## 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>
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## 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.

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documented or this can delay review and even discourage maintainers from
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## 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,
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## Changelog
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🆑
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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## 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.
/🆑
## 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.
/🆑
## 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
/🆑
## 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.
## 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
/🆑
## 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
/🆑
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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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## 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>
## 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
## 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
## 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
/🆑
## 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.
## 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
/🆑
## 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
## 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
/🆑