Commit Graph
173105 Commits
Author SHA1 Message Date
tgstation-ci[bot]andnevimer be4e71c057 Automatic changelog for PR #92394 [ci skip] 2025-08-19 22:30:39 -04:00
7ff0a19883 Burned mess from culinary disasters is once again toxic. (#92394)
## About The Pull Request
When an item is cooked, reagents are generally cleared from the
resulting object and the reagents of the source object are transferred
to it instead. This means burned mess won't have its toxins when cooked,
locking you out of one or two chemistry recipes that require it while
also making the item generally not toxic at all.
So to fix it, we simply have to replace all or most of the consumable
reagents inside the burned mess with bad food, via component signals.

## Why It's Good For The Game
Fixing an issue with food and chemistry.

## Changelog

🆑
fix: burned mess made with a microwave, oven or griddle once again
toxins.
/🆑

---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
2025-08-19 22:30:38 -04:00
tgstation-ci[bot]andnevimer 5ba2d7522f Automatic changelog for PR #92470 [ci skip] 2025-08-19 22:30:38 -04:00
Cameron Lennoxandnevimer bc5fb226d1 Fixes spam-clicking on Nar'Sie destroying eardrums (#92470)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
Fixes #92454 by making it so Nar'Sie can't be spam-clicked at the speed
of light to spawn infinite cult shells and blow up your ears.

Instead, clicking on Nar'Sie will now give you an input box asking if
you want to become a harvester or not.

Additionally, cultbanned individuals can no longer interact with her
either.


![dreamseeker_2025-08-07_00-15-01](https://github.com/user-attachments/assets/4bcd9876-eb35-4cf9-a7b3-8c43437b155e)

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Nar'Sie no longer escapes into the real world and does grievous bodily
harm to your ears when some joker decides to spam-click her.

Additionally, it feels smoother to click Nar'Sie and be able to
immediately become a harvester, versus clicking Nar'sie and then having
to twiddle your thumbs for 10 seconds waiting for the ghost query to
end.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
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and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
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the bat. -->

🆑
fix: Nar'Sie can no longer be spam-clicked as a ghost and destroy ears
via infinite shell creation.
fix: Cult-banned players can no longer interact with Nar'Sie
qol: Interacting with Nar'Sie as a ghost no longer creates a ghost query
and instead allows you to immediately become a harvester after
confirming you wish to become a harvester.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
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icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
2025-08-19 22:30:37 -04:00
tgstation-ci[bot]andnevimer ac55bca477 Automatic changelog for PR #92486 [ci skip] 2025-08-19 22:30:36 -04:00
StaringGasMaskandnevimer f7d6a97cb8 Removes the Justice mech (#92486)
## About The Pull Request

Removes the Justice mech from the game, including its sprites and some
of the associated code.
Leaves some sprites, effects and sounds in case anyone wants to reuse
them for something else.

If the maintainers prefer that the mech should remain in the game, but
as an admin-only spawn, I will do so.

## Why It's Good For The Game

This mech has been under fire recently because of it being way too
overtuned, which I think has mainly to do with trying to cram a lot of
unusual things for a mech, such as stealth and melee focus, into the
same package.
Aditionally, I don't really like the flavor at all, being a blatant
reference to another unrelated game. If both the ralsei plush and jevil
mask have been removed, I feel like a similar standard should be applied
here.

Finally, this opens up the posibility for someone else to try a new idea
on some of the concepts present on Justice's current iteration, such as
making a melee-focused mech.

## Changelog

🆑
del: The Justice mech has been removed.
/🆑
2025-08-19 22:30:36 -04:00
tgstation-ci[bot]andnevimer 84de2e5a8e Automatic changelog for PR #92489 [ci skip] 2025-08-19 22:30:35 -04:00
Lucyandnevimer 7497b05ab1 lazily initialize /datum/element/weapon_description on examine (#92489)
## About The Pull Request

currently, `/datum/element/weapon_description` is added during every
single item init, even tho it only ever affects examines. i noticed
while looking at tracy traces downstream that it spent a bit much time
adding the weapon description, so why not just lazily initialize it
during examine instead?

