## About The Pull Request
It works now, I couldn't find what the problem was though.
## Why It's Good For The Game
Fix
## Changelog
🆑
fix: The syndicate rebar crossbow quiver's action button now functions
correctly.
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request
Not sure what this code was meant to achieve, but just checking total
weight is enough. Also added a safeguard to not drop the item if the
storage container was already overloaded just in case we're in a premade
box (this should never happen in-game otherwise)
Fixes#85658
## Changelog
🆑
fix: Items no longer randomly fall out of bags when changing their size
/🆑
## About The Pull Request
### CMO palette update
Before - after
<img width="533" height="324" alt="image"
src="https://github.com/user-attachments/assets/c8a843a6-875d-4796-8c62-d24dd509147b"
/>
Logical follow up to #93313 and #91902
CMO now has a backpack which matches their teal palette rather than
re-using the medical doctor's blue backpack
CMO now starts with white sneakers instead of blue sneakers
### Garment bag update
Garment bags can hold backpacks, duffels, etc.
However they CANNOT store backpacks which have ANY contents, so no risk
of storage nesting memes here.
### Misc
Removed the defib mount from the CMO's closet
Minor bugfix for being unable to swap storage positions of items which
were instantiated in a storage
## Why It's Good For The Game
- Much like the Paramedic, the CMO has had many cooks which have not
always been on the same page, so this makes their sprite a bit more
coherent.
- Heads with unique packs just tossed them in their closet which is
pretty spammy given we have four variants now. Putting them in the
garment back makes sense.
- Defib mount in CMO's locker hasn't been necessary for a while now that
all treatment centers spawn with defib mounts.
- Bugfix.
## Changelog
🆑 Melbert
image: CMO now has unique backpack/satchel/etc. sprites which matches
their teal palette.
image: CMO spawns with white sneakers instead of blue sneakers.
qol: Garment bags can hold empty backpacks/satchels/etc.
del: Defib mount removed from CMO's locker.
fix: Items stocked in a storage item by default can be
mouse-drag-swapped like any other item.
/🆑
## 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
Adds the Jaws of Recovery, a form of Jaws of Life. These spawn in
cabinets in medical, similar to the fireaxe and mech removal tool.
Jaws of Recovery have two heads; prying, like a standard set of jaws of
life, and bonesetting.
Jaws of Recovery cannot be used to open windoors, and cannot be used to
open certain restricted doors. These doors include command staff private
offices, any command specific areas, AI upload areas and security areas
that aren't the brig entrance.
Jaws of Recovery also send out an alarm whenever used to open a door
that is of meaningful significance, like a departmental area. This does
not happen when opening maintenance airlocks, public accessible doors,
external airlocks and the auxiliary base.
The standard Jaws of Life and Syndicate Jaws of Death are entirely
untouched and function as expected.
<img width="240" height="177" alt="image"
src="https://github.com/user-attachments/assets/4e661720-25c7-42b5-963d-707b77d3683f"
/>
## Why It's Good For The Game
In my last PR I removed the broad access available to paramedics.
https://github.com/tgstation/tgstation/pull/92751
I have already explained my reasoning as to why this broad access is a
mistake. This is not anywhere close to that broad access being returned.
This is a slow, deliberate interaction meant to create friction when
someone is moving around using this tool.
Now, obviously, the change was something of a kick in the teeth for
paramedics (which I won't apologize for doing). I hadn't received any
moderate alternatives that sounded like a good idea for months. That is,
until the PR was merged and someone told me about how paramedics over on
Baystation have jaws of life, but they alert people over the radio when
they are used. Seemingly they were as much worried about paramedic
tiders as we are, and they're a high roleplay environment. We clearly
invited a problem on our end that they had sought to resolve because
they too realized that it was a mistake to just give the role this
access.
Now, obviously, [RETA exists to get medical staff into an
area](https://github.com/tgstation/tgstation/pull/92753). That's all
well and good and I like that system. This does not detract from that PR
whatsoever either. This is meant to serve as an extra emergency measure
in the event a paramedic REALLY needs to get into an area while trying
to create some kind of accountability for their actions by telling sec
when they start being used to pry open airlocks. If sec doesn't like how
much the paramedic is invading areas without reason, they at least know
where and when they've been going into locations and might be
incentivized to go investigate.
## Changelog
🆑
add: Adds the Jaws of Recovery. One can be found in a locked glass
cabinet in medical. These jaws of life are restricted on what they can
force open, and alert security and medical whenever they are utilized to
pry open departmental doors. They can't be used to open high security
doors whatsoever. And they come with a bonesetter attachment instead of
wirecutters. You know, for power-relocating your arm.
