## About The Pull Request
Empath has become a component instead of a trait, letting it store
variables or whatever components are good for. Also, it works slightly
differently for empath quirk users and moon heretics alike.
Additionally:
- You can only shiver when you see an evil person once. After that it
won't happen again.
- Empaths no longer get a mood debuff from seeing someone distressed.
- Moon heretic empaths no longer get smited by evil people.
- Moon heretic empaths aren't scared of evil people.
The component also supports empaths being able to tell if a fake dead
body is actually dead, and being able to use empath on yourself, but
those aren't enabled for the empath quirk or moon heretics. (Self-empath
would probably powercreep self aware)
## Why It's Good For The Game
While the empath quirk is incompatible with the evil quirk, the trait
wasn't. That means you could potentially become an evil empath and still
feel bad about other people feeling bad and get smited by other evil
people. Being an empath is different from having empathy, and there's
now a personality trait (compassionate) that has a very similar feature
so the mood debuff got axed and moon heretics can't get smited by
mending touch anymore.
I think being a heretic and looking into pierced realities probably
means you have the mental fortitude to not freak out when you see an
evil person. Evil people are (probably) a lot less scary than whatever
mind destroying thing is in those holes.
As for the only-getting-scared-once bit, freaking out when you see an
evil person is flavorful but annoying after it happens multiple times.
Especially if it happens after examining the same person multiple times.
## About The Pull Request
`TRAIT_NAIVE` mobs are immune to the effect of the standard death
moodlet
Dusting and gibbing still apply though
## Why It's Good For The Game
They see all deaths as people falling asleep so they shouldn't get sad
## Changelog
🆑 Melbert
fix: Clowns have regained their innocence towards death
/🆑
## About The Pull Request
Closes#93285
Mood event from the death of a mob spawned "artificially" is 75% weaker,
lasts 80% the duration, and don't compound
An artificial monkey's death will now result
- -8 * 0.25 * 0.5 = floor(1) = 1 strength moodlet for the average crew
member
- ...Lasting 30 seconds (unless refreshed)
- -8 * 0.25 * 1.5 = floor(3) = 3 strength moodlet for animal friends
- ...Lasting 1.5 minutes (unless refreshed)
- -8 * 0.25 = floor(2) = 2 strength moodlet for compassionate crew
members
- ...Lasting 1 minute (unless refreshed)
Artifical spawning includes
- Moneky Cube
- Xenobiology Console
- "Life" reaction
- Summoned rats
- Spawner grenades
- Cult ghosts
Lemmie know if I'm missing any obvious spawns
## Why It's Good For The Game
While funny it was not my intention to have Xenobiology / Genetics /
Virology nuke your mood.
## Changelog
🆑 Melbert
balance: Death of artifical mobs (such as monkey cube monkeys) result in
a 75% weaker, 80% shorter moodlet that does not compound with more
deaths.
/🆑
## About The Pull Request
Reduces the mood debuff from empaths examining people with the
fundamentally evil quirk
## Why It's Good For The Game
The mood malus is too high for a quirk that's meant to be a major
positive. This maintains the interaction but turns the mood hit low
enough to be mostly just for flavor rather than an actual penalty,
similarly to examinining someone that is sad.
## Changelog
🆑
del: Reduces mood penalty from Empaths examining people with the
Fundamentally Evil quirk
/🆑
## About The Pull Request
Please read the contents of my HackMD to see what my PR does, as well as
further elaboration on the reagents and why it's good for the game
overall.
https://hackmd.io/@MGO/B1YX80nMT
## Contents
Introducing new inverse reagents for existing narcotics and other
reagents! This push includes...
**Naloxone** : New medicine! Requires equal parts Morphine, Hydrogen
Peroxide, Bromine and Ethanol to be made. Opioid antagonist that purges
drowsiness and narcotics from the patient, restores breath loss and
accelerates addiction recovery. Consumption Rate at 0.2u.

**Permonid** : Inverse of Krokodil. Highly potent sedative that provides
the best painkilling effects, but is also extremely addictive. Speeds up
surgery times by 30%. Consumption Rate at 0.1u.

**Monkey Dust** : Inverse of Bath Salts. Oop aak chee aak eek chee. Eek
aak oop chee oop aak aak!! (Consumption Rate at 0.2u.)
https://github.com/user-attachments/assets/cbd5ea48-9c0f-49ca-ba59-59cd65599641
(You can also combine 50u Monkey Powder with 10u Monkey Dust to make an
angry monkey!)

**Epoetin Alfa** : Inverse of Aranesp. Synthetic medication that induces
blood regeneration, heals liver damage and synthesizes Sanguirite when
the patient is bleeding. Causes several side effects if taken for too
long. Consumption Rate at 0.25u.

(Overdose in action.)
https://github.com/user-attachments/assets/27a51a11-0e42-4000-9c96-ba10cbd9e18b
**Sadness** : Inverse of Happiness. Causes severe depressive behavior in
users, and actively purges other antidepressants. Being hugged by a
friendly person that gives good hugs will purge all Sadness unless the
user has the Bad Touch trait. Consumption Rate at 0.1u.
https://github.com/user-attachments/assets/874b0549-1d96-4f4f-ad95-65f780a68436