direct port of the same thing from
https://github.com/Monkestation/Monkestation2.0/pull/7502

## Why It's Good For The Game

less wasted time during item init

## Changelog
🆑
code: Item weapon description elements are now initialized when first
examined, instead of immediately upon initialization.
/🆑
2025-08-19 22:30:35 -04:00
tgstation-ci[bot]andnevimer b2a28a2dbf Automatic changelog for PR #92512 [ci skip] 2025-08-19 22:30:35 -04:00
tgstation-ci[bot]andnevimer 47601a005f Automatic changelog for PR #92441 [ci skip] 2025-08-19 22:30:34 -04:00
bork (Shiiba)andnevimer 4ec842bdb3 Adds the reagent flag to Rootdough (#92512)
## About The Pull Request
Adds the CRAFT_CLEARS_REAGENTS flag to both rootdough recipes and
removes my fix to the honey sweetroll.
## Why It's Good For The Game
Better to have the flag on the parent vs individual recipes

## Changelog
🆑
fix: added the CRAFT_CLEARS_REAGENTS flag to the rootdough recipes,
bananas + water will no longer doom lizard food ever again
/🆑
2025-08-19 22:30:34 -04:00
tgstation-ci[bot]andnevimer 041ad1dd5a Automatic changelog for PR #92483 [ci skip] 2025-08-19 22:30:34 -04:00
tgstation-ci[bot]andnevimer 3ea7e193b9 Automatic changelog for PR #92502 [ci skip] 2025-08-19 22:30:33 -04:00
SSensum13andnevimer 99d95aae62 Some ITEM_SLOT bitflags fixes. (#92441)
## About The Pull Request

This PR fixes wrong usage of bitflags in a few places, where instead of
bitfields lists were used.

## Why It's Good For The Game

It will help prevent problems that can be a thing in the future,
improving consistency of the codebase.
2025-08-19 22:30:33 -04:00
tonyhawqandnevimer d9cf82b14d Fixes circuit gun recharging issue (#92483)
## About The Pull Request
This is a pull request which fixes issue #92227.

## Why It's Good For The Game
Closes #92227 which makes circuit guns more confusing than they should
be

## Changelog

🆑
fix: fixes circuit gun not recharging it's internal cell when an
integrated circuit is inserted
/🆑
2025-08-19 22:30:32 -04:00
tgstation-ci[bot]andnevimer 156b6e762c Automatic changelog for PR #92506 [ci skip] 2025-08-19 22:30:32 -04:00
LemonInTheDarkandnevimer 6ab680b17b Removes space plane optimization (#92502)
## About The Pull Request

The lightmask plate takes all turfs as input lines, using them to decide
where is and is not allowed to render ANYTHING on the below lighting
section of the game plate. So we are NOT actually allowed to toggle off
the space plate if there's no parallax, because there can be no parallax
and still be turfs on the space plane (carpeting and such)

## Why It's Good For The Game

Fixes #92497 

## Changelog
🆑
fix: Using fake space tiles on icebox will no longer summon the endless
void
/🆑
2025-08-19 22:30:31 -04:00
Maximal08andnevimer 64d6f7c396 Fix night vision module (#92506)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
Fix night vision module
before fix
<img width="666" height="78" alt="image"
src="https://github.com/user-attachments/assets/9f0548fb-5aa7-4484-b172-341057a41311"
/>
after fix


https://github.com/user-attachments/assets/620758c5-ba0d-46bb-b499-0340eea9d24b

## Why It's Good For The Game
item was broken, it will work now.
## Changelog

🆑
fix: night vision module can now be activated and turned off again.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
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2025-08-19 22:30:31 -04:00
tgstation-ci[bot]andnevimer 6e8d3458fc Automatic changelog for PR #92493 [ci skip] 2025-08-19 22:30:31 -04:00
SmArtKarandnevimer 96b7c7452f Fixes fishes not dying on dry land (#92493)
## About The Pull Request

- Closes #92474

## Changelog
🆑
fix: Fixed fishes not dying on dry land
/🆑
2025-08-19 22:30:30 -04:00
tgstation-ci[bot]andnevimer 46c8cd5d62 Automatic changelog for PR #92409 [ci skip] 2025-08-19 22:30:30 -04:00
efb0e037e6 Splits ammo box multiload into a bitflag, adds a icon for .223, adds a desc for toy magazines (#92409)
## About The Pull Request

Ammo box `multiload` var was changed into a bitflag covering
`AMMO_BOX_MULTILOAD_IN`, and `AMMO_BOX_MULTILOAD_OUT`, respectively. By
default, ammo boxes have both multiloading in and out, while magazines
only have multiloading in, which means you can't use magazines as
speedloaders, but you can still feed ammo into magazines quickly if you
had, say, an ammo box for that magazine's caliber. Or... something.

