Commit Graph

2658 Commits

Author SHA1 Message Date
MrMelbert
c080b83c41 Monkey eating glowup (#93759)
## About The Pull Request

1. Monkeys will only seek out food to eat if they are actually hungry,
rather than on an arbitrary cooldown.
2. Monkeys will no longer teleport-yoink food out of your hands.
Instead, they may get angry at you for stealing their food, and fight
you over it. The hungrier the monkey, the more likely they are to fight.
3. Monkeys will discard trash and empty glasses (on the floor) after
eating or drinking them.
4. Monkeys can target soup to eat
5. PunPun will no longer seek out drinks if they are hungry.
6. PunPun will now, if the bartender is absent and there are multiple
patrons around, attempt to find filled glasses or food to hand out to
patrons.
7. Several places that sought edible items no longer include drinking
glasses as edible items

<img width="656" height="185" alt="image"
src="https://github.com/user-attachments/assets/8b3a6ac1-ae2c-41a0-919f-b471ad93bb0f"
/>

## Why It's Good For The Game

PunPun shouldn't be yoinking glasses out of patron's hands - their
intended behavior is to serve drinks not steal them

Otherwise, monkey eating was a bit jank due to it being some of our
oldest ai code. I largely just brought it up to more modern ai
standards.

## Changelog

🆑 Melbert
add: If the bartender is absent, PunPun will serve filled drink glasses
to patrons that don't have one.
add: PunPun will now ignore filled drinks and items being held when
looking for stuff to eat.
add: Monkeys can eat soup.
add: Monkeys will no longer seek out food if they are not hungry.
add: Hungry monkeys might fight you over the food you are holding. The
hungrier the monkey, the angrier the monkey.
fix: Monkeys can no longer teleport items out of your hands to eat. 
/🆑
2025-11-08 01:32:46 +01:00
tonty
14d2514aa9 [MDB IGNORE] Refactors away /area/station/ai_monitored and its subtypes (with bonus neat repathing) (#93704)
## About The Pull Request

/area/station/ai_monitored's behaviour was isolated into a component,
`/datum/component/monitored_area`, which itself uses
`/datum/motion_group`s to query cameras. Functionally, it (should) work
identically to the old implementation. I'm sure that behaviour could
have been further cleaned up, camera code is quite dreadful, but it's
better to focus on isolating the behaviour first. Baby steps.

Areas that want to opt into monitoring can set `var/motion_monitored` to
TRUE (this approach was taken to make subtyping easier).

The following non-AI areas were changed:
- /area/station/ai_monitored/security/armory ->
/area/station/security/armory
- /area/station/ai_monitored/command/nuke_storage ->
/area/station/command/vault
- /area/station/ai_monitored/command/storage/eva ->
/area/station/command/eva

All other `/area/station/ai_monitored` subtypes were repathed into
`/area/station/ai` and cleaned up in a way that I thought made logical
sense. It is **much** more readable now. For example:

- /area/station/ai_monitored/turret_protected/aisat ->
/area/station/ai/satellite
- /area/station/ai_monitored/command/storage/satellite ->
/area/station/ai/satellite/maintenance/storage
- /area/station/ai_monitored/turret_protected/ai ->
/area/station/ai/satellite/chamber
2025-11-03 11:27:14 -06:00
Bloop
510e881e7b Fixes a runtime in mob_only_listeners (#93714)
## About The Pull Request

<img width="911" height="633" alt="firefox_JwrWjsNY7Y"
src="https://github.com/user-attachments/assets/39712708-59e3-4c27-92cf-382a809048b4"
/>

If a holy cow udders its last words and no one is around to hear it,
does it make a runtime?

(Yes it does) It turns out that `get_hearers_in_view()` can early return
null as a micro optimization so it needs to be guarded against in here.

Also does a couple micro optimizations since this is fairly hot code.

## Why It's Good For The Game

Fixes a runtime.

## Changelog

Nothing
2025-11-01 23:15:25 +01:00
SmArtKar
1c6c506936 Raptor Rework - Ranching and Companionship (#93564) 2025-11-01 22:13:29 +11:00
Jordan Dominion
105b74cb52 Trigger TGS config syncs on manual reboot (#93471)
Ops found that manually rebooting the server skips config syncs. Rectify

---------

Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-10-31 21:47:55 +00:00
Gboster-0
2f6ae1dcde Makes ore refineries drop materials below them when not linked to a silo (#93681)
## About The Pull Request

- What it says above, makes them drop materials instead of sending them
to the shadow realm
- Replaces some 1 argument `round()'s` with `floor()'s` in material
logic, someone should regex all of them sometime for a giant conflict
merge PR

## Why It's Good For The Game

> What it says above, makes them drop materials instead of sending them
to the shadow realm
- Makes custom-made refinery setups a bit more viable, alongside
recovering from the ore silo being bombed/eaten by a hungry boi
> Replaces some 1 argument `round()'s` with `floor()'s` in material
logic
- Round() using 1 argument is deprecated, should slowly start switching
over

## Changelog

🆑
fix: the ore refineries now drop stacks of materials below them if they
are not linked to a silo instead of being sent to the shadow realm
/🆑
2025-10-31 14:34:58 +01:00
Bloop
e1eacad24e Optimized vine spawning (#93648)
## About The Pull Request

Tin, the current algorithm is very greedy and can call Enter() on
thousands of turfs potentially depending on how your map is set up. This
really isn't necessary and leads to spess lag and sometimes spess
crashes.

Instead of doing that we can test a smaller random subset of tiles with
Enter() and achieve basically the same results.

This basically just puts a safe bound on how many Enter() calls we can
do.

