## About The Pull Request
Recursion!
## Why It's Good For The Game
The code was weird, allowed you to teleport butter and void rods.
## Changelog
🆑
fix: You can no longer stick a butter on a stick on a stick
/🆑
## About The Pull Request
Adds the crafting complexity to the slices of baklava, so it doesn't go
from very good to nice after you slice it.
Was asked to put the fix to upstream.
## Why It's Good For The Game
If I have one more food suddenly degrade in quality after slicing it
into multiple portions I am going to explode the fucking kitchen,
especially after having to bother Hydroponics to mutate a plant
specifically for it
## Proof Of Testing

</details>
## Changelog
🆑
fix: Makes a sliced baklava pie keep its complexity after slicing
/🆑
## About The Pull Request
- Fixes#87873
Bubblegum with the chewable element was not triggering due to a
microdose that would get deleted as soon as it was inserted into the
mob.
Also added a crash message so if anyone in the future tries to microdose
the chewable element it gets caught by our CI/CD checks.

Special thanks to @SmArtKar for digging around in the code and finding
the problem.
## Why It's Good For The Game
Bubblegum now makes you happy.
## Changelog
🆑 timothymtorres, SmArtKar
fix: Fix chewable bubblegum not metabolizing due to microdose
/🆑
## About The Pull Request
Closes#83370
Converted most cases where we could benefit from using shared particles
(aka when there's probably more than 3 uses of that particle in a round)
to use the new shared particle system. Should provide significant
clientside performance in particle-heavy areas like botany (or sometimes
kitchen)
## Changelog
🆑
refactor: Converted most common particle sources to use our new pooling
system.
/🆑
## About The Pull Request
I've been meaning to do this for some time. I need this for
portable/handheld aquariums/fishtanks to be possible. I'll sprite and
code them before I call this PR ready, however suggestions and code
reviews are welcome in the meantime.
Being a pretty heavy refactor, some things might break (we have more
than a few unit tests so perhaps not) while others, coincidentally,
might be fixed without me knowing. Anyway I'm sure this PR fixes
aquarium beauty, which wasn't really working to begin with because the
code was so fucking bad. Nothing really worth of a CL entry tho.
TODO:
- [x] handheld aquariums, craftable with a kit and little plastic or
buyable from the fun vendor ig.
- [x] an aquarium upgrade for handheld aquariums to bypass possible
restrictions.
- [x] update the beauty element to consider items, which shouldn't
contribute to the area beauty when held or otherwise not on a turf.
## Why It's Good For The Game
This should make handheld aquariums possible.
## Changelog
🆑
refactor: refactored aquariums heavily. Please report any fishy bug.
add: Added portable/handheld fish tanks to the game. They can be crafted
with an aquarium kit and 5 sheets of plastic. While portable, they
cannot store fish that are too big or if there're too many already. This
restriction can be removed by using the new "bluespace fish tank kit"
techweb item.
map: Replaced the lawyer's stationary pet aquarium with a fish tank, so
you can carry McGill around.
balance: Reduced the iron cost of stationary aquariums a little.
/🆑
## About The Pull Request
**READY-DONK'S BACK!!**

Gives a (sorely needed) new lick of paint to Ready-Donk. The sprites are
based off of the import vendor trays from Skyrat
(https://github.com/Skyrat-SS13/Skyrat-tg/pull/16215), originally by
Paxilmaniac, and I think they really help nail the microplastic-laden
ready meal aesthetic that Ready-Donk was always meant to embody.
As a fun extra, I also threw together some sprites for some TV dinner
classics, Salisbury Steak and Country-Fried Chicken, and figured I might
as well go the extra mile and actually add them in.
## Why It's Good For The Game
More Ready-Donks means more sodium for the crew, and more sodium equals
more gooder.
Also, if I'm being honest with myself and with everyone else, the
current crop of sprites for Ready-Donk never really captured the feel I
was aiming for with them; this new set is both generally better (I
think, anyway) and actually looks like what it's meant to be.
## Changelog
🆑
add: DONK CO. HAS UNVEILED A NEW RANGE OF READY-DONK PRODUCTS! GET THEM
AT CARGO TODAY!
image: READY-DONK: NEW LOOK, SAME GREAT TASTE
/🆑
## About The Pull Request
With this PR, I'm introducing fishing bluespace capsules to the game.
They can be found on the black market, but I'll get a couple more ways
to get them before it's ready.
Anyway, they're special bluespace capsules that spawn a fishing spot of
your choice. The fishing spot can be changed by alt-clicking the
capsule, and so far it has 5 choices, plus 2 locked behind emagging for
obvious reasons:
- Freshwater: pretty basic, you get freshwater fish from this.
- Saltwater: mainly saltwater fish.
- Tiziran: You get tiziran fish here, like the gunner jellyfish,
armorfish, needlefish, dwarves moonfish and the new, bigger zagoskian
moonfish. By the by, moonfish now periodically lay moonfish eggs, a
staple of lizardfolk cuisine.
- Ice fishing spot: A small ice turf with a hole dug in it; salmon,
arctic char, arctic chrabs and the bonemass (skeleton fish).
- Hot Spring: Somehow the new home to the ought-to-be-extinct
sacabambaspis. It also doubles as a better shower overall, with mild
healing on top of stamina recovery. Felinids still hate it though, and
won't benefit from the healing.
- Lava: A 2x2 square of pure lava. Requires an emag for obvious reasons.
- Plasma: Ditto, but it's plasma instead of lava.
As a sidenote, unlike standard shelter capsules, these require their
area to be clear of pipes and cables on top of the other requirements,
unless emagged. Obviously, I've done some changes to allow pipes and
cables to not be hidden by water turfs, though I'm still keeping these
reqs because I don't think these fishing spots would look great if
riddled with cables and pipes. I may remove this extra req later if it
proves to be a tad too tedious.
Also they don't knock you back when expanding.
Screenshot from a recent test (fixed the misplaced decal and tweaked a
few things since then):

