## About The Pull Request
Empath has become a component instead of a trait, letting it store
variables or whatever components are good for. Also, it works slightly
differently for empath quirk users and moon heretics alike.
Additionally:
- You can only shiver when you see an evil person once. After that it
won't happen again.
- Empaths no longer get a mood debuff from seeing someone distressed.
- Moon heretic empaths no longer get smited by evil people.
- Moon heretic empaths aren't scared of evil people.
The component also supports empaths being able to tell if a fake dead
body is actually dead, and being able to use empath on yourself, but
those aren't enabled for the empath quirk or moon heretics. (Self-empath
would probably powercreep self aware)
## Why It's Good For The Game
While the empath quirk is incompatible with the evil quirk, the trait
wasn't. That means you could potentially become an evil empath and still
feel bad about other people feeling bad and get smited by other evil
people. Being an empath is different from having empathy, and there's
now a personality trait (compassionate) that has a very similar feature
so the mood debuff got axed and moon heretics can't get smited by
mending touch anymore.
I think being a heretic and looking into pierced realities probably
means you have the mental fortitude to not freak out when you see an
evil person. Evil people are (probably) a lot less scary than whatever
mind destroying thing is in those holes.
As for the only-getting-scared-once bit, freaking out when you see an
evil person is flavorful but annoying after it happens multiple times.
Especially if it happens after examining the same person multiple times.
## About The Pull Request
ports https://github.com/DaedalusDock/daedalusdock/pull/1144
ports https://github.com/DaedalusDock/daedalusdock/pull/1147
full credit to @Kapu1178 for the juice
instead of `reacher.CanReach(target)` we now do
`target.CanBeReachedBy(reacher)`, this allows us to give special
behavior to atoms which we want to reach, which is exactly what I need
for a feature I'm working on.
## Why It's Good For The Game
allows us to be more flexible with reachability
## Changelog
🆑
refactor: refactored how reaching items works, report any oddities with
being unable to reach something you should be able to!
/🆑
## 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
/🆑
## About The Pull Request

Food items pass down their intrinsic materials during crafting, which
should prevent foods being crafted from meat being red and squishy. The
implementation might be too broad or kinda suck but it worked for the
problem items I tested it on (headcheese, crispy breaded headcheese,
moussaka, ballpark tsukune).
Also properly sets up `material_flags` to be a bitflag when viewing
variables.
## Why It's Good For The Game
Makes intrinsic food materials actually do what they're supposed to do
(prevent food being crafted with meat from being weirdly too meaty).
## Changelog
🆑
code: Materials bitflags should now show the bitflag interface in VV.
fix: Food items now pass down their intrinsic materials during
crafting/processing/microwaving/etc. etc.
/🆑
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
1. The Energy Katana, when clicking on a mob, no longer refuses to
teleport. It will instead teleport you adjacent to the mob (to the tile
closest to your origin) and immediately perform an attack.
2. Energy Katana is now a bit more consistent about what you can and
cannot teleport to, now abiding by the same rules as the heirophant
staff - you can teleport onto tables, but you can't teleport into dense
objects by clicking on the tile instead of the object.
3. The Energy Katana now has `NEEDS_PERMIT` flag, like the Energy Sword,
meaning Beepsky will consider it a threat (but it won't hunt down Ninjas
over it)
Also added pass_flags_self bitfield and updated pass_flags bitfield.
## Why It's Good For The Game
I ran around with it for like 3 seconds and found it a little clunky. So
I just cleaned it up a bit to make it 1. easier to use 2. cooler to use
The permit thing was just making it consistent with other melee weapons
## Changelog
🆑 Melbert
qol: Energy Katana is now a bit more consistent about what you can and
cannot teleport to, now abiding by the same rules as the heirophant
staff. IE, you can now teleport onto tables.
add: Energy Katana now has a "teleport attack" - if you click on a mob,
you will teleport adjacent to them and immediately perform an attack!
add: Energy Katana is now considered a threatening weapon by secbots.
Ninjas will be unaffected, but if you loot one off a dead ninja and
don't have a weapons permit, it might chase after you.
/🆑
## About The Pull Request
Because it does nothing.
The only reagents that had this flag were inverse reagents & some
medicines but those reagents already had their `inverse_chem` set to
null meaning they are incapable of splitting even without this flag.
From the comments it said the flag had something to do with stomachs
constantly calling `on_mob_add()` which would split the reagent twice
however upon inspecting stomach code no such thing exists so it didn't
create any problems.
Once the reagent enters the mob it splits just once because purity is
preserved when transferring the reagent to different organs so this flag
never had a chance to do anything
Less code to worry about
## Changelog
🆑
code: removed `REAGENT_NOSPLIT` flag
/🆑
## About The Pull Request
Open cabin mechs cannot be piloted by silicon pilots. MMI's, uploaded
AI's, positronics or AI control beacons. The mechs can still be tracker
beaconed. It can also be dominated via the malfunctioning AI power.
Adds some flags to help flag which mechs can or cannot be beaconed, or
which are silicon compatible.
## Why It's Good For The Game
I'm not going to lie. I do feel a bit pressured on this change in
particular. This is somewhat meant to be an intended feature.
But I think the cats out of the bag on open cabin mechs and the ways to
circumvent their downsides. And the more I think about it, the more I
come to realize that I frankly haven't had many, if any, good
interactions with a posibrain/MMI mech army. So making that more
efficient is...a problem.
Using a silicon-based pilot can help you evade the potential
consequences of being a flesh and bone pilot inside of a steel mesh
cabin and being shot repeatedly. So you may as well, in those instances,
treat it as a sealed cabin mech. And these mechs are surprisingly pretty
strong statistically. Especially the Paddy with its ability to equip
actual lethal weaponry.
They're cheap, can be mass produced, come out early, and durable. The
only limitation is pilots, and if you're printing positronics and get
ghosts for those positronics, you can usually just keep producing more.
From a purely objective standpoint, there isn't much reason to not push
out posi-paddys over any other mech. Rather than settle for a perfect
answer, let's at least require some human pilots in these mechs so that
their supposed downside is more of an Achilles heel.
## Changelog
🆑
balance: Caged mechs cannot accept silicon pilots. AI uploaded pilots,
AI control beacons, MMIs or positronics. Malfunctioning AIs can still
dominate these mechs.
code: Allows for a higher degree of granularity for what mechs can and
cannot accept by including additoinal mecha flags to block beacon type
installations, pilot uploads and so on.
/🆑
## About The Pull Request
Ostensibly https://github.com/tgstation/tgstation/pull/91063 but about
melee weapons. While in combat mode, hitting a mech with a melee weapon
that possesses armor penetration can potentially hit the pilot as well.
This hits both pilot AND mech. (We check for combat mode mostly because
it is convenient as a user intention control)
The calculation to determine the probability of hitting someone inside
of a mech is ``armour_penetration`` - ``MELEE Armor / 2``
The passed attack is reduced by a multiplier equal to the probability /
100. So, if an attack had a 50% chance of penetrating into the pilot, it
would reduce the attack down to just 0.5 of its expected force.
## Why It's Good For The Game
Many of the same factors for projectiles with AP against mechs apply to
melee weapons, even though there are standouts amongst the list that
will destroy a mech in quick order (energy swords mostly). However, many
of the AP weapons that crew get aren't super good at killing mechs
themselves.
Some tider with a spear made of bullshitium glass could stick someone in
an elite modsuit clean through, but for whatever reason this same logic
may not necessarily apply to mechs due to their nature as objects, and
the limitations caused by demolition mods impacting their effectiveness.
IF the weapon can bypass at least half the mechs armor, hitting the
pilot sounds like a reasonable upside for trying to take on a mech in
melee.
Some people are of the opinion that killing a mech in melee is not only
the best approach, but easy. Personally, I think I've killed more people
who believe this to be true and to their horror discover that mechs can
turn on a dime (and have a stun melee punch if they're a combat mech
with a separate cooldown to their guns) than those who actually give
mechs the necessary wide berth to not get skill checked by someone who
knows their shit. But I do respect people who do it anyway so why not
give them a reason to do it and get a cool story out of it?
(Also I want to see a captain stab a pilot to death through his mech
using the sabre. Or the Power Crepe I guess.)
## About The Pull Request
The cell contained within energy guns can sometimes be destroyed due
to...reasons. This makes it so that the cell is bombproof, and if the
gun is indestructible, also indestructible for good measure.
## Why It's Good For The Game
This is basically a constant problem that doesn't seem to ever go away
due to the fact that the cell is an actual physical object and not an
abstraction.
While it remains an actual object, lets just...make it not break and
brick an important item, yeah?
## Changelog
🆑
fix: If an energy weapon is indestructible, so is the cell within the
weapon.
fix: Cells inside of energy guns are bomb proof so as to not brick a gun
that somehow survives being bombed.
/🆑
## About The Pull Request
Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.
What this PR does:
- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.