<img width="1307" height="739" alt="dreamseeker_6nE6Hjad7B"
src="https://github.com/user-attachments/assets/3405ee8f-1af8-4dce-b253-1fcbf47412ea"
/>

## Why It's Good For The Game

Less spess lag

## Changelog

🆑
code: optimizes space vine spawning to create less lag.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-10-30 02:06:37 -07:00
FlufflesTheDog
0f3d4596f3 Dullahan fixes (#93365)
## About The Pull Request
Fixes up some of the blaring problems with the woefully unloved
dullahans, making them at least playable in time for halloween. List of
individual fixes in the changelog, but notable code changes include that
visible/audible messages can (currently exists for dullahan heads and
holopad projections) now be proxied, so that detached cameras can
optionally relay TTS, emotes, and other messages to the proper client.
## Why It's Good For The Game
Its spooky month!
## Changelog
🆑
fix: Dullahans spawn with their intended organs
fix: Dullahans can hear/see emotes
fix: Dullahan heads properly have preferences applied to them
fix: Dullahan heads no longer appear eyeless
fix: Dullahans can hear things from their head regardless of if their
body is nearby
fix: Dullahans can hear TTS messages
fix: Dullahans have a TTS voice
qol: Dullahans have a head in the character preview, for the sake of
easier customization
/🆑
2025-10-29 00:20:58 +01:00
FalloutFalcon
060d4a65ba valid_subtypes proc (#93541)
## About The Pull Request
discussed in #93439, a generic proc for getting a list of all types
minus abstract types.
applies this to most instances of a for loop that currently filters out
abstract types

it SHOULD be a nothing burger for performance, however I have not bench
marked the difference. (also testing, there is a total of 7 calls in
init to it)
2025-10-28 12:49:18 -05:00
Ghom
ca2cc70322 Organ damage refactor/cleanup (#93436)
## About The Pull Request
So, my original goal was just a refactor for the emissive overlays of
eyes, as a way to implement the specular emissive introduced by smartkar
some time ago, but somehow I found myself dragged into a bigger refactor
or cleanup of organ damage, thresholds, failures. One of the main
problem was that there were no procs called when a organ suffered enough
damage to fail or when recovering from failure. It'd just enable or
disable a bitflag, leaving it up to subtypes to decide how to tackle
organ failure their own ways: diverse, funky and sometimes incompatible.
More often than not relying on their very own "update_thingamajig" kinda
procs that run whenever the organ takes damage, rather than just when
the threshold is reached (low, high, failure. There are however a couple
organs with their own quirky thresholds, I let those slide).

There's also a bit of old code, especially for ears, with the
`AdjustEarDamage` and temporary deafness both predating the framework
for organ damage as far as I know. It really needed a coat of fresh
paint.

Oh, there were also more than a handful of organs that still heavily
relied on some ORGAN_TRAIT source instead of the `organ_traits` list and
the two add/remove procs `add_organ_trait` or `remove_organ_trait`. This
include organs that lose or gain specific traits when failing et
viceversa.

~~Lastly, felinids (and the halloween ghost species) having reflective
eyes. It's just a nod to the tapetum lucidum that animals with night
vision often have (including cats), which is why their eyes are a bit
brighter in the dark. Felinids however, do not have night vision (nor do
ghosts). This is merely cosmetic.~~ Cut out for the time being due to
issues with the specular emissive...

## Why It's Good For The Game
Refactoring / cleaning up old organ code.

## Changelog

🆑
refactor: Refactored organ damage code a little. Hopefully there won't
be issues (otherwise report them).
/🆑
2025-10-21 16:52:28 -05:00
Ghom
e5be2d0f91 Sensors can now be printed, removed and installed on jumpsuits. HANDCRAFTED jumpsuits no longer have sensors by default (also mild crafting refactor) (#93121)
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2025-10-18 11:43:38 +02:00
Roxy
f3848f1ef2 Renames flatten_list proc to assoc_to_values (#93453)
## About The Pull Request

`/proc/flatten_list()` -> `/proc/assoc_to_values()`, also changes the
code doc to mirror the language of `assoc_to_keys()`'s code doc

## Why It's Good For The Game

Having a proc called `assoc_to_keys` that takes an associative list and
returns a list of the keys, and also having a proc that takes an
associative list and returns a list of the values, and the latter not
being called `assoc_to_values` is very funny

## Changelog
🆑
code: renamed flatten_list proc to assoc_to_values
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-10-14 21:01:09 +00:00
Hatterhat
17303dfe7b syndicate modsuit visor pseudo-toggle (tied to combat mode) (#93391)
## About The Pull Request

The visors on MODsuits using the Syndicate welding visor (now renamed
the "flash-protected optical suite") now toggle their armor booster
overlay depending on whether the user has combat mode on or off.

## Why It's Good For The Game

Style. Listen, man, I just thought it'd be a shame if the cool visor
sprites never got used again.


https://github.com/user-attachments/assets/d5103168-7a1e-4405-adb3-53420c8601d7

## Changelog

🆑
add: The visors on MODsuits that used to have armor boosters now visibly
toggle based on whether the wearer is in combat mode or not.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-10-13 00:28:39 +02:00
SmArtKar
975d3d47ae Fixes certain broken icons in the outfit editor, stripping menu and multiple others (#93319)
## About The Pull Request

``icon2base64`` does not like animated icons and will display an atlas
in TGUI when one is passed into it

<img width="239" height="220" alt="JKneqDL9NH"
src="https://github.com/user-attachments/assets/47e0ffdf-c155-4c84-94ce-c23203281012"
/>

Additionally added some padding between the icon and the slot name in
the outfit editor because it annoyed me

## Changelog
🆑
fix: Fixed certain broken icons in the outfit editor, stripping menu and
multiple others
/🆑
2025-10-07 18:42:17 +02:00
MrMelbert
3ea7b03369 Accentuate the positive with **Personality**: A (soft) mood rework (#92941)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-10-02 19:00:13 +00:00
John Willard
d3dd437437 Lobby TV screen shows an icon of the overflow job (#93023)
## About The Pull Request

Hey so remember that TV thing I added, and I wanted it to be useful for
overflow jobs so I added it in, but couldn't make it look good with
runechat so I made it only appear post-roundstart, rendering it utterly
useless?

Yeah, I do too, so I've come back to fix it with the help of stealing
other people's code (I'm a lazy individual) - Taking Absolucy's work in
https://github.com/Monkestation/Monkestation2.0/pull/4589 for this.

Now it shows an icon of the job with an active overflow under the TV's
effects, and has a tooltip if you hover over in case you don't
understand what it's demonstrating.


https://github.com/user-attachments/assets/97489f93-f40d-47f9-aea2-6cc32c8fcba3

## Why It's Good For The Game

The TV shows overflow information before the round starts, allowing
people to actually see and react to the information rather than only
being shown to latejoiners. I prefer it this way as I don't want to have
to ensure the different things we may put on the TV's runetext all shows
up properly.

