## About The Pull Request
There was a PR I wanted to make, but one of the features I wanted the
addition to have was for an affected mob to only speak aphasic, but
understand whatever languages they'd normally be able to understand.
This, in turn, required refactoring language holders to separately block
language speech and comprehension. This change, I decided, would be good
to split into its own PR.
## Why It's Good For The Game
Allows more fine-grained control over what languages an atom is blocked
from speaking or understanding. This will be useful for future PRs or
admin events.
## Changelog
no player-facing changes
## About The Pull Request
- Tweaks partial understanding.
Paragraphs are now split into sentences first creating more natural
breaks between sentences.
- Adds "Common Second Language" quirk
This quirk changes your default understanding of common (up to) 90%
(your choice), meaning you drop the occasional word.


Additionally, when your sanity drops below a threshold, you become
forced to speak your native language, albeit with a partial
understanding applied for everyone else.
Incompatible with similar language quirks + can't be taken by humans
(yet?)
## Why It's Good For The Game
Just a fun way to play around with the new "partial understanding"
system.
## Changelog
🆑 Melbert
add: "Common Second Language" quirk
qol: Language translations chunk sentences together better, making
partial understanding a bit easier to parse.
/🆑
## About The Pull Request
Silicons have 66% understanding of uncommon roundstart languages
## Why It's Good For The Game
Joke reason:

Serious reason: I understand why the original change was made, and the
points mentioned in the PR were very valid. But at the same time, I
think silicons being unable to parse most languages is a flavor fail. My
thoughts are using partial languages as a compromise would assuage the
concerns of the original PR while still giving us some of the flavor of
omniscient AI. If you disagree (Particularly you JohnFulpWillard) feel
free to close this.
(And of course we can always tweak the number. I had the thought of
adjusting the % of given languages depending on how close they are to
common - so languages like Voltaic are much lower, ~20%.)
## Changelog
🆑 Melbert
add: Cyborgs and the AI have regained understanding of various non-human
languages, but only partially (66%).
/🆑
## About The Pull Request
Fixes#89445 (well, technically. It fixes the bug associated but these
`say`s should really be emotes.)
Three things:
1. Reworks how language translation works.
Rather than scrambling a sentence into a language entirely, sentences
are now scrambled on a per-word basis.
Additionally, the 1000 most common words of a language are *never*
re-scrambled across the duration of a round. Once it's set it's set in
stone.
Example: (Sample / Old / New)

This allows for a number of things:
- More consistent translations, making it (more) viable to actually
"teach" someone words for something
- Maintaining emphasis such as caps (but not `||`, `++`, or `__` - at
least not yet)
- The following:
2. Adds partial language understanding
Some languages can understand portions of other languages.

This pr adds the following:
- Those who understand Beachtongue can understand 50% of Common and 33%
of Uncommon words.
- Those who understand Common can understand 33% of Beachtongue and 20%
of Uncommon words.
- Those who understand Uncommon can understand 20% of Common and 20% of
Beachtongue words.
3. Bilingual quirk has been expanded to accomodate these changes.
There are now two more preferences:
- Language Speakable
- You can toggle this, so you only understand the language, rather than
understand AND speak.
- Language Skill
- If you choose to be unable to speak the language, you can set how much
of the language you can understand, down to 10%.
## Why It's Good For The Game
Playing around languages is fun, but due to the way our translation
works, ALL context is immediately lost for what the other person may be
saying.
If the other person is shouting in all caps? Output language is normal
chatting. This is lame!
Even if someone is unable to understand you, there's a LOT you can
convey just by how you speak, and getting that across in game is quite
difficult when all translations get mauled so badly.
So this changes that.
- Emphasis like caps lock is maintained, so you see someone shouting in
caps in a foreign language you can probably intuit something is wrong
(but not what is wrong!)
- Some languages can gleam bits of other languages, so you MIGHT be able
to pick out context if you pay close attention
- "Brother" languages will now feel more like "brothers" and not
completely divergent
- You can even "teach" someone words in your language - at least the
most common words! (Until next round)
## Changelog
🆑 Melbert
add: Languages can now have partial understanding of other languages.
More common English words are more likely to be mutually understood.
add: Those who understand Beachtongue can understand 50% of Common and
33% of Uncommon words.
add: Those who understand Common can understand 33% of Beachtongue and
20% of Uncommon words.
add: Those who understand Uncommon can understand 20% of Common and 20%
of Beachtongue words.
add: Bilingual quirk: You can now choose between being able to speak or
not speak the language
add: Bilingual quirk: You can now choose to have partial understanding
of your language, rather than full.
qol: If you speak in ALL CAPS in a foreign language, the translated
words will also be ALL CAPS.
qol: Many more forms of punctuation are now conveyed across
translations.
qol: The 1000 most common English words will now never be scrambled when
translating into other languages for the duration of the round. This
means you can actually "learn" some words if you are especially
attentive! (Until the next round at least)
refactor: Refactored language translations. Report if you see any super
odd looking translations.
fix: Force-says forcing you to speak common (such as cult invocations)
will now correctly force you to speak common (even if you don't know
common)
/🆑
## About The Pull Request
Replaces the asset subsystem's spritesheet generator with a rust-based
implementation (https://github.com/tgstation/rust-g/pull/160).
This is a rough port of
https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it
includes fixes for some cases I didn't catch that apply on TG.
(FWIW we've been using this system on prod for over a year and
encountered no major issues.)
### TG MAINTAINER NOTE