<details><summary>Mappers rejoice!</summary>


</details>
<details><summary>Uses iconforge so it does not take up much time during
init</summary>

</details>
---
### Copied from https://github.com/tgstation/tgstation/pull/86482 as
this still applies:
Note for Spriters:
After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.
Note for Server Operators:
In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt
## Why It's Good For The Game
No more error icons in SDMM and loadout.
## Changelog
🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
Title. If compiled on 515 the game screen will be black
## Why It's Good For The Game
There is no reason for it to exist if connecting from 515 is not allowed
## About The Pull Request
##### Disclaimer - Some of the code/icons/sounds were ported from TMGC.
Introducing more weather types! And yes, you can now have rain be
reagent based!
<details>
<summary>Regular Rain</summary>

</details>
<details>
<summary>Blood Rain</summary>

</details>
<details>
<summary>Acid Rain</summary>

</details>
You can even make it rain ants, plasma, or drugs. All of their effects
get applied to turfs, objects, and mobs depending on the weather options
you select.
Did I mention... there is thunder?
<details>
<summary>Thunder Strikes</summary>

</details>
<details>
<summary>Sand Storms</summary>

</details>
Despite all this new stuff, none of it has been directly added to the
game but the code can be used in the future for:
- Wizard event - Similar to lava on floor, but this time make the
reagent random or picked from a list and give wizard immunity
- Chaplain ability - Maybe make this a benefit or ability once enough
favor has been obtained
- Admin events - I have added a BUNCH of admin tooling to run customized
weather events that let you control a lot of options
- New station maps/biomes for downstreams (Jungle Station, etc.)
- Change Ion storms to use the new weather system that triggers
EMP/thunder effects across the station
- IceBox could get plasma rain
- Lavaland could get thunder effects applied to ash storms
Relevant PRs that removed/added some of the weather stuff I used:
- #60303
- #25222
---
#### Attribution
- Rain sprites were added via [novaepee](https://github.com/novaepee) in
https://github.com/tgstation/TerraGov-Marine-Corps/pull/9675
- Sand sprites were added via [TiviPlus](https://github.com/TiviPlus)
(who commissioned them from bimmer) in
https://github.com/tgstation/TerraGov-Marine-Corps/pull/4645
- Rain sounds [already existed on
tg](https://github.com/tgstation/tgstation/pull/25222#discussion_r106794579)
and were provided by provided by Cuboos, using Royalty Free sounds,
presumed under default tg sound license - Creative Commons 3.0 BY-SA
- Siren sound is from siren.wav by IFartInUrGeneralDirection --
[Freesound](https://freesound.org/s/46092/) -- License: Attribution 4.0
The original `siren.ogg` sound used on a lot of SS13 servers doesn't
seem to have any attribution that I could locate. The sound was added
about 15 years ago. So I just looked for a somewhat similar sounding
siren noise on Freesound.
## Why It's Good For The Game
More weather customization!
## Changelog
🆑
add: Added new weather types for rain and sandstorms. Rain now uses a
reagent that gets exposed to the turfs, mobs, and objects. There is also
a thunder strike setting you can apply to any weather.
add: Hydro trays and soil will now add reagents to their trays when
exposed to a chemical reaction. (weather, shower, chem spills, foam
grenades, etc.)
add: Weather temperature now affects weather reagents and mobs body
temperature.
bal: Snowstorm temperature calculations were tweaked to allow universal
weather temperature effects.
sound: Added weather sounds from TGMC for rain and sirens (attributed to
Cuboos and IFartInUrGeneralDirection )
image: Added weather images from TGMC for rain and sand storms
(attributed to Novaepee and Bimmer)
refactor: Refactored a lot of the weather code to be more robust
admin: Admins can now control more weather related options when running
weather events. The weather admin verbs have been moved to their own
"Weather" category under the Admin tab.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Added two new "layers" to hairstyles. The first draws on the normal hair
layer but resists being affected by hair masks unless a piece of
clothing really insists that it must mask it. The second draws on top of
the headwear layer and will ignore all hair masking, but will disappear
entirely if a piece of clothing covers the part of the head that
hairpiece originates from.
Each of these "Layers" (called "hair appendages" in the code) is
associated with a part of the head that it comes off of (left side,
rear, right side, etc.), which pieces of clothing can cover to prevent
those parts from being shown. For example, a Beret will allow a ponytail
to sprout off the back of a person's head and ignore the normal hair
mask, but a winter coat hood covers every part of the head except the
front, so it will hide the ponytail completely.
## Costs
Hairstyles that use this system require some extra icon blending, but
each hairstyle will cache the result of each blend whenever a new hair
mask is applied, so the extra cost only happens once. The cache will
also be used on hairstyles that don't utilize the additional layers, so
we should end up with less total icon blending over the course of a
round than we currently have.
Adds a new sprite layer, OUTER_HAIR_LAYER, to humans.
Changes hair masks from strings specifying an icon state to datums with
an icon state and a bitfield storing which parts of the head the
headware that uses them cover. The singletons for these datums are
stored in the SSaccessories subsystem.
Any hairstyle that uses this system will need 1-2 more icon states in
the human_face.dmi file. I currently have 32 hairstyles marked that
could reasonably use this system, about half of which use both
additional icon states.
## Images
Old system:

New system:


The new system is currently only implemented on the "Ponytail (High)"
hairstyle for demonstration and testing. I have a branch with the same
update for most similar hairstyles I can push if this is merged.
## Why It's Good For The Game
Hair masks are okay but they look really bad with some hairstyles. This
allows people who really care about their character's look to make their
hairstyles work with their favorite hats.
Potential for fixing #88886
## Changelog
🆑
add: Added a system to create hairstyles with multiple layers to allow
better interaction with hats and helmets
image: Added additional sprite layers to the Ponytail (High) hairstyle
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request
Makes wrapper procs to support working with bitflags as defined "things"
rather then EXCLUSIVELY numbers, mostly for getting random flags.
I've ~~also added a unit test to prevent bitfields from being double
defined~~ stolen some code form moth to make double definitions here a
compile error.
This does rely on people actually using the bitfield lists, essentially
upgrading them from breaking just admin debug to POTENTIALLY breaking
game logic (slightly). Would like input on this @tgstation/commit-access
## Why It's Good For The Game
More tools for feature coders to play with, more sane code
## About The Pull Request
Change `/obj/item/construction/examine` so that if there's any upgrades
installed it will list their names in the examine text. Also add a
`/datum/bitfield` entry for RCD upgrades for a little debug QOL.
## Why It's Good For The Game
It sucks to accidentally print an upgrade you already have for the RCD.
## Changelog
🆑
qol: The RCD examine text now lists any upgrades it has installed.
/🆑
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/87345
This adds a new item trait, `TRAIT_NO_WORN_ICON`, which is exactly what
it says on the tin - the worn overlay for said item will not be added
when the trait is present, so we give it to items hidden by the hood.
I also refactored the `EXAMINE_SKIP` item flag into
`TRAIT_EXAMINE_SKIP`.

## Why It's Good For The Game
stealth thing having an obvious sprite tell is bad. bugfix good.
## Changelog
🆑
fix: Void Cloaks now properly hide blades and such in the suit storage
from the wearer's sprite.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
I've been meaning to do this for some time. I need this for
portable/handheld aquariums/fishtanks to be possible. I'll sprite and
code them before I call this PR ready, however suggestions and code
reviews are welcome in the meantime.
Being a pretty heavy refactor, some things might break (we have more
than a few unit tests so perhaps not) while others, coincidentally,
might be fixed without me knowing. Anyway I'm sure this PR fixes
aquarium beauty, which wasn't really working to begin with because the
code was so fucking bad. Nothing really worth of a CL entry tho.
TODO:
- [x] handheld aquariums, craftable with a kit and little plastic or
buyable from the fun vendor ig.
- [x] an aquarium upgrade for handheld aquariums to bypass possible
restrictions.
- [x] update the beauty element to consider items, which shouldn't
contribute to the area beauty when held or otherwise not on a turf.
## Why It's Good For The Game
This should make handheld aquariums possible.
## Changelog
🆑
refactor: refactored aquariums heavily. Please report any fishy bug.
add: Added portable/handheld fish tanks to the game. They can be crafted
with an aquarium kit and 5 sheets of plastic. While portable, they
cannot store fish that are too big or if there're too many already. This
restriction can be removed by using the new "bluespace fish tank kit"
techweb item.
map: Replaced the lawyer's stationary pet aquarium with a fish tank, so
you can carry McGill around.
balance: Reduced the iron cost of stationary aquariums a little.
/🆑
## About The Pull Request
You can no longer view operating computer UI while lying down as to
prevent patients from peeking at the computer.
## Why It's Good For The Game
Currently its very hard to pull off a surprise brainwashing surgery on
someone as the patient can always peek at the computer to see what
exactly is going on. With this change players will have to trust their
doctors unless they want to be a victim of surgery related shenanigans.
## Changelog
🆑
balance: You can no longer view operating computer UI while lying down
/🆑
## About The Pull Request
So previously I made a pr for fixing the prosopagnosia quirk, but the
code I wrote was far too ass for what was already incredibly hot code.
In the comments, Mothblocks requested using the same bitflag&signal
logic the other screentip modifiers use.

I, of course, said I'd look into it in a few days.
Anyhow, 199 days later, I've made this pr.
Here we introduce a new `mob_flags` var on `/mob`, where we set
`MOB_HAS_SCREENTIPS_NAME_OVERRIDE`.
Then, based on whether this is set, the screentips system sends a signal
to the user mob to request possible name overrides.
We then make the prosopagnosia quirk set this flag and register the
signal, upon which it just sets the name to "Unknown" if it's a human.
This fixes our issues (in a saner way).
## Why It's Good For The Game
Better is prosopagnosia can't be easily obviated by just having
screentips on.
## Changelog
🆑
fix: Prosopagnosia actually accounts for hover screentips, showing
humans as Unknown in those too.
/🆑
## About The Pull Request
this is a very marginal code improvement to fish. One bitfield is better
than a bunch of booleans, and it lets me add more TRUE/FALSE settings in
the future without having to make new vars for it.
Also VV support for several vars (fish_traits will have to wait), if me
or someone else wants to var-edit fish for testing purposes or whatsnot.
## Why It's Good For The Game
Slight code improvement and var-edititing support.
## Changelog
N/A
## About The Pull Request
I've recently realized that bitrunning fishing spots can steal the
limited loot from outside the virtual reality, which sucks. Also Livrah
asked me why the treasure chest is anchored, to which I said it's
actually an oversight.
## Why It's Good For The Game
Fixing stuff.
## Changelog
🆑
fix: Bitrunning fishing spots no longer deplete limited loot from
outside the virtual reality.
fix: The treasure chest from the beach is no longer anchored to the
floor.
/🆑
## About The Pull Request
Use GAGS to auto-generate digitgrade leg sprites based off of 1 basic
template + color sampling.
Icons are cached relatively aggressively, like female sprite variations.
So no need to worry about that.
The result: All of these sprites with only **3** icons added (the base
template, and the masks)
Obviously it's not perfect - some of the sprites (like the engineer's
jumpsuit) lose some "luster", but it does the job if I do say so myself.

Only applied to undersuits, for now.
## Why It's Good For The Game
- Allows Lizards to show off their handicap, rather than hiding it or
necessitating they use skirts.
- (Ideally) leads to an uptick in Digitigrade abuse (due to being easier
to identify), which is also a net positive.
- Implemented without any common issues revolving alt bodytype clothing
sprites (those being maintainability and sprite bloat)
## Changelog
🆑 Melbert
add: Auto-generated digitigrade clothing sprites for most jumpsuits
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Slightly slimmed down the helmet, changed belt into plates, recolored
brown parts to blue and added a few more glowy bits to the mining
MODsuit.