## Why It's Good For The Game
The idea stems from how not all fishing spots aren't designed to be
accessible every round, which is fine, because we have the fish-porter
for that. However, even the fish-porter should have its limits in terms
of what it can provide by itself (linking is all fair and game), so I've
thought having something of a middle point would been neat, also as a
way to mess around with the station layout a bit, to empower the player
with a little extra "terraforming".
## Changelog
🆑
add: Added fishing bluespace capsules to the game, which can be used to
spawn a variety of fishing spots, from freshwater to tiziran sea to hot
springs, and also lava and plasma if emagged.
add: Added two new fish: the zagoskian moonfish and the sacabambaspis.
Moonfish will now periodically lay moonfish eggs.
map: The 'crashed pod' lavaland ruin now has a hot spring, and the
cursed hotspring on icemoon now has a plastic chair and a fishing
toolbox.
/🆑
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.
This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).
And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.
## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.
Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.
Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

## Changelog
🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
## About The Pull Request
There was a missing line so cooking the vegan option defaulted to giving
you the meat-filled version instead.
## Why It's Good For The Game
bugfix
## Changelog
🆑
fix: Donk-Rolls no longer turn into Deluxe Donk Pockets when microwaved.
/🆑
## About The Pull Request
I looked at the code for too long and now I want it to let me fillet the
things.
Anyhow, in this pr we simply allow organs to define their own food types
and tastes, and use this to make the fish infusion organs count as
seafood and have their own tastes.
Additionally, we give fish tails more food reagents, and allow them to
be filletable into their own quality fish fillets. These are quality
ingredients due to the... rarity of the... fish... they came from.
While it isn't a _hard_ requirement, this requires #87329 to operate at
its full potential. As it is, some of the tastes get blocked out by the
jank that fixes.
## Why It's Good For The Game
It's funny.
It's basically like, just a really large fish right?
Fish organs being seafood makes more sense.
Special tastes for organs is fun.
I just wanna fillet the fish tail and serve fish tail sashimi.
## Changelog
🆑
add: Organs can now define their own tastes or food types.
add: Fish tails can now be filleted into quality ingredient fish tail
fish fillets, and have a fitting amount of food reagents on the whole.
balance: Fish organs are now counted as seafood, and have specific
tastes set.
/🆑
## About The Pull Request
I've noticed this typographical error during a local test while spawning
synthetic doughballs.
## Why It's Good For The Game
Smal gremmar misteak.
## Changelog
N/A
## About The Pull Request
If you know the underlying reference behind the death sandwich, you
would think the jean shorts from the clothesmate would allow you to eat
it right. This is not the case, because it checks for exactly one
specific type. This is inconsistent with the source material, as there
is more than one kind of clothing in this game that includes jean
shorts.
## Why It's Good For The Game
i ded why reference not work like it do in source
## Changelog
🆑
qol: All forms of jean shorts now count for eating the death sandwich
right
/🆑
## About The Pull Request
All usages of world.icon_size in code have been replaced with new
`ICONSIZE_X`, `ICONSIZE_Y` and `ICONSIZE_ALL` defines depending on
context
Replaces some "32" magic numbers with the defines
A few bits of code have been modified to split up x/y math as well
## Why It's Good For The Game
Magic number bad, code more readable, code more flexible and I'm told
there's an access cost to doing world.icon_size so minor performance
gains
## Changelog
🆑 tonty
code: made some code relating to the world's icon size more readable
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Closes#60318
Need to make a unit test for these once I get some spare time
## Changelog
🆑
fix: Added missing venue prices for certain foods and reagents
/🆑
## About The Pull Request
123 changed files and multiple crashes after writing broken regex, I
replaced most remains of direct spans with macros. This cleans up the
code and makes it easier to work with in general, see justification for
the original PR. I also fixed a bunch of broken and/or unclosed spans
here too.
I intentionally avoided replacing spans with multiple classes (in most
cases) and spans in the middle of strings as it would impact readability
(in my opinion at least) and could be done later if required.
## Why It's Good For The Game
Cleaner code, actually using our macros, fixes borked HTML in some
places. See original PR.
## Changelog
Nothing player-facing
## About The Pull Request
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
## About The Pull Request
This PR introduces three new fish that can be caught from deep fryers.
That's right, deep fryers are also fishing spots now. Is it silly? Yeah,
but this is more or less the reason I made a whole PR to make fish
edible. They've two gimmicks: one is that they're already fried, and
neither raw nor gorey and can be cut into nuggets. The other is that
they can evolve into the next type just by growing, no need of pairing
them with each other, starting from the 'fryish', then the 'fritterish'
(and its two variants: 'bernard-fish' and 'matthew-fish', big pun on the
english food company) and finally the 'nessie-fish' which is very rare
and big and you'd probably get 20 nuggets by cutting it alone.
Other than that, this PR adds a simple growth mechanic to fish, where
they get a bit larger each time they're fed. The gained size and weight
depends on several factors like hunger, their current size and weight
and how much until they hit the maximum cap of twice the initial size
and weight. This means bigger fish grow slowier, and it's better to feed
them once in a while but not every other second. Obviously size and
weight influence a lot of fish mechanics, so it's good to have a way to
increase these values outside of breeding RNG (which is very shallow).
TL;DR: Feed the fish once their hunger reaches 50% circa for maximum
growth.
Included in the PR are a few tidbits, like fixing a little mistake
around the 'picky eater' fish trait, more readable code around the
fish_growth component (unrelated to the aforementioned growth mechanic)
and hunger or adding the fish evolution datum for armored pikes (normal
pikes plus stinger trait, which I basically forgot to), and adjusting
how weight and size of offsprings is calculated.
## Why It's Good For The Game
First and foremost, a brand new on-station fishing spot that is not the
fishing portal, toilets (or the rare moisture traps in maint). Second, a
fish growth mechanic through which weight and size can be increased.
Third, a few code things. Four, little bugs, now fixed.
Fifth, have a screenshot of me fucking around to find out how many bites
it takes to eat all of the deepfried gargantuan nessie (53, and I had to
spawn another 10 humans to finish it):