### Batched Spritesheets
`/datum/asset/spritesheet_batched`: A version of the spritesheet system
that collects a list of `/datum/universal_icon`s and sends them off to
rustg asynchronously, and the generation also runs on another thread, so
the game doesn't block during realize_spritesheet. The rust generation
is about 10x faster when it comes to actual icon generation, but the
biggest perk of the batched spritesheets is the caching system.
This PR notably does not convert a few things to the new spritesheet
generator.
- Species and antagonist icons in the preferences view because they use
getFlatIcon ~~which can't be converted to universal icons~~.
- Yes, this is still a *massive* cost to init, unfortunately. On Bee, I
actually enabled the 'legacy' cache on prod and development, which you
can see in my PR. That's why I added the 'clear cache' verb and the
`unregister()` procs, because it can force a regeneration at runtime. I
decided not to port this, since I think it would be detrimental to the
large amount of contributors here.
- It is *technically* possible to port parts of this to the uni_icon
system by making a uni_icon version of getFlatIcon. However, some
overlays use runtime-generated icons which are ~~completely unparseable
to IconForge, since they're stored in the RSC and don't exist as files
anywhere~~. This is most noticeable with things like hair (which blend
additively with the hair mask on the server, thus making them invisible
to `get_flat_uni_icon`). It also doesn't help that species and antag
icons will still need to generate a bunch of dummies and delete them to
even verify cache validity.
- It is actually possible to write the RSC icons to the filesystem
(using fcopy) and reference them in IconForge. However, I'm going to
wait on doing this until I port my GAGS implementation because it
requires GAGS to exist on the filesystem as well.
#### Caching
IconForge generates a cache based on the set of icons used, all
transform operations applied, and the source DMIs of each icon used
within the spritesheet. It can compare the hashes and invalidate the
cache automatically if any of these change. This means we can enable
caching on development, and have absolutely no downsides, because if
anything changes, the cache invalidates itself.
The caching has a mean cost of ~5ms and saves a lot of time compared to
generating the spritesheet, even with rust's faster generation. The main
downside is that the cache still requires building the list of icons and
their transforms, then json encoding it to send to rustg.
Here's an abbreviated example of a cache JSON. All of these need to
match for the cache to be valid. `input_hash` contains the transform
definitions for all the sprites in the spritesheet, so if the input to
iconforge changes, that hash catches it. The `sizes` and `sprites` are
loaded into DM.
```json
{
"input_hash": "99f1bc67d590e000",
"dmi_hashes": {
"icons/ui/achievements/achievements.dmi": "771200c75da11c62"
},
"sizes": [
"76x76"
],
"sprites": {
"achievement-rustascend": {
"size_id": "76x76",
"position": 1
}
},
"rustg_version": "3.6.0",
"dm_version": 1
}
```
### Universal Icons
Universal icons are just a collection of DMI, Icon State, and any icon
transformation procs you apply (blends, crops, scales). They can be
convered to DM icons via `to_icon()`. I've included an implementation of
GAGS that produces universal icons, allowing GAGS items to be converted
into them. IconForge can read universal icons and add them to
spritesheets. It's basically just a wrapper that reimplements BYOND icon
procs.
### Other Stuff
Converts some uses of md5asfile within legacy spritesheets to use
rustg_hash_file instead, improving the performance of their generation.
Fixes lizard body markings not showing in previews, and re-adds eyes to
the ethereal color preview. This is a side effect of IconForge having
*much* better error handling than DM icon procs. Invalid stuff that gets
passed around will error instead of silently doing nothing.
Changes the CSS used in legacy spritesheet generation to split
`background: url(...) no-repeat` into separate props. This is necessary
for WebView2, as IE treats these properties differently - adding
`background-color` to an icon object (as seen in the R&D console) won't
work if you don't split these out.
Deletes unused spritesheets and their associated icons (condiments
spritesheet, old PDA spritesheet)
## Why It's Good For The Game
If you press "Character Setup", the 10-13sec of lag is now approximately
0.5-2 seconds.
Tracy profile showing the time spent on get_asset_datum. I pressed the
preferences button during init on both branches. Do note that this was
ran with a smart cache HIT, so no generation occurred.

