## 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.
/🆑
## 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.
so, the current `COMSIG_CARBON_SOUNDBANG` signal is kinda lame because:
1) it's relegated to carbon mobs
2) it means ear protection equipment actually has no effect when
`get_ear_protection` is called instead.
3) It's sent in more than one place in the code
So I replaced it with another signal, this one properly sent in
`get_ear_protection`, and therefore `soundbang_act` as well.
What's also lame is that the code for both `get_ear_protection` and
`soundbang_act` can be easily moved to the living type, and it wouldn't
make a huge impact aside causing simple mobs to be stunned very briefly
by flashbangs since they cannot be knocked down anyway. The less the
code is specific to a subtype, the easier it's to work with, the fewer
the paradigms etc.
Another lame thing is some of the code being kinda old. Also I wanted to
fix an issue with the shriek ling ability detailed in #93401. I wanted
to make the ability more consistent with how other sound-related
abilities work by making it use `soundbang_act`, but with an intensity
higher than any other feature so far, beside point-blank flashbangs
(holding on standing on one). I've also buffed the "ear protection"
offered by vacuums from 1 to 3, meaning nothing but point-blank
flashbangs will go through. Yes, this means shrieks are not good in a
vacuum because sound generally propagate in absence of molecules that
can transmit the vibration... at least IRL. The game's an approximation
anyway, but it's still inconsistent, like a fuckton of other things that
are even more outside of the scope of this PR. Well, at least it affects
simple/basic mobs too now.
## Why It's Good For The Game
This will fix#93401 and make some code less old and bad.
## Changelog
🆑
refactor: refactored code for ear/soundbang protection. Flashbangs and
other things can now affect simple/basic mobs as well, not just carbon
and occasionally silicons.
balance: Aliens are no longer impervious to soundbang_act. Still very
resistant to it due to their hardcoded ear protection
balance: How the resonant shriek changeling ability works is now
slightly more consistent with the ear/soundbang protection, meaning it
won't work well in a vacuum, but at least it works on simple mobs now.
fix: Everyone can now hear a changeling shriek, unless they're already
deafened or in a vacuum.
/🆑
## About The Pull Request
The soft-revert was merged since it targeted an issue that could crash
the server with infinite loops. However, the solution was kinda shoddy,
which brought the `get_environment` inside the main loop, which I'm once
again trying to move outside it. This way it only has to be called once.
The NO GBP tag is here because the issue was my fault. This PR includes
some small changes done to test and ensure that this won't happen in the
future.
## Why It's Good For The Game
Fewer unnecessary calls. The performance of the crafting unit test is
roughly the same (10 seconds circa), because the bulk of it is spawning
the required objects anyway.
## Changelog
N/A
## 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
## About The Pull Request
IDK if temporary body is broken or split personality is broken but it
seems like this code simply doesn't work, as split personalities are
consistently being ghosted and forced DNR
## Changelog
🆑 Melbert
fix: Blackout drunk / Split personality no longer ghosts you
/🆑
## About The Pull Request
Yeah so the animals were trying to mate with geology, they probably
shouldn't be doing that.
<details><summary> runtime here, with details about bug </summary>
<img width="1948" height="523" alt="image"
src="https://github.com/user-attachments/assets/89abe9d7-eacd-445b-b686-cb5419df2e24"
/>
Runtime occurs because `client` is a mob var. A lot of mobs make use of
that `early_melee_attack()` to do things like eat so we shouldn't expect
them to only be targeting mobs here.
Adds an `ismob()` check to guard against that var/client runtime which
is basically free due to being a special native byond op and should not
affect performance in any meaningful way.
</details>
## Why It's Good For The Game
Think about the miners...
## Changelog
🆑
fix: animal AI no longer mistakes rocks for a valid breeding partner
/🆑
## About The Pull Request
Most screen alerts that use the midnight hud style no longer have the
button baked in their icon. Other screen alerts with their own
background or shape (robot and mech alerts, atmos, heretic buffs or
debuffs etc.) are not affected. Also updated a couple sprites but didn't
spend too much time on them. Mostly reusing existing assets.