## Changelog

🆑 Absolucy, JohnFulpWillard
image: The Lobby TV now shows an icon of the overflow job.
/🆑
2025-10-02 20:04:39 +02:00
SmArtKar
0375103ff5 Fixes some Filteriffic issues and implements colorspace/blend mode controls (#93145)
## About The Pull Request

- Fixes filteriffic erroring out when trying to edit a filter
- Implements plugs for color/transform matrix editing rather than just
displaying an error
- Fixes bloom threshold displaying as a float rather than a color due to
an overlap with rays filter
- Displace filter flags can now be controlled
- Color matrix filter now allows the user to change the colorspace (not
really that useful considering you still can't edit the matrix)
- Layering filter now allows the user to control its blending mode
(actually useful this time)

## Changelog
🆑
fix: Fixed filteriffic runtiming when editing filters, and claiming that
bloom threshold is a number
admin: Filteriffic got a few new options (you should still avoid using
it)
/🆑
2025-10-01 05:45:36 +00:00
SmArtKar
5227e3e333 Reworks the mining MODsuit (#92948)
## About The Pull Request

Slightly reworks the mining MODsuit to be more distinct from other
mining gear and have its own designated role as an exploration and
mining tool.
- Base armor (when covered in ash) has been reduced to 50 from 60, being
equal to that of an explorer suit with two goliath plates attached.
However, entering the sphere mode will grant additional 20 armor,
bumping it up to 70 (equal to that of a H.E.C.K. suit)
- Integrated drill no longer mines instantly by default, instead having
a delay of 0.25 seconds. However, when entering the sphere mode, the
drill will overcharge and get back its instamine, as well as get halved
power consumption. Currently, those two are mutually exclusive, and the
drill cannot be used in the sphere mode.
- Mining bomb cooldown has been reduced to 1s from 1.25s. They also now
detonate much faster, and the detonation time matches their animation.
The digging radius has been reduced back to 3x3 from 5x5, and their
damage has been reduced to 28 from 48 to compensate increase in firing
speed and reduced detonation delay making them much easier to use
(functional DPS has been reduced from 36 to 28)
- Rewrote ore bag a bit to try and make sure it doesn't break when
depositing ores into the ORM. I only have faint suspicions of this being
possibly being caused by ore getting deleted and leaving a null in the
list, so removing it should hopefully? stop the bag from breaking.
- The 0.25 slowdown is back, but it should be less of a problem
considering that the sphere mode now is a much more viable traversal
tool and not an utter joke aside from lava traversal.
- The MODsuit now comes pre-equipped with a magnetic harness, which is
now capable of stowing kinetic crushers in addition to guns. This should
make using the sphere mode less of a pain in the ass, as you won't drop
your weapon whenever you enter the sphere mode before you remember to
put it in your suit storage slot. The delay on harnesses has also been
reduced to 0.5 seconds, which should make them more comfortable to use,
while still allowing someone to grab your gun if you're not careful.
- The sphere mode can no longer traverse lava roundstart, instead
requiring to be upgraded with two pieces of bileworm skin to get
lava-resistant plating. This is meant to work together with #92877,
being a part of ongoing effort to bring mining back in terms of speed
and action level, reducing mining and exploration speeds in favor of
higher ore spawns and more focus on gear and equipment progression.

<img width="92" height="98" alt="image"
src="https://github.com/user-attachments/assets/740ab28d-210d-4832-ba07-00dbd8680491"
/>

Additionally, both the mining drill and green raptor bumpmining has been
nerfed (technically fixed, practically nerfed) by removing the diagonal
movement... thing which allowed you to mine thrice as quickly and ignore
the one-tick movement delay due to how diagonal movement works.


https://github.com/user-attachments/assets/711e895f-e7e7-4cd9-b484-d7d11ff597af

Its still fast and comfortable to use, just not absurdly fast.

## Why It's Good For The Game

The mining MODsuit is in a very weird place both balance and progression
wise. Its very easy to get if you ignore vents, it has good armor stats,
it allows you to partly ignore being set on fire (or fully if you get
the regulator module, but that requires more effort). I don't think that
the buff was very needed, it was very strong as-is when used properly
(with a yellow or green raptor mount) which not a lot of people seem to
have realized.
However, its still in a pretty pitiful state as its core feature (sphere
mode) is nigh useless as the drill only works outside of it, and mines
themselves are extremely clunky and uncomfortable to use. This leaves it
only being useful for its cheap armor (without needing to kill
goliaths), free GPS and ore bag that don't occupy your pockets, and
ability to ignore environmental hazards.

The solution I've decided to go with is reworking the MODsuit to be
focused on mining and exploration rather than combat, being a good
equipment piece for newer players and miners less interested in hunting
megafauna. This carves the MODsuit its own niche rather than being
weirdly slotted between base suits and contending with drake armor in
terms of stats/effects.
Roundstart lava crossing capabilities removal alongside bumpmining nerf
is somewhat unrelated to the rest of the changes, it is a part of the
exploration rework alongside #92877, which is intended to force miners
to engage in combat more. Without the nerf, the suit is as fast as a
yellow raptor, which lets it go through lavaland at absurd speeds when
moving diagonally. (Yes, diagonal zig-zag movement ignoring the bump
delay allows you to outspeed someone moving cardinally)

More details about the project can be found in this [design
doc](https://hackmd.io/@smart-kar/HkUINgBtke). The instamine ability of
the sphere will likely get slightly nerfed in the future with the main
batch of ore spread buffs and mining speed nerfs, but I've left it as
powerful as a green raptor to not make the suit useless when compared to
other options in the meantime.

## Changelog
🆑
add: Mining MODsuit has gained a magnetic harness for all of your
crusher stowing needs.
balance: Magnetic harnesses now take only 0.5 seconds to pick up your
gun, and can pick up crushers.
balance: Mining MODsuit has regained it small slowdown, and lost 10
melee armor.
balance: Mining drill MODule is no longer instant (outside of the sphere
mode of a mining MOD)
balance: The mining sphere MODule now can break rocks when rolling into
them, gives 20 melee and bomb armor when active, and has a shorter bomb
cooldown, but bombs themselves have reduced damage and mining AOE.
balance: Mining sphere MODule now requires an upgrade in form of two
pieces of bileworm skin to be able to traverse lava, as opposed to being
able to do so innately.
fix: Fixed MODsuit ore bag sometimes breaking permanently when
depositing ores into the ORM.
/🆑
2025-09-29 01:34:41 -04:00
MrMelbert
f20c61f670 [MDB Ignore] Deletes the bluespace gas vendor (#93137)
## About The Pull Request

Deletes the Bluespace Gas Vendor and accompanying Bluespace Gas Sender

## Why It's Good For The Game

These wall mounts were added as ways to encourage Atmos Techs to
participate in the economy and crew at large. Unfortunately, it's missed
the mark and is unused in 99% of all rounds*.