Much lower worst-case for /datum/asset/New (which includes
`create_spritesheets()` and `register()`)

Here's a look at the internal costs from rustg - as you can see
`generate_spritesheet()` is very fast:

### Comparison for a single spritesheet - chat spritesheet:
**Before**

**After**

## Changelog
🆑
fix: Fixed lizard body markings and ethereal feature previews in the
preference menu missing some overlays.
refactor: Optimized spritesheet asset generation greatly using rustg
IconForge, greatly reducing post-initialization lag as well as reducing
init times and saving server computation.
config: Added 'smart' asset caching, for batched rustg IconForge
spritesheets. It is persistent and suitable for use on local, with
automatic invalidation.
add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for
spritesheets.
fix: Fixed R&D console icons breaking on WebView2/516
/🆑
## About The Pull Request
Adds the Spinwarder language, and grants it to Space Russians (including
the mobs, Fugitive Hunters, and the BODA machine).

<details>
<summary>Lore Be Here, Abandon All Hope</summary>
**Spinwarder Russian**, also known simply as **Spinwarder**, was the
official language of the Third Soviet Union, and following the collapse
of that state, has remained the primary spoken language in its former
lands, including the Spinward Stellar Coalition, which is the closest
stellar governing body to SS13. This means its the language spoken by
your average Space Russian who you might find nearby to the station;
it's also the language used by devices made in and around the former
Third Soviet Union.
As an additional tidbit, the icon for the language:

is the state flag of the SSC.
</details>
## About The Pull Request
Continuation of #89340
Player view

Admin view

Added features:
- Languages you can speak mentally, but not physically, now have a
special indicator (they show up as yellow / grey).
- Admins no longer get two sections of languages. It's now one big
section.
- Languages are now sorted alphabeticaly.
- Languages you can speak are pushed to the top, above languages you can
understand.
## Why It's Good For The Game
It's a bit ugly and it doesn't have to
## Changelog
🆑 Melbert, Absolucy
qol: Touches up the language menu
/🆑
---------
Co-authored-by: Lucy <lucy@absolucy.moe>
## About The Pull Request