Here's what it looks like currently

Mining MODsuit now hides belts, has THICKMATERIAL while active and got
large capacity storage. Eating apparatus no longer has an on-person
sprite. Adjusted drill module active sprite to actually fit on your hand
instead of being slightly to the side.
## Why It's Good For The Game
Currently the MOD looks a bit goofy, I tried making it a bit more
streamlined without removing the bulk and look of a reinforced explorer
exosuit. Belts are hidden for the sake of visuals, as almost all miners
wear riggings which do not fit with the MOD spritework at all. While
inactive it has THICKMATERIAL but for some reason loses it when
activated, which doesn't make much sense. Its a thick, armored
spacesuit.
Eating apparatus isn't a module that people around you need to be
acutely aware of, nor did it look particularly good. I tried respriting
it but there's not much to be done with 12 pixels worth of space.
Large storage is a rather impactful change - currently only loader and
advanced (CE's personal) MODs have it, and more can be printed after
researching advanced engineering MODsuit designs (from my experience,
usually done by ~40 minute mark). Storage space is a very important
aspect, and mining MODs already have high competition with ash drake and
H.E.C.K. armors. Having less storage makes them a weird sidegrade,
arguably even a downgrade, to roundstart explorer gear that has been
upgraded with plates; its only real advantage is being able to pass
through lava and freeing a pocket previously occupied by your ore
satchel due to arcmining nerfing its main purpose (ore mining). While
this still is technically worse than roundstart backpacks, this should
allow them compete with with other equipment in terms of usability.
## Changelog
🆑
balance: Mining MODsuits are now considered thick clothing and gained
expanded storage.
image: Mining MODsuits got a slight glowup and hide belts now
/🆑
## About The Pull Request
This PR prevents players from opening a BoH tear in the Heretic
dimension areas. It also introduces a new area flag, "NO_BOH", which can
be added to areas to replicate this behavior.
## Why It's Good For The Game
This prevents the (very unlikely) edge case that someone manages to open
a BoH tear in one of the funny hand rooms, which is bad not only because
it fucks over anyone else who gets sacrificed, but could also interfere
with other things on that z-level (shuttles, other Lazy Template areas,
etc).
Messing with some new code here, so if there's better ways to handle
this, by all means, chime in. This is a much more elegant method than
just banning anything but the station.
## Changelog
🆑 Vekter
fix: Fixes an exploit that allowed players to open a Bag of Holding rift
in the Heretic dimension.
/🆑
---------
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
## About The Pull Request
Facehuggers dont make people fall asleep, instead making them unable if
on (already was in), and muffling speech
Xenomorphs still have decent tools to stun people in melee thats stuff
for another pr
muzzle is now an element and also just makes you talk like
word word word -> mmmmf mmmf mf
COMPLETELY evaporates BLOCKS_SPEECH flag
## Why It's Good For The Game
Being instantly sent to sleep by a facehugger thrown the hunter that
materialized from a vent then getting dragged to their goon cave where
you spend 2 minutes to get gibbed so someone else but you can play antag
is just extremely unfun
This should allow you to survive if youre quick enough after getting
hugged instead of being forced to get gibbed, allowing cooler xenomorph
combat (you could try fistfighting the dude or something idk)
## About The Pull Request
The visor of the welding mask no longer goes down when you enable
internals
## Why It's Good For The Game
You'll no longer go semi-blind when you activate internals while using
this mask
Fixes#83728
## Changelog
🆑 Guestify
fix: The visor of the welding mask no longer goes down when you enable
internals
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
We be addin' peg legs an' peg arms, makin' 'em craftable fer all ye
scurvy dogs. Ye can attach 'em yerselves, no need fer a surgeon's touch,
usin' the mighty ligament hook code. There be tons o' balance tweaks an'
special properties fer these limbs. Yarrrrr!
## Why It's Good For The Game
Arrr, this be givin' ye a ghetto alternative to headin' to medbay when
yer limbs be blown off. Plus, the potential fer pirate RP be fantastic!
Who doesn’t want peg limbs? If ye think otherwise, ye be lyin’ ,and
ye'll be walkin’ the plank! Yarrrrr!
## Changelog
🆑 Hacks-The-Doors (coding) & Septicchlorine (spriting)
add: craftable peg limbs (2 planks) which are attachable without surgery
bal: peg limbs take 1.5x burn and 1.3x brute, and do reduced damage
bal: peg limbs have chunky fingers (like insuls, but per limb)
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: septic <105231896+septoBismol@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Basically the title, Abductors can no longer teleport into NOTELEPORT
areas except for the abductor ship. This now also removes the
ABDUCTOR_PROOF bitflag and replaces it with a check for ai monitored
areas
fixes https://github.com/tgstation/tgstation/issues/83844
## Why It's Good For The Game
Abductors shouldnt kidnap people in centcom
## Changelog
🆑
fix: Abductors can no longer teleport into Centcom
remove: Brutally murders the ABDUCTOR_PROOF flag
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
## About The Pull Request
This is the final PR for https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA that
I've been slowly inching towards the past few months.
This removes ``updateDialog``, ``updateUsrDialog``, ``IN_USE``,
``INTERACT_MACHINE_SET_MACHINE``, and everything surrounding it. Also
fixes advanced camera consoles not booting you off when you're moved out
of reach.
We called ``check_eye`` on mob life whenever they had their machine var
set, but their machine var would never be set to anything that actually
used it, which I found to be a little funny but was also probably my
fault.
## Why It's Good For The Game
This is poor and unmaintained code used for HTML UIs that we no longer
need thanks to TGUI, we should get rid of it to encourage the use of
TGUI in the future instead.
## Changelog
🆑
fix: Advanced camera consoles now boots you off when you're moved out of
reach.
/🆑
## About The Pull Request
1. Renames `NO_DECONSTRUCTION` -> `NO_DEBRIS_AFTER_DECONSTRUCTION`. As
the name suggests when the object is deconstructed it won't drop any
items/debris. After my last refactor for this flag it now serves a new
purpose so its name has been changed to match that
2. Fixes objects that are now using `NO_DECONSTRUCTION` incorrectly.
Some of these changes include
- Removing the flag in objects where there are no means to deconstruct
them (e.g. jukebox, hydroponics soil, flora etc)
- Replacing the flags old purpose by overriding its tool procs so that
it regains its old behaviour(e.g. You once again cannot deconstruct ctf
reinforced tables, survival pods, indestructible windows etc)
## Changelog
🆑
code: renamed `NO_DECONSTRUCTION` to `NO_DEBRIS_AFTER_DECONSTRUCTION` so
its name matches its intended purpose
fix: fixes some items that incorrectly used `NO_DECONSTRUCTION` prior to
its refactor, meaning makes some objects non deconstructable again
/🆑
## About The Pull Request
Adds a resistance flag, `SHUTTLE_CRUSH_PROOF`, adds it to the existing
things that have it, and adds it to the immortality spectres.
## Why It's Good For The Game
Gets rid of some hardcoded checks, making it easier for future code (or
admins) to make things immune to shuttle crushing.
Also makes it so immortality spectres are immune to being shuttle
crushed, as that kinda ruins the whole "immortality" thing...
## Changelog
🆑
refactor: Improved shuttle gibbing code, adding a new resistance flag,
`SHUTTLE_CRUSH_PROOF`.
fix: Immortality revival spectres can no longer be crushed by shuttles.
add: The ghost of Poly can no longer be shuttle-crushed, nor can
anything incorporeal.
/🆑
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Bodytypes like BODYTYPE_HUMANOID, BODYTYPE_MONKEY, etc that have to do
with the shape of a human body and sprite handling, now have their own
"bodyshape" var instead of being in bodytype along with stuff like
BODYTYPE_ORGANIC, BODYTYPE_ROBOTIC; which have nothing to do with shapes
and sprites
## Why It's Good For The Game
the way these are used in the code is totally different to
BODYTYPE_ROBOTIC, which determine whether you can heal a limb with
medicine etc.
## Changelog
🆑
refactor: Bodytypes to do with character sprite shape now have their own
bodyshape var, all sprite handling is done with bodyshape and not
bodytype anymore
/🆑
## About The Pull Request
Organs have this mechanic where they store the first mob who owned it's
DNA
Anyways it was broken from the organ nullspace refactor because they
intended a block of code that shouldn't have been indented
But this only *half* fixes the issue, you see a problem here?