**Maldium** : Inverse of Baldium. Potent psychotropic that causes
intense anger within users. On end consumption, user will experience a
burst of burn damage that scales with the amount of time the user was
enraged. Consumption Rate at 0.4u.
https://github.com/user-attachments/assets/31a4700e-32b5-4855-a266-45bfde62f718
**Dulling Reagent** : Inverse of Colorful Reagent. Extremely drab
coloring pigment that is favored by corporations who wish to maximize
suffering. Forces Colorblindness trauma in consumers. Consumption Rate
at 0.4u, lowered to 0.04u if overdosing.
https://github.com/user-attachments/assets/3db461d1-26aa-4c77-ad3d-44794230b391
**Newtonium** : Inverse of Gravitum. Experimental reagent that induces
heavy gravokinetic effects on users. Consumption Rate at 1u.
https://github.com/user-attachments/assets/b20e5200-9beb-40a2-8d37-c0d44f0fb4ef
## Why It's Good For The Game
This is an effort to add more variety to the existing inverse reagent
system within chemistry. Not only should this variety serve to provide
additional options for a Chemist to experiment with, they should also
broaden the possibilities for already existing strategies.
## Changelog
:cl:MGO
add: Introduces new inverse reagents for Krokodil, Bath Salts, Aranesp,
Happiness, Baldium, Colorful Reagent and Gravitum!
add: An alternate reaction output has been added for Monkey Powder.
Instead of 1u Water, add 10u Monkey Dust to make an angry monkey!
add: Adds a medicine: Naloxone! Requires equal parts Morphine, Hydrogen
Peroxide, Bromine and Ethanol to be made. Purges opioid-class reagents,
can also help with mitigating drowsiness and breath loss. Also purges
good moodlets associated with opiates and replaces them with negative
moodlets, so don't expect your patient to be happy about losing their
high!
/🆑
## About The Pull Request
Hunger bar is now dynamic rather than 4 static sprites
Hunger bar now accounts for food you have yet to metabolize, meaning it
updates as you eat
https://github.com/user-attachments/assets/06269da7-f07d-4738-98b2-ca6bde8ba0fe
Other changes:
- Adds a hunger tier between hungry and starving
## Why It's Good For The Game
Overeating happens so often simply because this bar is trash, so let's
give it some love
## Changelog
🆑 Melbert
fix: All humans no longer have a baseline "75" ghost nutrition (which
means you can eat more)
qol: Hunger bar update! It's now dynamic and updates as you eat.
qol: Adds a hunger tier between hungry and starving (for mood)
/🆑
## About The Pull Request
This PR adds the fearful component which acts as a unified handler for
terror effects. This currently includes nyctophobia and claustrophobia
quirks, terrified status effect from nightmare's spell, and the
monophobia brain trauma. The component processes terror handler datums
which act both as terror sources and effects - jittering, stuttering,
vomiting, panic attacks, etc.
This means that nyctophobia and claustrophobia now act more like
terrified status/monophobia - causing jitters, stuttering, periodic
panic attacks, etc, and their effects stack (i.e. being in a closet in
the dark will increase your fear much quicker).
Closes#37492Closes#57121Closes#69684
## Why It's Good For The Game
Terrified status is very immersive and its effects perfectly fit
nycto/claustrophobia quirks, enough to be impactful to owner's gameplay,
but not roleplaying for them, which is what we want quirks to be. It
also makes them share their stress, which is how you'd expect them to
act. (I would also love to see monophobia moved from a brain trauma to a
quirk, as it perfectly fits latter instead of former, and acts as a
great incentive to interact with other people instead of doing autism
projects by yourself.)
I haven't moved phobias to this system yet, but it could be done in the
future without too many issues - should make phobias less painful to
deal with, and maybe make people actually interested in playing around
them instead of rushing a lobotomy because of how debilitating they are
(currently only interaction is getting hugged by someone you're afraid
of, which will increase your terror)
## Changelog
🆑
add: Nyctophobia and Claustrophobia quirks now have proper terror
effects instead of making you walk/suffocate. Immersion!
refactor: All sources of "terror"/"fear" now use a common component,
meaning they share their counters.
/🆑
## About The Pull Request
If you exhale a cloud of smoke from a cigarette while face to face with
someone, you will give them a negative moodlet, blowing it right in
their face.
## Why It's Good For The Game
Added disrespect
## Changelog
🆑 Melbert
add: If you exhale a cloud of smoke from a cigarette while face to face
with someone, you'll blow it right in their face.
add: Syndicate Cigarettes will blind (for a very short time) if you blow
their smoke in someone's face.
/🆑
## About The Pull Request
Makes mood event `required_jobs` lazylist
We make a few thousand mood events a round so it's free
(Also literally nothing uses this system anyways)
## About The Pull Request
Inspired by Zomboid, as you get drunker, the moodlet you gain from being
drunk will give more of a bonus, and its message will update.
## Why It's Good For The Game
Lets you get the vibe of just how drunk you are.
## Changelog
🆑 Melbert
add: Your mood will increase further the more drunk you are. Until you
crash out.
/🆑
## About The Pull Request
Like #88945 but I am meaner than Goofball.
This PR adjusts Phobias to be a little bit less restricting, rather than
being basically the worst thing in the game.
The way phobias work now is:
***Hearing*** something related to your phobia will make you scream and
give you a minor, minute-long mood penalty, once every 12 seconds.
***Saying*** something related to your phobia has a high chance to make
you either stutter or speak quietly, or both at once.
***Seeing*** something related to your phobia applies a moderate,
four-minute long mood penalty and then gives you stacks of a debuff,
once every 12 seconds, up to 6 stacks.
Each stack of the phobia debuff makes any effects applied by being
scared last longer. Then it applies one of four random effects.
- You scream, which does nothing else... unless you have at least 5
stacks in which case you will also drop whatever you were holding in
your active hand.
- You jump, which immobilises you for a very short period of time
(basically just interrupting your movement).
- You lose your balance, making you briefly move slower and become
staggered (which makes it easier to push you around).
- You feel faint, which makes you dizzy (move occasionally in unwanted
directions) and briefly blurs your vision.
These stacks decay every 30 seconds as long as you're not actively being
scared.
If you have _multiple_ phobias then your general level of fear is
applied globally between them, so even if you just escaped from some
clowns you might still be worked up when you see a spider.
Phobias mostly don't make you jitter any more largely because to be
honest it just looks sort of shit and generally makes your sprite and
animations seem like they are broken not like you are shivering in
fright. It still happens if you hear something scary.
_Also_ I changed carp phobia to a general "fish" phobia, because we have
so much fish-related content now to take advantage of.
_Also_ I fully deleted the Heretic phobia because it's not applied by
Heretics any more and without that context it is also needlessly
specific, with heavy overlap with the Supernatural phobia.
_Also_ I fucked around with the phobia speech dictionaries a little bit
to remove some words I don't think are that funny or appropriate and
also add some more. Your mileage may vary.
_Also_ I made sure people who are scared of aliens are scared of basic
mob xenomorphs, people who are scared of birds are scared of raptors,
and people who are scared of bugs are scared of butterflies
and........... mothroaches.
## Why It's Good For The Game
Phobias are internally classed as a "mild" brain traums, which makes
them relatively easy to acquire and are applied by effects that are
supposed to be bad but not completely debilitating.
Examples of other mild traumas are:
- Stuttering
- Speech impediments
- Your health preview doesn't update
- You occasionally move in a random direction
- Colour blindness
- You don't like dropping objects
Phobias on the other hand are generally considered by most players who
have had one to be _significantly_ disabling. The penalties they apply
tend to be significantly worse to play with than the things listed
above, and can make playing around with a roleplay quirk excessively
miserable.
Unlike Goofball I don't want to make these totally toothless, but I do
want them to be more _mlld_ than they were before.
## Changelog
🆑
balance: Phobias are now somewhat less debilitating, although their
effects get worse the longer you are near a fear trigger.
balance: Carphobes are now afraid of all fish.
del: Remove the Heretic phobia, as it is now basically unused.
/🆑
## About The Pull Request
Adds rift fishing to the game.

Drained and undrained influences can be fished in, the latter only by
heretics. Fishing in an undrained influence shows a bobber floating over
nothing to other people, so don't be stupid!
The loot pool includes the following:
- Knowledge. Great for heretics, bad for crew. Only actually gives
knowledge if fished up in an unopened rift, opening it.
One of each heretic potion type.
- A wild Fire Shark, hostile to all.
- One of each heretic potion, and two flasks of eldritch essence.
- Several new fish:

In order:
1. Chrystarfish
Cosmostarfishe that snuck into the bluespace compartment of a shuttle
engine. Teleports around when eaten. Can be cut into bluespace crystals.
Very pointy.
2. Flumpulus
Probably not an actual fish. Contains flumpuline, which is in many ways
an upgrade to oculine. Except for it occasionally popping your eyes out
and replacing them with fungus. It also gets flattened if you land on
it, cushioning your fall.