/🆑
## 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
Closes#93221 as it incorporates a better version of the fix in said PR.
hud_used could exist without a client (such as if the player logged out
temporarily) and the elements in the list were not removed when an item
was taken out of storage. This could result in harddels, which would
fill the list with nulls and lead to the following runtime which would
prevent all further UI updates on the mob, including planemaster
rebuilds
```js
The following runtime has occurred 161 time(s).
runtime error: wrong type of value for list
proc name: show hud (/datum/hud/proc/show_hud)
source file: code/_onclick/hud/hud.dm,347
usr: Doctors-The-Smiles (/mob/living/carbon/human)
src: /datum/hud/human (/datum/hud/human)
```
Fixes#93212
~~This is ***not*** a solution to #93212 (or at least I think so, there
is a separate filter issue), but it could also break planemasters on a
mob.~~
## Changelog
🆑
fix: Fixed harddels and UI-breaking runtimes from open_containers
/🆑
## About The Pull Request
Closes https://github.com/tgstation/tgstation/issues/92260
When players do things that make the HUD change (like lie down (_yes,
sleep button also counts_), change the HUD style with F12...), the open
inventories (backpacks, belts, etc.) close. This is because the
show_hud() thing does a whole screen redraw (???) and doesn't save the
open inventory things.
## Why It's Good For The Game
Players don't need to open the inventory window again and again.
## Changelog
🆑
fix: containers no longer close unexpectedly when the HUD refreshes
(e.g., when lying down/getting up)
/🆑
## About The Pull Request
Gets, yet again, more granular with multiload capabilities, by
introducing `AMMO_BOX_MULTILOAD_OUT_LOADED`; ammo boxes flagged with
this can speed-load ammo boxes that are currently inside another gun,
like revolver cylinders or internal magazines.
To accomodate for this, the previous flag that covered this,
`AMMO_BOX_MULTILOAD_OUT` can no longer speedload into currently loaded
magazines (e.g. internal magazines, including revolver cylinders).
Also implements a base type for speedloaders, moving .38 and .357
speedloaders along with .310 stripper clips to this type, instead of
being ammo boxes. Also features an UpdatePaths script for mappers, which
is why there's so many files touched - repathing is a pain.
Also also adds fancy types for ammo boxes, magazines, and speedloaders,
which isn't particularly player-facing.
Also also also makes the lionhunter ammo strip for the lionhunter rifle
visually three rounds only instead of being perpetually half-full (or
half-empty, depending on your pessimism).
## Why It's Good For The Game
The hypothetical case of "ammo box that holds shotgun ammo" should
probably... not... teleport as much of its ammo as possible into a
tube-fed shotgun, but should probably still be okay at reloading
magazines that actually go into shotguns. Or something.
More relevant, reloading BR-38 magazines with speedloaders, while funny,
probably also shouldn't be teleporting in six fresh rounds.
## Changelog
🆑
balance: General ammo boxes (not speedloaders, not stripper clips) can
no longer multiload into currently loaded magazines (revolver cylinders,
internal magazines).
balance: Speedloaders are now a separate type from ammo boxes, and can
only multiload into currently loaded magazines e.g. revolver cylinders.
qol: Ammo boxes, magazines, and speedloaders now have fancier types for
spawning in by admins.
sprite: Lionhunter ammo clips are visually smaller now.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
Allows mail bags to hold bounty cubes for optimal manual carrying of
bounty cubes to the cargo shuttle.
## Why It's Good For The Game
if i'm going to run like 10 bounties i don't want to have to carry them
onto the shuttle one by one. alternatively if there's a lot of people
running bounties i'd like to consolidate them into one inventory slot
and not have to lug around a crate to sell it all off
## Changelog
🆑
qol: Mail bags can now hold bounty cubes.
/🆑
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
title
## Why It's Good For The Game
it inherits a lot of behavior from clothing which leads to lots of bugs
when it isn't actually clothes, for example: shredded overlays. this
should be better.
probably fixes a bunch of bugs
## Changelog
🆑
code: mob holders are no longer subtypes of clothes, report any issues
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Adds 2 new species: Spirits and Ghosts
Spirits are available roundstart during Halloween, Wabbajack and
Xenobio's black slime extract
Ghosts are available through Magic mirrors
They fly around, and don't have legs and instead float around. They also
can't get legs implanted onto themselves.
They also do have organs, so they are affected by flashbangs, they do
get hungry, they do need oxygen to survive (they don't take damage in
space but they do suffocate & get slowdown), and can process chems.
Gibbing a ghost gives ectoplasm, an ingredient for ghost burgers.