**I have seen more atmos techs use the bluespace gas sender for exploits
than for its intended use.*

It has been noted that
1. Atmos doesn't need to sell gas to the crew to make money. They can
export gas to cargo to make more money.
2. The crew doesn't really care about gases. They will rarely go out of
their way to acquire them, even if free.
3. Most importantly, most atmos players **like to give out gas for
free** - it's mass producible and seeing people utilize their creations
tend to be its own reward.
4. Even for the atmos techs that want to charge for their products (to
create conflict or whatnot), *you could easily do that by hand via
pre-filling tanks**.

***I have seen more atmos techs make money off of selling pre-filled
tanks than by using the vendor.*

Ultimately, this machine serves no purpose besides bloating wall space
and existing as an atmos exploit vector.

## Changelog

🆑 Melbert
del: Bluespace Gas Vendors and the accompanying Bluespace Gas Sender
have been removed
/🆑
2025-09-26 20:27:30 +02:00
Gaxeer
a69db3166a add pixloc to forbidden vars, fixing the /proc/duplicate_object logic (#93054)
## About The Pull Request

Add pixloc (new var added in 516) to forbidden vars, slight code cleanup
for `/proc/duplicate_object`

## Why It's Good For The Game

Atom duplication now properly handles copy location

## Changelog

🆑
fix: `/proc/duplicate_object` now properly sets copy location
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-09-22 14:21:47 +02:00
SmArtKar
4a2efa2928 Refactors filters to utilize binary insertion instead of timSort (#93053)
## About The Pull Request

update_filters() is more expensive than it should be due to running
timSort every time a filter is added or removed, plus we wipe
re-initialize the entire atom filter list every time we call it. I
swapped it to use binary insertion into the main list, and we can cut
down on the amount of filter churn by storing filters in a separate list
which we can use Insert on, which allows us to stop constantly deleting
and recreating filters completely.

## Why It's Good For The Game

Server CPU consumption go down

## Changelog
🆑
refactor: Refactored filters to utilize binary insertion instead of
timSort. The server should run somewhat faster now, hopefully.
/🆑
2025-09-21 14:48:38 +02:00
MrMelbert
750ca9d2ec Two as anything greps (and some other cleanup) (#92974) 2025-09-20 13:44:28 -04:00
Hatterhat
c0f8e7bb5c Multiload Second Pass (ft. Speedloaders Will Be Real In 2025) (#92854)
## About The Pull Request
Gets, yet again, more granular with multiload capabilities, by
introducing `AMMO_BOX_MULTILOAD_OUT_LOADED`; ammo boxes flagged with
this can speed-load ammo boxes that are currently inside another gun,
like revolver cylinders or internal magazines.

To accomodate for this, the previous flag that covered this,
`AMMO_BOX_MULTILOAD_OUT` can no longer speedload into currently loaded
magazines (e.g. internal magazines, including revolver cylinders).

Also implements a base type for speedloaders, moving .38 and .357
speedloaders along with .310 stripper clips to this type, instead of
being ammo boxes. Also features an UpdatePaths script for mappers, which
is why there's so many files touched - repathing is a pain.

Also also adds fancy types for ammo boxes, magazines, and speedloaders,
which isn't particularly player-facing.

Also also also makes the lionhunter ammo strip for the lionhunter rifle
visually three rounds only instead of being perpetually half-full (or
half-empty, depending on your pessimism).

## Why It's Good For The Game

The hypothetical case of "ammo box that holds shotgun ammo" should
probably... not... teleport as much of its ammo as possible into a
tube-fed shotgun, but should probably still be okay at reloading
magazines that actually go into shotguns. Or something.

More relevant, reloading BR-38 magazines with speedloaders, while funny,
probably also shouldn't be teleporting in six fresh rounds.

## Changelog

🆑
balance: General ammo boxes (not speedloaders, not stripper clips) can
no longer multiload into currently loaded magazines (revolver cylinders,
internal magazines).
balance: Speedloaders are now a separate type from ammo boxes, and can
only multiload into currently loaded magazines e.g. revolver cylinders.
qol: Ammo boxes, magazines, and speedloaders now have fancier types for
spawning in by admins.
sprite: Lionhunter ammo clips are visually smaller now.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2025-09-20 08:10:35 +10:00
FalloutFalcon
d2f34e33be moves abstract_type up to datum, spawners wont spawn them (#92909)
## About The Pull Request
moves all implementations (im aware of) for "Im a parent type dont spawn
me please" to the datum layer to standardized behavior
adds a standerized proc for filtering out "bad" items that we dont want
spawning. applies to it the subtype vendor, gifts, and a new spawner and
mystery box for a random gun (neither playerfacing)
"port" of https://github.com/shiptest-ss13/Shiptest/pull/4621



https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa

small warning: I dont have EVERY abstract type defined right now but,
ive done a good enough job for now. Im tired of data entry rn
## Why It's Good For The Game
standardizing behavior. Might be a micro hit to performance however

having this lets us not rely on icon state to determine whether
something is a parent type and makes it much easier to tell something is
a parent type (could be applied further to things like admin spawning
menus and things like that).

need feedback on if this is actually good for the game.
## Changelog
🆑
add: Soda cans show up in the silver slime drink table.
add: Examine tag for items that are not mean to show up ingame.
refactor: Standardizes how gifts rule out abstract types.
fix: gifts no longer check if something has an inhand, massively
expanding the list of potential items.
/🆑
2025-09-13 00:36:15 +02:00
MrMelbert
7c0973ccf4 Refactors names and voices / potted plants no longer conceal voice (just appearance) / honorifics show on examine (#92781)
## About The Pull Request

Closes #92778
Closes #86829

<img width="347" height="39" alt="image"
src="https://github.com/user-attachments/assets/c50bd1ff-8c00-47a7-a31a-617fae2adc5b"
/>

1. Splits `TRAIT_UNKNOWN` into `TRAIT_UNKNOWN_APPEARANCE` and
`TRAIT_UNKNOWN_VOICE`

2. Renames some stuff like `getvoice` and `getspecialvoice`

3. Gets rid some crummy signals around `get_visible_name` and
`get_voice`

4. Heads now apply the disfigured trait when relevant (rather than
snowflake checking for damage amount)

5. Ling voice refactored into using special voice (it was only used by a
viro symptom anyways; I don't anticipate this overlap being problematic)

6. Mask voice changer refactored into a trait

## Why It's Good For The Game

Potted plants shouldn't have magical voice concealing powers -
especially not over radio, but not over in person either. It's a damn
plant

So I addressed this by refactoring our face and voice system. Overall
things should be a lot cleaner and easier to use.

