Why It's Good For The Game
i noticed this because placing c4's on sargeant araneus wouldn't
actually damage it whatsoever. now it actually does the stated 30
damage, but araneus has like 250 health so it doesn't actually matter in
the long run. whatever at least it does the damn 30 now.
also adds a unit test for this specific case as well as a range of other
cases to ensure this stuff doesn't silently break in this way anymore
Ladies, Gentlemen, Gamers. You're probably wondering why I've called you
all here (through the automatic reviewer request system). So, mineral
balance! Mineral balance is less a balance and more of a nervous white
dude juggling spinning plates on a high-wire on his first day. The fact
it hasn't failed after going on this long is a miracle in and of itself.
This PR does not change mineral balance. What this does is moves over
every individual cost, both in crafting recipes attached to an object
over to a define based system. We have 3 defines:
`sheet_material_amount=2000` . Stock standard mineral sheet. This being
our central mineral unit, this is used for all costs 2000+.
`half_sheet_material_amount=1000` . Same as above, but using iron rods
as our inbetween for costs of 1000-1999.
`small_material_amount=100` . This hits 1-999. This covers... a
startlingly large amount of the codebase. It's feast or famine out here
in terms of mineral costs as a result, items are either sheets upon
sheets, or some fraction of small mats.
Shout out to riot darts for being the worst material cost in the game. I
will not elaborate.
Regardless, this has no functional change, but it sets the groundwork
for making future changes to material costs much, MUCH easier, and moves
over to a single, standardized set of units to help enforce coding
standards on new items, and will bring up lots of uncomfortable balance
questions down the line.
For now though, this serves as some rough boundaries on how items costs
are related, and will make adjusting these values easier going forward.
Except for foam darts.
I did round up foam darts.
Adjusting mineral balance on the macro scale will be as simple as
changing the aforementioned mineral defines, where the alternative is a
rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam
dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~
Items individual numbers have not been adjusted yet, but we can
standardize how the conversation can be held and actually GET SOMEWHERE
on material balance as opposed to throwing our hands up or ignoring it
for another 10 years.
## About The Pull Request
Health analyzer now shows off any embeds in the limbs, right under their
damage.

## Why It's Good For The Game
Currently the only way to tell there's an embed in a bodypart is by
examining them, and Doctors have their health analyzer to examine FOR
them. Knowing embeds is an important part of treatment, so I think it's
justified to have the analyzer show them this info.
## Changelog
🆑
qol: Health Analyzers now show embeds in bodyparts on examine.
/🆑