Yeah there's an order of operation thing going on here because you get
your organs before you get your species bloodtype
This only affects species with weird blood types (like lizards)
I'm not fixing it in this PR because it was certainly broken before and
needs a bit more unwinding somewhere
## Changelog
🆑 Melbert
fix: Organs have the blood DNA of their owns on them again
/🆑
## About The Pull Request
- Adds a PASSWINDOW flag so that you can throw mobs through window
panes, smashing them
- Being thrown into the tram window by event only (not player thrown)
has a chance to break through the window
- Reduced throw range of tram emergency stop
## Why It's Good For The Game
Sometimes you don't want them to bounce off the window when they hit,
rather comically fly through it.
## Changelog
🆑 LT3
add: The tram has been equipped with enhanced safety glass to reduce the
severity of crew injuries
/🆑
## About The Pull Request
I wanted to add the ability to shove people with shields by
right-clicking your target, just like how it works barehanded.
This also required a solid refactor of disarm code, effectively bringing
down the core of it to `mob/living` from `mob/living/carbon` or
`mob/living/carbon/human`. This also means you can shove simple mobs
inside closets, bins and on tables.
Xenos and borgs are pretty much immune to regular disarms, but using a
shield will work (borgs and royal xenos are immune to the knockdown).
The riot shield armor has been balanced. It now tanks melee attacks
pretty well, but will break against bullets in just about 2 to 4 hits
depending on the bullet damage. I've always found the lack of sturdiness
of the riot shields for what they're supposed to be good for a bit
detrimental.
Because I've refactored an item flag into a trait, I've had to add a new
MOD module that grants protection from shove knockdown and staggering;
found pre-installed in the administrative MODsuit, but I've also added
it to the black market to make it cooler.
You can bash people with the strobe shield on combat mode.
## Why It's Good For The Game
Currently, shields are simply items that take a held slot in return of
some block chance without being anything special, save for the strobe
shield's integrated flash I guess, but are also a botherance as most
crumple under the duress of less than half a dozen attacks. Meanwhile
swords and other weapons with blok chance just don't care.
TL;DR, I want them a bit more remarkable, and flexible as a tool.
Of course, this ended up in a larger refactor because the right-click /
disarm code was inconsistent.
## Changelog
🆑
add: Shields (and pillows) can be used to shove people around the same
way barehanded right-clicking does. Xenos and borgs can actually be
moved this way.
add: Added a new MODsuit module, the bulwark module, which prevents
knockdown and staggering from shoving, and getting pushed away by thrown
objects. Inbuilt for the safeguard MODsuit, but one might also it in the
black market.
refactor: Disarming has been refactored. You can now shove simple
critters onto tables and into bins and closets
balance: Shields now take their own armor values and the armor
penetration of the attack they blocked when damaged. This means shields
are a bit sturdier now.
balance: Riot shields can tank a lot more damage against melee weapons,
but less against bullets.
qol: strobe shields can now be used to bash people while combat mode is
on.
/🆑
## About The Pull Request
Moves parent call for mech bullet_act() to after the enclosed and
occupant check, so that the rest of the proc has a chance to send the
damage to the pilot
## Why It's Good For The Game
Bugfix.
## Changelog
🆑
fix: Ripley MK-Is and Paddys now correctly make incoming projectiles hit
the pilot again.
/🆑
## About The Pull Request
1. Removes material breakdown flags i.e. all flags with the format
`BREAKDOWN_XXX`. These flags do nothing, there are no special checks to
transform materials based on these flags, they are passed around just
because certain procs require them for syntax purposes only.
Apparently there were plans to make these flags do something special
from the comment
302247c0d1/code/__DEFINES/construction/material.dm (L43)
But nobody got any ideas for years now. The only special thing we can do
with them now is remove them and reduce code clutter, so let's do that
The only flag that ever did something was the
`BREAKDOWN_INCLUDE_ALCHEMY` flag. This only worked when coupled together
with `TRAIT_MAT_TRANSMUTED` trait(which is only used by the reagent
metalgen) and when both this trait & flag are combined together... they
still do nothing
302247c0d1/code/game/atom/atom_materials.dm (L41-L42)
Yup they cancel out each other to prevent returning an empty list, the
traits only job was to prevent materials from being recycled (like why?
what's the benefit of that? nothing) and the flag was meant to bypass
this restriction so both the trait & the flag cancel out each other
therefore doing nothing meaningful. Best remove them both and call it a
day.
2. Fixes an error in displaying number of sheets inserted into a mat
container when that sheet is made up of alloy materials. it would count
as 2 or more because it would take the sum of total material amount
inserted and not the actual sheets. That's fixed now.
3. Remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag
4. Adds helper proc to insert materials via the remote material
component with proper context
## Changelog
🆑
fix: mat container displays correct number of sheets inserted for alloy
materials.
fix: remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag.
code: removes material breakdown flags and related traits.
code: adds helper proc to insert materials via the remote material
component with proper context.
/🆑
This flag only worked on the `/obj/structure` and `/obj/machinery`
level, so let's rescope it from `flags_1` and put it where it belongs -
`obj_flags`.
Bitflag operators should be scoped to their subtype specific bitfield,
not really useful to have this take up a spot on the `/atom` level if
absolutely nothing other than `/obj`s use it.
## About The Pull Request
This did NOT need to be on the `/atom` level `flags_1`- when on earth is
an area going to spin? Anyways, this was really only ever used on the
`/mob` sublevel in `spin()` code, but I think this would work far better
as a trait for source-management than moving it to a mob flag or
something. So, let's do that.
## Why It's Good For The Game
Frees up a slot on `flags_1`, which is neat, as well as makes the
framework for managing "things that make you spin" potentially better
for future expansion. It also properly scopes something that only works
for mobs right now to mobs (kinda), so it's a bit better that way too.
## Changelog
Nothing that concerns players.
## About The Pull Request
Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game
Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.
I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️
## About The Pull Request
Fixes#79764
I was going to tackle this issue by slamming `TRAIT_NO_SLIP_ALL` on
Atrocinator users and calling it a day, but like, that didn't feel
proper.
So I thought hey, we could just give them the flying movetype, even
though they technically aren't flying it means they're unaffected by
things that flying would make you unaffected by.
Nope, this means the mob technically "negates gravity", so no falling
and no feetsteps.
Let's try floating - this give us feetsteps but no falling upwards.
So instead of going back to square one, with `TRAIT_NO_SLIP_ALL`, I
decided to go for the more complex route of just adding a movetype.
Hence, move type `UPSIDE_DOWN`. This covers situations where a mob would
be "floating" above the ground, but still walking. ...Negative gravity.
This means overall the Atrociator acts more as you'd expect - you don't
slip on ice, you don't trigger bear traps or mouse traps, you can walk
over railings, unaffected by conveyor belts, etc.
## Why It's Good For The Game
Makes the Atrocinator a lot more consistent with how you'd expect for it
to work.
Admittedly it is a bit niche use of movetypes, but it can possibly be
expanded to more things in the future, who knows? I applied it to mobs
on meat spikes (even though they don't move), just for proof of concept.
## Changelog
🆑 Melbert
fix: Atrocinating mobs will now behave more as you'd expect. Meaning
they don't slip on wet patches, can't trigger bear traps / landmines /
mouse traps, ignore conveyors, and can walk over tables and railings.
fix: Floating mobs are unaffected by conveyor belts, acid (on the
ground), glass tables
fix: Floating mobs won't squish stuff like roaches anymore
fix: Fixes bear traps triggering on floating / flying mobs
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
[Implements a setter for starlight
variables](af34f06b41)
I want to start to modify starlight more, and that means I need a way to
hook into everything that uses it and update it, so we can modify it on
the fly.
This does that, alongside removing space overlays from nearspace (too
many false positives) and making the aurora modify all turfs projecting
starlight, rather then all turfs in an area.
Do still need to figure out handling for the starlight color usage in
turf underlays tho (I gave up, we just keep it static. I'll fix it
someday but the render_relay strategy just doesn't work with its masking
setup)
[Reworks how starlight overlays
work](9da4bc38e2)
Instead of setting color on the overlays directly, we instead store an
object with our current settings in every mob's screen, and
render_target it down onto our overlays.
This lets us update overlay colors VERY trivially. Just need to set
color on the overlay var. Makes modifying starlight a lot cheaper.
It doesn't work on area overlays, because suffering, and it MIGHT induce
extra cost on clients. if it does we can do something about that, we'll
play it by ear
[Removes parallax starlight
coloring.](5f701a1b13)
I'm sorta iffy on the color, the effect can be real oppressive in some
cases, and I'd like to use starlight color for more events in world, and
having it vary can make that looking nice hard.
[Adds some visual effects to narsie being
summoned](a423cfcb2b)
As the rune drawing progresses space (starlight and parallax) go from
normal to greyscale. Then, right about when narsie shows up, starlight
becomes vibrant red.
It's a nice effect. I wanna do more shit like this, I think it'll
improve vibes significantly.
## Why It's Good For The Game
Can't embed it because of github's upload limit, can show a
[link](https://cdn.discordapp.com/attachments/458452245256601615/1160821856358645860/2023-10-08_22-31-22.mp4?ex=65360e99&is=65239999&hm=680e33e4e0026b89e132afc50c04a648a24f869eb662f274a381a5de5c5a36f2&)
for the narsie stuff
Here's
[one](https://cdn.discordapp.com/attachments/326831214667235328/1160813747196141568/2023-10-08_22-34-10.mp4?ex=6536070c&is=6523920c&hm=f8d571d1013da89887f49f3fec99f632251eeeac83085aa7dde97009aee3922f&)
for the aurora too.
This gives us more pretty starlight shit, and the ABILITY to do more
pretty starlight shit. I'm pretty jazzed, and I hope people use this
proc more (keeping in mind that it's pretty hard on the lighting system,
and needs significant delay between changes)
## Changelog
🆑
add: Narsie summoning has had some effects added to space and starlight
del: Removes the link between spacegas color and starlight. It was a
slight bit too vibrant and I think impacted the vibe too wildly to be
incidental.
fix: The aurora event actually... works now. Space lights up and all
that
/🆑
## About The Pull Request
Adds multi-z support for lazy templates
Also fixes some improper use and placement for turf flags
## Why It's Good For The Game
Shadow needs/wants this for bit runner maps.
Turf flags are also why lava has been generating in places it shouldnt.
(inside of ruins)
## Changelog
🆑
fix: Lava can no longer occasionally generate inside of previously
loaded templates and breach and/or destroy shit
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
We attached this to a bitflag and then didnt check that bitflag was
present on all subtypes, so `medbot/autopatrol`, `cleanbot/autopatrol`.
and `honkbot` didnt have it.
I don't think any map _has_ a honkbot on it but... it could...
Also makes bot_mode_flags into a bitfield admins can easily edit,
because one of them said it was annoying that players could toggle the
button to kick ghosts out of bots which admins had put in there for some
purpose.