3. Gullion
This fish can be cut into two diamonds, and needs no mate to reproduce,
making it an excellent way to replenish the station's diamond supply!
However, it needs silicon in the fish tank to survive.
4. Walro-Dolphish
Weird, amphibious creature. Amazing weapon - high damage, strong
piercing wounds, decent block chances. However, it will bite you if you
hold it for too long, so be careful!
More fish are planned to be added. The PR was split in two to reduce
review complexity as the latter half of the fish were increasingly
convoluted.
Any fishing rod will do for fishing, but heretics are now able to infuse
their fishing rod with a grasp:

Infusing the rod will temporarily improve its fishing modifier and give
it a unique trait that lets heretics gather 2 influence, rather than 1,
from a fished-up rift.
If crew fish up a glimpse of the Mansus, they will recieve the same
effects as if they examined the rift, and a curse hand will shoot out at
them.
influences cannot be bombed for fish.
## Why It's Good For The Game
Rifts are _extremely_ close to basically just being eldritch pools of
liquid that some heretic spilled over the station. It's always stuck out
like a sore thumb that we can't fish in them, but now we _can_. (Also,
someone needs to PR fishing in a bucket for clowns and mimes.)
Fishing in a rift is just one of those things you see some random,
innocent assistant do while doing an errand, passively enhancing the
round with the sheer ridiculousness of it. Coming back, it's likely
you'll see them running from a wild Fire Shark they unwisely dug up from
messing with eldritch influences.
For Heretics, this is for the most part actively a worse alternative
than just doing things normally. But sometimes you don't want to be
optimal. Infusing their fishing rod is almost entirely an amusing twist
on the blade infusion that blade path has, and they can even infuse
other people's rods - make fish not war.
Ghommie gave me the fish sprites, and I interpreted them the silliest
and most interesting ways I could think of.
> Chrystarfish
Bluespace's technobabble has finally reached fish. Much like the
Gullion, the intention here was primarily some additional, risky way to
procure some amount of bluespace crystals and dust that doesn't depend
on Mining to do their job, either for the station or for your own stupid
plans. (Obviously mining is still the best way to get it, but it's not
healthy for the game for them to be the ONLY way to do so!)
>Flumpulus

Imagine taking a pill of 'Super oculine!' and suddenly your eyes pop out
and are replaced with fungeyes. 10/10
>Gullion
Diamonds are extremely scarce on the station and the only way to get
more is by mining. I thought adding some rare, restricted way of getting
more would be fun for the game, and encourage fish breeding.
Parthenogenesis may be a bit much admittedly, but let's just see what
happens
> Walro-Dolphish
The name for this thing kinda sucks. I like the idea of an amphibious
fish-weapon like the pikes that actually kinda just hates being wielded
around like a stick. It's also piercing to differentiate.

## Changelog
🆑
Carlarc, Ghommie
add: Adds rift fishing to the game. Includes new wacky fish!
add: Drained and undrained influences can be fished in, the latter only
by heretics. Fishing in an undrained influence shows a bobber floating
over nothing to other people, so don't be stupid!
add: influences cannot be bombed for fish.
add: Heretics can now infuse their fishing rod, and fish for knowledge.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Last night I was experimenting with hooking up different chemicals to a
shower and discovered that blood didn't really do anything other than
have red mist and particles. Your characters clothes were still cleaned.
The mood boost was still happy. So I reworked it a bit.
Blood now:
- Gives a negative mood, disgust, and status effect when showering with
it (unless you are morbid, evil, or undead, then it's considered
positive)
- Has an icon alert for bloody showers
- Covers a mob's clothing with blood when showering (or any objects on
the tile)
- Tossing or spraying a container full of blood now covers objects/mobs
in blood
- The revenant defile spell now affects showers by removing all water
recyclers and reagents that gets replaced with blood
Showers now:
- Require 70% of water to clean and get mood/status effects
- Require 70% of blood to get mood/status effects
- Require 20% of radioactive reagents to stop radiation removal effects
So it's possible to have a clean water shower that is secretly
radioactive. Since radioactive reagents do nothing on `TOUCH`, all this
achieves is preventing the water from washing off the radiation.
I did have to refactor some of the reagent code to support method types
for objects since I was experiencing hazmat issues when I was testing.
Whenever I would inject blood from a syringe into a beaker, it would
cover the beaker in blood on the outside. This would have been extremely
hazardous for viruses. So I needed to make sure we are only applying it
to the methods for `VAPOR|TOUCH`
Also improved the mood typecasting for owner to allow checking of mob
biotypes. (so we can check `UNDEAD` for mood)
## Why It's Good For The Game
Blood effects and interactions are now more consistent. The code for
objects is refactored to support method interactions with reagents.
Evil/Morbid people now get some unique interactions that fit their
theme. Last we get a cool new ability to let revenant's make their
defiled areas something out of a horror movie.
## Changelog
🆑
add: The revenant defile spell now affects showers by removing all water
recyclers and reagents that gets replaced with blood.
add: Showering in clean water (+70%) results in positive
mood/regen/stamina effects. It will wash off the mob.
add: Showering in dirty water results in negative mood effects and
disgust. It will NOT wash off the mob.
add: Showering with radioactive reagents (+20%) results in the
preventing the shower from washing off the radiation.
add: Showering in blood (+70%) results in severe negative mood effects
and disgust. (unless you are morbid, evil, or undead then it's
considered positive) It will cover the mob in blood.
add: Water effects that interact with a mob from touch or vapor
(showering/spray bottles/etc.) will now heal sleep, unconsciousness,
confusion, drowsiness, jitters, dizziness, and drunkenness.
fix: Fix bloody showers not covering objects in blood.
fix: Tossing or spraying a container full of blood now covers
objects/mobs in blood
fix: Fix wrong status effect for watery tile
image: Add new alert icons for bloody/dirty showers
code: Refactored some expose_obj reagent code to support method types.
code: Improved mood typecasting for owner to allow checking of mob
biotypes.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
With this PR, I'm introducing fishing bluespace capsules to the game.
They can be found on the black market, but I'll get a couple more ways
to get them before it's ready.
Anyway, they're special bluespace capsules that spawn a fishing spot of
your choice. The fishing spot can be changed by alt-clicking the
capsule, and so far it has 5 choices, plus 2 locked behind emagging for
obvious reasons:
- Freshwater: pretty basic, you get freshwater fish from this.
- Saltwater: mainly saltwater fish.
- Tiziran: You get tiziran fish here, like the gunner jellyfish,
armorfish, needlefish, dwarves moonfish and the new, bigger zagoskian
moonfish. By the by, moonfish now periodically lay moonfish eggs, a
staple of lizardfolk cuisine.
- Ice fishing spot: A small ice turf with a hole dug in it; salmon,
arctic char, arctic chrabs and the bonemass (skeleton fish).
- Hot Spring: Somehow the new home to the ought-to-be-extinct
sacabambaspis. It also doubles as a better shower overall, with mild
healing on top of stamina recovery. Felinids still hate it though, and
won't benefit from the healing.
- Lava: A 2x2 square of pure lava. Requires an emag for obvious reasons.
- Plasma: Ditto, but it's plasma instead of lava.
As a sidenote, unlike standard shelter capsules, these require their
area to be clear of pipes and cables on top of the other requirements,
unless emagged. Obviously, I've done some changes to allow pipes and
cables to not be hidden by water turfs, though I'm still keeping these
reqs because I don't think these fishing spots would look great if
riddled with cables and pipes. I may remove this extra req later if it
proves to be a tad too tedious.
Also they don't knock you back when expanding.
Screenshot from a recent test (fixed the misplaced decal and tweaked a
few things since then):