Montage of how the alerts look on threee different hud styles
(Operative, Trasen-Knox, Detective, ALSO I FIXED THE BUCKLED ALERT
ALREADY):
<img width="293" height="323" alt="image"
src="https://github.com/user-attachments/assets/3a2b972b-aa5a-4c27-a454-c8c39acf6e20"
/>
It looks only a smidge iffy on the syndicate since the top and bottom
borders aren't layered over all the overlays, but it isn't something to
worry about in this PR.
## Why It's Good For The Game
Screen alerts always had the midnight hud button baked in their icon
states (now overlays), which completely disregard the player's hud
setting, much unlike action alerts buttons. Melbert has also said that
it'd be nice if the code for action buttons could also be used in screen
alerts and viceversa, to slim things down. That's obviously not what I'm
doing today, but having most of the screen alerts already without the
baked background will surely help if we ever pursue that objective.
## Changelog
🆑
refactor: Refactored screen alerts a little. Most should now fit the
player's hud style. Report any issue.
imageadd: A few screen alerts have been polished/updated a little.
/🆑
## 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
/🆑
## About The Pull Request
Bears are now fast mounts in line with ponies and golden raptors.
## Why It's Good For The Game
Most mounts speed up when ridden because we insist on making basics mobs
slow as balls.
Space bears are one of few mobs that actually move at a normal human 1.5
second move delay.
One of the quirks of bear riding is that only sentient bears are
ridiable unlike most mounts, where you can tame the NPC mob and ride it.
Sentient bears have suffered greatly in the recent years, they used to
attack with a normal 0.8 second delay and be stun immune.
Now they attack with a 2 second delay like AI controlled bears, can be
stunned with stamina damage and even flashed.
Most competing mounts have a value add in some form, most comparable is
the carps and space shark which also share the poor HP pool and
spaceproofness of the bear but have big advantages of being able to fly
and regenerate.
By making bears fast, we make creating sentient bears inhabit an
attractive niche.
## Changelog
🆑
balance: Sentient bears are now fast mounts equal to ponies and yellow
raptors.
/🆑
## About The Pull Request
- Fixes#93392
- Replaces all custom callbacks with call to `deconstruct()`. The
callbacks weren't necessary as it did the same thing as `deconstruct()`
but in an round about way
- Removed duplicate `Initialize()` procs and the params `building` &
`ndir` from all wall mounts. Makes everything cleaner
## Changelog
🆑
fix: wall mounts placed by player now falls off when the wall they are
mounted on is destroyed
code: cleaned up wall mount code
/🆑
## About The Pull Request
This is me picking up #93077 but with code changes relative to the two
new flags that Krysonism added in his PR, which unfortunately he never
finished.
## Why It's Good For The Game
Monkeys should be able to ventcrawl even if their left or right arm is
actually a chainsaw or armblade or whatever. See #93077
## Changelog
🆑 Krysonism
balance: prosthetic item limbs are no longer considered equipped items
for some purposes such as ventcrawling.
/🆑
---------
Co-authored-by: Krysonism <robustness13@hotmail.com>
## About The Pull Request
The fish analyzer now uses ui_data to fetch hunger, health, size, weight
and breeding cooldown rather than ui_static_data, meaning these values
are updated in real time on the UI. It also calls
update_static_data_for_all_viewers() whenever the user scans a new fish
or aquarium or if fishes are added/removed to/from the aquarium, and
closes the UI if the scanned object is out of normal view or further
than 7 tiles away.
I've also reduced the breeding cooldown for newly spawned fish from two
times the standard cooldown (usually 2 minutes, hence 4 minutes) to 60%
of it. Offsprings still retain the usual 200% cooldown however. This
should make it a bit easier for people who want to use the aquarium with
fish acquired through means other than fish farming itself.
Lastly, this PR introduces a small unit test to make sure that the
stable population of most fish is higher than 1. This was the problem
with #93043, where you couldn't breed a slimefish with a lavaloop
because the stable population of the latter wasn't set. I'm sure that's
a problem with other fishes as well, and that explains some of the
confusion with the feature (that and its opacity as a whole I guess).
## Why It's Good For The Game
This will close#93043, improve the fish analyzer UI updates, make fish
farming etc. less problematic.
## Changelog
🆑
qol: The fish analyzer UI should update more reliably.
fix: Fixed some of the fishes being unable to reproduce.
balance: Fish acquired through means other than fish farming itself
takes less time to be able to reproduce.
/🆑
## About The Pull Request
changelog should say pretty much enough, dont want to double it here.
