## About The Pull Request
An even more spammy signal override runtime that's been annoying me.
<img width="1933" height="479" alt="image"
src="https://github.com/user-attachments/assets/9d73a01b-858e-46a8-9449-7bb60680c977"
/>
This bug most frequently appears near cargo, triggered by mail crates
moving around on conveyors.
Seems to be caused by another elevation element being mid-attach and
also trying to register on the same turf simultaneously, which results
in a recursive register_turf() call essentially.
## Why It's Good For The Game
Fixes a spammy runtime, and improves performance a bit.
<details><summary>still works</summary>

</details>
## Changelog
Not player-facing
## 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
So, my original goal was just a refactor for the emissive overlays of
eyes, as a way to implement the specular emissive introduced by smartkar
some time ago, but somehow I found myself dragged into a bigger refactor
or cleanup of organ damage, thresholds, failures. One of the main
problem was that there were no procs called when a organ suffered enough
damage to fail or when recovering from failure. It'd just enable or
disable a bitflag, leaving it up to subtypes to decide how to tackle
organ failure their own ways: diverse, funky and sometimes incompatible.
More often than not relying on their very own "update_thingamajig" kinda
procs that run whenever the organ takes damage, rather than just when
the threshold is reached (low, high, failure. There are however a couple
organs with their own quirky thresholds, I let those slide).
There's also a bit of old code, especially for ears, with the
`AdjustEarDamage` and temporary deafness both predating the framework
for organ damage as far as I know. It really needed a coat of fresh
paint.
Oh, there were also more than a handful of organs that still heavily
relied on some ORGAN_TRAIT source instead of the `organ_traits` list and
the two add/remove procs `add_organ_trait` or `remove_organ_trait`. This
include organs that lose or gain specific traits when failing et
viceversa.
~~Lastly, felinids (and the halloween ghost species) having reflective
eyes. It's just a nod to the tapetum lucidum that animals with night
vision often have (including cats), which is why their eyes are a bit
brighter in the dark. Felinids however, do not have night vision (nor do
ghosts). This is merely cosmetic.~~ Cut out for the time being due to
issues with the specular emissive...
## Why It's Good For The Game
Refactoring / cleaning up old organ code.
## Changelog
🆑
refactor: Refactored organ damage code a little. Hopefully there won't
be issues (otherwise report them).
/🆑
## About The Pull Request
The examine more text uses p_they instead of p_them, so you'd get text
like "You could bind he to your wrist".
I've just changed the proc.
## Why It's Good For The Game
while I am amused by things like "bind he to your wrist" that's probably
something best said by players and not in system text
## Changelog
🆑 Cirrial
spellcheck: Examining something you can cuff now uses the correct
pronoun.
/🆑
## About The Pull Request
Moves a lot of the unique renaming implementations described in #82664
to the functions given by the `obj_flag` `UNIQUE_RENAME`.
`UNIQUE_RENAME` has been given new properties to account for
non-standard renaming, these being the `RENAME_NO_DESC` flag that
prevents changing the description, the `nameformat()` and `descformat()`
procs that, when modified, allow for applying naming formats(i.e. "Body
Bag - [input]"), as well as other post-renaming handling such as
changing the name of the output plant of a renamed seed, the
`rename_checks()` proc that allows for unique naming prevention(such as
a locked personal closet), and the `rename_reset()` proc to clean up
other possible renamed variables potentially changed in `nameformat()`
and `descformat()`.
This also adds `/datum/element/tool_renaming` to crayons, which will let
them rename anything that has `UNIQUE_RENAME`. I looked through
everything with that flag, and I didn't see anything that I don't think
should be renameable by a crayon(except things that shouldn't be
renamable with pens), so it shouldn't fuck anything up.
## Why It's Good For The Game
moves all of the non-honorable mentions in #82664 to the same renaming
system, and also moves all of the honorable mentions save for:
- plaques, as they only get renamed once and wouldn't benefit from
`UNIQUE_RENAME` imo
- books, because they're far more than just renaming, and are persistent
- paintings, because they're persistent
- photos, because they're not normal renaming and they're persistent
- endoskeletons, because they're done with a multitool in UI
- cardboard IDs, because they're far more than just renaming
Additionally, this fixes:
- Implanter renaming didn't work because a ! was missing
- Clown borg picket sign renaming didn't work because they didn't use
the correct arguments
This'll make it easier to make renameable objects in the future, as
well.