## Changelog

🆑 Melbert
refactor: Refactored a lot of code relating to human face and voice, ie,
what shows up in examine and in say. Report anything odd when examining
people, with ID cards, when talking over radio, or when disguised
refcator: Refactored how you get disfigured when your head's super
damaged
refactor: Refactored ling mimic voice and traitor voice changer
del: Potted plants no longer hide voice. They still hide appearance,
though
qol: Honorifics now show in examine / in world, rather than only when
speaking.
/🆑
2025-09-12 17:11:06 +02:00
Leland Kemble
d99f49d7af Prevent escape pods from being considered "planetary" by the Spacer perk (#92768)
## About The Pull Request

The Spacer perk checked is_on_a_planet(), which checked a few other
things including onSyndieBase(), but onSyndieBase() was made for scoring
purposes(I think) so onSyndieBase() end returns on_escaped_shuttle(),
which is true for escape pods so onSyndieBase() was returning true for
escape pods, so escape pods got syndicate gravity.

This pr only lets the syndicate base give gravity if it's not on a
shuttle, and makes reserved areas by default space(except syndie base).

## Why It's Good For The Game

fixes #81750
fixes #89960

## Changelog
🆑

fix: Escape pods no longer have planetary gravity

/🆑
2025-09-07 11:45:15 +02:00
MrMelbert
135a09182b Refactors obscured (#92779)
## About The Pull Request

Fixes #85028

Obscured flags and covered flags are tracked on carbons, updated as
items are equipped and unequipped. It's that shrimple.

Closes #92760

Just removes the species exception checks for not making sense

Also refactors handcuffs / legcuffs removal. In all of these situations
they were hardcoded when they could easily just use an inventory proc to
work.

## Why It's Good For The Game

Stops a million excessive calls to `check_obscured_slots`

Makes obscured behavior more consistent

Makes obscured behavior easier to use

Cleans up human rendering (There was some cursed stuff before with
render item -> updated obscured -> update body -> cause side effects)

## Changelog

🆑 Melbert
del: Golems which somehow manage to grow wings and somehow manage to
equip something that covers their jumpsuit can no longer fly.
(Seriously, this will not affect anyone)
refactor: Refactored clothing obscurity entirely. Items should be a
loooot more consistent and what covers what, and should update a lot
snappier. As always, report any oddities, like mysteriously disappearing
articles of clothing, hair, or species parts
refactored: Refactored handcuffs and legcuffs a bit, report any odd
situations with cuffs like getting stuck restrained
/🆑
2025-09-07 09:24:34 +02:00
SmArtKar
64718206af Fixes emissive overlays on neon carpets (#92789)
## About The Pull Request

Carpets were manually assigning emissive plane to a normal overlay,
while using incorrect logic (adding alpha to it instead of coloring the
overlay), resulting in this mess which both shows through objects and is
twice as bright as it should be

<img width="494" height="227" alt="image"
src="https://github.com/user-attachments/assets/9cc63e90-a4e9-4d2b-b164-ec1e173af628"
/>

I've added a separate emissive decal element subtype, as well as (just
in case) banning all FLOAT_LAYER overlays from topdown planes, instead
of allowing them when manually passed into the proc (topdown planes
should never have floating emissives)

## Changelog
🆑
fix: Fixed emissive overlays on neon carpets poking through objects
/🆑
2025-09-04 21:05:07 -07:00
Leland Kemble
e991857e88 Girlifies His Grace (4) (low-stakes edition) (#92658)
## About The Pull Request

Alternative to 3️⃣(#92591), which has been fatally shot.

Makes it so that His Grace can be turned into Her Grace via a
xenobiology gender-change potion. Her Grace turns the souls of the
consumed into confetti, creating a nice party atmosphere.

Also adds pronoun helpers for /atom/s, as they weren't there before.

## Why It's Good For The Game

I thought this was a good idea
<img width="934" height="153" alt="image"
src="https://github.com/user-attachments/assets/aff7abe0-86b6-47e1-a8e6-2c233544e9aa"
/>

It's a silly little variation, and it's purely voluntary. Couldn't hurt.

## Changelog
🆑
add: His Grace will now drink gender-change potions
/🆑

---------

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
2025-09-01 12:50:02 +12:00
SmArtKar
a858885a70 Fixes nonhuman meat being unusable for any material crafting (#92722)
## About The Pull Request

A ton of mobs don't have blood types so this runtimes constantly and
would produce broken material datums.
2025-08-29 22:06:38 -05:00
SimplyLogan
9d51ad7acc Service achievement not being in end of round report (#92743)
## About The Pull Request

Fixes #92457 

Moves it a little earlier in the process so that the service achievement
awarded it ends up in the end of round report.
## Why It's Good For The Game

- Fixes a possible oversight
- Players get to celebrate, yay.
2025-08-29 15:19:51 -05:00
Lucy
5d8bddfcf4 Pre-sort PDA messengers by name/job instead of sorting every time we list them (#92613)
## About The Pull Request

this gets rid of the `get_messengers_sorted_by_name` and
`get_messengers_sorted_by_job` procs, instead replacing them with two
new global lists: `GLOB.pda_messengers_by_name` and
`GLOB.pda_messengers_by_job`

those two lists are updated in the `add_messenger` proc, which uses the
binary insert macros to insert it into the properly sorted place.

why? bc sorts suck for performance and all inserts/removals to this list
go thru a single proc anyways, so we can just ensure it's sorted like
this once, instead of re-sorting each time.

thanks to @LemonInTheDark for helping me with this

<details>
<summary><h3>Testing Proof</h3></summary>

<img width="1708" height="1349" alt="2025-08-16 (1755391989) ~
dreamseeker"
src="https://github.com/user-attachments/assets/1e2dc99a-1863-4a35-8032-8ae64706fdaa"
/>

<img width="1708" height="1349" alt="2025-08-16 (1755392002) ~
dreamseeker"
src="https://github.com/user-attachments/assets/4d9b3bd0-7f3a-410b-a073-1bf2bd69690b"
/>

</details>

## Why It's Good For The Game

because doing a sort repeatedly whenever someone has their PDA messenger
open is stupid and sucks

## Changelog

no player-facing changes
2025-08-18 00:15:18 +02:00
Time-Green
a47835a04f 1X3 ICEBOX | Wilderness Expansion (Now not extremely slow!) (#91920)
## About The Pull Request
Turns the surface z-level of icebox into a 1x3 area, effectively adding
2 wilderness new z-levels surrounding the station

Because it's not always clear to other people what I'm talking about,
this is what I mean with making the surface level a 3x3 z-level

The wilderness z-levels are gridlinked, instead of crosslinked, which
just means the connections are consistent and not randomized. If you
keep going right, you will always end up where you started again,
eventually. This also removes the black border around the surface icebox
z-level (cause you can just go there now)

**Wilderness levels**
I've added some Z-level templates that can be generated. They're
incredibly basic, but all can spawn runes on them as well.
- Snow planes (5x)
- Ice planes (1x)
- Forest planes (1x)
- Mountain planes (1x)

I've also tweaked surface generation quite a bit. It being completely
covered in bones always felt weird, and the intersparsed rocks and
chasms never sat right with me. The default overworldgen is now more
like the Forested trait, but with more sparse trees.