## Why It's Good For The Game
as paramedic later into the game you'll prefer jaws of life over jaws of
recovery because theyre both silent AND have no area restrictions, but
heres the thing: you cant wear it in suit storage, nor it can act as
bonesetter additionally (why would paramed need wirecutter?) this PR is
aimed to combie both of those jaws into one modified, that would be
useful for paramedic.
also you really should be able to wear them in mod suit storage, trust
me, it sucks to carry paramedic jacket/coat in inventory everytime and
waste time on swapping
## Changelog
🆑
qol: Jaws of Recovery can be worn on medical MODSuit suit storage now.
add: Added modified Jaws of Recovery and recipe for them. Made from
regular Jaws of Life they act like one, without area restrictions and
radio announcements.
/🆑
## About The Pull Request
Heretic has received a complete overhaul. This PR touches nearly every
aspect of the antagonist. For readability's sake, not every change is
going to be listed in this pull request.
For the full list of changes please refer to the design doc:
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.
Code by Me, @Xander3359 and @Arturlang
TGUI by @Arturlang
Sprites by OrcaCora and GregorDM
Writing bits by @necromanceranne
### Core changes
- Cross-pathing has been removed. Main knowledge spells are now
exclusive to their path (for the most part).
- For every main knowledge unlocked (save for the robes and the blade
upgrade), Heretics can choose one option from a draft of 3 random side
knowledges (this is a free point).
- Heretics can now purchase side knowledges from a new tab, the
"Knowledge Shop". Side-knowledges have been divided by tier (Stealth,
Defense, Summons, Combat and Main). Tiers are unlocked as you progress
toward your main path.
- Heretics now gain the grasp and mark upgrade immediately, but their
main knowledge choices cost twice as much (except for the first spell,
the robes and the blade upgrade).
- Path specific robes have been introduced! They come with their own set
of quirks.
- Each Path has received a passive ability. This passive is upgraded
when you first create your robes, and again when you complete the Ritual
of Knowledge.
- Paths have been rebalanced as a result of the removal of cross-path
progression. Cosmic and Moon paths have received soft reworks.
- Upon unlocking the path 2nd level or reaching a total of 8 points
worth of knowledge, Heretics will lose the ability to blade break (and
the limit on blades all together).
- Ascension now automatically calls the shuttle with no possibility of a
recall.
- Late join Heretic has been removed.
### New UI
<img width="750" height="635" alt="moon path ui"
src="https://github.com/user-attachments/assets/184ef783-5c9c-48a1-a2f7-4807ca93e990"
/>
### Knowledge shop
<img width="787" height="669" alt="Knowledge shop"
src="https://github.com/user-attachments/assets/3dc89b84-8c70-4d47-b612-54396e3ea6e7"
/>
### Quality of life //General balance changes
- Heretics will now gain X-ray vision for a few seconds when nearby an
eldritch essence (this effect has a cooldown).
- Ritual of knowledge now requires 1 uncommon item instead of 2. You may
now use a stunprod instead of a baton to complete the ritual. Beartraps
have been removed from the list of possible reagents.
- The maximum number of possible sacrifices required to ascend has been
reduced from 6 to 5 while the minimum has been upped to 4.
- Codex Cicatrix no longer requires a special pen to be made.
### Passive abilities
- Heretics now start with a passive ability. You can find what it does
on the path info tab after a path has been selected, and what they gain
when upgraded.
- Crafting your first set of Eldritch robes will bump your passive to
level 2.
- Unlocking the 2nd level will subsequently unlock your "Ritual Of
Knowledge"
- Completing the ritual of knowledge or ascending will net you the final
level.
### Path Specific Robes
- Armorer's Ritual is no longer a side knowledge. Each path will have
their own unique version of the ritual. This is placed after the 2nd
spell in the tree.
- Robes can no longer be destroyed by fire and acid, grant t4 flash
protection (Moth Heretics stay winning) and protection against basic
syringes, to bring them on par with other antagonist's armor sets.
- The recipe to craft the robes is now a set of armor/vest, a mask (any
mask will do now, not just gas masks), plus the unique reagent required
for the blades (Plasma for Cosmic, Trash For Rust, match for Ash and so
on)
- Wearing the robes as a non-heretic may yield some unfortunate
side-effects.
### Moon Path Rework
Moon path rework.