- Space Carps and Space Dragons no longer speak Common.
- Space Carps and Space Dragons now speak Carptongue, a language native
to Space Carps.
- Space Dragons also speak Draconic.
- Space Dragons can still understand common, they just can't speak it.
- Space Craps cannot understand common, unless they're a special carp
(Cayenne, Lia, Magicarps, those spawned from plushies)
- Ash Drakes and Ice Whelps also no longer speak Common, and instead
speak Draconic. They can still understand common.
- Carp Infusion now lets you speak and understand Carptongue.
- Fish Infusion now lets you speak and understand Carptongue.
- Fire Sharks now speak Carptongue instead of Common. They can still
understand common (to receive directions).
## Why It's Good For The Game
#89032 made me think "hey why CAN carps speak Common?"
So I thought "What if the Space Dragon spoke Draconic instead since it's
a big lizard"
But naturally the Space Dragon still needs to communicate verbally to
its carps and, well, carps aren't really lizards so they shouldn't get
Draconic right?
So I thought "Why not add a Fish language"
Now, various aquatic space creatures have a language that they can speak
between one another in privacy, while the Space Dragon can still
communicate to the crew for gimmicks via the curator (or draconic if
they want to speak to lizards)
## Changelog
🆑 Melbert
add: Adds Carptongue language, spoken by Space Carps.
del: Space Carps no longer speak or understand Common. Special carps
like Cayenne and Lia can still understand common.
add: Space Dragons can speak Draconic and Carptongue.
del: Space Dragons no longer speak Common. They can still understand it.
add: Ash Drakes and Ice Whelps now speak Draconic.
del: Ash Drakes and Ice Whelps no longer speak Common. They can still
understand it.
add: Fire Sharks now speak Carptongue.
del: Fire Sharks no longer speak Common. They can still understand it.
add: Fish and Carp Infusion now grant Carptongue, letting you speak to
(and understand) Space Carps.
add: Sleeping Carp grants you Carptongue, but as most human tongues
can't speak it, you'll only be able to understand Space Carps unless you
steal a fish tongue.
/🆑
## About The Pull Request
I was looking at a bay code base's language and saw this
```dm
// Add it to cache, cutting old entries if the list is too long
scramble_cache[input] = scrambled_text
if(scramble_cache.len > SCRAMBLE_CACHE_LEN)
scramble_cache.Cut(1, scramble_cache.len-SCRAMBLE_CACHE_LEN-1)
```
Then I noticed "Wait isn't this broken? 51 - 50 - 1 = 0, so it's doing
`Cut(1, 0)` which cuts the whole list, what's the point of all this
arithmetic?"
Then I saw we have the same code so this is probably very old
At this point I'm not sure if it's a bug or not, but I've reasoned it as
one:
- If it was NOT a bug, and we just wanted to clear the entire list, why
do we over-complicate it (why is it not just `.Cut()`)?
`scramble_cache.len` *will never be larger than* `SCRAMBLE_CACHE_LEN +
1` because this proc only ever adds entries one at a time, meaning the
result will always be `0`
- And if it's not a bug, why do we bother putting most recent items at
the bottom of the list? We do all this effort for no reason, it's just
wiped at the end of the day.
```dm
/datum/language/proc/check_cache(input)
var/lookup = scramble_cache[input]
if(lookup)
scramble_cache -= input
scramble_cache[input] = lookup
. = lookup
```
Thus I am running with the assumption that this code was meant to be
`scramble_cache.len - SCRAMBLE_CACHE_LEN + 1` - that's a `+1` at the end
not a `-1`
But that would still just be an overly complicated way to say `51 - 50 +
1`, or, just `2`
So I'm just changing it to cut the first element out
## Changelog
🆑 Melbert
fix: Words in other languages will be randomized far less often
(depending on how commonly they are used). This bug was 10 years old.
/🆑
## About The Pull Request
`boldannounce` is NOT for use ICly it's only for OOC stuff. `bolddanger`
is identical it just doesn't carry the same baggage
## Changelog
🆑 Melbert
fix: Stuff like the SM exploding will no longer output to your OOC tab
/🆑
Anyone not male would be given a male or female name? Looks like a weird
bugsie poopsie
🆑
fix: Randomly generated female bodies/humans no longer have a 50% to get
a male name
/🆑
## About The Pull Request
Making the code compile. EDIT: There's an on-going BYOND issue with
datum subtypes (not atoms) in which trying to override the parent value
with null won't work. Melbert has provided me a fix for it too (from:
d6c1dbf4fd)
## Why It's Good For The Game
Making the code compile and the CI succeed
## Changelog
.
## About The Pull Request
Currently to check for Silicon access, we do:
``if is silicon or is admin ghost or has unlimited silicon privileges or
has machine remote in hand``
What has unlimited silicon privileges? Bots, Drones, and admin ghosts.
To check for AI access, it just checks for AI instead of silicon, and
doesnt check for unlimited silicon privileges.
This was kinda silly, so I thought I should make this a little easier to
understand.
Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or
``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost,
since now instead of being a var on the client, we moved it to using the
same trait but giving it to the client instead, but since we have to
keep parity with previous functionality (admins can spawn in and not
have this on, it only works while as a ghost), I kept previous checks as
well.
No more type checks, removes a silly var on the mob level and another on
the client.
Now while I was doing this, I found a lot of tgui's ``ui_act`` still
uses ``usr`` and the wrong args, so I fixed those wherever I saw them,
and used a mass replace for the args.
Other changes:
- machinery's ``ui_act`` from
https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced
with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin
ghosts no longer get kicked off things not on cameras. This was my
fault, I overlooked this when adding Human AI.
- Human AI's wand gives AI control as long as it's in your hand, you can
swap to your offhand. I hope this doesn't end up going horribly,
otherwise I'll revert this part. It should let human AIs not have their
UI closed on them when swapping to eat food or use their door wand or
whatnot.
- Bots previously had special checks to scan reagents and be
unobservant, I replaced this with giving them the trait. I also fixed an
instance of unobservant not being used, so now statues don't affect the
basic creature, whatever that is.
## Why It's Good For The Game
This is an easier to understand way of handling silicon access and makes
these mobs more consistent between eachother.
Other than what I've mentioned above, this should have no impact on
gameplay itself.
## Changelog
🆑
fix: Statues don't count as eyes to creatures.
fix: Human AIs and Admin ghosts no longer get kicked off of machines
that aren't on cameranets.
/🆑
## 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
In my effort to make the /icons/ folder cleaner and more intuitive
instead of having to rely on recalling names of stuff and looking them
up in code to find them for poor sods such as myself, plus in spurt of
complusion to organize stuff, here goes. I've tracked all changes in
commit descriptions. A lot still to be done, but I know these waves go
over dozens of files making things slow, so went lighter on it.
Destroyed useless impostor files taking up space and cleaned a stray
pixel on my way.
## Why It's Good For The Game
Cleaner /icons/ file means saner spriters, less time spent. Stray pixels
and impostor files (ones which are copies of actually used ones
elsewhere) are not good.
## Changelog
🆑
image: Cleaned a single stray pixel in a single frame of a bite
telegraphing accidentaly found while re-organizing the files.
/🆑
## About The Pull Request
This PR moves random name generation for species onto their languages.
What does this mean?
- For species with a predefined name list, such as Lizards and Moths,
nothing.
- For species without predefined name lists, such as Felinids, their
names will now be randomly generated from their language's syllables.