All of this is modular btw. You can increase the amount of z-levels,
make any space z-level be unrandomized gridlinked or add your own
wilderness z-levels (either to your own map or icebox)

## Why It's Good For The Game
Icebox exploration is kind of depressing. We have this unique setting,
but we can't really go anywhere? You can go down and find that one pool,
which is about the peak of exploration of icebox.

Now you can literally explore the entire round and get incredibly lost!
It's also a great opportunity for mappers! (Especially since the
templates I made were made rather quickly as I wasn't sure if this had
merit).

2 extra z-levels isn't a lot, but it'll let us further develop planetary
wilderness z-levels further without impacting load times that much.
Maybe 3x3 icebox can be real in the future, but for now 1x3 icebox will
have to do
2025-08-15 01:58:58 -05:00
_0Steven
089c6a8f94 Refactors say modes and custom say verbs. Extends custom say verbs to more situations, forwards more spans. (#92127)
## About The Pull Request

Oh man, so this entire pr started because of two things:
1. A kinda hacky fix to #92123 that got closed a good while ago.
2. A borg I know mentioning you can't do custom say verbs over robotic
talk.

Which subsequently led me down this rabbit hole of say modes and custom
say verbs.
So! The most wide-reaching thing this does is merge the custom say
verb/radio emote logic that used to be specialcased in
`compose_message(...)` into `say_quote(...)`, renaming this to
`generate_messagepart(...)` with its new functionality. This means
things that don't use the exact same chain as living things talking
normally can still generate custom say verbs if given that message
modifier.

Then, we split up say modes into a "can we do this" and "try to do this"
check to reduce conflicts (like #92123), and forward more of our data to
the latter. This allows us to then edit the say modes to actually make
use of that data, and with the previous addition of
`generate_messagepart(...)` allow for custom say verbs to be used.

In doing this I realized the logging was kind of awkward and all over
the place, so we create the new logging helper `log_sayverb_talk(...)`
which handles selecting how we should log things based on the given
message modifiers.

For better or worse I forgot about this pr for a few weeks, so I don't
perfectly remember all the details, but those are the big key parts.
## Why It's Good For The Game

Fixes #92123.

I think custom say verbs are some of the best flavour we have for
talking over radio, and any situation benefits from that being possible.
It's great to be able to tap your microphone, and it's hilarious for an
AI to be able to emote beaming an image directly into the heads of their
borgs over robotic talk.

The rest is mostly cleanup.
2025-08-12 16:24:50 -05:00
_0Steven
69bd91b2f4 Fixes newscaster channels having a random chance of breaking upon creation of a new channel, refactors how channels are tracked in the first place (#92371)
## About The Pull Request

So in a recent round I noticed the newscaster UI was acting kind of
funky, where two channels seemed to overlap and weirdly pick between the
two in unpredictable ways. Looking into it, it seemed that somehow the
channels had managed to get their unique IDs to overlap-
Oh.

5d3353e7af/code/game/machinery/newscaster/newscaster_data.dm (L109-L131)
I see.

...I think that code speaks for itself, in how this could've gone wrong.

Anyhow, in this pr we entirely ditch this system, and instead make it
use an incremental and thus guaranteed to be unique ID.
This fixes our issues.

While we're here, we also remove the unused `channel_IDs` list, and
replace it with the associative lists `network_channels_by_id` and
`network_channels_by_name`. This allows us to also stop iterating over
every network channel until we find the one with the right name or ID.
We also rename some confusing, wrong, or non-standard vars while we're
here.
2025-08-12 16:22:35 -05:00
Thunder12345
7c6e6422cc Misc File Purge: The Return (#92438)
## About The Pull Request

Purged several files inthe theme of misc.dm and broken the contents out
into better organised files.

Incidentally done some minor cleanup by removing an unused global list
referring to a string file that no-longer exists, and removing a useless
proc that replicated the behaviour of file2list().

## Why It's Good For The Game

See #60358 and all its successors

## Changelog
🆑
code: Reduced the number of files named misc.dm or similar by 14%.
/🆑
2025-08-12 21:18:24 +02:00
LemonInTheDark
3330cd9ae8 Autocuts diagonal walls, directional smoothing support, bumps cutter to v5.0.0 (#92471)
## About The Pull Request

See https://github.com/spacestation13/hypnagogic/releases/tag/v5.0.0 for
more details.

Some of this is just updating our existing .toml files to support the
changes to input vars (bools became enums). I'm also taking the
opportunity to implement autocutting for diagonal (read: shuttle mostly)
walls, which should be the LAST THING IN THE CODEBASE that wasn't
autocut. Hopefully this means none ever handcuts something ever again. I
hope.

Oh also [Removes /turf/closed/indestructible/syndicate/nodiagonal as it
does not do
anything](df735ab0e6)

The parent is also not diagonal so it doesn't like, do anything at all.

[cleans up redundant restoration
artifacts](552454fbf4)

Restoration step doesn't know about templates, so it just sort of puts
in everything that NEEDS to be in there (or tries to). This leads to
artifacts when a template is included, shouldn't have those in the
codebase they don't do anything.

## Why It's Good For The Game

No more handcut bullshit.

Wallem asked me for directional cutting support, now we have that so art
folk can use it for stuff.
2025-08-11 21:40:42 +02:00
SmArtKar
bed88dc248 [NO GBP] Rescues the station from a time-space bubble (#92469)
## About The Pull Request

- Closes #92467
2025-08-08 13:24:24 -05:00
SmArtKar
3d730689f4 Implements (a poor imitation of) speculars, improves/fixes unrestricted access overlay lights (#92272)
## About The Pull Request

Implements a poor imitation of specular surfaces by encoding "shinyness"
into blue channel of emissive overlays, which allows some pixels to be
more illuminated than others (by applying lighting multiplied by
specular mask onto them a second time)
This means that hazard vests, engineering coats, security jackets and
firefighter suits no longer outright glow in the dark, but instead
amplify light so even the tiniest amounts make them highly visible. I
made a pass through all of our emissive overlays and converted ones that
made sense into bloom-less/specular ones.


https://github.com/user-attachments/assets/2167e26e-f8b8-42d7-a67c-dfc643e1df29

I've also converted unrestricted access airlock overlays into overlay
lights instead of ABOVE_LIGHTING overlays, so they should no longer look
jank or catch people's clicks.