Now you can just turn the button off by toggling this flag. Wow.
## Changelog
🆑
fix: Roundstart medbots and cleanbots are now more likely to be able to
be possessed by observers.
admin: It's easier to modify the properties of bots to stop them from
being possessed or depossessed.
/🆑
## About The Pull Request
Title; this makes the belt able to morph into _more_ mobs, but _less
problematic/abusable_ mobs hopefully. It still only functions on
basic/simple_animals, however.
~~Headslugs get a `MOB_UNDEAD` bioflag to prevent morphing into them
completely. Though catching a sentient ling slug and morphing everyone
into it is funny, it's only funny the first 5 times someone does it.
(disclaimer: this is an approximation, i did not actually see a
polymorph belt in-game because i currently play miner and like 10 games
a week tops)
Arguably, this isn't ideal, but it's the closest we get unless we rename
`MOB_EPIC` or something into `MOB_SPECIAL` and let that one be the go-to
bioflag for mobs we don't want **fun** things happen to.~~
`MOB_EPIC` is now `MOB_SPECIAL`. Headslugs get that.
I think the alternative methow could use whatever the gold cores use to
determine what to spawn but that would shift the mobs available for the
belt even more and I can't be assed to figure out how _much_ of a shift
that would be. Dragons or slimes or lavaland mobs would be out, for
example. Don't really vibe with that.
Fixes headslug's description bit that discerns a sentient slug from an
AI one showing up on a dead slug. It can't move while it's dead, no
matter its mind/AI.
Also adds simple dmdoc comments to the defines to help discern a few of
them more easily. Non-quip text suggestions welcome.
## Why It's Good For The Game
- Resolves#77756
- Resolves#78227
More mobs available for the funny belt but less _fun_ mobs should allow
for more stable use of the damn thing. Arguably, some of the mobs that
have been found to be incompatible with the belt are simply lacking a
`MOB_ORGANIC` flag, some of them with no apparent reason. However,
blacklisting potentially problematic biotypes should be easier to design
the unwanted mobs around.
Also consistency, less all-ling stations, code clarity. Whatever.
## Changelog
🆑
balance: polymorph belt now blacklists mobs that are undead, humanoid,
robotic or spiritual (in nature, not religiously), as well as megafauna
balance: however, this means that it works with more mobs that it should
logically work with, like slimes/bugs/lightgeists etc
fix: fixed headslug shenanigans with the polymorph belt hopefully for
good this time
fix: fixed headslug description mentioning its movement despite the slug
being dead
/🆑
## About The Pull Request
Replaces the Traitor's Camera Bug item with an application that allows
you to view camera apps.
The difference between this app and the Security one is that it does not
have an access requirement, does not make noise (it didn't previously
due to a bug, fixed in this PR), and can be installed on PDAs.
This can also be installed from syndienet, which means nukies now have a
way to see the station cameras while off the ship.
Adds Syndicate app disks, which are made of Gold. This is only used by
the Camera app as of right now.
I also fixed some issues along the way;
- Camera tablet app now properly shows cameras
- It now properly makes the noises it is supposed to
- It clears the viewers properly on the ui being closed or the app being
exited.
Syndicate app disks ddelete their apps upon being transferred over (like
maintenance disks), trying to remain consistent with previous behavior.
I also made this for a [personal project I am currently working
on](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA). I could just make this UI
be TGUI, but I thought it could be worth trying to turn it into a better
item first.
Tracking people is much simpler now- You choose anyone from a list of
people found on cameras, and it will try to find a camera that sees
them. It follows them until you close the app or switch camera.
https://github.com/tgstation/tgstation/assets/53777086/1536ebb9-0c4f-45bb-b593-f98791ea6d23
## Why It's Good For The Game
The Camera Bug is one of the worst traitor items as of current. You can
remotely shut off a single camera, something that can be done with basic
tools you are likely carrying around anyways, and uses an HTML clunky UI
to flip through cameras.
This new Traitor item makes it much easier to use, since the camera
consoles are something you are likely already used to.
It also means emagging a tablet is slightly more useful, and golden data
disks are pretty cool.
Unfortunately this means that they no longer grant illegal tech, because
otherwise you can simply clone the app infinitely for personal use, and
deconstruct the disk itself for tech. This can be grinded into gold, but
I think if we want an illegal tech item, it'll have to find a new host.
Closes https://github.com/tgstation/tgstation/issues/74839
Closes https://github.com/tgstation/tgstation/issues/39975
Closes https://github.com/tgstation/tgstation/issues/53820
## Changelog
🆑
balance: The Traitor's Camera bug is now a tablet app that works like a
silent camera console with an extra ability to track people through
their nearby cameras.
/🆑