Moon Heretics gain immunity to brain traumas and slowly regenerate brain
health. Equipping the moon amulette channels its effects through the
moon blade; making it unblockable and cause sanity damage instead of
brute. Ring leader's Rise now summons an army of harmless clones that
explode when attacked; the explosion briefly stuns non-heretics and
cause sanity and brain damage to them. Moon blade can also now be used
when pacified and Moon spells are no longer blocked by regular anti
magic, only mind magic protection.
**Cosmic Path Rework**
Cosmic path has received the biggest batch of changes alongside Moon.
The path has been dead last in ascension and pickrate (less than 5%) for
almost 2 years. It did gain some popularity over the last few months,
reaching the highest ascension rate in the game (12%) while mantaining a
relatively low pickrate.
Cosmic sits in a weird spot, where pretty much every knowledge
surrounding the path is either mediocre or, in the case of the
ascension, dysfunctional. Yet it has maintained a smidge of relevancy
due to how quickly Cosmic heretics can capture and sacrifice targets
thanks to Star Touch.
As a result, the best course of action would be to rebalance the
entirety of the kit; granting the heretic more tools to manipulate space
and dictate the flow of a fight, while lessening their ability to end a
confrontation by instantly sleeping their opponents.
lastly The Star Gazer is now ghost controlled ; And they shoot lazers!
<img width="636" height="451" alt="gazer gag 3"
src="https://github.com/user-attachments/assets/601d6881-c042-4e42-8ce6-ac90cd27848b"
/>
## Why It's Good For The Game
### Ok...but why do we want this?
Again, if you want my full reasoning, please check my doc
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.
To keep it short and concise; Heretic is too complex and unintuitive for
its own good. Too impenetrable for new players and too abusable for
experienced players. This can be chalked up to a lot of poor design
decisions. But ultimately, what I believe being the biggest contributor
to the current status of Heretic is the ability to move into different
paths, also known as "Cross-Pathing".
### Cross Pathing my beloathed.
Cross-pathing, while cool in theory, overcomplicates the antagonist and
overloads them with power. Players dealing with the heretic are
incapable of working out what a given heretic can do. This also leads to
late game heretics having 3 rows Worth of action buttons and virtually
no weakness.
Over the last year, I've often received the understandable but also kind
of unfair accusations of making Heretic too powerful without a clear aim
or purpose.
My goal with the paths I've reworked over the last year (Rust,Void and
Blade) wasn't necessarily to just make them stronger (although that was
also part of the goal, as they were paths that were underperforming),
but for them to have more interactions with the sandbox and to better
live up to the fantasy presented to the player.
If an harbringer of frost gets countered by a cup of coffee, we probably
messed something up.
Unfortunately, the current incarnation of Heretic doesn't really allow
for surgical balance changes to specific paths. Every time a knowledge
gets buffed, we make every path that can easily tap onto that knowledge
stronger by default. It doesn't take a genius to understand why this
system is ultimately unsustainable.
### Blade Breaking
I feel that after a heretic has reached the near peak of their power,
they no longer need the ability to instantly escape any encounter. Check
my doc for my full reasoning.
## Less versatile, more specialized paths.
By removing cross-pathing, we remove a huge maintainability burden from
the antagonist. Paths can now be designed around clearer strengths and
weaknesses. They become easier to balance and less of an headache to
understand for everyone.
It also means we can give paths some needed quality of life quirks
without having to worry how such a change might have a knock-on effect
for other paths.
Ash heretics can finally let loose without dying by their own flames.
Cosmic Heretic can go to space without having to carry a modsuit. Moon
Heretic can use their abilities without fear of one random trauma
ruining their day, and so on.
### What a horrible night to have a curse...., wait how do I curse
people again?
As of right now the heretic tree has quite a hefty amount of trinkets
that pretty much never see use.
Partly because the tree itself is a nightmare to navigate. And partly
because why would anyone set up an elaborate plan or scheme when they
can unleash 2 rows of spell in the span of bunch of seconds.
Heretics mostly gravitate towards powers that push them towards greater,
more potent combat strength. If it doesn't contribute to killing people
quicker, it isn't worth doing for most. And given the opportunity cost
associated for taking those powers, they will remain that way so long as
there are better choices to be poached.