---

Also adds an icon state for .223 casings, which is just an edit of the
old 7.62 casings to be shorter.
<img width="403" height="89" alt="image"
src="https://github.com/user-attachments/assets/b3206b94-c2b3-4b90-8162-b4c620bbe4cf"
/>

---

Also adds a description for toy gun magazines.

## Why It's Good For The Game

Splitting ammo box multiload into "multiload in" and "multiload out"
means you can't use an ammo box as a speedloader, which I thought was
silly. Emergent gameplay, sure, but also silly.

.223 having a unique icon instead of just looking like any other pistol
casing is nice (read: pistol-caliber casings from a rifle round annoyed
me).

Toy gun magazine thing was for funsies at this point.

## Changelog

🆑
code: Ammo boxes' multiload variable is now a bitflag that determines if
a magazine can be multiloaded into or out of. Ammo boxes can multiload
in or out, while magazines can only multiload in.
image: .223 ammo now has a distinct casing icon.
fix: Foam force magazines now have a proper description.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2025-08-19 22:30:30 -04:00
tgstation-ci[bot]andnevimer 488801d685 Automatic changelog for PR #92503 [ci skip] 2025-08-19 22:30:29 -04:00
SmArtKarandnevimer 407a79418f Fixes light flickering potentially causing lag (#92503)
## About The Pull Request

Light flickering was forcing itself into async via waitfor but used
sleeps and thus had zero respect for MC consumption. We fix the lag by
- A) making it use stoplag instead of sleep and moving CHECK_TICK to be
per-light instead of per-APC
- B) reducing chance of lights to flicker in a particular room (reducing
the amount of flickers looks weird)
- C) reducing falloff distance to 32 from 64, as latter is half to third
the station on most maps.

# Conflicts:
#	code/modules/power/lighting/light.dm
2025-08-19 22:30:26 -04:00
tgstation-ci[bot]andnevimer 3f6a3c95d1 Automatic changelog for PR #92108 [ci skip] 2025-08-19 22:29:30 -04:00
Time-Greenandnevimer 147df9ec59 Organ Growing Kit | Coroner Cytology Cargo Content (1/2) (#92108)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>

# Conflicts:
#	code/modules/clothing/head/tinfoilhat.dm
2025-08-19 22:29:26 -04:00
tgstation-ci[bot]andnevimer e7784f1063 Automatic changelog for PR #91987 [ci skip] 2025-08-19 22:28:04 -04:00
SyncIt21andnevimer 8b0d22d14b General maintenance for vending machines (#91987)
## About The Pull Request
**1. Code Improvements**
- Removed unused vars `coin`, `bill` & other stuff
- Removed duplicate definition of `on_deconstruction()`
- Autodoc for a lot of procs
- Merged smaller procs into larger ones to avoid scrolling in the code
editor & reduced overhead
- Split the vending machine file into several smaller files for easy
code management

**2. Qol**
- Implemented vending machine ads. They now display random stuff on the
UI

https://github.com/user-attachments/assets/9720ea60-f268-4ca2-940d-243e3d0ac75f
- More error messages for custom & normal vendors as to why an item
could not be loaded
- Custom vending machines can be deconstructed safely via crowbar
without any explosion only after unlinking your account from the machine
else you get the same explosion. Upon deconstruction all loaded items
are moved into its restock canister meaning the machine can be safely
moved with all its products just like a regular vending machine to a new
location