## Changelog
🆑
add: You can now fish new, tasty treats by the station deep fryers.
add: You can now grow fish inside an aquarium by feeding them regularly
(at 50% hunger for maximum growth).
add: Added the evolution for pikes to armored pikes.
/🆑
## About The Pull Request
Removes caps from many improper items.
For example - Heated Rebar Crossbow -> heated rebar crossbow
I've kept a lot of items untouched because for some reason or another it
felt nicer to me that they be, uh, capsed. For example Hat of the
Honkmother, anything that has 'weight' to it.
There's also some minor name changes that I think fit better, such as
Rebar Storage Quiver -> rebar quiver. I mean, we already know it's for
storage. That's the whole point of quivers.
## Why It's Good For The Game
This is one of my biggest pet peeves, Randomly Capitalized Items For No
Reason. It looks sloppy, awkward, and half-assed. This PR brings a lot
of the worst offenders in line. if your name isn't a proper noun it
almost never should have caps.
## Changelog
🆑
spellcheck: Removes caps from many improper items
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
Fish (the item that you catch with a fishing rod) now has an edible
component attached to it, making it possible to eat them if you really
have to, at the cost of eventually killing and deleting the fish,
however, you normally shouldn't.
Along with the seafood and meat foodtypes flags, it possess the gore and
raw foodtypes too, making them pretty awful to eat unless you're a
(non-vegan) lizard, felinid, or wearing the strange bandana*, which can
only be found in the cqc kit case. Furthermore, it carry diseases like
the ones from food left on the floors for too long, so a strong stomach
is required to safely eat it even if you actually like it, dummy...
UNLESS you fry or grill it, thus killing the diseases (as well as the
fish) and removing both the gore and raw food types, then it becomes an
actually ok meal... UNLESS you're dumb enough to eat a pufferfish, a
donkfish or a slimefish.
That is more or less the general rule. A few fish stray for it. For
example, lavaloops are never raw (still gorey). The skeleton fish are
never edibles, and holodeck fish is, well, holographic and thus
disappears if you try to eat it.
*the strange bandana is a reference to MSG, and this is a reference to
the MGS3 fish eating animation.
This is WIP btw, I'll have to test it and add some then polish it.
## Why It's Good For The Game
Whole unprocessed fish should be technically edible, even if not safe to
eat nine times out of ten. Also I kinda need this if I want to add a
tasty fishing spot to the kitchen deepfriers.
## Changelog
🆑
add: Whole, unprocessed fish is now edible. However it's pretty much
reccomended to grill or fry it for over 30 spess seconds before
attempting to eat it.
fix: germ-covered, dirty food no longer tries to infect you through
contact.
/🆑
## About The Pull Request
I've come to realize manually updating all fishing stuff on the very
much outdated wiki would be a colossal pain in the rear, so I've decided
to automate a few bits to generate autowiki lists containing information
about fish, fish traits, bait, hooks, reels, fishng rods, fish sources
and fish experiments.
Now tested.
## Why It's Good For The Game
Making a huge autowiki for a feature that's being constantly updated (by
me) but still has a particularly lame and outdated page on the wiki.
## Changelog
N/A
## About The Pull Request
Over half of the line changes are merely from splitting the
fish_types.dm into several files since it was over 1k lines already.
One of the small issues with fishing right now is RNG. You want to get
some specific fish, and you go through all the micromanaging with hooks,
reels and baits only for the random number god to say "nope", and that's
only going to get worse the more fish are in the game.
However, I've a solution: (unconsumable/reusable) fishing lures, each of
which attracts different fish based on different conditions. The only
caveat is that they require to be spun at set intervals (usually 1 to 3
seconds, depending on the lure, with a second-long window). Worry not,
there're visual cues in the form of a green/red light hovering the
fishing float, so you won't get screwed up by the server slowing down or
whatever.
The whole box of lures (12 so far) can be from cargo for the fair price
of 450 credits.
I've also added 5 new fish: monkfish, plaice, pike, another punnier
variant of the pike, perch and squid. The latter is quite special
because of the ink production trait, which lets players use it to blind
others at a close range and when butchered, it yields an ink sac, which
can be processed into a can of squid ink (one less item exclusive to the
produce console), or thrown at people in a sort-of-similar fashion of
banana cream pies (except it's ink).
<details>
<summary>Images</summary>
Fishing lures (forgot to take my cursor off the veggie one before the
screenshot):