## Why It's Good For The Game
The idea stems from how not all fishing spots aren't designed to be
accessible every round, which is fine, because we have the fish-porter
for that. However, even the fish-porter should have its limits in terms
of what it can provide by itself (linking is all fair and game), so I've
thought having something of a middle point would been neat, also as a
way to mess around with the station layout a bit, to empower the player
with a little extra "terraforming".
## Changelog
🆑
add: Added fishing bluespace capsules to the game, which can be used to
spawn a variety of fishing spots, from freshwater to tiziran sea to hot
springs, and also lava and plasma if emagged.
add: Added two new fish: the zagoskian moonfish and the sacabambaspis.
Moonfish will now periodically lay moonfish eggs.
map: The 'crashed pod' lavaland ruin now has a hot spring, and the
cursed hotspring on icemoon now has a plastic chair and a fishing
toolbox.
/🆑

## About The Pull Request
Showering will add negative mood effect to felinids
## Why It's Good For The Game
there was a status effect that drops stamina for felinids on shower but
at the same time it boosts mood i decided to make it better
🆑 Mamaii
add: shower will give felinids negative mood effect
fix: fixed shower hater status effect alert not showing
/🆑
## About The Pull Request
I'm adding a new infusion ~~(actually four, but two of them are just
holders for specific organs tied to a couple fish traits)~~ to the game.
As the title says, it's about fish.
The infusion is composed of three primary organs, plus another few that
can be gotten from fish with specific traits.
The primary organs are:
- Gills (lungs): Instead of breathing oxygen, you now need to stay wet
or breathe water vapor.
- fish-DNA infused stomach: Can safely eat raw fish.
- fish tail: On its own, it only speeds you up on water turfs, but it
has another effect once past the organ set threshold. It also makes you
waddle and flop like a fish while crawling (I still gotta finish sprites
on this one)
Other organs are:
- semi-aquatic lungs: A subtype of gills from fish with the 'amphibious'
trait, falls back on oxygen if there's no water. Can also be gotten from
frogs, axolotl and crabs.
- fish-DNA infused liver: From fish with the 'toxic' trait. Uses
tetrodotoxin as a healing chem instead of a toxin. Also better tolerance
to alcohol if you want to drink like a fish (ba dum tsh).
- inky tongue: From fish with the 'ink production' trait. Gives mobs the
ability to spit ink on a cooldown, blinding and confusion foes
temporarily.
The main gimmick of this infusion revolves around being drenched in
water to benefit from it, In the case you get the gills organ, this also
becomes a necessity, to not suffocate to death (alternatively, you can
breathe water vapor, without any benefit). To enable the bonus of the
organs set, three organs need to be infused. They can be gills, stomach,
tail and/or liver, while the inky tongue doesn't count towards it.
Once the threshold is reached, the following bonus are enabled:
- Wetness decays a lot slower and resists fire a bit more.
- Ink spit becomes stronger, allowing it to very briefly knock down
foes.
- Fishing bonuses and experience
- Resistance to high pressures
- Slightly expanded FOV
- drinking water and showers mildly heal you over time.
- for felinids: You won't hate getting sprayed by water or taking a
shower.
- While wet:
- - If the fish tail is implanted, crawling speed is boosted.
- - You no longer slip on wet tiles.
- - You also become slippery when lying on the floor.
- - You get a very mild damage resistance and passive stamina
regeneration, and cool down faster.
- - You resist grabs better.
- - get a very weak positive moodlet.
- However, being dry will make you quite squisher, especially against
fire damage, slower and give you a modest negative moodlet.
While working on it, I've also noticed a few things that explained why
tetrodotoxin (TTX) did jackshit at low doses, because livers have a set
toxin tolerance value, below which, any amount of toxin does nothing.
Also I've felt like reagents like multiver & co were a bit too strong
against a reagent that's supposed to work at very low doses, with slow
metabolization, so I've added a couple variables to buff TTX a bit,
making it harder to purge and resistant to liver toxin tolerance (also
added a bit of lungs damage).
## Why It's Good For The Game
I wanted to take a shot at coding a DNA infusion and see how chock-full
I could make it. DNA infusions are like a middle point between "aha,
small visual trinket" and organs with generally ok effects. I seek to
make something a bit more complex ~~(also tied to fishing ofc because
that's more or less the recurrent gag of my recent features)~~ primaly
focused around the unique theme of being strong when wet and weaker when
dry.
EDIT: The PR is now ready, have a set of screenshots of the (fairly mid)
fish tails (and gills, barely visible) on randomly generated spessman
and one consistent joe:

## Changelog
🆑
add: Added a new infusion to the game: Fish. Its main gimmick revolves
around being stronger and slippery when wet while weaker when dry.
balance: Buffed tetrodotoxin a little against liver tolerance and
purging reagents.
/🆑
## About The Pull Request
Adds the Fundamentally Evil quirk. The quirk does nothing in of itself.
If an Empath examines you, they will be shaken up by the fact that you
are totally evil.
Mindreaders can literally see that you're evil. If they're ALSO evil, it
gives a gives a unique message.
Honorbound chaplains can freely attack you without first declaring you
evil. You are already evil. There is no outward tells for this fact, but
if the chaplain pays attention to the medical records, you might have a
problem on your hands.
You are significantly harmed by holy water and holy explosions. So don't
drink holy water if you can help it.
## Why It's Good For The Game
I just think it'd be funny to have some crew, for whatever reason, be
fully committed to being evil for no reason other than it is funny to
bother empaths.
I want a chaplain to come to the realization that I'm evil and see what
happens.
## Changelog
🆑
add: Fundamentally Evil quirk. You might act normal, but you know deep
down that you totally don't give a shit about anyone but yourself.
Empaths better watch out.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
## About The Pull Request
Earlier this day, I have found myelf adding a check to the fish petting
proc Ben added recently along with his aquarium UI rework, so I've
thought it'd be good if players could do it regardless of aquariums.
I've also added a couple lines to check if it's a safe environment and
the fish isn't dead, because petting a dead or drowning fish shouldn't
solicit much of a cute reaction.
Furthermore, petting aggressive fish comes with a coin flip where you
get your hand bitten half of the times. I think it's a pretty much
reasonable interaction.
Also, petting chasm crabs lowers their anger slightly, which determines
the behavior of the juvenile lobstrosity they grow to be.
## Why It's Good For The Game
Polishing a fish feature added by another contributor.
## Changelog
🆑
add: You can pet fish while holding them. Be wary of petting aggressive
fish.
/🆑
## About The Pull Request
This PR nerfs the mood event from fishing from 5 to 4. In exchange,
after catching a fish, you can release it in the appropriate fishing
spot for a minor positive mood event (if it's alive, or if the user has
either the morbid or naive traits). It also counts towards fish
population for fish that are limited in the amount of times they can be
catched. Mobs with the naive trait (clowns) get the positive mood event
even if the fish is dead or being released in a bad place like lava
Some fishing spots like toilets and moisture traps don't have this
option, but that's because they've their own interactions with fish
that'd otherwise be overridden by it.
This PR also fixes mobs with the morbid trait (coroners) not enjoying
aquarium in their own morbid ways and add a few touches pertaining the
naive trait like alternative chat messages when interacting with the
fish.
## Why It's Good For The Game
This gives players a way to get rid of unwanted fish without leaving it
to die on the floor, also it's in the spirit of recreational fishing.
## Changelog
🆑
fix: Fixed morbid mobs (coroners) not enjoying room beauty and aquariums
in their own weird ways.
add: You an now release fish after catching it for a positive moodlet
(or to repopulate certain fishing spot with rare fish).
/🆑
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
## About The Pull Request
Fish (the item that you catch with a fishing rod) now has an edible
component attached to it, making it possible to eat them if you really
have to, at the cost of eventually killing and deleting the fish,
however, you normally shouldn't.
Along with the seafood and meat foodtypes flags, it possess the gore and
raw foodtypes too, making them pretty awful to eat unless you're a
(non-vegan) lizard, felinid, or wearing the strange bandana*, which can
only be found in the cqc kit case. Furthermore, it carry diseases like
the ones from food left on the floors for too long, so a strong stomach
is required to safely eat it even if you actually like it, dummy...
UNLESS you fry or grill it, thus killing the diseases (as well as the
fish) and removing both the gore and raw food types, then it becomes an
actually ok meal... UNLESS you're dumb enough to eat a pufferfish, a
donkfish or a slimefish.
That is more or less the general rule. A few fish stray for it. For
example, lavaloops are never raw (still gorey). The skeleton fish are
never edibles, and holodeck fish is, well, holographic and thus
disappears if you try to eat it.
*the strange bandana is a reference to MSG, and this is a reference to
the MGS3 fish eating animation.
This is WIP btw, I'll have to test it and add some then polish it.
## Why It's Good For The Game
Whole unprocessed fish should be technically edible, even if not safe to
eat nine times out of ten. Also I kinda need this if I want to add a
tasty fishing spot to the kitchen deepfriers.
## Changelog
🆑
add: Whole, unprocessed fish is now edible. However it's pretty much
reccomended to grill or fry it for over 30 spess seconds before
attempting to eat it.
fix: germ-covered, dirty food no longer tries to infect you through
contact.
/🆑
## About The Pull Request
Over half of the line changes are merely from splitting the
fish_types.dm into several files since it was over 1k lines already.
One of the small issues with fishing right now is RNG. You want to get
some specific fish, and you go through all the micromanaging with hooks,
reels and baits only for the random number god to say "nope", and that's
only going to get worse the more fish are in the game.
However, I've a solution: (unconsumable/reusable) fishing lures, each of
which attracts different fish based on different conditions. The only
caveat is that they require to be spun at set intervals (usually 1 to 3
seconds, depending on the lure, with a second-long window). Worry not,
there're visual cues in the form of a green/red light hovering the
fishing float, so you won't get screwed up by the server slowing down or
whatever.
The whole box of lures (12 so far) can be from cargo for the fair price
of 450 credits.
I've also added 5 new fish: monkfish, plaice, pike, another punnier
variant of the pike, perch and squid. The latter is quite special
because of the ink production trait, which lets players use it to blind
others at a close range and when butchered, it yields an ink sac, which
can be processed into a can of squid ink (one less item exclusive to the
produce console), or thrown at people in a sort-of-similar fashion of
banana cream pies (except it's ink).
<details>
<summary>Images</summary>
Fishing lures (forgot to take my cursor off the veggie one before the
screenshot):

The five new fish:

</details>
<details>
<summary>A table of fish catchable wth each lure (excluding
holodeck)</summary>