Chaplains also got a buff here, null rod-type weapons' bane is now
against Spirit mobs, rather than hardcoded revenants. This means it now
includes Spirits/Ghosts, but also Soulscythes & Cult shades.
Also re-adds https://github.com/tgstation/tgstation/pull/81630 which was
reverted in https://github.com/tgstation/tgstation/pull/86506 which I
assume was accidental.
### The difference between Spirits and Ghosts
Ghosts have an innate ability to become incorporeal, which allows them
to phase through walls and stuff. Using this will immediately make them
drop any non-ghost limb/organ (not implants cause I thought it would be
funny). This ability is not available if they have holy water in their
system, and like revenants they also can't walk over blessed tiles with
it. They are also invisible to cameras while using this (not the obscura
though).
Sprites taken from observers directly, if anyone wants to make custom
sprites for them feel free. If anyone wants to make this obtainable
somehow in-game as well I wouldn't be opposed, halloween is just where I
thought it would fit most.
This also adds a lot of fixes that I encountered trying to add this,
from systems that have been neglected throughout the years.
https://github.com/user-attachments/assets/e368d710-80a0-4c63-b271-1abe3dd41a5e
## Why It's Good For The Game
We haven't gotten a new halloween species in a long time and thought it
would be fun if you can play as an actual ghost, the soul that remains
after a person passes, so Halloween feels more haunted. It's overall
made in just good fun, with a bonus that Ghosts are a cool species to
play with as well for Wizards & maybe Chaplains in the future (Dead sect
when?)
## Changelog
🆑
add: Added a new halloween species: Spirits, a species without legs and
instead floats.
add: Added a new magic mirror species: Ghosts, like spirits but with the
ability to become incorporeal, traversing through solid wall.
fix: Mobs unable to use storage items now can't use storage items.
fix: Mobs unable to use items can now not open airlocks & closets
fix: Mobs unable to pick items up can no longer pick items up and
immediately drop, moving one tile at a time.
fix: Mobs with intentional missing limbs (Alien larva) no longer show
their limbs as missing on examine (again)
fix: Golems' pref page had a missing icon, it now has one.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
Adds more analog diagnostic stuff, and expands on what's already there.
Current content added:
- Custom text for when you examine different kinds of organs with
stethoscopes and penlights.
- Examining eldritchly corrupted organs too closely (stethoscope and
penlight) is a bad idea.
- If you place a metal disk against a guy sparking like a tesla coil,
you get shocked. Go figure.
- If someone has an actively damaging zombie infection (ie. got clawed
by a zombie, not romerol), you can see it on penlight.
- New Hemoanalytic Scanner, for use in places where real health scanners
with actual useful features are too high class. It's able to scan for
medicines in the blood, check blood and oxygen levels, determine if the
scannee has tox damage, and even check their blood type. It's printable
roundstart for iron and glass, so that medbay isn't completely fucked if
science doesn't do their job and they lose their health analyzers
somehow.
- Nifty status effect messages for those tools!
## Why It's Good For The Game
Fun, rarely used systems are being improved, and seeing as how the
easily available, faster health analyzer is basically the end-all be-all
of diagnostic tools anyways, it's not going to unbalance anything unless
i literally make them just a health analyzer but better.
## Changelog
🆑
add: Vaguely estimate what kinds of hearts and lungs people have from a
variety of weird stethoscope noises! (Or just look it up on the pr, I
won't judge.)
add: Using analog diagnostic tools on eldritch organs from beyond the
waking world or people whose hearts cause their skin to arc like a tesla
coil is a bad idea. Examine people, ya goof.
add: You can see if someone has an actively damaging (read: contracted
straight from the groaning hungry source) zombie infection by using a
penlight. Act out highly emotional headshot hesitation scenes today!
add: New Hemoanalytic Scanner (read: really shitty but roundstart
printable chem scanner), which tells you all about someone's blood, and
can also detect medicines in their bloodstream! Not toxins or
miscellaneous reagents though.
refactor: Refactored and added some penlight, stethoscope, and organ
code. If shit is fucked, please report it on the github issue tracker
ASAP.
fix: X-Ray vision generically causes eyes to glow under penlight, not
just specifically the mutation X-Ray vision.
fix: Reflex Hammers now fit in medical storage items, IE. medbelts and
medkits.
balance: People with welding-eyes or similar will not have their pupils
react to penlight examination.
/🆑
---------
Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
This mostly just refactors the book `attackby(...)` proc into
`item_interaction(...)`, with some side-effects and screentips.