## About The Pull Request
Made a new UI and refactored some mech code in the process.
Fixes#66048Fixes#77051Fixes#65958 ??? if it was broken
Fixes#73051 - see details below
Fixes other undocumented things, see changelog.
## Why It's Good For The Game
The UI was too bulky and Mechs were too complex for no reason.
Now they follow some general rules shared between other SS13 machinery,
and there is less magic happening under the hood.
## Detailed Changes
### New Mech UI, Air Tank and Radio as separate modules
Previous UI for comparison:
<img alt="9SScrXAOjy"
src="https://github.com/tgstation/tgstation/assets/3625094/904e3d07-e7d7-4d3a-a062-93e0e35b4b66">
Previously mechs came with radio pre-installed and air canisters
magically pre-filled with air even when you build one in fab.
Radio and Air Tanks are now both utility modules that are optional to
install. Gas RCS thrusters still require Air Tank module to operate.
This made the Mechs more barebones when built, giving you only the basic
functionality.
<img alt="5SDMlXTJxv"
src="https://github.com/tgstation/tgstation/assets/3625094/b9364230-49ac-416b-aa70-e851fbf2050e">
To compensate this change, all mechs got two extra utility module slots.
All other modules got new UI. And ore box now shows the list of ores
inside.
<img alt="SRX5FjvsHA"
src="https://github.com/tgstation/tgstation/assets/3625094/cbe2e98d-1cd4-4667-8dae-2f9227b4b265">
### Mounted Radio
Works as a normal radio, but with subspace transmission. Available from
the basic mech research node and can be printed in fab.
### Cabin Sealing
To compensate for the lack of air tank by default, mechs with enclosed
cabin (e.g. all except Ripley) got an ability to toggle cabin exposure
to the outside air. Exiting the mech makes cabin air automatically
exposed.
When you seal the cabin, it traps some of the outside air inside the
cabin and you can breathe with this air to perform a short space trips.
But the oxygen will run out quickly and CO2 will build up.
Sealing the cabin in space will make the cabin filled with vacuum, and
it will stay there until you return to air environment and unseal the
cabin, letting the breathable air to enter. There are temperature and
pressure sensors that turn yellow/red when the corresponding warning
thresholds are reached.
You could also use personal internals in combination with cabin sealing
for long space travels, so Air Tank is completely optional now and
mostly needed when you need RCS thruster.
### RCS thrusters
They are now available earlier in tech tree and consume reasonable
amount of air (5 times more than human jetpacks), and they don't work
without Mounted Air Tank, unless it's an Ion thruster variant.
### Mounted Air Tank
Available from the basic mech research node and can be printed in fab.
Built model comes empty, and syndicate mechs come with one full of
oxygen.
<img alt="GrFDrH5Hwe"
src="https://github.com/tgstation/tgstation/assets/3625094/b677b705-bda0-4c8c-96c7-d32bf7bf9f28">
Can be switched to pressurize or not pressurize the cabin. Releases gas
only when the cabin is sealed shut. Starts releasing automatically, but
can be toggled to not release if you want to use it just as a portable
canister.
Cabin pressure can now be configured in the module UI instead of
Maintenance UI.
Can be attached to a pipe network when the mech is parked above a
connection port.
Comes with a pump that works similarly to the portable pump. It lets you
vent the air tank contents outside, or suck air from the room to fill
the air tank. Intended to provide an ability to fill the air tank
without the need to bother with pipes.
Also has gas sensors that display gas mix data of the tank and the cabin
(when sealed).
### Stock part changes
All mechs now require a servo motor and they reduce mech movement power
consumption instead of scanning module.
Scanning modules are optional for mech operation (still required to
build) and the lack of one disables the following UI elements:
- Display of mech integrity (you can still see the alerts or examine the
mech to get rough idea)
- Display of mech status on internal damage (and you can't repair what
you can't diagnose)
The rating of scanning module doesn't have any effect as of now.
Cargo mech comes without it roundstart.
<img alt="2vDtt99oqb"
src="https://github.com/tgstation/tgstation/assets/3625094/147144ca-824e-4501-acf5-6ee104f309e7">
Capacitors now also reduce light power usage and raise the overclocking
temperature thresholds (see below).
### Maintenance
Maintenance UI removed, and its logic migrated to other places.
Access modification now managed inside the mech, and anyone who can
control the mech, can adjust the access in the same way as they can set
DNA key.
To open the maintenance panel you just need a screwdriver. It is instant
when the mech is empty and it has a 5 second delay when there is an
occupant to avoid in-combat hacking and part removal. It will alert the
occupant that someone is trying to tinker with their mech.