</details>
A few more things in the CL, baitfish are a thing now.
## Why It's Good For The Game
There should be ways to contrast some of the RNG fishing has. After all,
it's only going to get more random the more fish are in the game.
Furthermore, I find it disappointing that a lot of food stuff is
exclusive to the ingredients console and there're no other ways to get
it.
## Changelog
🆑
add: Added fishing lures to the game. They don't get used up like baits
and let you catch specific kinds of fish, though they need to be spun
every few seconds. The whole set can be ordered from cargo for 450
credits.
balance: The magnet hook now removes dud chances.
add: Added five new fish types: perch, two types of pike, monkfish,
plaice and squid. Squids have a fairly special ink production trait,
which lets you use them (unless dead) to ink people face at close range,
and can be butchered for an ink sac, which can either be processed into
canned squid ink, or thrown at someone.
fix: Refactored throwing a little. Some items (specifically
components/elements) won't be triggered when caught. no more plates
shattering despite being caught for example.
add: Goldfish, lavaloops, needlefish and armorfish can now be used as
baits.
/🆑
## About The Pull Request
Aquariums now have a beauty element based on their contents. Props give
a fixed beauty value, while for fish it depends on whether they're alive
or not. Some fishes have a better score than others. A few, like the
ratfish, even have negative beauty.
Mobs with the morbid trait now get a positive moodlet when admiring an
aquarium full of dead fish, and a negative one when fish are alive.
Also, this brings a few improvements to bits of aquarium code. Namely
the removal of a GetComponent call and a few balloon alert calls.
## Why It's Good For The Game
Aquariums can be quite decorative at times.
## Changelog
🆑
add: Aquariums now influence the beauty score of an area based on their
contents.
add: Morbid people now get a positive moodlet when admiring an aquarium
full of dead fish, and a negative one when fish are alive.
/🆑
## About The Pull Request
Previously, the mood datum would only react to beauty when entering an
area, any later changes to the room wouldn't update it for the mood
datum.
Also, mobs with the morbid trait (ie. the cononer) now like
degradated-looking rooms and dislike (if they also have the snob trait),
well-decorated ones.
## Why It's Good For The Game
Feature and improvement.
## Changelog
🆑
qol: Mood more promptly reacts to the beauty of an area as it changes,
and not just when changing areas.
add: Coroners (and potentially other mobs with the morbid trait), now
like degradated-looking rooms.
/🆑
## About The Pull Request
Fixes some typos.
Rewrote some weird sentences that didn't scan right or weren't clear.
Rewrites a lot of descriptions for the heretic paintings.
Rewrites the painting-related traumas, made them more medical themed and
vague. For example, the health scanner will no longer identify the ghost
haunting someone and ruining their mood, it will instead report that the
patient is hallucinating and depressed.
Painting knowledge description got minor rewrites.
The painting moodlets are rewritten to be a little more clear where
they're coming from.
## Why It's Good For The Game
Typo fixes mean players see less typos, which is self evidently good.
The rewrites were because I didn't feel like a lot of this stuff was
written to a high standard. It was riddled with typos, overly vague in a
lot of places, and defaulted to using all caps for horror value far too
often. It needed to be a little bit more direct and a little bit more
subtle. I've tried hard to keep the original tone and intent but
hopefully it's a little spookier now.
Codex description got expanded because the old description didn't
describe how the book looks which annoyed me a lil.
Closes#83956 (which doesn't actually fix the issue that a few possible
ways to fail surgery were missed.)
Fixes#83932🆑 ShizCalev
fix: Fixed some surgery failure states not properly setting the correct
mood event.
refactor: Minor refactor to how surgery events work, there is now better
support for per-surgery mood events!
/🆑
## About The Pull Request
Changed how tail regaining works.
* If it's your tail, an infinite debuff is replaced with a timed one
(new, on live there is no debuff)
* If it's not your tail but of same species, I guess it works, but we
are more sad (new)
* If it's not your tail AND of different species, we are horrified
(live)
Also a little clearing up of unused mood datums
## Why It's Good For The Game
Refactors good? Having your tail back good?
## About The Pull Request
There's a bug wherein you can use psychotic brawling as a pacifist if
you disarm, but rather than fix it I think leaning into it would be
really interesting. You get a big -20 mood debuff for 10 minutes, but
you can still harm people.
Implements an unused mood event found in #83741🆑 ShizCalev
fix: Getting surgically cut open while conscious will now give you the
"THEY'RE CUTTING ME OPEN!!" surgical mood event.
/🆑
## About The Pull Request
Changes all instances of "amulette" to "amulet" (except for icon_state
instances of the misspelling).
## Why It's Good For The Game
Spelling
## Changelog
🆑
spellcheck: Corrects spelling of "amulette" to "amulet"
/🆑
## About The Pull Request
- Adds Strong Stomach quirk.
- 4 points
- You can eat dirty food without risk of getting disease.
- You suffer less negative effects from vomiting. Vomit stuns you for
half the duration, and you lose half as much nutrition.
- Reverts https://github.com/tgstation/tgstation/pull/76864 , integrates
its effects into Strong Stomach instead.
## Why It's Good For The Game
- Lotta people (namely Lizards and sometimes Felines with Deviant
Tastes) run gimmicks involving them being a gremlin person and eating
trash off the ground, and it's rather hard to accomplish this now since
it makes you a public medbay enemy # 1. This quirk should give them an
option to avoid that.
- Also (as mentioned in the title) both CDDA and PZ have this trait and
I can't believe we're missing it! This is something in
modifiable-character-traits/quirks-101.
- I moved the effects from #76864 to this quirk because 1. I thought it
was more fitting and 2. I thought the original PR was kinda wack for
what is (generally) a neutral quirk.
## Changelog
🆑 Melbert
add: Adds the Strong Stomach quirk, which allows you to eat grimy food
without worry about disease, and makes you a bit more resilient to the
effects of vomiting.
del: Deviant Tastes no longer prevents you from getting a negative
moodlet from eating dirty food. Strong Stomach does that now.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
<!-- 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
Clowns will now start with a box of 24 random long balloons and a
skillchip in their noggin allowing them to create balloon animals by
combining two of them of different colour together. Owners of the
skillchip also gain access to crafting recepies of balloon mallets,
vests, helmets and tophats, all created from long balloons. A crate of
long balloons, with a box of balloons inside, can be bought at cargo, in
case the clown runs out. I might edit this once I wake up, its 3 in the
morning right now.
Oh also, resprited how balloons look in inventory.

## Why It's Good For The Game
Balloon animals funny.
Silly features are my favourite kind of features, and this one's
open-ended too.
Someone on the coder chat recommended someone would do it that one time,
here it goes.
## Changelog
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🆑
add: Added long balloon box to the clown's starting inventory, and a
skill-chip of long lost honk-motherian knowledge to their brain.
add: Added long balloons. Consequently, added balloon animals to make
from such balloons. Also, balloon top hat, vest, helmet, and a mallet.
Don't ask about the mallet.
add: A long balloons box harvested fresh from the farms on the clown
planet will be able to be shipped in a crate to the cargo department
near you!
add: As per requests; water balloons can now be printed at service
lathe, and entertainment modsuit can now blow long balloons!
image: Balloons will now have an unique sprite when in the inventory,
compared when to on the ground.
/🆑
<!-- 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
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<!-- You can use multiple of the same prefix (they're only used for the
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---------
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Changes a lot of text. Apart from grammar fixes, here are the notable
changes:
- Ash jaunt description just said it is a "short range jaunt" without
explaining what exactly a jaunt is. I believe it is better to describe
without comparing to another spell the player may not have experience
with.
- Cosmic grasp now explains what the deal is with star marks and cosmic
fields. It is still possible to crosspath into a star mark spell,
skipping this description, but I assume a player like that is
experienced enough to know what the star mark does anyway...
- The knowledge for ash spirits no longer refers to them as "Ash Men" -
"Ash Spirit" is the mob's actual name. If you think "Ash Man" is a
better name, I can change it around so that the mob gets renamed that
instead.
- Removes the lines from paradoxical curio's description about causing
brain damage on examination - many heretic items cause adverse effects
to heathens who try to interact with them, and there is never a need to
clutter the description with them.
- Changes the eldritch coin description, because the old one was, in my
opinion, awkward. I changed it to be more inline with the other items'
descriptions, and to not tell non-heretics what its purpose is. If you
liked the old one better, I can revert this change.
## Why It's Good For The Game
Grammar good. Accurate descriptions good.
## Changelog
🆑
fix: made some heretic descriptions more accurate
spellcheck: improved english of the heretical eldritch patrons
/🆑
## About The Pull Request
Adds a new Trait Job (jobs which only appear when the station gets a
trait for it) - Veteran Advisor.
The weight of the trait is 2 which makes it very rare.
Veteran Security Advisor is a role designated as a (duh) Advisor for the
HoS and Captain, as well as a mentor for all of the Officers. This is
because it has an experience requirement of **100 SECURITY HOURS**, so
no green Veterans.
Veteran Security Advisors are paraplegic (bonded to a wheelchair) and
with PTSD which freezes their mood and sometimes causes hallucinations.
They get an M1911 pistol in a holster because that's badass.
<details>
<summary>THE IMAGES</summary>
ADVISOR