The five new fish:

</details>
<details>
<summary>A table of fish catchable wth each lure (excluding
holodeck)</summary>

</details>
A few more things in the CL, baitfish are a thing now.
## Why It's Good For The Game
There should be ways to contrast some of the RNG fishing has. After all,
it's only going to get more random the more fish are in the game.
Furthermore, I find it disappointing that a lot of food stuff is
exclusive to the ingredients console and there're no other ways to get
it.
## Changelog
🆑
add: Added fishing lures to the game. They don't get used up like baits
and let you catch specific kinds of fish, though they need to be spun
every few seconds. The whole set can be ordered from cargo for 450
credits.
balance: The magnet hook now removes dud chances.
add: Added five new fish types: perch, two types of pike, monkfish,
plaice and squid. Squids have a fairly special ink production trait,
which lets you use them (unless dead) to ink people face at close range,
and can be butchered for an ink sac, which can either be processed into
canned squid ink, or thrown at someone.
fix: Refactored throwing a little. Some items (specifically
components/elements) won't be triggered when caught. no more plates
shattering despite being caught for example.
add: Goldfish, lavaloops, needlefish and armorfish can now be used as
baits.
/🆑
## About The Pull Request
This PR reintroduces #85759, #85892 and #85894.
#85892 has post-wallening arrows, but it isn't a big deal because they
fit the top-down or 3/4 style we've for a lot of things.
## Why It's Good For The Game
Reintroducing lost features and improvements. Remember to remove the
'Lost in the wallening revert' label from those PRs when this is merged.
## Changelog
N/A
## About The Pull Request
Creamed component has been refactored into a more generic face_decal
component, with pie-unique logic moved to a subtype instead.
Spraypainting someone in the face now uses the new component instead of
modifying their... lipstick.
Closes#83614 by adding monkey and lizard spraypaint sprites, just like
with creampies
Fixes an issue with spraypaint overlay being removed when something is
covering your hair due to how lipstick and beards are rendered.
## Why It's Good For The Game
Easier to use, could be used for more cases.
## Changelog
🆑
refactor: Refactored creampies and spray paint to use the same
component.
sprites: Monkeys and lizards now have their own face spraypaint overlays
/🆑
## About The Pull Request
This PR adds a new persistent feature: message inside bottles. These are
basically glass bottles with inside a piece of paper, a photo or space
cash (no holocredits, and most bills rarely go over 1000 credits anyway)
from a previous round, which can be fished at the beach, or from the
relative fishing portals.
Each piece of written paper or photo that isn't map-loaded has a roughly
a 0.2% chance to be added to the message bottles database at the end of
the round. However, you can also manually toss a glass bottle with
inside a paper/photo/bill into the ocean (or a fishing portal generator
with the ocean/beach module loaded) for guaranteed results.
The bottles are removed from the database once fished up by the by,
unless tossed back into the ocean.
I've also offset a couple bottle sprites that weren't properly aligned
(for the message overlays).
TODO:
- [x] add a couple (20 prob or less) message bottle spawners to the
beach away mission or something.
- [x] add a few sounds for adding and removing the message from the
bottle. (pickup/drop sounds already handle that)
- [x] test it properly.
## Why It's Good For The Game
I think it'd be neat to have a way to send photos, snarky "seek grass"
messages, as well as the occasional financial aid to future players, and
furthermore, another thing to tie fishing to.
## Changelog
🆑
add: You can place papers, photos and cash bills (no holochips) inside
bottles and then toss them into the ocean (or fishing portal gen with
relative settings) with right-click, for others to fish them up on
future rounds.
/🆑
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
## About The Pull Request
Fixes (Or so I'd guess) part of the #59312 and #81480 issues.
I'll do kebabs and sandwiches in their own atomized PRs as they actually
need some codework
## Why It's Good For The Game
Long before time had a name custom pies and cake were created by the
First Chef Master by using the four Weapons of Chefing: The Knife of
Quakes, the Microwave of Lightning, the Freezer of Ice, and the Oven of
Fire. Weapons so powerful no one can handle all of their power at once.
When he passed away his two sons swore to protect them, but the oldest
was consumed by darkness and destroyed the custom recipes forever with a
rework. A battle between brothers broke out and the oldest was struck
down and banished to the Underworld with the power of this PR.