Notable ones follow here:
We move carving away from combat mode, and instead based it on whether
our tool is a pure writing utensil, a pure carving tool, or both at once
like the captain's fountain pen. If it's a pure tool, both left click
and right click are its respective primary action. If it's both,
however, left click is vandalizing and right click is carving.
This tries to ensure the expected primary interaction is always
left-click, without blocking anything if it could do both.
We move the barcode scanner interaction to the barcode scanner instead.
There's no good reason for this to stay on the book itself.
We add `can_vandalize(...)` as a proc and move all checks in there, so
we can call it after every tgui input. We don't replace the
`to_chat(...)` calls here with balloon alerts because the additional
clarifying info is needed, and it keeps the 'soulful' blind message.
We add `get_attack_self_context(...)` as a proc for getting screentips
on hovering over it in your active hand, because both the bible subtype
and the syndicate bible _bible subtype_ want different screentips there
in different situations, and so while it's clunky it's much less clunky
than the alternatives I considered.
Making it use actual storage datums avoids subtypes needing to make
manual changes to it in the `carve_out(...)` proc, and is just good for
organization.
This doesn't add screentips to most bible-specific interactions, as I
deemed them outside of the scope of this pr.
Those are better off done atomized into another pr.
## Why It's Good For The Game
less attackby, more item interaction
screentips good
I think having the carving interaction on combat mode is unintuitive,
especially when that's the only interaction it can do.
This ensures the expected primary interaction is always left-click.
## Changelog
🆑
refactor: Refactored the book interaction chain. Please report any
issues.
fix: You can no longer vandalize carved out books if you carve it after
opening the input menu but before entering anything.
qol: Added screentips to book interactions.
qol: Added screentips to barcode scanner interactions.
qol: Carving out books no longer uses combat mode, instead using
left-click by default and right-click if your tool can also write.
Screentips account for this.
/🆑
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
## About The Pull Request
This moves Cyborgs onto using storage datums, removing the remenants of
the shitcode that was Cyborg inventory. It's now done mostly by
equipping/unequipping/storage items, much like how other mobs do.
This allows borgs to take advantage of more hand support stuff and
things like ``dropped()``, so borgs no longer have to copy paste drop
code to ``cyborg_unequip``
It also:
- Removes ``CYBORG_ITEM_TRAIT``
- Removes all borg items being ``NODROP``
https://github.com/user-attachments/assets/11442a10-3443-41f2-8c72-b38fb0126cdb
## Why It's Good For The Game
Currently borgs are able to have their entire inventory open and a bag
below it, which I thought was a little weird. I always assumed they WERE
storage items, so I guess I'm doing it myself.
Cyborgs using storage code makes it easier for contributors to actually
do stuff with, without risking breaking everything. It also hopefully
will make borg items more resilient against breaking in the future, now
that we're not relying on nodrop.
Also just brings them more in line with other mobs, all of which make
use of storages.
## Changelog
🆑
refactor: Cyborg's modules now use storage (so opening a bag will close
modules instead of overlap one over the other).
qol: Observers can now see Cyborg's inventories (like they can for
humans).
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
So this is all because of a leftover bit making all fancy holders set
their `max_slots` to the `spawn_count`, which of course would override
the custom storage datums.
526e006583/code/game/objects/items/storage/fancy.dm (L33-L36)
This just moves all of the fancy storage items away from
auto-calculating storage based on those vars entirely, making new
storage datums for all of the ones which didn't have one yet.
We also move this out of the misc file, because a misc file is
meaningless if everything together makes it bloated.
We also do some minor fixes and changes.
- The pickle jar could only hold seven small items, even though it'd
take ten pickles, so we make it hold ten small items.
- Coffee cartridge racks started with the sprite for 4 of them, so we
make it start with the sprite for 1 of them.
- Nugget fish in the bugget box :)
- We make a few of the visual storages with even amounts above 7 split
their storage up into two even rows, so their UI actually looks full
when full.
## Why It's Good For The Game
Less jank good 👍
It feels kinda awkward when you have a full box of stuff, visually full
of stuff, and the storage UI is for a significant portion empty- but you
can't put in more.
This makes it so the full storage UI actually matches the object looking
full.
It's funny if Fryish, the nugget fish, can be stored in a nugget box.
## Changelog
🆑
balance: Egg boxes' storage UI is now 6 slots wide, such that it
contains an even dozen slots when full.
balance: The storage UIs for heart-shaped chocolate boxes, pickle jars,
and rolling paper packs are now 4, 5, and 5 slots wide respectively,
such that they fill the whole storage UI when full.
balance: Fryish and its fried snack cousins can now be stored in nugget
boxes.
fix: Pickle jars can actually hold the ten pickles they spawn with.
fix: Fertile egg boxes, coffee condiment displays, and coffee cart racks
have the right amount of slots.
fix: Coffee cart racks spawn with the sprite for holding 1 cartridge
like they do, rather than looking like they're holding 4 cartridges.