The new draft system encourages Heretics to play more with the tools at
their disposal. If you want to go for a specific combo from the side
path options, you may now do so by tapping into the knowledge shop.
Yes, the shop does include a few knowledges from the other paths. But
these are limited to 1 per path, are very expensive and can only be
unlocked very late into the shift.
## Drip Of the Mansus
The iconic heretic robe is actually sequestered to a side path that is
most easily access by only two paths at a time. Since heretic paths are
being made to be much more specialized, the most obvious way in which
this can be showcased is through an easily
identifiable outfit.
By using the robes, we can both telegraph WHAT heretic you are looking
at, and just how much power they've accumulated and when it is
reasonable to take the kid gloves off and treat them as a genuine
threat. If a heretic is in their
robes, that heretic is now a significantly more prominent danger to the
station.
It also serves as a useful means for gating some of the more powerful
effects of a heretic's path behind the robes, AND enable options for
disarming them of that power should they be captured without making it
something endemic to their mob.
A major problem with heretics is a lack of certainty as to how powerful
they have become. A heretics robes is one of the milestones to help
players dealing with heretics identify that.
### Will this be 100% fair and balanced?
This is a massive overhaul to a pretty complex and bloated antagonist.
I've done my best to show the changes to several maintainers and other
members of the community for their feedback. But at some point we'll
have to see how this behave in the environment to get a feel if
something is over or undertuned. (that's my way of saying, yes this is
likely gonna require a testmerge or two).
What I will say is that I'm not trying to change the core identity of
Heretic.
Heretics should have the upperhand in single encounters early on, be
able to joust a small group of players after they unlock their final
spell, and end the round when they ascend. They're a progression
antagonist. They should retain their payoff as well as pose a danger as
they grow stronger.
But if more players feel like they are more reliably able to play the
antagonist in more varied and interesting ways, rather than the
antagonist largely existing as a measuring stick for 'robustness' due to
its elitist design philosophy, then the rework has been a success. There
should be something for
everyone in the antagonist, as is true for all of our antagonist roles.
## About The Pull Request
- Nulls the ref to the interact callback in
`/datum/component/redirect_attack_hand_from_turf/Destroy()`
- Move parent signal registration from `Initialize()` to
`RegisterWithParent()`
- Add parent signal un-registration in `UnregisterFromParent()`
## Why It's Good For The Game
Moving signal registration was just a "while I'm here" type thing
because it should go in those procs, the ref null is because it's
causing flaky hard deletes [but only on a
downstream](https://github.com/effigy-se/effigy/actions/runs/18415754211/attempts/1)
for some reason, I have no idea why I haven't seen it here but it should
be nulled regardless so
## Changelog
N/A
## About The Pull Request
I'm pretty sure I tacked on this bit ***after*** testing the PR and
forgot to check if it actually returned the value I needed. Oops.
Closes#93389
## Changelog
🆑
fix: Fixed raptors going at mach speeds
/🆑
## About The Pull Request
Refactor detective scan categories.
Fix some categories not being shown at all.
Remove Syndicate scan category.
<details>
<summary>TGUI</summary>
<img width="514" height="545" alt="image"
src="https://github.com/user-attachments/assets/754ce576-545e-40e5-9fad-86f19d8d2606"
/>
</details>
<details>
<summary>Paper report</summary>
<img width="460" height="609" alt="image"
src="https://github.com/user-attachments/assets/e37e1965-e90a-4e0c-8109-f4384d6a4a79"
/>
</details>
## Why It's Good For The Game
DETSCAN_CATEGORY_SETTINGS, DETSCAN_CATEGORY_HOLY,
DETSCAN_CATEGORY_ILLEGAL and DETSCAN_CATEGORY_NOTES are now shown in
detective scanner ui and printed report.
Cleaner code
## Changelog
🆑
fix: energy dagger pen report will be now shown in detective scanner and
also all items that transform will have additional note about it
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
## About The Pull Request
- **fixes** a runtime error that occurred when removing antag info
button from the ling's old body (which became null) after transforming
into a worm.