(In the prefs menu:)

Why?
- Well, we actually had some dead code that did this. All I did was fix
it up and re-enable it.
- Generates some pretty believable in-universe names for various
languages that are lacking name lists. Obviously defined lists would be
preferred, but until they are added, at least.
- Moves some stuff off of species, which is always nice.
- Also hopefully makes it a tad easier to work with name generation.
There's now a standard framework for getting a random name for a mob,
and for getting a random name based on a species.
Misc:
- Adds a generic `species_prototype` global, uses it in a lot of places
in prefs code.
- Makes `GLOB.species_list` init via the global defines
- Deletes Language SS
- Alphabetizes some instances of admin tooling using the list of all
species IDs
- Docs language stuff
- Deletes random_skin_tone, it does pretty much nothin
## Changelog
🆑 Melbert
refactor: Random Name Generation has been refactored. Report any
instances of people having weird (or "Unknown") names.
qol: Felinids, Slimepeople, Podpeople, and some other species without
defined namelists now automatically generate names based on their
primary language(s).
qol: More non-human names can be generated in codewords (and other misc.
areas) than just lizard names.
/🆑
## About The Pull Request
Fixes#82440
This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not
lost on me) to wrap around all calls of `lowertext()` and ensure that
whatever we input into that proc will be stringified using the `"[]"`
(or `tostring()` for the nerds) operator. very simple.
I also added a linter to enforce this (and prevent all forms of
regression) because I think that machines should do the menial work and
we shouldn't expect maintainers to remember this, let me know if you
disagree. if there is a time when it should be opted out for some
reason, the linter does respect it if you wrap your input with the
`UNLINT()` function.
## About The Pull Request
#76305 removed the knowledge of every language from silicons, but this
had a couple of oversights.
This language set was not only used by cyborgs but also bots and vending
machines.
A couple of effects relied on them knowing all of those languages,
specifically their emp_act and also the station trait which rerolled
their languages.
Now they actually _learn_ a random language and start speaking it
instead.
Also I fixed a related runtime which I noticed in testing where a bot
would die as a result of being EMPed, delete itself, and then try and do
a bunch more shit after it stopped existing. Annoying.
Why was I looking at bot languages? Haha don't worry about it 😇
## Why It's Good For The Game
Restores function of a funny feature.
## Changelog
🆑
fix: Station traits can once again allow vending machines and bots to
speak a random language
fix: EMPed bots and vending machines once again speak a random language
/🆑
## 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
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
1. Default language holders understand GALCOM on their mind, but speak
it on their atom
0a37898f4d/code/modules/language/language_holder.dm (L39-L43)
2. Living mobs defer to their mind's language holder over their body's
language holder
0a37898f4d/code/modules/mob/living/living_say.dm (L559-L562)
3. Mind get_language_holder, an entirely different proc, makes a default
language holder when it is created
0a37898f4d/code/datums/mind/_mind.dm (L169-L172)
4. Setting species changes your language holder entirely
0a37898f4d/code/datums/dna.dm (L490-L493)
5. When your mind's default language holder is synced with your body's
species language holder's **ATOM LANGUAGES**, it will clear your
languages of all atom languages and then add in all the new ones. You
will notice that mind sourced languages are untouched. This leaves the
understood-via-mind galcom entry from default language holders there,
despite the mob, say, being unable to otherwise understand galcom.
I've fixed this weird chain of events by having mind language holders
default to your current species language holder or current body language
holder.
This is admittedly, kind of a bandaid. **Mind language holder should not
exist**. Mind sourced languages should just be passed around in mind
swaps as you would expect. But that's a larger refactor.
Closes#76330 , but keeps Silverscales as able to understand but not
speak galcom.
I think it's funny if they can hear the peasants but refuse to stoop to
their language no matter what.
## Why It's Good For The Game
People shouldn't able to understand common in some situations
## Changelog
🆑 Melbert
fix: Fixes some species / mobs keeping an understanding of galcom
despite not being intended to.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Silicon now only know Common, Uncommon (Humans with Foreigner quirk) and
Robotic.
I also made the indentation in languages consistent because it bugged me
lol.
## Why It's Good For The Game
1. There are currently many ways of learning languages, which devalues
the language system as a whole. There's no real reason to use a language
when anyone potentially understands what you're saying anyways.
2. Players of these non-human Species should be able to use their
language to have hidden discussions in the open (you know, what
languages were meant for), and Silicons should be included in this,
especially since Silicon are generally on Asimov where they do not care
for non-human life, giving non-humans SOMETHING over Silicon would be
nice.
## Changelog
🆑
balance: Silicon now only know Common, Uncommon and Robotic languages.
/🆑
## About The Pull Request
Tower of Babel (Curator), Naive (Clown), and Storm detector (Shaft
Miner), are all traits that are given to your mind upon taking these
jobs.
However, we have been checking the body for these traits, not the mind.
This meant that Shaft miners werent alerted of ice storms, Clowns didnt
have their unique examine text, and Curators were affected by Tower of
Babel.
This fixes all those issues.
Naive and Tower of Babel realistically should only be on the mind, so I
changed all instances to check the mind. Storm detection is something
you can get through analyzers, so I left it as a check for both your
body and mind traits.
Clown's Naive:

Tower of Babel:

## Why It's Good For The Game
Fixes several bugs for 3 jobs all at once. I don't see any issue reports
on any of these, but they existed.
## Changelog
🆑
fix: Shaft Miners are now alerted of Icemoon storms, Clowns are naive,
and Curators are immune to the Tower of Babel again.
/🆑
## About The Pull Request
Part of a prior PR that was closed (#72562). This version does not add
the check in CI.
## Why It's Good For The Game
The work is already done, so I figured why not.
## Changelog
N/A Nothing player facing
Co-authored-by: Jeremiah Snow <jlsnow301@pm.me>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
This static list business for cache wasn't very maintainable, as seen by
some languages which should've totally been speakable for some subtypes
not being speakable.
This generates the list via a proc and then caches it for similar
results without being annoying to update.
This also makes it much much easier to add a tongue that speaks unique
things, not being forced to follow the weird existing pattern
## Why It's Good For The Game
Flypeople and Ethereals couldn't speak uncommon if they were taught it
by "other circumstaces" because no one updated these lists
## Changelog
🆑 Melbert
fix: Ethereals and Flypeople and Aliens who learn Uncommon language can
speak it with their tongues like they could speak Common, no this
doesn't mean they can naturally speak or understand Uncommon
refactor: Refactored how tongues set up their languages lists
/🆑
## About The Pull Request
This builds on #70278 by giving other machines (vendors, newscasters,
computers, etc.) the ability to speak different languages. If the
station "Bot language malfunction" trait is rolled, then these machines
will select a random race starting language. If a machine is EMP'd then
it has a chance to change the language. There is also a language wire
that can be pulsed to change the language for vending machines.
Default language for machines is galactic common, but there are rare
exceptions:
- Beach vendors will now speak beachbum
- Syndicate vendors will now speak codespeak
- Changeling vendors will now speak a random language after each slogan
## Why It's Good For The Game
More depth to the language feature.
## Changelog
🆑
add: Add language variety to machines that speak. You can also pulse the
vendor language wire to make it switch languages or EMP a machine to get
the same effect.
add: Shambling cola vendors will now speak a different language each
time they talk. Syndicate vendors will now speak codespeak. Beach
vendors will now speak beachbum.
/🆑
## About The Pull Request
This PR does the following:
- Defines a new proc in __HELPERS/_lists.dm called
`pick_weight_recursive()`. This is the code from
`/obj/effect/spawner/random/` that allows for nested weighted lists,
moved to its own proc.
- Replaces explicit code in spawners/random.dm with calls to
`pick_weight_recursive()` where appropriate
- Deletes the redundant (and barely used) proc
`/obj/item/loot_table_maker/proc/pick_loot`, as this was equivalent to
`pick_weight_recursive()`
- Moves the global proc `fill_with_ones()` from spawners/random.dm to
__HELPERS/_lists.dm
- Replaces `pick()` in language syllable selection with
`pick_weight_recursive()`, allowing languages to define syllable weights
or use nested lists of syllables.
- Reformats Galactic Common to use nested lists of syllables, allowing
English and Chinese syllables to occur at equal frequency despite having
different numbers of each.
## Why It's Good For The Game
Allowing languages to define syllable weights and nested groups of
syllables is a relatively small change that greatly expands what you can
do with them. In addition to making Galactic Common look nicer in code,
this change also allows for the easy creation of languages with highly
uneven syllable distributions (including ultra-rare secret syllables,
perhaps) or the quick creation of pidgin languages that combine multiple
syllable sets.
Using a new proc simplifies spawner code by reducing repetition. Making
it global allows for other code to easily implement the same flexible
and elegant system of nested lists that spawners already use.
## Changelog
🆑
refactor: defines a new global proc, pick_weight_recursive()
code: languages can weight syllables, and galactic common's definition
is easier to look at
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Moves spawners and decals to a different init/delete scheme
Rather then fully creating and then immediately deleting these things,
we instead do the bare minimum.
This is faster, if in theory more fragile. We should be safe since any
errors should be caught in compile since this is very close to a
"static" action. It does mean these atoms cannot use signals, etc.
* Potentially saves init time, mostly cleans up a silly pattern
We use sleeps and INVOKE_ASYNC to ensure that handing back turfs doesn't
block a space reservation, but this by nature consumes up to the
threshold and a bit more of whatever working block we were in.
This is silly. Should just be a subsystem, so I made it one, with
support for awaiting its finish if you want to
* Optimizes garbage/proc/Queue slightly
Queue takes about 1.6 seconds to process 26k items right now.
The MASSIVE majority of this time is spent on using \ref
This is because \ref returns a string, and that string requires being