## Changelog
🆑
fix: fixes implanter renaming not working
fix: fixes clownborg picket sign renaming not working
code: brought most unique renaming implementations under UNIQUE_RENAME
/🆑
## 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
Fixes#93359
Caused by #93165
Inventory screen elements were no longer considered reachable, which
broke mousedrop handing on objects that check "is dragging into
inventory slot"
I don't know the best way to fix this yet but I figured the next best
thing would be to make all of these use the `drag_pickup` element, which
skips this reach-ability check
Thus I refactored it slightly to accommodate for items which should
contextually not be drag-pick-up-abble and bam, works like a charm
## Changelog
🆑 Melbert
fix: Dragging defibs and modsuits off your back works again
/🆑
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Xander3359 <66163761+Xander3359@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
``icon2base64`` does not like animated icons and will display an atlas
in TGUI when one is passed into it
<img width="239" height="220" alt="JKneqDL9NH"
src="https://github.com/user-attachments/assets/47e0ffdf-c155-4c84-94ce-c23203281012"
/>
Additionally added some padding between the icon and the slot name in
the outfit editor because it annoyed me
## Changelog
🆑
fix: Fixed certain broken icons in the outfit editor, stripping menu and
multiple others
/🆑
## 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
The runtimes themselves don't actually cause any issues in-game, as they
occur when an object without an overlay (due to flying, being thrown,
etc) does something that should modify the overlay. The easiest way to
handle this is to just check if its immersed in the signal receiver
itself, otherwise it'll get pretty messy with trying to keep track of
what is in what state of immersion.
## Changelog
🆑
fix: Fixed harmless runtimes when a flying object tried to cross lava
/🆑
## About The Pull Request
Fixes#93199
EMP protection now specifies what it protects
Adds an EMP flag for things which should definitely not indicate they
are EMP proof
## Changelog
🆑 Melbert
fix: EMP proof objects now specify what they protect rather than only
implying it's 100% emp proof
fix: Some objects meant to stealthily be emp proof no longer broadcast
they are emp proof on examine
/🆑
## About The Pull Request
The strip-menu can now support THREE alternate actions instead of two!
Adds stripping of accessories with a tgui input list.
https://github.com/user-attachments/assets/ab436b5a-751d-42b6-8e2c-1d83c7c7e081
## Why It's Good For The Game
Lets you take off accessories without stripping the person of their
uniform first.
## Changelog
🆑
add: Adds a button to the strip-menu to remove somebody's uniform
accessories
/🆑
## 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
Any objects that have the `/datum/element/empprotection` will get a new
examine tag.
## Why It's Good For The Game
Better UI/UX.
<img width="607" height="144" alt="dreamseeker_bWgwbnjC5S"
src="https://github.com/user-attachments/assets/580ddbfb-0306-4436-b7f3-8456a05e8272"
/>
## Changelog
🆑
qol: Objects that are EMP-proof will now have it appear as a examine tag
desc
/🆑
## About The Pull Request
The climbing element used a seperate line in the description examine
text to indicate it was climbable. This transfers that information to a
examine tag to cut down on excessive desc text spam.
This also could be replicated for lots of other things like anchoring,
welding, etc.
## Why It's Good For The Game
Better UX/UI
<img width="603" height="494" alt="dreamseeker_fHDHUJd45F"
src="https://github.com/user-attachments/assets/9086458d-a8a8-4b4c-815c-74e9d9dba1d5"
/>
## Changelog
🆑
qol: Climbable objects now show up as an examine tag.
/🆑
## About The Pull Request
Immerse element now uses an alpha filter rather than a vis_contents
object, which allows them to be much more smooth and seamless. There's
no longer a visible contour on fully opaque liquids, nor a janky effect
when you move in a liquid. This also fixes the broken fluid animation,
so now it actually has a bit of a wave to it.