/🆑
## About The Pull Request
Fixes the list of allowed items in the surgery tray. The tray starts
with sterilizine, but you can't put it back on the tray because it's not
whitelisted.
## Why It's Good For The Game
Fixes bug
## Changelog
🆑 LT3
fix: You can put sterilizine back in the surgery tray after removing it
/🆑
<!-- 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
So yesterday I've spotted that we had wrong SLOTS_AMT value set, and
went a bit down a rabbit hole and found how abhorrent our
ITEM_SLOT_BACKPACK and ITEM_SLOT_BELTPACK usage is. They're not real
inventory slots, but just "hints" at items being located in backpacks or
belts, or instructions to put an item into a belt/backpack. This PR
rewrites all usages of them as "hints", and adds an equip_to_storage
proc used to equip an item into a storage positioned in a certain slot,
so ``equip_to_slot_if_possible(item, ITEM_SLOT_BACKPACK)`` is now
``equip_to_storage(item, ITEM_SLOT_BACK)``
## Why It's Good For The Game
Its really stupid and we shouldn't have those as slot flags,
ITEM_SLOT_HANDS at least makes sense but those two are just absurd.
Should make equipping things into non-backpack storage a bit easier too,
in case we end up going through with the idea of suit/uniform pockets
being a major part of player inventory.
## Changelog
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and its 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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🆑
refactor: Refactored how backpack and belt contents are handled in mob
inventory code, report any issues with lingering item effects or
inability to equip things into them!
/🆑
<!-- 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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## About The Pull Request
While reviewing a storage refactor pr I noticed egg boxes can only hold
standard eggs, despite having multiple other egg-shaped things that
could also fit in the same things.
So! In this pr we just add chocolate, boiled, and surprise eggs to the
list of holdables.
## About The Pull Request
Putting stuff into and removing things from machine now plays a little
animation, and putting stuff INTO nearby containers now also plays an
animation. Putting stuff into containers on your person still does not
play an animation.
## Why It's Good For The Game
https://github.com/user-attachments/assets/68cd7db8-1349-4ae3-a5bc-7082839749dd
## Changelog
🆑 Bisar
image: Animations have been added to inserting/removing items from
machines, and to inserting things into containers that are not on your
person.
/🆑
## About The Pull Request
The pull requests's details are captured in the title. The construction
bag can now hold these things.
## Why It's Good For The Game
The construction bag being unable to carry the fundamental materials for
construction makes no damn sense at all. This makes them able to carry
around up to a 'small' size stack of a given material, to facilitate the
bag being used for, uh, construction.
https://github.com/user-attachments/assets/a8a7adce-48f3-44da-9221-048d171af501
## Changelog
🆑 Bisar
balance: Construction bags can now carry stacks of material up to size
'small', and can now also carry RCD ammo.
/🆑
## About The Pull Request
- Address
https://github.com/tgstation/tgstation/pull/90476#discussion_r2051701283.
Makes pill bottle code cleaner
- Datumized some more storage values(monkey guncase toolbox & crafter
toolbox) making their init slightly faster
- Moved all standard storage subtypes(bags, boxes, lockboxes etc) that
is scattered across various files & folders in the codebase into their
respective files under `code/game/objects/item/storage` folder.
This means for e.g. if you want to see all boxes in the game you can
find them in `code/game/objects/item/storage/boxes` folder & don't have
to go looking for hidden subtypes in various module files or folders
where they were hidden away.
Makes looking for stuff & modifying these storages much saner & easier
## Changelog
🆑
code: organized storage subtypes under the same files & folders
/🆑
---------
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...
...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!
I also tried to replace some of those single letter vars/args but there
are just way too many of them.
## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.