**3. Fixes**
- Fixes #81917. Any returned items in the vending machine now show up as
free in the UI & won't cost credits to buy them
- Fixes #87416. Custom & normal vendors now keep track of products
removed via `Exited()` so the UI gets always updated
- Fixes #83151. Items with different names & custom prices now show up
in unique rows
- Fixes #92170 Custom vendors now show the correct icon for inserted
items
- Closes #80010. From the above fix this situation is impossible so it's
safe to close this as a duplicate
- Closes #78016 same problem as above with `Exited()` duplicate
- Custom vendors can now actually be used by players who are not the
owner instead of locking down the UI
- Vending machines keep track of `max_amount` of stocked items by hand
as well & not just RPED

**4. Refactor**
- Separates custom vending machine code from normal vending machine
code. This prime Marely focus on the `vending_machine_input` list which
now only exists inside the custom vending machine
- Compressed the UI code for vending machine so both custom & normal
vending machines can send the same data instead of separating the 2.
Overall less code
- Moved attack chain from `attackby()` to `item_interaction()` for
loading items

## Changelog
🆑
code: cleaned up vending machine code
qol: vending machines now have more product slogans you never heard
before
qol: custom & normal vending machines now have more feedback on why an
item could not be loaded
qol: vending machines now display random ads on the UI
qol: custom vending machines can be deconstructed via crowbar safely
only after unlinking your account from the machine.
qol: upon deconstructing a custom vendor all its products are moved into
its refill canister & it will be restored when reconstructing the
machine elsewhere
fix: Returned items to the vending machine now show up as free in the UI
and won't be greyed out if you don't have credits to get them back
fix: items that leave the vending machine by any means will update the
UI in all cases
fix: loading items by hand to the vending machine now respects the
max_amount for that category
fix: custom vendors can now actually be used by players who are not the
owner thus enabling them to transfer credits to the owner during
purchases & basically they do their job again
fix: custom vendors now show the correct icon for inserted items
fix: Items with different names & custom prices now show up in unique
rows in custom vendors
refactor: separated custom & normal vending machine code. Reduced UI
code & improved attack chain
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
# Conflicts:
#	code/modules/vending/_vending.dm
#	tgui/packages/tgui/interfaces/Vending.tsx
2025-08-19 22:28:01 -04:00
tgstation-ci[bot]andnevimer 3603c9dd0e Automatic changelog for PR #92439 [ci skip] 2025-08-19 22:23:39 -04:00
Maximal08andnevimer e9e8cd31fe manufacturing lathe now prints items according to their quantity in the autolathe (#92439)
## About The Pull Request
manufacturing lathe now prints items according to their quantity in the
autolathe


https://github.com/user-attachments/assets/c63764ff-08e1-410e-892f-0aa7539ff317
## Why It's Good For The Game
manufacturing lattice did not take into account the number of printed
items at a time, which is why, for example, it produced 1 wire at a
price of 5
## Changelog
🆑
fix: manufacturing lathe now prints items according to their quantity in
the autolathe
/🆑
2025-08-19 22:23:39 -04:00
tgstation-ci[bot]andnevimer 3b1eac8983 Automatic changelog compile [ci skip] 2025-08-19 22:23:39 -04:00
tgstation-ci[bot]andnevimer 88f2c658fb Automatic changelog for PR #92414 [ci skip] 2025-08-19 22:23:39 -04:00
MrMelbertandnevimer 072b3716d8 Grand Pianos are Climbable (#92414) 2025-08-19 22:23:38 -04:00
tgstation-ci[bot]andnevimer dc14e79246 Automatic changelog for PR #92475 [ci skip] 2025-08-19 22:23:38 -04:00
SyncIt21andnevimer 1b21175f3b Fixes 2 platform problems (#92475) 2025-08-19 22:23:38 -04:00
tgstation-ci[bot]andnevimer fbd601f050 Automatic changelog for PR #92485 [ci skip] 2025-08-19 22:23:37 -04:00
Axidyandnevimer f4dd6aa0f4 Misspeled Kotra Wellington to correct Korta Wellington (#92485) 2025-08-19 22:23:37 -04:00
tgstation-ci[bot]andnevimer 3f367952b3 Automatic changelog compile [ci skip] 2025-08-19 22:23:37 -04:00
tgstation-ci[bot]andnevimer 277de71059 Automatic changelog for PR #92417 [ci skip] 2025-08-19 22:23:36 -04:00
Bloopandnevimer 0081e45704 Adds damage getter procs with a required_bodytype arg (#92417)
## About The Pull Request

There is a way to specify bodytypes and organ flags when dealing damage,
but no such thing exists when checking the damage for _some reason_.