## Changelog
🆑
fix: custom pies and cakes are craftable again
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
## About The Pull Request
This PR mainly adds more fish and more fishing spots to the game, while
refactoring a few aspects of the fishing minigame.
Listing out with the new fish:
- Arctic char: mainly filler content for the ice hole fishing spot
- Sockeye Salmon: ditto but also provides better fillets that boost the
quality of resulting food items when cooked or used in recipes
- Soulfish: joke content, found by the cursed spring ruin
- Skin Crab: also a joke found by the cursed spring
- Bump-Fish: filler for the sand fishing spot
- Burrower Crab: ditto, reusing a fish sprite I made last year
- Sand Surfer: ditto
- Three-Eyed Goldfish: It's a reference, doh
- Stingray: A modestly weaponizable fish (whoops I've forgot to set the
hit sounds), it possess a few traits that make it deliver bits of venom
each time you hit someone with it
- Swordfish: Huge-ass fish that may require two hands to wield (or not,
if the RNG wants to make it smaller). Stats-wise, it's more or less the
equivalent of the captain sabre, if not stronger (and more unwieldy due
to size and weight). Becomes weaker when dead. Also gives better quality
fillets.
- Chainsawfish: A mutation of the goldfish with some size, weight and
traits requirements, but can also be found on emagged fishing portals.
Stronger than the swordfish, it behaves sort of like a chainsaw, with
the similar tool behaviour and var values. Also becomes weaker when
dead.
As for the fishing spots, you can now fish on sand turfs, at the cursed
springs or on ice. Rivers/jungle water now has its own fishing spot
datum, and no longer uses the generic fishing portal one. To fish on
ice, you first have to carve a hole with a pick or a shovel.
I've also refactored the fish "AI" hardcoded stuff used in the fishing
minigame into their own datums, which let me add a few fancier ways to
how the fish moves during the minigame (i.e. the soulfish moving at 1
FPS or the chainsawfish getting faster and faster).
As for the sword and chainsaw fish, their potential strength is balanced
out by the need of keeping them alive, as well as the potential
cumbersomeness, two-handed wielding and potential slowdown from the
excessive weight of the fish (Thank you Big Slappy for the inspiration).
Other minor changes include: Pufferfish giving better quality fillets
(too bad they're poisonous, I'll go and make a skillchip to let cooks
safely separate the poisonous liver from the fillets); McGill The
lawyer's goldfish) having a 15% of being three-eyed; the aforementioned
slowdown from fish weight and two-handed carry from fish size; a couple
new fish icons (the ones that hint you on what you're trying to catch)
for the fishing minigame; a few adjustments to prevent self-reproducing
fish from ignoring the population cap and let fish with a stable
population of 1 to crossbreed (also gotta make a different PR to let it
happen rarely without the crossbreeding trait).
This PR is still a WIP, gotta test it several times.
## Why It's Good For The Game
Fishing is something I've been working on for about a year now, but
there are still a few places where it's kinda lackluster, like there's
not enough diverse fishing spots or useful fish (I'll be working on a
separate PR to make the logistic of a carrying a fish around without
letting it die a tad easier). Also, look at these sprites:

Can you guess which is which?
## Changelog
For the sake of not dumping players with niche information 90% of the
players won't understand, I'll keep the CL pretty generic
🆑
add: Added twelve new fish types to the game. Some are cool, other are
not, some come with their own special traits and some are straight-up
weapons.
add: Added more fishing spots to the game. Sand, ice, rivers, the cursed
spring...
balance: A few fish like salmon, swordfish and pufferfish (poisonous
btw) now give better quality fillets when butchered, which can improve
the quality of food that uses them even further.
balance: Excessive fish weight will make the fish slowier to carry,
while excessive size may make it require two hands.
balance: Adjusted size, weight and cooldowns of several fish, for the
better.
/🆑
## About The Pull Request
This PR adds a treasure chest that can be fished from the ocean if
you're lucky enough (or have enough explosives or lobstrosities to do it
for you). The treasure chest is basically a mystery box (like the ones
from the deathmatch) with a couple catches; the treasure chest can be
opened up to 18 times in total before breaking down, however, it can
only be opened up to 3 times per spaceman, encouraging the player to
share it with others.
Here the possible loot by the by:
- A toolbox containing a master fishing rod, all the hooks and reels,
fish feed, an experi-scanner, an aquarium kit and a can of super baits
- A box containing a lazarus injector, a cup and a bottle of strange
reagent which you can use to revive fish now
- A circuit board for a pre-emagged fishing portal generator
- A master fishing rod
- A can of super fishing baits
- A fish case containing Tiziran fish
- A fish case containing Syndicate fish
- An old, yet fairly strong cutlass
- An old laser gun which fires only 5 shots before running out
- A crank laser musket
- A smoothbore disabler
- A surplus bolt action rifle
- A ration pack
- A can of squid ink
- A bottle of aged rum that forces you to switch to the piratespeak
language
- A money bag with some doubloons inside
- A piratespeak manual
- Pirate armored coat
- Pirate armored hat
- A pre-loaded cannon
- Four trash cannon balls
- Four cannon balls
## Why It's Good For The Game
Mystery boxes are fun, from the little fanfare they play to the
potential loot they can give, and I had an old treasure chest I had
sprited for fun years ago around so I've come up with an entertaining
idea. If you think the loot list is a bit too hot, I can cool it down a
bit.
Also yeah, I wanted to make fish revivable with strange reagent, since
you can already do it with lazarus injectors even though using a lazarus
injector for this would be a severe waste of mining points.
## Changelog
🆑
add: Added a treasure chest you can rarely fish from the ocean/beach,
with loot being a mix of fishing and piratey stuff.
add: You can revive fish with strange reagent now.
/🆑
## About The Pull Request
<details>
<summary> Causes the following foods to drop a bowl when eaten
</summary>
Fried Eggplant Polenta <br>
Hua Mulan Congee <br>
Herby Cheese <br>
Pineapple Salsa <br>
Chips and Salsa <br>
Beef Stroganoff <br>
Sambal <br>
Desert snail cocleas
</details>
<details>
<summary> Adds a bowl to the following recipes </summary>
Desert snail cocleas <br>
Sambal <br>
Hurricane Fried Rice <br>
Ikareis <br>
Hawaiian Fried Rice <br>
Ketchup Fried Rice <br>
Mediterranean Fried Rice <br>
Egg Fried Rice <br>
Bibimbap <br>
Bulgogi Noodles <br>
Yakisoba Katsu <br>
Martian Fried Noodles <br>
Simple Fried Noodles <br>
Setagaya Curry <br>
Po Kok Gai <br>
Galinha De Cabidela <br>
Katsu Curry <br>
Beef Bowl <br>
Salt Chilli Octopus Bowl <br>
Kansai Bowl <br>
Eigamudo Curry <br>
Pineapple Foster <br>
Sprout Bowl <br>
Beef Stroganoff <br>
Chips and Salsa <br>
Pineapple Salsa <br>
Herby Cheese <br>
Hua Mulan Congee <br>
Fried Eggplant Polenta
</details>
Causes Loaded poms-franzisks to drop a plate when eaten, and adds a
plate to the recipe
## Why It's Good For The Game
Closes#85509
There's a whole bunch of recipes that have bowls in their sprites, and
many of them drop bowls when eaten. (Quite a few of them have the
"salad" recipe type, which drops a bowl by default.) But this was very
inconsistent. Some bowl-sprited foodstuffs neither dropped or needed
bowls, and some of them dropped bowls without requiring them in the
crafting. This PR should help make things a lot more consistent, and
until and unless someone redoes the sprites this should be a good enough
solution.
(I also added a plate to the loaded poms-frazinsks for roughly the same
reason.)
Since this also stops the crewmates from conjuring bowls out of thin
air, this should make bowls a bigger seller in the dinnerware vendor.
## Changelog
🆑
fix: In light of recent allegations of wizardry among the kitchen staff,
our cooks will now need bowls when crafting food that comes in bowls.
This should also stop said bowls from vanishing once the food is gone.
/🆑
## About The Pull Request
In #77887 I have introduced a food buff system with placeholder buffs to
not bloat that PR with balance-related things to allow people to add
their own effects and discuss the particular effects in separate PRs.
The goal is to have:
- Some default buffs for all food. Currently there's only Haste that
scales with food complexity.
- Some interesting buffs tied to food categories or specific dishes
This PR is a first part of this change.
- Adding an indicator to Cooking UI that food does something special
- Added **Spaghetti Carbonara** dish that gives Italian speech.

- Added **Jupiter Cup Cake** that gives shock immunity instead of it
being randomly given by high-complexity dishes.