inserted into the global cache of strings we store
What I'm doing is caching the result of ANY \ref on the datum it's
applied to. This ensures previous uses will never decay from the string
tree.
This saves about 0.2 seconds of init
About The Pull Request
This adds a new status effect called - Tower of Babel
Any carbon mob afflicted by the status effect will lose knowledge of every known language and gain a randomized one as a replacement. The affected mob will also be hit with a depressing moodlet that lasts for 15 seconds. Silicons are immune to all effects.
This effect is implemented in several ways:
Tower of Babel wizard event (all crew on the station z level are affected. The wizard is not and gains mastery of every language to taunt their victims)
Admin smite option
Admin secret event (can be reversed)
Staff of Babel (formerly the Staff of Sapping) will spawn during spawn magic wizard event
Magicarp will randomly shoot bolts of babel
Staff of Chaos will randomly shoot bolts of babel
Overdosing on Mushroom Hallucinogen will temporarily and sporadically acquire the effect
The effect can be blocked or cured in several ways:
Curators are given immunity
Reading a book of babel (via lavaland loot) cures and gives immunity
Reading a language book cures and gives immunity ONLY for that particular language
Note - The Tower of Babel does not allow tongueless, mute, or tongue tied people the ability to speak
About The Pull Request
Simply converts all instances of soundkeys that use get_sfx from strings into defines.
E.g. "sparks" is now SFX_SPARKS
Why It's Good For The Game
It makes life a lot easier when you're looking for a sound effect. You just type SFX_ and you get suggestions in VSC. Plus, it looks better.
image
Changelog
Not player facing.
Since maintainer have expressed dissatisfaction with the state of clownanans, i've taken it upon myself to not only reduce their lag generation potential but to also make them more interesting.
All simplemob clowns now:
Are able to speak and understand the monkey language.
Are able to hit banana bunches to initiate the explosive ripening process.
The changes to clownananas speciecially are as follow;
Clownanas are able to rustle every 10 seconds to spawn 3 peels.
Clownanas have a speed of -1 rather than -10.
Clownanas gain the ability to spawn a banana bunch every minute.
Banana bunches are food items imbued with extra banana juice and monkey energy.
Hitting a banana bunch as a simplemob clown causes a honkerblast after a 3 seconds delay.
I've implemented a global honkerblast proc for future use, the honkerblast effects are similiar and inspired by the mech weapon, but less severe at light intensity and more severe at high intensity.
Maintainers are unhappy with the current state of the mob (It spawned enough bananas which never went away that when swept up into one place over 30 minutes, walking over the pile would cause minute long server freezes), and while the mob is popular and enjoyed by many players it is currently quite poorly designed and implemented by a novice coder.
These changes increase the strategic depth of playing this particular mob and rewards more active input from the player.
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
What the title says. But why?
I generally have a rule when making a contribution, that is "don't make the game less fun"
I'm not salting, I didn't die to a swarmer.
... Yet that's the problem. Swarmers are the griefiest antag in the game, but when you complain that they're annoying or unfun, you're doomed to hear "lol they can't even hurt you though."
WELL THAT ACTUALLY MAKES THEM WORSE. I would rather die to a hundred xenos and space dragons than be forced to untie myself in maintenance for 45 seconds while the shuttle leaves.
Why It's Good For The Game
Unfun game modes should be removed from the game.
Being griefed by swarmers is annoying
Playing as a swarmer is not very exciting either. Click on iron.
lastly, because oranges authorized it
Changelog
cl
del: Removes swarmers! The griefiest, lowest fun value antagonist is removed from the game.
/cl
About The Pull Request
Converts more inputs to TGUI. Possibly all user-facing input lists in the game.
Did any surrounding text/number inputs as well
Added null choice support so users can press cancel.
Added some misc TGUI input fixes
Fixed custom vendors while I was there
I refactored a lot of code while just poking around.
Primarily, usage of .len in files where I was already working on lists.
Some code was just awful - look at guardian.dm and its non use of early returns
If there are any disputes, I can revert it just fine, those changes are not integral to the PR.
Why It's Good For The Game
Fixes#63629Fixes#63307
Fixes custom vendors /again/
Text input is more performant.
Part of a long series of TGUI conversion to make the game more visually appealing
Changelog
cl
refactor: The majority of user facing input lists have been converted to TGUI.
refactor: Tgui text inputs now scale with entered input.
fix: Many inputs now properly accept cancelling out of the menu.
fix: Fixes an edge case where users could not press enter on number inputs.
fix: Custom vendor bluescreen.
fix: You can now press ENTER on text inputs without an entry to cancel.
/cl
## About The Pull Request
stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it
for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