## Changelog
🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
## About The Pull Request
Continuation of #90365
- Formatted some usages of `set_holdable()` to be more readable
- `exception_hold` list now stores its values inside `
GLOB.cached_storage_typecaches`. This means we don't have to manage a
static typecache list per storage but can share the value across all
storages making memory management slightly more efficient
- Monkey cube boxes now cannot hold gorilla cubes cause that would make
gorilla cube boxes obsolete also now gorilla cube boxes can now only
hold gorilla cubes & not general monkey cubes(which gorilla cubes is a
subtype of) cause that would make monkey cube boxes obsolete. We are
specializing each box for that specific use case
## Changelog
🆑
code: further improved storage code
fix: monkey cube boxes can no longer hold gorilla cubes & vice versa
/🆑
## About The Pull Request
- Removed duplicate definition of
`/obj/item/storage/contents_explosion()`
- Removed var `rummage_if_nodrop`. It's always `TRUE` and nowhere in
game is it modified so we implement its value directly
- Autodoc for procs `PopulateContents()` & `emptyStorage()`
- Deconstructing storages is faster as it drops the contents directly on
the turf instead of refreshing views, animating parent, updating
appearance & other stuff done in `removeAll()`. It also has no side
effects as presently indestructible contents is moved to the turf inside
`Destroy()`
## Changelog
🆑
code: improved storage code
/🆑
## About The Pull Request
This PR introduces the `set_locked()` proc, which I'll also need for
something else later.
## Why It's Good For The Game
I could still interact with the storage of a box I placed into a secure
safe after I locked the latter.
## Changelog
🆑
fix: Locking a storage item now locks you out of other storage items
inside it.
/🆑
## About The Pull Request
Reverts the storage initialization refactor and all subsequent related
PRs.
The original PR is below our standards both for code quality and
testing, and is majorly flawed at its core. This has been discussed with
other maintainers and headcoder(s?) over on discord. A lot of changes
from the PR could be brought over later, but in its current state it
should not have been merged.
- Closes#90322
- Closes#90313
- Closes#90315
- Closes#90320
- Closes#90312
- Closes#90344
## Why It's Good For The Game
This PR causes a series of major issues which cannot be resolved without
either completely rewriting a lot of the original PR, or bad code.
Not matching our standards is grounds for not merging a PR, and the fact
that a PR should not have been merged is a reason for a revert.
## Changelog
🆑
fix: Fixed a series of storage-related bugs caused by a refactor PR.
/🆑
## About The Pull Request
- Fixes#90312
- Fixes#90320
- Gorilla cube boxes now only hold gorilla cubes & not monkey cubes
## Changelog
🆑
fix: cigarette donut & gorilla cube boxes hold the correct stuff again
/🆑
## About The Pull Request
Tiziran canned goods boxes used the farm fresh list while the farm fresh
box only gave three items. The farm fresh box now gives eight food items
and the canned goods now actually give canned goods. Adds a storage type
for tiziran goods.
## Why It's Good For The Game
Canned goods should have canned goods. Farm fresh should provide plenty
of items due to the amount of different things it can roll. (It's also
how it used to be)
## Changelog
🆑 Goat
fix: The Tiziran Empire has now actually puts canned goods in their
canned good exports along with putting more food in their farm fresh
boxes.
/🆑
## About The Pull Request
It did not return FALSE unless it was set to print messages.
Fixes#90226
## Changelog
🆑 Melbert
fix: Fix storage whitelists / blacklists being ignored in some contexts
(hotkeys)
/🆑
## About The Pull Request
A Huge chunk of changes just comes from moving existing storage code
into new files & seperating `atom_storage` code into its own subtype
under the already existing `storage/subtypes` folder.
With that the changes in this PR can be organized into 3 categories.
**1. Refactors how `/obj/item/storage/PopulateContents()` initializes
storages**
- Fixes#88747 and every other storage item that has a similar variant
of this problem
The problem with `PopulateContents()` is that it allows you to create
atoms directly inside the storage via `new(src)` thus bypassing all the
access restrictions enforced by `/datum/storage/can_insert()` resulting
in storages holding stuff they shouldn't be able to hold.
Now how this proc works has been changed. It must now only return a list
of items(each item in the list can either be a typepath or a solid atom
or a mix of them in any order) that should be inserted into the storage.
Each item is then passed into `can_insert()` to check if it can fit in
the storage.
If your list contains solid atoms they must be first moved
to/Initialized in nullspace so `can_insert()` won't count it as already
inserted. `can_insert()` has now also been refactored to throw stack
traces but explaining exactly why the item could not fit in the storage
thus giving you more debugging details to fix your stuff.
A large majority of changes is refactoring `PopulateContents()` to
return a list instead of simply creating the item in place so simple 1
line changes & with that we have fixed all broken storages(medical
toolbox. electrical toolbox, cruisader armor boxes & many more) that
hold more items they can handle
**2. Organizes initialization of `atom_storage` for storage subtypes.**
All subtypes of `/obj/item/storage` should(not enforced) create their
own `/datum/storage/` subtype under the folder `storage/subtypes` if the
default values are not sufficient. This is the 2nd change done across
all existing storages
Not only does this bring code cleanliness & organization (separating
storage code from item code like how `/datum/wire` code is separated
into its own sub folder) but it also makes storage initialization
slightly faster (because you are not modifying default values after
`atom_storage` is initialized but you are directly setting the default
value in place).