- **fixes** a bug that caused a worm to appear in the debug room when
spamming the "yes" button in the TGUI alert window
- **changes** the blind range of last resort from 2 to 4, because it has
a short animation now
**Added** the ability for the changeling's "Last Resort" to break
through walls and other objects accompanied by blood, gore, and
disgusting sounds😊https://github.com/user-attachments/assets/a2f263ec-a809-404f-a001-8d3643ba887b
## Why It's Good For The Game
currently, the explosion from "last resort" feels generic, similar to a
grenade or bomb. As a bioweapon, the changeling's ability should reflect
its biological nature — as if the ling is rapidly expanding its cells,
bursting its own body to rupture the surrounding environment and
explode.
regarding the ability to break walls: the current design allows for a
counter-play strategy of quickly building walls around a ling (it takes
like 10 seconds or less) who is in stasis or accumulating reagents for
last resort. While containing a ling in proper cell is valid roleplay
(like for science), this "fortnite-style" walling tactic feels cheap.
The intended design of the ability is to force the destruction of the
ling's body, not to allow them to be permanently walled in with no
option other than ghosting.
Yeah, i know that players will just build a cell that's 2 walls thick or
even bigger, but i think that's fiiine.
## Changelog
🆑
add: changeling's last resort ability now can rupture surrounding them
walls and other objects
add: last resort now has a short animation
balance: increased last resort's blind range from 2 to 4 tiles
fix: fixed several runtimes related to changeling's last resort ability
sound: added a gore sound effect to last resort explosion
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
the `/datum/component/hat_stabilizer` component, which is the thing on
the magnate MODsuit(and apparently on other spacesuits(and wigs)) that
allows you to attach an additional piece of headwear on top of the helm,
was `istype()`ed to only allowing `/obj/item/clothing`. This prevented
many non- `/clothing` items from being attached, despite being
equippable to the head, the only one of which I care about being
flowers.
This pr changes the `istype()` check to checking for the head slot flag,
and modifies surrounding logic to account for this. The only items I can
think of that are non-clothing and are equippable to the head are
various flowers and `mob_holder`s for various animals.
Also fixes an unrelated bug where updating the appearance of the holding
item would change the offset of any loose-hat holders over and over
again, causing it to move around over your head if you, for example,
toggled a MOD flashlight on and off repeatedly.
Also fixes an unrelated bug where the hat taken off would never be put
in your hands when it was seemingly intended to, due to always returning
the hat rather than `put_in_active_hand()` (unless the parent isn't
clothing, but there's no non-clothing items with the component attached)
## Why It's Good For The Game
I want to put flowers on my helmet, and I don't see any possible
negative ramifications.
## Changelog
🆑
qol: Flowers can now be attached to space helmets.
qol: Taking hats off of helmets will now put them in your hand.
fix: MOD flashlights won't move hats on them when toggling.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
## About The Pull Request
Tin, the proc that's managing references should remove the thing from
the list before calling qdel on it. Also, it should not be calling qdel
on something that's already being qdeleted (which could happen before if
`nuke_reflection()` was reached via the `COMSIG_QDELING` signal).
<img width="1675" height="480" alt="firefox_xIIRCIbgdU"
src="https://github.com/user-attachments/assets/246be9de-6ff0-46a5-bf5e-1d0895fd9f55"
/>
## Why It's Good For The Game
Less hard deletes
## Changelog
Not player facing/should get the hard deletes tag
## About The Pull Request
It updated overlays upon death, but didn't actually check whever the
owner was dead or alive.
## Changelog
🆑
fix: Fixed the alert overlay persisting on dead goldgrubs
/🆑
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
## About The Pull Request
About what it says on the tin. Corpses from spawner legions (e.g. vent
legions, tendril legions) have the storm-hating component, which means
that when a storm starts the body is deleted.
Also makes it so that the `storm_hating` component clears itself when
the atom it's attached to is logged into, so skeletons you do decide to
brainswap into/bodyjack/etc. won't Thanos snap and turn into dust if you
get stormed on.
## Why It's Good For The Game
Ashes to ashes, dust to dust. Prevents corpses from piling up that
badly. I swear this was a feature but I don't know whatever happened to
it.
## Changelog
🆑
qol: The skeletal corpses left from spawner legions (e.g. from ore vent
defenses and legion necropolis tendrils) now disappear during ash
storms. This does not apply if the body gets brainswapped into.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## 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
Technically, this PR introduces the cuffable_item element and the
cuffed_item status effect and their relative code.