Once the panel is open, you can see the part ratings:

With open panel you can hack the mech wires (roboticists can now see
them):
<img alt="mj205G2qDa"
src="https://github.com/tgstation/tgstation/assets/3625094/44cea0d1-44b4-4b50-b1d3-a97c0056bab3">
There are wires for:
- Enabling/Disabling ID and DNA locks
- Toggling mech lights
- Toggling mech circuits malfunction (battery drain, sparks)
- Toggling mech equipment malfunction (to repair after EMP or cause
EMP-like effect, disarming mech)
- 3 dud wires that do nothing
The hacker may be shocked if the mech power cell allows.
When the panel is open and the user has access to the mech, they can
remove parts with a crowbar:
<img alt="jR40gyTWtJ"
src="https://github.com/tgstation/tgstation/assets/3625094/b573f5b9-b8ea-412e-b3e0-c872e01e0c23">
Hitting the mech with an ID from outside now toggles the ID Lock on/off
if the ID has sufficient access.
### Power consumption and overclocking
Rebalanced mech power consumption. T4 parts were not working in
Syndicate Mechs, as their effect was not calculated until you manipulate
parts manually. Constructed mechs with t1 parts even had their energy
drain reduced with upgrade to t1.
Now all mechs apply their base step power usage correctly don't ignore
the stock parts.
Servo tier now reduces base power consumption by 0% at t1, 50% at t2,
33% at t3 and 25% at t4
Capacitor tier now reduces base power consumption of mele attacks,
phasing and light by the same amounts.
Gygax leg actuators overload replaced with mech overclocking. Any mech
can be overclocked by hacking wires, but only Gygax has a button for
toggling it from the Cabin.
Now there is an overclock coefficient. 1.5 for Gygax and other mechs, 2
for Dark Gygax.
When overclocked, mechs moves N times faster, but consumes N times more
power.

While overclocked, mech heats up every second, regardless of movement,
and starts receiving internal and integrity damage after a certain
temperature threshold. The chance is 0% at the threshold, and 100% at
thresholds * 2. The roll happens every tick. Capacitor upgrades this
threshold, letting you overclock safely for longer periods.

When you stop overclock, the temperature goes back down.
### Other changes and fixes
Concealed weapon bay now doesn't show up when you examine the mech, so
it's actually concealed now.
New radio module can properly change its frequency, as it didn't work
for previous radio.
Launcher type weapons were ignoring cooldowns and power usage, so you
could spam explosive banana peals, while they should have a 2 second
cooldown:
<img alt="q5GjUsHwGr"
src="https://github.com/tgstation/tgstation/assets/3625094/d102725d-e9e1-4588-9d6c-b9e38b7a6535">
Now this is fixed and all launcher type weapons properly use power and
have their cooldowns working.
And now they have the kickback effect working (when it pushes you in the
opposite direction in zero gravity on throw).
Thermoregulator now heats/cools considering heat capacity instead of
adding/reducing flat 10 degrees. So you can heat up cabin air quicker if
the pressure is low.
There were some other sloppy mistakes in mech code, like some functions
returning too early, blocking other functionality unintentionally. Fixed
these and made some other minor changes and improvements.
## Changelog
🆑
refactor: Refactored Mech UI
refactor: Refactored mech radio into a utility module, adding extra slot
to all mechs
refactor: Refactored mech air tank into a utility module with an air
pump, adding extra slot to all mechs
refactor: Refactored mech cabin air - there is now a button to seal or
unseal cabin to make it airtight or exchanging gases with the
environment
refactor: Removed mech maintenance UI Access is set in mech UI, and
parts are ejected with a crowbar
add: Mech now has wires and can be hacked
qol: Roboticists now can see MOD suit and mech wires
add: Mechs now require servo motor stock part and it affects movement
power usage instead of scanning module
add: Scanning module absence doesnt block mech movement and hides some
UI data instead. Big Bess starts without one.
qol: Hitting mech with ID card now toggles ID lock on/off if the card
has required access
fix: Fixed concealed weapon bay not being concealed on mech examine
fix: Fixed mech radio not changing frequency
fix: Fixed mech launcher type weapons ignoring specified cooldown
fix: Fixed mech launcher type weapons not using specified power amount
fix: Fixed mech temperature regulator ignoring gas heat capacity
fix: Fixed mech stopping processing other things while not heating
internal air
fix: Fixed mech being able to leave transit tube in transit
fix: Fixed mech internal damage flags working incorrectly
fix: Fixed Gygax leg overloading being useless
fix: Fixed mechs ignoring their stock parts on creation. Syndicate mechs
now stronger against lasers and consume less energy on move. Upgrading
from tier 1 to tier 2 doesn't make mech consume MORE energy than before
the upgrade.
balance: Rebalanced mech energy drain with part upgrades. Base energy
drain reduced by 50%, 33%, 25% with upgrades and applies to movement
(Servo rating), phasing, punching, light (Capacitor rating).
balance: Hydraulic clamp now can force open airlocks
balance: Made mech RCS pack consume reasonable amount of gas
code: Fixed some other minor bugs and made some minor changes in the
mech code
/🆑
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
I was working on some basic mob stuff and noticed this is a little
messy, so I made these changes separately.
I removed ``dextrous_hud_type`` because ``hud_type`` exists and can just
be used instead.
I also removed the ``healable`` var, because it was incorrectly used
(with the expectation that basic mobs had it too). Instead it will rely
on the mob being Organic, the check right under it, and I gave mob
biotypes to mobs that were not healable and had no biotype already.
I made a new biotype for slimes because I didn't find any other ones
that fit it (and gave it to slimepeople), but it is not used anywhere
other than to prevent them from healing from sutures, as I didn't want
to just set it to NONE. Thought this may be useful for the future.
## Why It's Good For The Game
``healable`` is checked on simple animals and basic mobs, despite basic
mobs not having this var. I do not want to add this var to basic mobs
either, I think checking for them being organic makes much more sense
and avoids having to make basic mobs less basic.
## Changelog
Nothing player-facing.