<img width="179" height="183" alt="dreamseeker_PDjP1zyMRl"
src="https://github.com/user-attachments/assets/7c1bbefe-0e97-456e-a303-c34e6a1a238a"
/>
<img width="177" height="180" alt="dreamseeker_hGjKOyBL8f"
src="https://github.com/user-attachments/assets/6c3bc33f-a22c-452a-beb0-9dd44b080a7c"
/>
<img width="152" height="162" alt="dreamseeker_Et3eRd3NF6"
src="https://github.com/user-attachments/assets/1478aaba-d345-44de-8baa-9d0da0bc9d1c"
/>
<img width="185" height="182" alt="dreamseeker_5Iok1lUni2"
src="https://github.com/user-attachments/assets/4ac5fea4-24a7-46c2-b475-4445a43493b4"
/>
The code is immensely cursed in some places, ideally this should not
have to use vis_contents whatsoever but BYOND seems to be intent on
causing memory leaks whenever you try to set mutable's render_target to
an interpolated string, so I'm using a VIS_HIDE object as a relay for
the filter for the time being.
I've ended up changing some mob pixel_y offsets to pixel_z (as they
should've been from the start) to account for this (the logic is being
that pixel_y is "physical" position on the turf, while pixel_z is how
high above the turf something is)
## Why It's Good For The Game
The effect is less jank and looks cool.
## Changelog
🆑
refactor: Refactors immerse element to use alpha filters instead of
static overlays. It should look much prettier now.
/🆑
## About The Pull Request
I've tested this on goliaths, but mobs like watchers and brimdemons
don't have guaranteed drops so this will error out.
## Changelog
🆑
fix: Fixed mobs without guaranteed butcher drops not dropping any
crusher trophies
/🆑
## About The Pull Request
* Fixes https://github.com/tgstation/tgstation/issues/92759
* Fixes https://github.com/tgstation/tgstation/issues/81474
The problem is that things like the recycler and bitrunner goal hole
react to the crate Enter'ing them, and within their
`COMSIG_ATOM_ENTERED` handlers will just outright delete the crate.
However, `COMSIG_ATOM_ENTERED` is raised _after_ the crate's `loc` has
been set, so upon its deletion the `element/elevation` that was attached
to it would `Detach` and attempt to remove the `element/elevation_core`
that it had attached to its turf, but will try to do so at the turf it
was moved to, not where it was moved from. Thus, the
`element/elevation_core` would be left on the tile and would still
elevate mobs that moved onto it even though the crate was no longer
there. The second issue linked above goes into more detail about the
bitrunner crate case showing code and such.
This pr attempts to solve this by introducing a new signal,
`COMSIG_ATOM_EXITING`, which is raised in the same fashion as
`COMSIG_ATOM_ENTERING`. It also splits `element/elevation/on_moved()`
into `on_source_exiting()` and `on_source_entering()` so that
`elevation` removes its `elevation_core` from the turf it was on
immediately, before anything has a chance to delete it upon it entering
something.
I'm not TOTALLY confident in this being the proper way to go about this,
but made sure that overlapping elevation things still interact like they
used to, that the `elevation_core` is properly removed upon falling into
a chasm and when entering wormholes, and most importantly that the two
issues listed above no longer happen. This could still be an issue if
there's anyway in game to get an atom to move w/o it going through
`doMove` and raising the ENTERING and EXITING signals so let me know if
there's anyway this can happen!!!
## Why It's Good For The Game

vs

## Changelog
🆑 sushi
fix: crates and other objects causing elevation will no longer leave
behind magic elevating turfs upon destruction
/🆑
## 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
Carpets were manually assigning emissive plane to a normal overlay,
while using incorrect logic (adding alpha to it instead of coloring the
overlay), resulting in this mess which both shows through objects and is
twice as bright as it should be
<img width="494" height="227" alt="image"
src="https://github.com/user-attachments/assets/9cc63e90-a4e9-4d2b-b164-ec1e173af628"
/>
I've added a separate emissive decal element subtype, as well as (just
in case) banning all FLOAT_LAYER overlays from topdown planes, instead
of allowing them when manually passed into the proc (topdown planes
should never have floating emissives)
## Changelog
🆑
fix: Fixed emissive overlays on neon carpets poking through objects
/🆑
## About The Pull Request
#92394 did more harm than good.
First, only the microwavable element transferred reagents even if the
result was a burned mess (in general, a non-positive one), while
grillable and bakeable comps didn't... but that's because I've
overlooked a few checks that skipped the "transfer reagents to the
result" step, which the microwavable element also has, though it stopped
working as intended after I messed with it.
However, I think it's stupid for bad recipes to have a static amount of
"bad food" reagent in them, and overcooking a whole cake shouldn't yield
the same reagents as a bag of chips burned to a crisp, so I scrapped
those damn bad_result checks, and finally let the burned mess item
itself handle converting the consumable reagents into "bad food".