This means you can't do easily something like check how much damage is
done specifically to nonrobotic limbs.

No more! This PR just adds an arg that probably should have been there
for a while now. Should not have any noticeable effects in-game.

## Why It's Good For The Game

Better procs for coders mean less of a need to do janky things.
2025-08-19 22:23:36 -04:00
Jordan Dominionandnevimer eda3b3c993 Hey guys! The Docker build still exists, remember that? Anyone? (#92416) 2025-08-19 22:23:36 -04:00
tgstation-ci[bot]andnevimer 451f7eec22 Automatic changelog for PR #92461 [ci skip] 2025-08-19 22:23:35 -04:00
Mickyanandnevimer b707e1047b Reduces mood debuff from empath examining evil people (#92461)
## About The Pull Request

Reduces the mood debuff from empaths examining people with the
fundamentally evil quirk

## Why It's Good For The Game

The mood malus is too high for a quirk that's meant to be a major
positive. This maintains the interaction but turns the mood hit low
enough to be mostly just for flavor rather than an actual penalty,
similarly to examinining someone that is sad.

## Changelog

🆑
del: Reduces mood penalty from Empaths examining people with the
Fundamentally Evil quirk
/🆑
2025-08-19 22:23:35 -04:00
tgstation-ci[bot]andnevimer c48a51f22f Automatic changelog compile [ci skip] 2025-08-19 22:23:35 -04:00
tgstation-ci[bot]andnevimer 876889efce Automatic changelog for PR #92476 [ci skip] 2025-08-19 22:23:35 -04:00
Cirrialandnevimer 7aee9a83df add saline glucose solution to blacklist for medical chem allergy (#92476)
## About The Pull Request

Adds saline-glucose solution to the blacklist for medical chems you can
be allergic to, thus removing it as a thing you can be allergic to.

## Why It's Good For The Game

You can eat salt, water, and anything with sugar to have an immediate
life-threatening reaction to fundamentally required chemicals within
most organisms' systems.
I know you're opting into massive random inconvenience/harm/death when
you're deranged enough to pick this trait, but this seems a bit crueller
than intended.

If someone can convince me that slightly salty sugar water is actually
something you can totally be allergic to, I am going to sprinkle some
salt into a can of soda and drink it before them and magically not die
(and the can of soda would 100% be far more chemically damaging than
saline glucose solution could be)

## Changelog

🆑
balance: You will no longer be allergic to saline-glucose solution.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
# Conflicts:
#	code/datums/quirks/negative_quirks/allergic.dm
2025-08-19 22:23:18 -04:00
Kashargulandlessthanthree b7ab4d63f7 fix chat highlights (#92589)
## About The Pull Request
If we always define the fragment, the if after the loop will always
pass.
## Why It's Good For The Game
fixes #92468
<img width="653" height="223" alt="grafik"
src="https://github.com/user-attachments/assets/7995b73d-f648-4cbd-b05e-c36f98cab47b"
/>
## Changelog
🆑
fix: chat highlights
/🆑
2025-08-19 13:24:58 -07:00
Bubberbot d6be843707 Bubberstation automatic changelog compile [ci skip] 2025-08-17 23:25:32 +00:00
Bubberbot 56b325d58e Automatic changelog for PR #4478 [ci skip] 2025-08-17 20:54:29 +02:00
AlexisandGitHub f11b013b53 Adds cables under the SMESes on Void Raptor (#4478)
## About The Pull Request
Fixes https://github.com/Bubberstation/Bubberstation/issues/4360
## Why It's Good For The Game
It makes it in-line with every other map
## Proof Of Testing
It was a simple map edit, it SHOULD work.
## Changelog
🆑
fix: fixed the SMESes on Void Raptor not having cables under them
/🆑
2025-08-17 11:54:03 -07:00