THINGS HE SPAWNS WITH

HIS UNIQUE MOODLET

SIGNUP BUTTON

</details>
## Why It's Good For The Game
More funny Trait Jobs to the game!
There is a certain lack of those, there is only Cargorilla and Bridge
Assistant.
This job has big opportunities. Advisors can behave themselves like
drill sergeants, or wise old mentors. Because they are kinda, as people
only with 100 Security hours (yes those masochists exist) could play it
when it appears. This will also open opportunities for retired Sec mains
to tutor new generations without being directly involved in all of the
stress.
I mostly took a look at the Goonstation "Nanotrasen Security Consultant"
and Baystation "Senior Enlisted Advisor" as inspiration.
I tried to cut down any chances of this role being abused by power
gamers for its M1911 pistol and Bridge access, due to this they are
paraplegic so power gamers get disgusted, and if someone does somehow
win Antagonists while in a wheelchair - props to them, pure skill.
**REMEMBER THAT THIS IS A TRAIT JOB!** This means they won't appear
every round, but rather rarely! So they fit in as an occasional extra
fun for the round.
## Changelog
🆑
add: NEW TRAIT JOB: Veteran Security Advisor! Advise HoS and Captain on
Security matters, mentor Security Officers. Note that they are
paraplegic and fully emotional desensitized due to their past
experience.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
This adds a new trait, `TRAIT_ANALGESIA`, and makes various painkillers
(+ tenacity trauma) apply said trait.
This prevents various pain-related effects, such as screaming due to
pain, and also provides a speed bonus during surgery.
## Why It's Good For The Game
Gives more of an incentive to actually use reagents such as morphine or
miner's salve.
## Changelog
🆑
add: Painkillers (i.e morphine, miner's salve) now actually induce
analgesic effects, preventing various pain-related effects, such as
screaming due to pain, and also provides a speed bonus during surgery.
add: The tenacity trauma (traumatic neuropathy) also applies analgesic
effects.
refactor: Simplified code related to reagents adding traits.
/🆑
## About The Pull Request
It was dumb. LITERALLY just a proc.
So let's replace it with a proc then, as a helper at least. I'll take
this chance to disambiguate tail code to make it a bit less messy, and
hand back usable args in case we want to react to our change in tail
status
## Why It's Good For The Game
Code's less shit (slightly)
## About The Pull Request
This pull request adds a new path.
The cross path is between ash and lock.
Credit to Fury McFlurry for the following sprites:
ring_leader_effect
The path goes as follows:
Moonlight Troupe
Grasp of Lunacy
Smile of the moon
> Sidepaths:
Mind Gate
Ashen Eyes
Mark of Moon
Ritual of Knowledge
Lunar Parade
Moonlight Amulette
> Sidepaths:
Curse of Paralasys
Unfathomable Curio
Unsealed Arts
Moonlight blade
Ringleaders Rise
> Sidepaths:
Ashen Ritual
Last Act
Moonlight Troupe:
The first knowledge of path of moon, lets you make Lunar Blades with 2
iron and a knife
Grasp of Lunacy:
The grasp of this path hides your name for 15 seconds after use, but
more importantly it causes the person hit with the grasp
to hallucinate everyone as indistinct human like figures.
Smile of the Moon:
A pointed spell that causes temporary blinding, muting, deafening and
confusing on the person its targeted at, these effects
last longer the less sanity your victim has.
https://github.com/tgstation/tgstation/assets/120136161/db7cfaaa-8fe2-4f20-aa78-c17c17be4d63
Mindgate:
Lock-Moon. This spell causes you and your victim brain damage, the
victim also suffers a short amount of hallucinations
and also 20 oxyloss.
https://github.com/tgstation/tgstation/assets/120136161/11d15acd-11d0-4e7d-a180-6481b18e9fd9
Mark of Moon:
When applied this paths mark pacifies the victim and they remain
pacifist until attacked or until the mark is detonated, when
detonated the victim is left confused.
https://github.com/tgstation/tgstation/assets/120136161/41e601b5-76d4-4765-8b49-ada7de09feb7
Lunar Parade:
A spell that sends out a projectile that causes people hit by it to
follow the projectile whilst being unable to move. The
projectile also bounces around and is really useful to get people off
your back during chases.
https://github.com/tgstation/tgstation/assets/120136161/cddc8390-e8aa-4d68-b1a5-ab181e941a9b
Unfathomable Curio:
Transmute 3 rods, a brain and a belt into an Unfathomable Curio a belt
that can hold blades and items for rituals. Whilst worn
will also veil the heretic, allowing them to take 1 hit without
suffering damage, this veil will recharge quickly outside of
combat. If examined the examiner suffers brain damage and temporary
brain damage, and if a non-heretic uses it once the shield is damaged
the non-heretic user suffers massive brain damage and a permanent
uncurbable brain trauma. Lock-moon
Unsealed Arts:
Allows you to transmute a canvas and an additional item to create a
piece of art, these paintings have different effects depending on the
additional item added. Lock-moon
Possible paintings:
The sister and He Who Wept:
Additional atoms: Eyes.
When a non-heretic looks at the painting they will begin to hallucinate
everyone as heretics.
The First Desire:
Additional atoms: Any bodypart.
Increases the hunger of non-heretics, when examined drops an organ or
body part at the painting.
Great chaparral over rolling hills:
Additional atoms: Any grown food.
Spreads kudzu when placed, when examined grants a flower to the heretic.
Lady out of gates:
Additional atoms: Gloves.
Causes non-heretics to scratch themselves until they remove their
jumpsuit, when examined removes all your mutations.
Climb over the rusted mountain:
Additional atoms: Trash.
Causes non-heretics to rust the floor they walk on and when examined
gives you a cool moodlet
These effects are mitigated for a few minutes when a non-heretic
suffering an effect examines the painting that caused the
effect. Except for great chapparal which spawns kudzu at their feet, and
Lady out of gates which gives them a random negative mutation.
https://github.com/tgstation/tgstation/assets/120136161/1d1bdd2f-cda5-4430-b3af-4742f98a59a8https://github.com/tgstation/tgstation/assets/120136161/4e843ae4-9786-4e9b-8681-582713f4c789
Moonlight Amulette:
Allows the heretic to transmute 2 sheets of glass, a pair of eyes, a
brain and a tie. If the amulette is used on someone with low
sanity they go berserk attacking everyone if their sanity isnt low
enough it decreases their mood. Optionally you can add a
poppy in the ritual to further decrease their mood on hit.
https://github.com/tgstation/tgstation/assets/120136161/ab820b3f-e7e6-407a-9a1a-93d49c0d7387
Moonlight Blade:
Causes the heretics blades to do brain and sanity damage whilst causing
hallucinations. The blades also cause giggling and
laughter on hit.
Ringleaders Rise:
An AoE spell that deals more brain damage the lower the sanity of the
victim, also causes hallucinations that last longer the
lower the sanity of the victim. If the victims sanity is low enoughit
causes them to go insane, the spell then halves their sanity.
This spell is on a longer cooldown and is more meant to be used as a
payoff or an instigator for a fight. The AoE area is 7 tiles
https://github.com/tgstation/tgstation/assets/120136161/4de85ba2-448a-485c-b739-77fcce86c0cb
Last Act:
The ascension lowers the cooldown of all the heretics spells by 33% and
increases the AoE range of Ringleaders Rise. The main
effect of this ascension is a passive sanity drain and hallucination
aura, if you have low sanity in the aura you will start to suffer
brain damage and if you reach the bottom you gain an aura of
hallucinations thus spreading the moon heretics influence
further. Not only that but roughly 1/5th of the crew will rise in
support of you becoming mini-heretics called acolytes that will attempt
to obey your commands!
I had videos showing off everything but they were too big for github
sadly so I will have to think of some other way to showcase all this
stuff.
This pr also adds a new optional atoms system which means that you can
have rituals that can be improved by adding additional atoms, like for
example moonlight amulette.
Feel free to give some suggestions for further ascension effects.
## Why It's Good For The Game
I feel like heretic is really missing a playstyle around insanity and
this slots neatly in to feel that gap. For being an eldritch antag of
horrors there is surprisingly little interaction with the sanity system
and I feel like this makes up for it, heretic is also missing some
distractions which is where the paintings can really shine and the
hallucinations which breed paranoia.
## Changelog
🆑
add: A new heretic path opens up! Gaze up at the great sky for the path
of the moon opens and the lie shall be slain in pursuit of ultimate
truth!
fix: Fixes the syndicate delusion not working
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
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<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
This reworks cyborg lover to be more interesting. Taking this quirk will
start the user off with a robotic limb. The user gains mood buffs by
being around silicon based lifeforms and loses mood by being around
organic based lifeforms.
Additionally, they can gain mood buffs by replacing all of their limbs
to their silicon counterparts but can also gain a massive mood debuff if
they lose or replace their starting robotic limb with an organic one.
The idea being here that they hate organics and seek to become robotic
Also, transhumanists won't be scared of people who have two or more
augments.
## Why It's Good For The Game
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
Cyborg lover isn't really all that interesting since it's just a basic
mood buff upon clicking on a silicon.
This makes it more interesting by making it a dynamic between silicons
and organics and may adapt the playstyle of anyone choosing to take this
perk as they will need to stay away from organics to avoid mood debuffs.
## Changelog
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and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
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🆑
balance: Cyborg lover has been replaced with Transhumanist.
Transhumanists start with a robotic limb and get mood buffs by being
near to silicon-based lifeforms. However, they get mood debuffs by being
near organics, so there is a tradeoff to taking this quirk. The cost for
this quirk has been reduced from 2 to 0.
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
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---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
This PR adds a new quirk for people, who want to play as
silicon-friendly crew.
Basic quirk info:
- It costs 2 points.
- It has minor additions to person's mail goodies list (cable coils,
basic cells, etc).
- It has a few simple mood events, when you pet a borg or being
touched/hugged by borg.
## Why It's Good For The Game
I think it is nice to have a chance to play as ~~robo-creep~~ person who
loves borgos.
## Changelog
🆑
add: Added new quirk: Cyborg Lover!
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Breaking your Vow is now a permanent action. Here's the changes that
come with that:
- Renamed "Speech" to "Break Vow" and changed description to match.
- You no longer get a permanent bad moodlet, just a temporary, lighter
one. I calculated that breaking your vow of silence provides roughly the
same emotional damage as getting your eyes stabbed out.
- Breaking vow now comes with a confirm alert.
- Mimes can once again write while under the vow.
## Why It's Good For The Game
After all this recent hullabaloo about mimes breaking and repairing
their vow, and what the moodlets for that action should be, it was
decided by a headcoder majority that mime vow breaking should be a
permanent action.

