Commit Graph

482 Commits

Author SHA1 Message Date
Bloop
69b2e3ea71 Prevents SSwardrobe from messing with modsuit parts (#93779)
## About The Pull Request

If you have an outfit with a modsuit control, and are equipping it to a
dummy for previews, when you unequip it SSwardrobe tries to delete the
individual parts when stashing the mod control since they are in the
suit's `contents`.

The control is then stashed, and the parts all cause hard deletes after
a while since the suit itself is still holding a ref to all of them.

Since there is currently no good fast way of checking all the modsuit
parts outside of a nest of istypes I added an item flag for it.

## Why It's Good For The Game

Fixes an oversight, should not have any performance impact.

## Changelog

🆑
fix: fixes an oversight where the wardrobe system tries to delete
modsuit parts when stashing the modsuit
/🆑
2025-11-07 03:10:00 +01:00
Aliceee2ch
1513f779ad Repaths oxygen jetpacks and "removes" fake empty jetpack (#93676)
## About The Pull Request

removes oxygen jetpack subtype and makes empty jetpack actual oxygen

## Why It's Good For The Game

because our empty jetpack wasnt actually empty and we infact had two
oxygen jetpacks?

## Changelog

N/A
2025-11-01 13:40:04 +01:00
die
54198986b7 generic device handling sounds (#93536) 2025-10-24 09:42:10 +02:00
Ghom
38bebeaf47 Prosthetic Item arms no longer prevent ventcrawling: the remake (#93499)
## About The Pull Request
This is me picking up #93077 but with code changes relative to the two
new flags that Krysonism added in his PR, which unfortunately he never
finished.

## Why It's Good For The Game
Monkeys should be able to ventcrawl even if their left or right arm is
actually a chainsaw or armblade or whatever. See #93077

## Changelog
🆑 Krysonism
balance: prosthetic item limbs are no longer considered equipped items
for some purposes such as ventcrawling.
/🆑

---------

Co-authored-by: Krysonism <robustness13@hotmail.com>
2025-10-23 11:13:18 -04:00
Aliceee2ch
51a01efdab Jaws of Recovery QOL's (#93454)
## About The Pull Request

changelog should say pretty much enough, dont want to double it here.

## Why It's Good For The Game

as paramedic later into the game you'll prefer jaws of life over jaws of
recovery because theyre both silent AND have no area restrictions, but
heres the thing: you cant wear it in suit storage, nor it can act as
bonesetter additionally (why would paramed need wirecutter?) this PR is
aimed to combie both of those jaws into one modified, that would be
useful for paramedic.

also you really should be able to wear them in mod suit storage, trust
me, it sucks to carry paramedic jacket/coat in inventory everytime and
waste time on swapping

## Changelog
🆑
qol: Jaws of Recovery can be worn on medical MODSuit suit storage now.
add: Added modified Jaws of Recovery and recipe for them. Made from
regular Jaws of Life they act like one, without area restrictions and
radio announcements.
/🆑
2025-10-16 09:23:44 -04:00
SmArtKar
f8cae70510 Fixes ore bags being able to reject any ores despite having ample space, stack merging sanity/QOL (#93451)
## About The Pull Request

Ore bags try to insert the stack without actually checking if it can
merge with anything, meaning that ores can take up limited slots which
may end up with 7 single-ore stacks preventing any more ore from
entering the bag, despite there being ample space for 49 more ore of
each type. Now bags will actually try to merge picked up ore into
themselves first, ensuring that this doesn't occur, and that the bag
will always be topped up (This needed additional logic to ensure that
stacks don't merge beyond the size that the storage they're in can
handle)

Additionally, I've changed how stacks merge when dragged (instead of
merging themselves into the target, target is merged into themselves)
and prevent dragging from changing focus to stack that is being merged
into if the merging stack isn't empty, fixing the "pull churn" issue
that locks out player inputs if you try to pry and drag floor tiles due
to constantly swapping the pull target after every tile pried, plus I've
removed that weird ore box `insertion` animation (which I recon is an
oversight) and ore bags sucking up the ores you drop from your hand
because you're probably doing so intentionally

## Changelog
🆑
fix: Fixed ore bags being able to reject any ores despite having ample
space
fix: Pulling a stack behind you and getting it topped up by lying items
will no longer spam pulls and lock out your inputs
fix: Picking up ores into an ore box via an ore bag will no longer play
a jank animation
qol: Ore bags and MODule ore bags no longer pick up ores you've dropped
from your hand until you walk over them again
/🆑
2025-10-15 15:28:22 +02:00
Hatterhat
17303dfe7b syndicate modsuit visor pseudo-toggle (tied to combat mode) (#93391)
## About The Pull Request

The visors on MODsuits using the Syndicate welding visor (now renamed
the "flash-protected optical suite") now toggle their armor booster
overlay depending on whether the user has combat mode on or off.

## Why It's Good For The Game

Style. Listen, man, I just thought it'd be a shame if the cool visor
sprites never got used again.


https://github.com/user-attachments/assets/d5103168-7a1e-4405-adb3-53420c8601d7

## Changelog

🆑
add: The visors on MODsuits that used to have armor boosters now visibly
toggle based on whether the wearer is in combat mode or not.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-10-13 00:28:39 +02:00
SmArtKar
4d648d016c Sleeping Carp and Cain & Abel no longer tell you about armor penetration when you reflect projectiles with them (#93275)
## About The Pull Request

Projectile refactor pulled armor check above the pre-hit comsig, this
fixes that. No need to check armor before you're hit when you
potentially will not be.