Second, examining most food items no longer tells you that you can make
a burned mess if you microwave it.
## Why It's Good For The Game
This fixes the above issues.
## Changelog
🆑
fix: Examining most food items no longer tells you that you can make
burned mess by microwaving them.
fix: Burned mess now has "bad food" in it more or less proportional to
the nutrients of the item you just overcooked. This also applies to
decomposition now.
/🆑
## About The Pull Request
Adds portable wind turbines that can be put in your back slot or
anchored to the ground. They accept a cell-powered item and charge it
while you walk, or when space wind passes over them. Can be purchased
for 400 credits or crafted with 3 kitchen knives, plastic, and servos.
Requires a capacitor to charge things, and higher tiers charge faster,
faster walkspeed also charges faster.
<img width="592" height="644" alt="im222age"
src="https://github.com/user-attachments/assets/e9997536-5ee0-4417-a31c-cb58666d4d07"
/>
https://github.com/user-attachments/assets/1cf7fce5-d385-4e3e-be97-fb15e253c308
## Why It's Good For The Game
Sometimes you don't have a cell charger. And you need to charge
something. Now you can charge something by running laps around the
station.
During a blob, rechargers are brought to the front lines to charge
energy guns and such but what if the blob turns off the power? And what
are bar-rp'ers to do? Kill two birds with one stone by having them run
laps instead of sitting around doing nothing.
Also its funny.
## Changelog
🆑
add: Added a portable wind turbine which can charge things when you walk
around
add: Added a signal that procs when an object resists space wind (from
being anchored / pulled)
sound: added woosh.ogg as a low "wooshing" noise
image: added a wind turbine sprite
/🆑
---------
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
## About The Pull Request
Changes crusher trophy drops from butchering to use guaranteed drops
instead of RNG-dependant ones
## Why It's Good For The Game
Some mobs are limited in quantity (rare variants, such as ice/magmawings
for example) and not getting a drop sucks, and getting duplicate drops
is inconsistent with how del on death mob drops work.
## About The Pull Request
Crude but simple fix for mulebots trying to buckle people. Mouse
dragging was opening stripping UI instead of buckling people.
Bots can't strip people anyway but I left a way to open strip UI. It is
working just like for cyborgs, bot needs to be in combat mode to open
it. Maybe someone will want to let Medbot strip people.
The issue happened when new strip UI was added 4 years ago:
https://github.com/tgstation/tgstation/pull/57889
Before the new UI the problem was known and someone fixed it:
<img width="633" height="149" alt="obraz"
src="https://github.com/user-attachments/assets/bfa3c323-60db-485c-a2d4-79c687839b74"
/>
But such simple solution isn't available anymore.
## Why It's Good For The Game
Fix good, we fix.
## Changelog
🆑
fix: Fixed bots unable to buckle people to themselves.
/🆑
## About The Pull Request
Turns the surface z-level of icebox into a 1x3 area, effectively adding
2 wilderness new z-levels surrounding the station
Because it's not always clear to other people what I'm talking about,
this is what I mean with making the surface level a 3x3 z-level
The wilderness z-levels are gridlinked, instead of crosslinked, which
just means the connections are consistent and not randomized. If you
keep going right, you will always end up where you started again,
eventually. This also removes the black border around the surface icebox
z-level (cause you can just go there now)
**Wilderness levels**
I've added some Z-level templates that can be generated. They're
incredibly basic, but all can spawn runes on them as well.
- Snow planes (5x)
- Ice planes (1x)
- Forest planes (1x)
- Mountain planes (1x)
I've also tweaked surface generation quite a bit. It being completely
covered in bones always felt weird, and the intersparsed rocks and
chasms never sat right with me. The default overworldgen is now more
like the Forested trait, but with more sparse trees.
All of this is modular btw. You can increase the amount of z-levels,
make any space z-level be unrandomized gridlinked or add your own
wilderness z-levels (either to your own map or icebox)
## Why It's Good For The Game
Icebox exploration is kind of depressing. We have this unique setting,
but we can't really go anywhere? You can go down and find that one pool,
which is about the peak of exploration of icebox.
Now you can literally explore the entire round and get incredibly lost!
It's also a great opportunity for mappers! (Especially since the
templates I made were made rather quickly as I wasn't sure if this had
merit).