## Regex used:
procs without args, not even regex
`/Initialize()`
procs with args
`\/Initialize\((?!mapload)((.)*\w)?`
cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.
Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.
(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
Sourced from #59118 and a cursed project I'll pr later, This pr contains a lot of harddel fixes for stuff that pops up after a player interacts with something. I'm not gonna list them all here because there's something like 60 130, check the commit log if you're curious
Oh and I moved ref tracking screaming to a separate define, and made some optimizations to the thing in general. I think that's it, this pr is a bit of a frankenstine
Redoes how geese handle eating shit, it was fucking stupid and caused harddels, and while this method is technically slower in the best case, it's a fucking goose
Fixes action related harddels, I hate how they work but at least this way they won't hold refs.
Fixes the hierophont causing its beacon to harddel
Removes the M variable from megafauna actions, it was used like a typed owner and caused harddels, so I burned it
Fixes target and targets_from harddels, replaces all setters of target with LoseTarget and GiveTarget, which should help maintain behavior. I'm not sure if this breaks anything, but if it does we should fix the assumptions that code makes instead of reverting this change
Fixes more area_senstive_contents related harddels, we need to allow the mob to move before clearing out its list.
Fixes marked object harddels (I'm coming for you admin team)
Fixes a language based human harddel
Fixes managed overlay related harddels (This was just emissive blockers, but I think this is a good safety net to have. If we clear the overlay list we should clear this one as well)
Fixes bot core harddels, I hate the fact that this exists but it has no reason to know who its owner is
Adds a walk(src, 0) to simple_animal destroy, it's the best bang for the buck in terms of stopping spurious harddels. Walk related harddels aren't that expensive in the first place, since byond does the same thing I'm doing here, but this makes finding mob harddels easier, so let's go with it
I fixed another source of part harddels, I hate fullupgrade so much
Fixes all the sound loop harddels
It's the second try! (First: #48456)
Drones are little robots inspired by Keepers from the Mass Effect games. With laws to maintain both the station, and their distance from the matters of others, they were a great ghost role that let you fix up the station when you were otherwise out of the round. They were in the game for quite a while, but were abused. The abusive players completely ignored the laws and did whatever they wanted. Being tiny ventcrawlers, this became a huge issue for admins.
I attempted to bring them back, this time with some gameplay restrictions to enforce their laws a bit better. It seemed to go well, but I required headmin approval, and this all happened near a headmin election, so the project died.
Recently, some people have wanted to bring drones back. So, they gave me a ring, and I started a discussion with the admin team to see what other changes they would want in addition to the previous ones.
Here are those changes:
They can't interact at all when close to another being, living or dead
Their binary chat has been removed to separate them from AI and borgs
They can only hold a whitelist of items necessary to do their job
They can only interact with machines necessary to do their job
The drone satchel is gone, and drones now have built in basic tools
They also can't interact in some blacklisted high risk areas
Finally, you must play 40 hours total as a Silicon role in order to play as a drone
Additionally, the drone dispenser is not mapped, and the drones must be researched to be constructed.
Why It's Good For The Game
Drones are a fun way to pass the time, and this time they have a lot less freedom. You can still perform the basic function of maintaining the station, but not without difficulty and tedium. This will allow other station roles to perform much better than the drones, while still letting them chug along at their slower pace.
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm
We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.
There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.
Hi codeowners!
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
About The Pull Request
See changelog.
Why It's Good For The Game
This will close#54987, close#50204.
Changelog
🆑
admin: Admins now have the option to remove a language from the blocked_languages list when granting it to a mob through the language menu.
/🆑