In more player-friendly terms, this allows the ability to use handcuffs
to bind certain items to your hands by right-clicking it with a pair of
handcuffs in your active hand. This makes the item unable to be dropped,
for better or worse, until you or someone else remove said cuffs. And
no, this doesn't conflict with the ability to be handcuffed if you're
silly enough to think that.
There are more than one way to remove the cuffs. For the player with the
item cuffed to their hand, to remove the cuffs they can either click the
status alert, or examine the item and click the relative hyperlink. The
second option is good to have if for some reason the status alert
doesn't show up (too many alerts etc.).
For other people, they can remove the cuffs by opening the strip
inventory menu (the one you open by click-dragging the sprite of person
with the item onto yours). It's an alternative action specific to this
status effect (therefore only held items). Until the cuffs are removed,
trying to remove the item **directly** will bring you nowhere **because
the item is stuck to their hands**, duh. Alternatively you can just chop
their arm off. You do what you do.
For a list of items that can be bound with cuffs (suggestions welcome):
- briefcases
- toolboxes
- lockboxes
- first aid kits
- shields (they generally have handles and all. gameplay-wise they
already take away one hand slot to use. Using cuffs seals the deal: no
swapping items on the go, so no two-handed weapons, but you won't drop
the shield until it's broken)
- jerrycans (Kryson's suggestion)
- soup pots (ditto, kinda weird)
- coffee mugs, and the mauna mug (ditto)
- buckets
- plushes (silly stuff, if you ever want to arrest a plush or test the
feature)
- pet carriers
- mining drills
- swords with closed guards (ERT chainsaw-sword, cap's sabre, parsnip
sabre, cutlass, e-cutlass...)
- crutches and the white cane
- baskets
- flashlights and lamps (not subtypes like flares, glowsticks and
torches)
- TTVs
- chairs
## Why It's Good For The Game
This opens up for some emergent use for handcuffs beside people (or
prisoner shoes). Inspired by a scene of some 1998 action movie, where
one of the bad guys had the mc guffin briefcase latched to his wrist
with a pair of handcuffs.
Codewise, it was also a reason to refactor bits of code like handcuffs
and screen alerts slightly. On a sidenote, actual sprites for
cult/heretic shackles.
## Changelog
🆑
add: You can now bind certain items like briefcases, toolboxes, medkits,
shields, jerrycans etc. to your hand with a pair of handcuffs,
preventing them from being dropped. You can remove said binds at any
time unless incapacitated, and so can others through the strip inventory
menu.
qol: The appearance of a screen alert now updates if the object it
represents (like, an item offered by another player) changes appearance.
imageadd: The shadow shackles item (from cult magic and heretic
sacrifices) now has its own icon.
/🆑
## About The Pull Request
This fixes the admin debug gps tool so that it must be turned on to
activate. (it spawns off now) Also when it is toggled on/off, it resets
the colored turfs to their initial state.
## Why It's Good For The Game
When someone would equip the admin outfit, the debug gps would start
processing immediately, despite it not being in your hand, or even
turned on. This adds some restrictions so that you have to manually
activate it and allows the turfs to reset.
## Changelog
🆑
fix: The admin debug gps is now turned off by default and toggling it
will reset the affected turfs.
admin: Equipping the admin outfit will no longer automatically trigger
the debug gps effect.
/🆑
## About The Pull Request
Hotswapping now hijacks the attack chain in pre_attack rather than doing
so before item_interaction, which now allows players to interact with
items in their inventories (such as stabilizing cores with serums)
without hotswapping the two items.
Also added a unit test to ensure that it works as intended.
## Changelog
🆑
fix: Mining style hotswapping now respects item interactions
/🆑
## About The Pull Request
Fixes#93280
It would give you the null rod arm, then equip the null rod, then try to
give you the null rod arm again, which removed your null rod arm and
caused... problems
## Changelog
🆑 Melbert
fix: Fixed chainsaw nullrod
/🆑
## About The Pull Request
One of the shuttle move refactors/changes broke orbiters, making them
detach on shuttle move and detach improperly, retaining the animation.
This fixes the issue by dropping all of the orbiters before the move,
and reattaching them afterwards.
Our orbiting code is a nightmare and is long due a refactor, but this
should work for now. (I hate bandaid fixes too, sorry)
- Closes#93070
## Changelog
🆑
fix: Fixed orbiters like ghosts and wisps detaching when using a shuttle
/🆑
## About The Pull Request
I *think* this should be all that's required to fix this, it looks like
it's just the variable that iterates over all available stacks on the
dropturf needed to compare against the iterator's type as opposed to the
stack we're about to create otherwise.