But beyond headcoder decisions, I myself agree with it being permanent.
Making vow breaking a temporary action that can be repaired after only 5
minutes makes ignoring the main gimmick of mime not only viable but
essentially expected. When silence can usually cause moments where you
NEED to explain yourself or else risk possibly dying, we're essentially
pushing players to break a vow. Now, it will be seen as less of a
potential option, because you can't undo it after 5 minutes.
## Changelog
🆑
qol: Added a confirmation prompt to breaking your vow of silence.
balance: Mimes can no longer repair the vow of silence once broken.
balance: The negative moodlet from breaking your vow of silence is now
lighter, and no longer permanent.
balance: Mimes are back to being able to write while under a vow of
silence.
/🆑
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
## About The Pull Request
So after getting feedback on fitness I've decided to make some balance
changes:
- ~~Every level of fitness now increases max hp. At max legendary
fitness, all the hp bonuses combined results in a total of +25 max hp~~
- Fitness now decreases the time it takes to firemany carry by 0.33
seconds per level. (At max fitness, this means a decrease of 2 seconds)
- Exercise status effect triggers the exercise mood event and goes away
when the exercise status effect is gone
- The better your fitness level, the more happiness you gain from the
mood event
- Decreased the fitness timers and effects by half and tweaked a few
other values
- Increased the nutrition cost of working out
- Removed doubles metabolism exercise effect
I'd also like this test merged to see if anymore minor tweaks need to be
made.
## Why It's Good For The Game
Fitness effects on gameplay were pretty underwhelming. This was
deliberate since there is a concern about prisoners being able to abuse
it in quite a lot of scenarios. ~~Adding a small boost to max hp is nice
given that the downside is a bigger target.~~
Another problem was that the double metabolism rate resulted in a lot of
the diet effects being metabolised before you could convert them into
exercise gains. So this was removed.
People would also hit their bench max rather quickly and then spend a
long duration sleeping. Ideally I wanted people to spend more time
working out than sleeping, so I halved the duration values so it takes
them longer to achieve maxxing out.
## Changelog
🆑
balance: Fitness level decreases the time it takes to firemany carry
someone. Fitness level determines how much of a positive mood the
workout grants. Working out is now more difficult and requires more
nutrition.
balance: Exercise no longer triggers double metabolism.
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Removes the Heavy Sleeper quirk and rolls its effects into the brand new
All Nighter! On top of the effects of sleeping longer, All Nighter gives
you permanent bags under your eyes as well as a permanent -3 moodlet.
## Why It's Good For The Game
I've been wanting for a way to get bags under your eyes for a while, I
think it'd be a fun visual aspect that can aid with RP and whatnot. I
rolled heavy sleeper into all nighter because the two are both quite
similar, and I didn't feel heavy sleeper quite justified itself on it's
own.
Here's what the bags look like currently on a variety of skin tones and
species:

## Room for Improvement
Currently drafting for a few reasons. looking for input on all this
stuff
- [x] bag sprites could be improved
- [x] bags don't work well on moths/grayer skin tones. cest la vie?
- [x] should heavy sleeper stay? ultimately all I want is bags here, is
there a better way of doing this?
- [x] all quirk elements are not properly applied and removed via VV (no
need for input, i can figure this out myself)
## Changelog
🆑
add: the All Nighter quirk!
remove: Heavy Sleeper (functionality has been rolled into All Nighter)
/🆑
## About The Pull Request
Adds food allergies as a counterpart to medicinal allergies.
This is about as you would expect. Eating food you are allergic to
causes Anaphylaxis, which can be cured with epinephrine. If you are not
cured rapidly, you will shortly fall into a coma and die.
There is a preference for choosing your character's allergy.
Not all food types are viable allergen types: Only `"Alcohol", "Bugs",
"Dairy", "Fruit", "Grain", "Meat", "Nuts", "Seafood", "Sugar",
"Vegetables"`.
You also get a dogtag like med allergies.
Minor implementation detail: I added a "dangerous" level of food quality
/ scale, so I gave it to the Death Sandwich.
## Why It's Good For The Game
This was a request, and I saw it fairly harmless, so I said why not.
Similar to Medicine Allergy, it adds a small mechanic to concern
yourself with when you visit the kitchen, encouraging you to get a bit
more familiar with food types before diving into food at the kitchen.
As it is not as impactful as Medicine Allergy, it is only a -2 quirk.
## Changelog
🆑 Melbert
add: Adds Food Allergies as a -2 quirk. You can select which food you're
allergic to or rock a random option.
/🆑