2 extra z-levels isn't a lot, but it'll let us further develop planetary
wilderness z-levels further without impacting load times that much.
Maybe 3x3 icebox can be real in the future, but for now 1x3 icebox will
have to do
## About The Pull Request
When an item is cooked, reagents are generally cleared from the
resulting object and the reagents of the source object are transferred
to it instead. This means burned mess won't have its toxins when cooked,
locking you out of one or two chemistry recipes that require it while
also making the item generally not toxic at all.
So to fix it, we simply have to replace all or most of the consumable
reagents inside the burned mess with bad food, via component signals.
## Why It's Good For The Game
Fixing an issue with food and chemistry.
## Changelog
🆑
fix: burned mess made with a microwave, oven or griddle once again
toxins.
/🆑
---------
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
## About The Pull Request
Changes human name to update whenever anything that could result in
their visible name changing occurs, such as changing IDs, equipping
gasmasks, picking potted plants, etc. Currently name updates occur every
``Life()`` tick and in a few "special" cases, which causes a lot of name
changes from sources such as equipment to not apply until the mob ticks,
and makes us waste a tiiiny bit of CPU time on name updates.
I've also slighly cleaned up human /Life() and made species'
``spec_life()`` not run when the mob is dead, as it was causing certain
unintended interactions, such as slimepeople regenerating blood while
dead.
## Why It's Good For The Game
Microoptimization, ensures that correct names are always used (in case
something could update their name but the mob hasn't ticked yet), plus
its just a cleaner implementation
## About The Pull Request
Implements a poor imitation of specular surfaces by encoding "shinyness"
into blue channel of emissive overlays, which allows some pixels to be
more illuminated than others (by applying lighting multiplied by
specular mask onto them a second time)
This means that hazard vests, engineering coats, security jackets and
firefighter suits no longer outright glow in the dark, but instead
amplify light so even the tiniest amounts make them highly visible. I
made a pass through all of our emissive overlays and converted ones that
made sense into bloom-less/specular ones.
https://github.com/user-attachments/assets/2167e26e-f8b8-42d7-a67c-dfc643e1df29
I've also converted unrestricted access airlock overlays into overlay
lights instead of ABOVE_LIGHTING overlays, so they should no longer look
jank or catch people's clicks.
<img width="297" height="262" alt="dreamseeker_LovPHZ7xHQ"
src="https://github.com/user-attachments/assets/1bf4d7b8-219a-41ed-aee9-6cdc41803e21"
/>
Turns out that windoors had incorrect icon states assigned to theirs, so
I fixed that too - they should show up again after god knows how many
years.
## Why It's Good For The Game
~~Shiny lights make my moth brain go happy~~
Neat visual effects that look more believable than neon glowing stripes,
and airlocks no longer have inflated hitboxes with extremely weird
visuals.
## Changelog
🆑
add: Added specular overlays - some items like hazard vests or
firefighter suits no longer outright glow in the dark, but instead
amplify existing light to shine brighter than their surroundings.
add: Redid unrestricted access airlock overlays to look less bad
fix: Fixed unrestricted access overlays not showing up on windoors.
/🆑
## About The Pull Request
Because fish is an item, it inherits the use of integrity from objects,
however it also has its own health variable. For consistency, ~~damaging
its integrity should also lower its health and healing it should also
recover its integrity. Fish has a max integrity that's double its
health.
I've also renamed `adjust_health` to `set_health` since it doesn't
adjust the health by the provided value but sets it to said value.~~
I've scrapped the latter to instead use integrity.
## Why It's Good For The Game
A small bit of consistency. If you shoot a fish with a laser gun,
wouldn't it die?
## About The Pull Request
Monster cores now render above lying mobs and corpses, making them
easier to grab during fights. They reset to object layer once moved or
picked up to avoid visual issues.
## Why It's Good For The Game
During vent defenses when you encounter legions while low on heals you
may be tempted to grab a core to buff and regen, but as they're rendered
below mobs you either have to pixel hunt through a skeleton's ribs, or
use right click to pick it up via the context menu. Both of these
options make for a rather unpleasant experience, this should make it
less painful to do.
Technically applies to other mobs as well, but I doubt that anyone is
butchering monsters mid-fight for lobstrocity or brimdemon cores.
## Changelog
🆑
qol: Monster cores now display above corpses when dropped
/🆑
## About The Pull Request
This should be the other way around. Higher gravity means more damage
but better rewards. Not less.