- Made **Omelette Du Fromage** give French speech.
- Made **Mime Tart** give Mute trait
- Made **Clown Cake** give Waddle Walk trait
- Made **Stuffed Legion** give Ashstorm Immune trait
## Why It's Good For The Game
Foodening PR was incomplete, this PR is a step towards the completion.
## TODO
- [X] Pick a certain dish to give the French speech
- [X] Pick a certain pasta to give the Italian speech
- [X] Pick a certain dish for the shock immunity buff
- [x] Add an indicator to the cooking UI that a dish has a special
effect
- [x] Add more food effects per suggestions
## Changelog
🆑
qol: Dishes with a special food effect are marked in the Cooking UI
add: New Spaghetti Carbonara dish that makes people Italian temporarily
add: Omelette Du Fromage makes people French temporarily
add: Shock Immunity is no longer a random level 4-5 food buff, but a
buff given by a new Jupiter-Cup-Cake
add: Mime Tart gives Mute trait
add: Clown Cake gives Waddle Walk trait
add: Stuffed Legion gives Ashstorm Immune trait
/🆑
## About The Pull Request
All references to "Waffle Co" and "Waffle Company" have been scrubbed
and replaced with appropriate branding. "The Waffle Corporation" may be
shortened to "Waffle Corporation", "Waffle Corp" or "Waffle Corp." only.
All references to "Donk Corp." and "Donk Corporation" have been scrubbed
and replaced with appropriate branding. "Donk Company" may be shortened
to "Donk", "Donk Co" or "Donk Co." only.
## Why It's Good For The Game
Keeps these names consistant and lore accurate.
## Changelog
🆑
spellcheck: fixed many incorrect spellings of Waffle Corp and Donk Co.
/🆑
---------
Co-authored-by: BlueMemesauce <47338680+BlueMemesauce@users.noreply.github.com>
## About The Pull Request
Ok, I've had a bit of false memories about fishing being easy. It's
actually tough. It also has some issues that I didn't completely
understand until very recently.
First of all, I thought anything that count as a bait would be good
enough for fishing, but it turns attaching a raw meatball doesn't remove
dud chances from fishing spots. Having finally played with the feature
enough, I came to realize it's quite dumb to have something like that IF
you have a bait regardless of quality. We have other ways to handle bait
related stuff.
Second, I've lowered the time to raise a lobstrosity slightly. Waiting
20 minutes to get an adult one is a tad much if you add in all the prep
needed for it. Conversely, I've also increased their feeding frequency.
I think they should eat a bit more than once every 15 minutes to
survive. 10 should be ok.
I've also halved the reproduction timeout for the sludgefish. When I
first added it. I didn't take in consideration I'd have later have made
it so newly spawned fish would be on cooldown for double the standard
duration.
The abstract fishing rod that "profound fisher" mobs use now comes with
the same omni-bait advanced fishing rods use, so that they can catch all
kind of fish with less bad RNG.
Buffed the fishing skill a bit.
Aquariums that unanchored (except pre-filled ones) and do not
auto-connect to plumbing; ferer issues if you were to build one near the
toilets. They alo have the 'enable breeding' enabled by default.
I've also re-increased the deceleration of the minigame bait. Making the
controls less slippery.
## Why It's Good For The Game
I've been suffering from some Mandela effect about fishing. It's
definitely more challenging when the server isn't shitting the bed.
## Changelog
🆑
qol: Aquariums start unanchored and don't autoconnect to plumbing. Their
reproduction prevention is also disabled by default.
balance: Made it a tad easier to control the bait during the minigame.
Buffed the fishing skill. No fishing duds at all when using ANY bait.
balance: Chasm Chrabs take less time to grow into Lobstrosities but need
food a bit more frequently.
balance: "Profound fisher" mobs will have less RNG-dependant time
fishing.
fix: You can now ACTUALLY interact with other things while fishing if
the fishing rod isn't in your active hand.
/🆑
## About The Pull Request
Hello, coder of carrot swords here!
Contains;
Melon armours and helmets for all melon subtypes. (with fire-resistant
counterparts specifficaly if you make the stuff from fire-resistant
melons). Helmets can be worn by Ian!
Inhands, slices, and mushes for all melon subtypes.
Bamboo staff + abillity to wear bamboo hat in reverse to look much
cooler.
Parsnip shiv and sabre.
Moonflower buckler.
Chantarelle wizard hat.
Durathread robe with options to be crafted into different wizard type
themed ones by combining with rare plants; chili's and a nova flower
make Pyromancer Robes, destroying angels and deathweeds make
necromancer's ones, and so on.
Cahn'root, a new plant, which brews into root beer, and has couple more
uses.
Cahn'root shiv and dagger.
Two new arrow variants; a sticky one, and a poisoned one.


## Why It's Good For The Game

Ever since carrot swords got merged in, I saw several people requesting
melon armours, so I had to get to it eventually. Inhands, and slices for
melons came about alongside it, in sudden burst of aspergers I couldn't
let such inconsistancies slide. Everything else mostly came about
because I got hanged up on idea of giving botany a 'build' which could
represent each of the classess from DnD. They make for a nice set
together, and are mostly harmless.
## Changelog
🆑
add: All the melons are now sliceable, and have inhands, instead of just
watermelon and holymelon respectively.
add: You can now hollow out melons of all kinds with a spoon to make
helmets or chestplates, based on the potency! If you are unlucky, you
can tie up three helmets into a chestplate with durathread using the
crafting menu.
add: You can now make a bo staff out of bamboo and steelcap logs.
add: You can now make a moonflower buckler out of moonflowers and
steelcap logs.
add: You can also hollow out chantarelle to make mock-up wizard hat.
add: Parsnips, as mutation of carrots, become equaly able to be
sharpaned, turning into shivs, or with potency and luck, sabres.
add: You can now craft a durathread robe, and customize it into
different variants using specific plants in crafting menu.
add: Carrots gain a new possible mutation; cahn'root, brewable into root
beer and sharpanable into shivs or daggers!
add: Rice hat, made from bamboo, now has an alternative style, allowing
you to wear it in reverse and be much cooler.
add: Two new arrow variants appear in the crafting menu; sticky and
poisonous ones! If you want to make arrows at all though, remember to
order bow-maker's crate at cargo.
/🆑
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: cnleth <113535457+cnleth@users.noreply.github.com>
## About The Pull Request
Adds a new space ruin to the pool. It's the haunted trading post. It is
a whiteship dock with a large (safe) common area. The back rooms contain
loot and danger. Here are a few 'teaser' images.
https://i.imgur.com/M1te9Ha.pnghttps://i.imgur.com/SF3bJ62.pnghttps://i.imgur.com/i9xeUFP.pnghttps://i.imgur.com/UBwpJAM.png
Notable treasures: Cash, Donk Co merch, Donk Co guns, Donk Co Donk
Pockets, Donk Co vendors, Donk Co ID Cards, and the Donk Co Secret
Recipe.
Oh yeah the secret documents teach you how to make three prototype
variants of Donk Pockets. There is no limit to the amount of times it
can be read, so if you want to corner the market remember to lock up the
documents. Or you can share them with your friends.
**Now COMPLETE!**