<img width="297" height="262" alt="dreamseeker_LovPHZ7xHQ"
src="https://github.com/user-attachments/assets/1bf4d7b8-219a-41ed-aee9-6cdc41803e21"
/>

Turns out that windoors had incorrect icon states assigned to theirs, so
I fixed that too - they should show up again after god knows how many
years.

## Why It's Good For The Game

~~Shiny lights make my moth brain go happy~~
Neat visual effects that look more believable than neon glowing stripes,
and airlocks no longer have inflated hitboxes with extremely weird
visuals.

## Changelog
🆑
add: Added specular overlays - some items like hazard vests or
firefighter suits no longer outright glow in the dark, but instead
amplify existing light to shine brighter than their surroundings.
add: Redid unrestricted access airlock overlays to look less bad
fix: Fixed unrestricted access overlays not showing up on windoors.
/🆑
2025-08-06 23:27:43 +00:00
SmArtKar
ea0fa299c4 Fixes topdown emissives/emissive blockers and blood trail rendering (#92430)
## About The Pull Request

Fixes this

<img width="983" height="591" alt="zen_Mhqh2OqiU4"
src="https://github.com/user-attachments/assets/b3275052-1b24-404b-82bc-a4c8e88bdbcf"
/>

This code is mildly bad, but this is the best way we can fix FLOAT_LAYER
topdown emissives/blockers rendering ontop of everything else.

Also added logging/unit testing for blood trails spawned outside of
holders, mappers can use holders to spawn trails (which is the right way
to add them to your maps)

## Changelog
🆑
fix: Fixed blood/glass floor glow going over objects
/🆑
2025-08-06 23:13:05 +00:00
Arturlang
0bc42d6940 Fixes the issue of usr pointing to admins by making Trigger pass down clicker (#92354)
## About The Pull Request
Fixes the issue of usr pointing to admins by making Trigger pass down
clicker, as usr is fucky and can be passed down by other unrelated
procs. Fun.
Added the clicker arg to all usages of Trigger as well
Also changes isobserver check in antagonist ui_act code that prevents
observers from clicking UI's instead to check if the ui.user is
owner.current
## Why It's Good For The Game
Fixes admins giving heretic to people opening the heretic UI for the
admin instead
2025-08-05 22:58:40 -05:00
SmArtKar
d0770346d8 Fixes constant and realtime station time being calculated incorrectly (#92428)
## About The Pull Request

Sorta-config related, replaced magic numbers in station time code with
defines and fixed station time calculations.
Constant time was (incorrectly) adjusted by your timezone in actual
station time calculations despite us changing all time ops to UTC+0, and
realtime was adjusted by your timezone in the wrong direction (realtime
returns GMT, and station time itself deducted your timezone again). Also
fixed station_time_debug debug proc using seconds instead of deciseconds
(by converting it to defines)

I've also made realtime config change time dilation factor from 12 to 1,
as its intended to make station time reflect real time *in the server's
own timezone*, and 12x time dilation made it deviate from that extremely
quickly (this does not affect gameplay in any meaningful manner, station
time dilation only affects displayed clock time and not any in-game
events except nightshifts)

- Closes #92380

## Changelog
🆑
fix: Fixed constant and realtime station time being calculated
incorrectly
/🆑

---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2025-08-04 03:06:34 +02:00
Thunder12345
d97c57b263 The Glitterening (#92226)
## About The Pull Request

Adds a number of new capabilities to glitter.

- It can be any colour.
<img width="657" height="398" alt="image"
src="https://github.com/user-attachments/assets/60e80c04-8eee-470c-8953-47f6eda9f83e"
/>

- It can be made in chemistry and dyed by combining it with acetone and
other reagents to give it the average colour of the non-glitter,
not-acetone reagents.
- Multiple colours can be mixed into one reagent datum, randomly
depositing a colour from those in the datum on the floor.
<img width="554" height="507" alt="image"
src="https://github.com/user-attachments/assets/9cc7d1d5-9bec-4b28-af06-310ffb24de49"
/>

- Anyone with glitter reagent in them will cough glitter onto the floor
- Glittery crates will leave a trail of appropriately coloured glitter
when moved
<img width="960" height="259" alt="image"
src="https://github.com/user-attachments/assets/71cc1176-23f9-4ae7-b500-1744b752c014"
/>

Resprited glitter to support these changes and make it not look like gas
(or ass).

## Why It's Good For The Game

It looks cool and raises the bar for chemists maximally pissing off the
janitor as they fill a room with multicoloured glitter and all the
occupants run off to cough more up all over the surrounding area.

## Changelog
🆑
add: Glitter can now be made from plastic polymers and aluminium.
add: Plastic polymer can be made at any temperature, and then heated to
produce sheets.
add: Glitter can now be made any colour, mix 10 units each of glitter
and acetone to change its colour to that of the other reagents in the
beaker.
add: Mixing different colours of glitter will cause a random selection
of those colours to appear on the floor when released.
add: Being exposed to glitter in reagent form causes you to cough up
more glitter onto the floor
add: Dragging glittery crates will now spread a trail of glitter and
angry janitors behind them.
image: Added new glitter sprites (that don't look like gasses)
/🆑
2025-08-03 00:25:58 +10:00
itsmeow
23816b8ef2 Bumps rust_g to 4.0.0 / IconForge Improvements (#92333) 2025-07-30 22:51:23 -06:00
Waterpig
b01756b97c Datumizes DNA blocks, makes DNA cleaner in general (#92061)
## About The Pull Request

Moves all the dna block handling onto singleton datums initialized
inside global lists, to make the handling dna less of a copy-paste mess
and make adding new blocks significantly easier. There is still some
work to be done in the copypaste department but ultimately that falls
under its own PR scope after the core refactor goes through. (Ill
probably do those but it will also be easier for everyone else as the
code is now significantly less of an eyesore)

Both features and identities have been tested through and through, and
seem to be working fine.

Also removed the reliance on weird hardcoded lookup tables for length,
and other similar things that just didn't make sense when I was passing
through DNA code. There's a lot more that fall out of scope for this
exact PR's goal however

## Why It's Good For The Game

I've been told the maintainers will love me for doing this

## Changelog

🆑
code: feature keys are no longer magical strings floating around the
codebase and use proper defines
refactor: DNA blocks are now handled with singleton datums.
/🆑
2025-07-14 16:51:45 -06:00
Tim
1681b976db Add multi-z helper function (#92010)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-07-08 21:14:42 +02:00
Jacquerel
d0e2bfe85c Increases logging for candidate polls (#91590)
## About The Pull Request

The game will now log when someone signs up or removes their candidacy
for ghost polls for roles.