## Why It's Good For The Game
Oops
## Changelog
🆑
fix: Swimming now no longer punishes you with less gains for swimming in
heavy gravity, but also weirdly easier to swim in.
/🆑
## About The Pull Request
For instances of athletics gains that don't involve workout
machinery/granting the exercised status effect, those sources of
experience suffer from increasing diminishing returns as the person
gains athletics levels.
## Why It's Good For The Game
While I still like that this lets more people engage with athletics
across a round, it did unfortunately trivialize getting higher levels of
athletics by doing some relatively banal activities that took really no
preparation to accomplish. The intended method of getting experience
should be the workout equipment, and so at a certain point these sources
of experience should stop granting free levels.
If someone refuses to interact with the workout mechanics and only
chooses to use these alternative methods, then uh....I guess all the
more power to them but they'll be there for a while.
## Changelog
🆑
balance: Athletics experience gain from non-workout sources, such as
climbing ladders, hopping tables and rope climbing, experience
diminishing returns as you gain athletics levels. To reach legendary
fitness, you really should hit the gym.
/🆑
## About The Pull Request
This PR adds some wacky interactions for meat and hauntium, should you
choose to transmute items into them using metalgen.
- You can imprint a mob's specific meat onto metalgen using their blood
(It doesn't even have to be the blood reagent, it can be any reagent
that was drawn from a mob's blood).
- Mob meat now applies the source's blood color to items made out of it.
- Organs and bodyparts made primarily out of meat become organic, if
they weren't already.
- Organs and bodyparts made primarily out of hauntium become ghostly, if
they weren't already. This makes them suitable for ghost species
wall-phasing.
## Why It's Good For The Game
Regarding the cosmetic change to mob meat, I thought it only appropriate
that mob meat material should take on the color of the mob it was taken
from.
For imprinting mob meat onto metalgen using that mob's blood, I thought
it would be funny to take people's blood and transmute objects into
being made out of those people's own flesh.
For meaty bodyparts and organs being organic, it can be argued that the
thing that makes organic bodyparts and organs organic is being made out
of meat, so I think the reverse logic should also apply.
For hauntium bodyparts and organs being ghostly, the ghostly nature of
ghostly bodyparts and organs should be what allows them to not fall out
of a ghost when they become incorporeal. And how could something made
primarily out of a substance extracted from ghosts **NOT** be ghostly in
nature?
That said, it's only *theoretically* possible to get hauntium bodyparts
and organs as a ghost, what with there being no way to do surgery on
ghosts. Good luck figuring out and executing the steps to actually do
this.
## Changelog
🆑
add: Items made out of a specific mob's meat take on the color of that
mob's blood.
add: Blood (or anything a mob uses as blood) can be used to imprint that
mob's meat onto metalgen.
add: Organs and bodyparts made predominantly out of meat become organic,
if they weren't already. Likewise, hauntium makes them ghostly.
/🆑
## About The Pull Request

Added recovered crew to the ghost role spawner menu. Clicking spawn will
make you orbit the recovered crew body.
https://github.com/user-attachments/assets/326856c4-e306-43fd-b7d6-a8d5554a0e81
Orbiting the body will make it twitch a little to indicate to
coroners/MD's/roboticists that you're ready to be revived.
## Why It's Good For The Game
Getting people to actually play the recovered crew is kinda hard on most
rounds :( . First on my list is to make the process more convenient for
everyone.
By adding it to the ghostrole spawner menu, ghosts can quickly see if
bodies are available if they wish to play as one. Making them twitch
when orbited makes it so the people reviving them don't have to revive
them every few minutes in the case someone wishes to join as them (they
still might, it does get more attention).
I think the twitching effect is the best natural indicator that someone
wishes to join without being too OOC. I can imagine doctors being a
little confused at first, but it should click pretty quickly.
I am not too concerned about it being used as a ghost communication
medium. The spectroscopic sniffers are a more convenient tool for this,
and I don't think I've seen someone do it with them.
## Changelog
🆑
add: Recovered Crew have been added to the ghostrole spawner menu
add: Orbiting Recovered Crew corpses will make them twitch to indicate a
soul is available
/🆑
Giving them straight up superpowers or more aggressive antag rolls is
still something I'm considering. We'll see if/when I decide to do it
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>