You now cannot & should not modify `atom_storage` values inside
`PopulateContents()`. This will make that proc as pure as possible so
less side effects. Of course this principle is not enforced and you can
still modify the storage value after `Initialize()` but this should not
be encouraged in the future
**3. Adds support for automatic storage computations**
Most people don't understand how `atom_storage` values work. The comment
here clearly states that
55bbfef0da/code/game/objects/items/storage/toolbox.dm (L327-L329)
Because of that the linked issue occurs not just for medical toolbox but
for a lot of other items as well.
Which is why if you do not know what you doing, `PopulateContents()` now
comes with a new storage parameter i.e. `/datum/storage_config`
This datum allows you to compute storage values that will perfectly fit
with the initial contents of your storage. It allows you to do stuff
like computing `max_slots`, `max_item_weight`, `max_total_weight` etc
based on your storage initial contents so that all the contents can fit
perfectly leaving no space for excess.
## Changelog
🆑
fix: storages are no longer initialized with items that can't be put
back in after taking them out
refactor: storage initialization has been refactored. Please report bugs
on github
/🆑
## About The Pull Request
Currently patches are a subtype of pills, and while they have the
``dissolveable`` var set to FALSE, barely anything checks it (because
people don't expect patches to be pills in disguise) so we end up
patches being dissolveable and implantable, which is far from ideal.
Both have been moved into an ``/obj/item/reagent_containers/applicator``
class, which handles their common logic and helps handling cases where
either one fits. As for gameplay changes:
* Pills no longer dissolve instantly, instead adding their contents to
your stomach after 3 seconds (by default). You can increase the timer by
dropping sugar onto them to thicken their coating, 1s per 1u applied, up
to a full minute. Coating can also be dissolved with water, similarly
-1s per 1u applied. Pills with no coating will work like before.
* Patches now only take half as long to apply (1.5s), but also slowly
trickle in their reagents instead of instantly applying all of them.
This is done via embedding so you could theoretically (if you get lucky)
stick a ranged patch at someone, although they are rather quick to rip
off. The implementation and idea itself are separate, but the idea for
having a visual display has been taken from
https://github.com/Monkestation/Monkestation2.0/pull/2558.

* In order to support the new pill mechanics, stomachs have received
contents. Pills and items that you accidentally swallow now go into your
stomach instead of your chest cavity, and may damage it if they're
sharp, requiring having them surgically cut out (cut the stomach open
with a scalpel, then cauterize it to mend the incision). Or maybe you
can get a bacchus's blessing, or a geneticist hulk to gut punch you,
that may also work. Alien devour ability also uses this system now. If
you get a critical slashing wound on your chest contents of your cut
apart stomach (if a surgeon forgot to mend it, or if you ate too much
glass shard for breakfast) may fall out. However, spacemen with the
strong stomach trait can eat as much glass cereal as they want.
Pill duration can also be chosen in ChemMaster when you have a pill
selected, 0 to 30 seconds.

## Why It's Good For The Game
Patches and pills are extremely similar in their implemenation, former
being a worse version of sprays and pills, with only change being that
pills cannot be applied through helmets while patches and sprays ignore
both. This change makes them useful for separate cases, and allows
reenactment of some classic... movie, scenes, with the pill change. As
for stomach contents, this was probably the sanest way of implementing
pill handling, and everything else (item swallowing and cutting stomachs
open to remove a cyanide pill someone ate before it dissolves) kind of
snowballed from there. I pray to whatever gods that are out there that
this won't have some extremely absurd and cursed interactions (it
probably will).
## Changelog
🆑
add: Instead of dissolving instantly, pills now activate after 4
seconds. This timer can be increased by using a dropper filled with
sugar on them, 1s added per 1u dropped.
add: Patches now stick to you and slowly bleed their reagents, instead
of being strictly inferior to both pills and sprays.
add: Items that you accidentally swallow now go into your stomach
contents.
refactor: Patches are no longer considered pills by the game
refactor: All stomachs now have contents, instead of it being exclusive
to aliens. You can cut open a stomach to empty it with a scalpel, and
mend an existing incision with a cautery.
/🆑
## About The Pull Request
- This sound was lower than the min

- Mechanical surgery seemed to cause a `null` preop sound runtime. This
fix might be silencing a runtime, I'll have to look closer.