This also fixes a runtime I experienced while testing it and running
pirates with no candidates signed up, IDK if it had any effect but it's
possible the runtime was causing the ship not to spawn.

## Why It's Good For The Game

Mostly just that I saw admins requesting this on several recent
occasions.
It's already possible to dig up some of this information through the
existing logs but it's a bit of a pain.

## Changelog

🆑
admin: Additional logging for when people sign up for ghost roles.
/🆑
2025-07-07 11:27:43 -04:00
Lucy
d898e32445 md5asfile now uses rust-g to get a file hash (#91952)
## About The Pull Request

This removes the `md5filepath` proc, which was only used in `md5asfile`.

Instead, `md5asfile` will just directly use `rustg_hash_file`, so we
avoid having to read the file that we *just* wrote to disk right back
into BYOND to MD5 it, and we can use rust-g to hash that file instead.

in theory, this should be even more performant if
https://github.com/tgstation/rust-g/pull/228 is ~~merged~~ released

## Why It's Good For The Game

avoids an unneeded round-trip and hopefully improves performance.

## Changelog

no user-facing changes
2025-07-06 22:09:12 +02:00
Fikou
75fddec771 sdql wrapper for generators and getting list output from generators (#91954) 2025-07-04 19:02:37 -04:00
Krysonism
c5f1b7f8c3 Da blobmob update! Indepedent strains, new sprites, egglike spores, fixes, sounds and buffs! #Cytology2025 (#91368)
## About The Pull Request

This PR makes a number of changes focusing on improving the blob
minions, spores, nauts, zombies and their associated component.

## New sprites

The blob spore, blob zombie and blobbernaut has been resprited. 

The spore and zombie have been lightly touched to preserve the most of
the original characteristics while given a cleaner look.

The spore and zombie have a partially desaturated version used to let
more of the strain colour through instead of them all ending up dark
brown.

The blobbernaut has been reshaded and the side sprite has been made
coherent with the front state, I made decided how the front state was
shaded should be the "canon" one (this might be a bit controversial but
the wild inconsistency was bugging me.)

The blobbernaut is a bit less veiny, but the veins look more natural and
use the strain complementary colour. Many combinations are cool, some
are a bit lacking due to the weird choices of complementary colour.


![image](https://github.com/user-attachments/assets/aee01fb1-5d3a-47ad-abd6-85096f8b8751)

![image](https://github.com/user-attachments/assets/732a4157-c7f6-4a43-ad46-62a505a97088)

## New Cytology Related Features

Blob mobs can now have strains independently of an overmind. 

The 15% mutation chance of vat grown creatures causes a spore or
blobbernaut to get a random strain.

When I first added the blob spore cell line, ghosts could click on cyto
blob spores to posses them, they would then presumably(?) but not
explicitly be free antags. This ability was lost when the blob spore
code was modernised.

Very few people knew about this, and no one grew blob spores anyway.
 
This feature is coming back in a big way, vat grown blob spores present
a new unique job hazard, they are automatically offered to ghost as an
extremely shitty, but free antag.

I have tested spawning like 15 antag pre-buff blob spores in a live
round and they failed completely to antagonise the crew effectively,
hopefully these buffed spores won't present too much of an issue to our
great administration team, if that ends up being the case, there are
many levers to pull to tone them down.

## Blob Spore Buffs 

Blob spores prior to this PR were almost completely useless.

The main cause of this was the extremely dilute reagent smoke reaction;
10u divided over 20 seconds.

This resulted the smoke clouds dealing 0.15 - 0.6 DPS, a completely
negligible and useless amount.

The smoke reagent concentration has been massively increased(10u -> 40u)
and the smoke duration has been reduced(20s -> 8s).
The result of this is that blob spore clouds are something you want to
avoid standing in, but they provide less smoke cover for the blob and
nauts.

Blob spores have also gained the ability to vent crawl. Simple mobs that
can't either open doors or vent crawl feel super bad to play.

They also deal a little more melee damage, but this is still
pathetically low on account of their low attack speed.

I have adjusted their supplementary reagents and reduced the amounts of
spores produced per cycle(2 -> 1) to make them a bit harder to mass
produce.

## Blob Strain Buffs

I have not made this PR with the goal of buffing any particular strain,
but some changes have affected blob strain balance:

### Debris Devourer 

This was the only strain that was strongly mechanically tied to the
core.
In order to allow for independent debris devourer mobs, they can now eat
trash(or any item really), they are independent, they store these items
inside their mob, and use these for the debris devourer reactions.

If they have an overmind, the item gets sent to the core.

This should result in a nice buff to the strain, which I've been told is
one of the bad ones.

### Regenerative Materia & Cryogenic Poison

5 years back another contributor removed the ability of blobs and
blobbernauts to transfer reagents with their attacks(as their expose
method is vapour).

This was a completely undocumented change and possibly unintentional, so
I am reverting it by giving blob reagents penetrates_skin = VAPOR again.

This only really affects these two strains. It makes regenerative
materia much stronger, while barely having any effect on cryogenic
poison, because temperature normalisation changes has made it completely
ineffective even with much more reagent applied.

### Electromagnetic Web

The spore reagent cloud buff might also give a boost to some strains
with good expose effects, like electromagnetic web.

## Blob Cooking

Blob spores now drop spore sacks, they can be ground for spore toxin, or
cracked on a griddle to create an egg-like treat!

I also added a detoxification reaction to reduce the amount of toxin
when cooked, might not work yet because I think griddles may not
actually heat the food?

## Sound Effects

Blob spores bursting and blobbernauts dying have sound effects. 

## Why It's Good For The Game

level 5 biohazard

## Changelog
🆑
image: blob mobs have been respectfully resprited. 
add: vat grown blob mobs can sometimes get born with a blob strain.
add: blob spores drop spore sacks, crack them on the griddle. 
add: debris devourer mobs can now eat trash, sending it to the core, if
there is one.
add: vat grown blob spores are now sentient and evil.
balance: blob spores now have much more concentrated smoke.
balance: blob spores can ventcrawl.
fix: regenerative materia and cryogenic poison strain blob tiles & nauts
now inject chems again.
sound: blob spores & blobbernaut now have death sound effects.
/🆑
2025-07-02 16:03:47 +00:00