## Why It's Good For The Game
This ruin is a multi-room dungeon with multiple solutions to each room.
It has plenty of action from mobs, traps and hazards. Each room has some
form of treasure or unique item in it. There's a boss at the end with
great rewards for fighting it, including a cool gun (slightly worse
variant of laser carbine).
This ruin is also a whiteship dock and space base. The public area is
entirely safe: stick to the well lit sector and don't trespass in the
employees only areas and you won't be harmed. There is a variety of
vendors to resupply at (including a brand new Donk Co snack vendor) but
unlike most other space ruins you do have to pay. A whiteship can dock
at this ruin if you have one, so you can bring groups of people to party
or attack the dungeon together.
## Changelog
🆑
add: Adds the Haunted Trading Post space ruin.
add: Adds 10+ unique items for the Haunted Trading Post
add: Adds 5 dangerous mobs for the Haunted Trading Post
add: Adds 4 new types of hazardous traps for the Haunted Trading Post.
/🆑
---------
Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
In this PR I am adding the ability for freshly caught fish to be of the
finest quality (excluding a few exceptions like donkfish, they nasty...)
This means you chefs won't be losing quality from fresh fish, That makes
no sense to me.

I am also adding a recipe to create jellyfish soups with fresh fillets
and adding the ability to crush koibeans into fake fish (like
butterbeans and meatwheat).


## Why It's Good For The Game
Fresh food shouldn't bring down the quality of your other ingredients,
making more fish accessable for cooking and some usable in the first
place.
## Changelog
🆑
qol: made fish better quality when butchered, smushy koibeans and
useable gunner jellyfish.
/🆑
This PR adds the National Ice Cream Day (yeah, it's one of those
'murrican holidays) to the game, bringing a few niche ice-cream-related
effects to the game
During the Ice Cream Day:
- Crematoriums replaced with cre**a**matoriums.
- All cyborgs that don't already come with the treat dispenser are given
(a slightly weaker) one stuck in ice cream mode.
- Robot customers order ice cream thrice as often.
- The ice cream vat starts with two times and a half more ingredients.
- Ice cream cones can hold up to four times as many scoops as normal.
## About The Pull Request
Closes#83665
blood_walk component's amount of blood is actually the amount of tiles
on which the component will leave blood. This makes steaks roughly
consistent with the meat material, as previously they had copious 400
tiles of blood. Since by default blood decals hold 50 blood, this
translates to... 20 thousand units of blood.
Does same for the meatpack which copypasted code from the steak from the
looks of it.
## Why It's Good For The Game
400 tiles is a nonsensical amount of blood for a single steak, and this
is clearly an oversight. Maintainers are welcome to relabel this as
balance if required.
## Changelog
🆑
fix: Steaks and meatpacks no longer have an absurd amount of blood
stored inside of them.
/🆑
## About The Pull Request
Fixes the basic sandwich recipe from having the incorrect ingredients
and incorrect food types. Now its consistent with its description, taste
and ingredients.
## Why It's Good For The Game
Makes things consistent, gives a vegetable recipe the vegetable
ingredient, and meat and dairy ingredients the meat and dairy tags.
Fixes downstream: https://github.com/NovaSector/NovaSector/issues/1318
## Changelog
🆑
fix: Fixed the basic Sandwich recipe and tags, now it matches the
description and original intent.
/🆑
## About The Pull Request
Since non-clothing items can also be worn on several slots, there's no
need for cigarettes/vapes to be subtypes of masks anymore, since that
comes with a few oddities like #82870.
## Why It's Good For The Game
This should fix#82870, with about no side-effect aside them no longer
being edible by moths 🤢.
## About The Pull Request
Fixes#84283 by just adding actual bounties for Bitrunner, giving them
something more interesting to do than random bounties for jobs they
don't have access to. These bounties revolve around optionally turning
in the special rewards from each of the bitrunning domains (a bike horn,
the abductor plush, beach ball, etc) for a credit reward. I considered
the idea of making each one drop a specific bounty chit that you turned
in for a reward, but at that point it's just "paying you per domain" and
I'm not sure how that would balance with economy.
This is more just meant to be a framework for others to add things that
might be a little more interesting.
This also adds a special drop from the Pizzeria domain because I thought
it was funny.
## About The Pull Request
Updates the description of the fruit bowl.
## Why It's Good For The Game
Foreshadowing.
## Changelog
🆑 LT3
spellcheck: Melon fruit bowl now comes with a side of foreshadowing for
people who want to experience an explosion of flavour
/🆑
## About The Pull Request
- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`
I have manually tested many of the refactored procs but there was 200+
so it's kinda hard
## Why It's Good For The Game
Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item
This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.
If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`
This does result in some instances of boilerplate as shown here:

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution
~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~
## Changelog
🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