- And `rustle_sound` could be `null`. I think this is actually a
mistake, and the correct way to mute rustling is `do_rustle = FALSE`,
but I feel like we could just delete that var and let people dictate it
by setting it to `null` or not? For a follow up PR nevertheless
## Changelog
🆑 Melbert
fix: You can hear looping computer sounds again
/🆑
## About The Pull Request
Adds two new fishing bags: normal and carpskin. Normal fishing bag can
be bought from the fun vendor in the library, and is capable of holding
up to 10 normal fish (and only fish), but it does not preserve them
unlike stasis containers or portable aquariums. Carpskin fishing bag can
hold up to 14 normal-sized fish and needs to be crafted using 3 carp
skins, but is also capable of fitting fishing lines, hooks and lures.
https://github.com/user-attachments/assets/80e333f5-4388-40c7-a31b-3384b96c21a1
Also resprited four normal reels and the fishing bobber:


Additionally, while I'm at it I've added the generator aquarium upgrade
to service and science lathes.
## Why It's Good For The Game
There's currently no good way to store smaller fish, especially when
you're planning to use it as bait, so you usually end up making a mess
of the room you're currently in. Carpskin bag is also a good way to
organize your fishing gear without cluttering up your bag.
While the aquarium upgrade is technically only used to generate power,
it doesn't make sense to restrict it to engineering lathe only as its
usually service and sometimes science who do fishing instead.
## Changelog
🆑
add: Added fishing bags, found in fun vendors or made from carpskin.
balance: Added the generator aquarium upgrade to service and science
lathes.
image: Resprited reels and bobber
/🆑
## About The Pull Request
**1. Code Improvements**
- Converted vars for playing RPED sounds into defines & proc overrides.
saved some memory
- Created separate storage type for bluespace RPED(cyborg variant had
the same values so it shares this type)
- Improved its datum storage code
- Moved RPED into its own file out of stock parts. Better file
organization
- Autodoc for some procs
**2. Refactor**
- Strictly separates bluespace RPED interaction from normal one. What
this means is
- Removed var `works_from_distance` we now typecheck for bluespace RPED
specifically
- Moved `ranged_interact_with_atom()` from normal RPED into its
bluespace subtype. We now play the beam animation from inside this proc
rather than redundantly checking for its bluespace variant inside
machines `exchange_parts()` & playing it there
- No more snowflacky check for frames. That's handled inside its
`ranged_item_interaction()` proc
Just overall cleaner code
## Changelog
🆑
code: improved code for RPED
refactor: RPED attack chain has been refactored. Reports bugs on github
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
I've been meaning to do this for some time. I need this for
portable/handheld aquariums/fishtanks to be possible. I'll sprite and
code them before I call this PR ready, however suggestions and code
reviews are welcome in the meantime.
Being a pretty heavy refactor, some things might break (we have more
than a few unit tests so perhaps not) while others, coincidentally,
might be fixed without me knowing. Anyway I'm sure this PR fixes
aquarium beauty, which wasn't really working to begin with because the
code was so fucking bad. Nothing really worth of a CL entry tho.
TODO:
- [x] handheld aquariums, craftable with a kit and little plastic or
buyable from the fun vendor ig.
- [x] an aquarium upgrade for handheld aquariums to bypass possible
restrictions.
- [x] update the beauty element to consider items, which shouldn't
contribute to the area beauty when held or otherwise not on a turf.
## Why It's Good For The Game
This should make handheld aquariums possible.
## Changelog
🆑
refactor: refactored aquariums heavily. Please report any fishy bug.
add: Added portable/handheld fish tanks to the game. They can be crafted
with an aquarium kit and 5 sheets of plastic. While portable, they
cannot store fish that are too big or if there're too many already. This
restriction can be removed by using the new "bluespace fish tank kit"
techweb item.
map: Replaced the lawyer's stationary pet aquarium with a fish tank, so
you can carry McGill around.
balance: Reduced the iron cost of stationary aquariums a little.
/🆑
## About The Pull Request
- Fixes#87788
Usually when you force move an item anywhere `obj/item/doMove()` is
responsible for removing the item from the players hand & updating the
visuals. When you move that item from say your pocket to your hand we
call `attempt_pickup()` which also updates visuals.
The one case where these 2 procs don't help is when that item is
equipped from anywhere else but the hand(pockets for e.g) into a storage
medium that is held in hand. For this edge case we have to drop the item
to ground to update the visuals of whatever inventory slot it was
attached to
Now evidence bag uses the storage pre attack mode rather than
implementing its own item interaction thus fixing the visual glitch not
just for it but for all items that have `allow_quick_gather = TRUE`
## Changelog
🆑
fix: Fixed visual glitches when inserting items from an slot other than
the hands into evidence bags & other storages that have quick gather
mode enabled
/🆑