Fixes#93256
## Why It's Good For The Game
Prevents a tiiiiny little material transformation/duplication bug.
## Changelog
🆑
fix: Sheets removed from the protolathe/techfab will properly remove the
correct quantity and merge into the right material.
/🆑
## About The Pull Request
This PR allows golems or anyone with the genetic mutation to benefit
from the effects of golem food if what they're eating is made of a
material tied to ore or sheets with golem food effects.
In layman terms, this means you can deepfry a chair and get golem buffs
that way. The duration also scales with the amount of material consumed,
which also depends on the bite size of the food. Smaller doses translate
to a shorter duration of the effect, while the viceversa is also true
(however with diminishing returns).
Also, you won't take immediate damage from biting, food with items made
of metals and glass stuffed into it if you've the rock eater trait (come
on dude, you eat literal raw diamonds). This has nothing to do with
golem food, but it's one less peeve off the list as I slowly and
occasionally work on material datums and their presence in the game.
## Why It's Good For The Game
Adding some depth to materials and food, albeit not much.
## About The Pull Request
- Added full support for RETA system
- Categorized all configs for search purposes
- Added channel check for most usages of get_announcement_system() calls
## Why It's Good For The Game
## Changelog
🆑
code: Little AAS code cleanup. Added full RETA support. Grouped configs
for search purposes.
/🆑
## About The Pull Request
This PR introduces new examine tags for the antimagic component to give
players specific feedback on an item's defensive properties.
| Condition | Tag | Description |
| :--- | :--- | :--- |
| **All Resistances** | `magic-proof` | "It is thoroughly shielded
against all known forms of magic." |
| **MAGIC_RESISTANCE** | `warded` | "It possesses a general resistance
to regular spells and magic." |
| **MAGIC_RESISTANCE_MIND** | `telepathy-proof` | "It appears to be
insulated against telepathic or mental influence." |
| **MAGIC_RESISTANCE_HOLY** | `blessed` | "It is protected by a divine
shield against unholy and dark forms of magic." |
## Why It's Good For The Game
Gives players more context and helpful information about items.
## Changelog
🆑
qol: New examine tags for the antimagic component to give players
specific feedback on an item's magical resistance.
/🆑
## About The Pull Request
Apparently wall construction code is snowflaked and indented as fuck
(and the same goes for door assemblies). I'm not bothering refactoring
everything with them, only to reduce the indentation, changing a couple
vars and overall making it easier to work with them later. This includes
wall construction not being hardcoded to sheets but include the
possibility to use other kind of stacks as well (if you don't count the
snowflake interaction with iron rods). In layman's terms, this means you
can make walls made out of sand (distinct from sandstone) again.
Also I've done some small changes to the materials storage, so that it
can eject ores too if the material doesn't have a sheet type.
Also, I've been told there may be issues with broken, uninteractable
(probably not properly initialized) glass sheets beside the ORM. I'm not
100% sure about the deets, but it may have something to do with spawning
the glass on the same turf the ORM is listening to, when smelting sand,
causing some race conditions, so let's spawn it in nullspace
## Why It's Good For The Game
While I'm sure there may be more elegant solutions (just take a look at
the wall and door construction code, they both use text2path oh god!),
I'm just here to make things a lil' cleaner and be done with issues with
the fact that sand is made of sand.
## Changelog
🆑
fix: You can once again make sand walls.
fix: Deconstructing an autolathe with sand in it should now drop sand.
/🆑
## 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.
/🆑
## About The Pull Request
Fixes#93139
`/datum/component/area_sound_manager` has logic which prevents sound
loops from overlapping when going from an area with a sound loop to
another are with a sound loop.
However the logic fails when going from an area with a sound loop to one
without.
So I reworked the logic. Now it tracks the world.time when the current
sound stops any time we exit an area with a loop (even if the new area
has no loop). That world.time is later used if we re-enter the area with
the loop to see if we can start playing immediately, or need to wait.
## Changelog
🆑 Melbert
fix: Entering and exiting an area with sounds associated (such as
lavaland or the ice wastes while a storm is active) will no longer
result in the storm sounds stacking up
/🆑