## Changelog
🆑
fix: Sleeping Carp and Cain & Abel no longer tell you about armor
penetration when you reflect projectiles with them
/🆑
2025-10-12 05:39:43 +02:00
MrMelbert
da10322dc1 Fix modsuits and defibs (#93373)
## 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>
2025-10-11 18:17:23 -04:00
Iajret
3559d90340 Fix MOD NVG (non-visor variant) (#93343)
## About The Pull Request
Someone mixed `ADD_TRAIT` and `add_traits` in their head. 

<img width="1266" height="998" alt="изображение"
src="https://github.com/user-attachments/assets/c6055629-ee76-4b31-a7e8-41a1fbb4ef5e"
/>

## Why It's Good For The Game
bug bad, runtime bad, working nukie suits gud

closes https://github.com/tgstation/tgstation/issues/93216

## Changelog
🆑
fix: fixed not working MOD suit NVGs 
/🆑
2025-10-10 03:58:38 +02:00
die
0204ab8fdd Canreach refactor (#93165)
## 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!
/🆑
2025-10-07 20:28:59 +02:00
SmArtKar
2fb991d741 Improves/fixes plasma flower MOD core visuals (#93271)
## About The Pull Request

Currently plasma flower MOD cores spawn grass trails on the tile you
step on, but the proc itself is actually called before the mob ends up
visually moving to the said tile, which makes the effect look rather
weird. I swapped it to spawn trails on the user's previous tile, which
makes it look a bit better.

## Why It's Good For The Game

Looks better

## Changelog
🆑
fix: Plasma flower MOD core grass trails no longer appear in front of
the user rather than behind them
/🆑
2025-10-04 19:41:00 +02:00
SmArtKar
d1bd19330b Mining bags and ore bag MODules now scoop up ores that move or spawn underneath you, refactors the recycler MODule (#93107)
## About The Pull Request

Revives #93078, but instead of using connect_loc_behalf the bag tracks
the locations itself. Also applies to the ore bag MODule, and refactors
the recycler MODule to track locations manually rather than keeping
track of a connect_loc_behalf component.
Also ore bag MODule no longer spams sounds when you pick up multiple
ores from the same tile, and only plays the rustling once per move.

## Why It's Good For The Game

Tracking components isn't the best practice, and its something that we
try to avoid. See the original PR for details and reasoning for the ore
scooping changes.
2025-10-02 13:47:04 -05:00
SimplyLogan
5af7bb5559 Atrocinator module stop crashing the servers please (#93141)
## About The Pull Request

Fixes #91448 a high priority issue

Fixes infinite loop causing severe time dilation when using atrocinator
modsuit module while fireman carrying someone - But the underlying code
does need a proper fix.

**How it broke**

1. Atrocinator calls zFall
2. Redirects to carrier 
3. Carrier moves 
4. Triggers signal on wearer 
5. Infinite recursion 
6. Server death mass hysteria

**How this fixes it**

- Stops buckling to player while module is active & stops turning on
module if already buckled

**Testing Screenshots**
<img width="181" height="179" alt="image"
src="https://github.com/user-attachments/assets/e92495f6-6b5c-44cf-854f-bb6ea8ae823d"
/>
<img width="262" height="220" alt="image"
src="https://github.com/user-attachments/assets/592dc6b8-4c92-4835-9092-b52983ea1eb4"
/>
<img width="617" height="45" alt="image"
src="https://github.com/user-attachments/assets/2590c435-deed-4593-8ad8-eb7a95929079"
/>
<img width="355" height="192" alt="image"
src="https://github.com/user-attachments/assets/20f8a950-78da-4b8f-a70b-c1587942dbed"
/>



## Why It's Good For The Game

- Stops lagging the servers to near death

## Changelog
🆑
fix: Atrocinator modsuit module no longer lets you do a firemans carry
to prevent lag spikes
/🆑

---------

Co-authored-by: loganuk <falseemail@aol.com>
2025-10-02 20:15:53 +02:00
Ghom
a28575aa82 [NO GBP] Fixing more issues with sand (you can make sand walls again, also ghost glass sheets?) (#93215)
## About The Pull Request
Apparently wall construction code is snowflaked and indented as fuck
(and the same goes for door assemblies). I'm not bothering refactoring
everything with them, only to reduce the indentation, changing a couple
vars and overall making it easier to work with them later. This includes
wall construction not being hardcoded to sheets but include the
possibility to use other kind of stacks as well (if you don't count the
snowflake interaction with iron rods). In layman's terms, this means you
can make walls made out of sand (distinct from sandstone) again.

Also I've done some small changes to the materials storage, so that it
can eject ores too if the material doesn't have a sheet type.

Also, I've been told there may be issues with broken, uninteractable
(probably not properly initialized) glass sheets beside the ORM. I'm not
100% sure about the deets, but it may have something to do with spawning
the glass on the same turf the ORM is listening to, when smelting sand,
causing some race conditions, so let's spawn it in nullspace

## Why It's Good For The Game
While I'm sure there may be more elegant solutions (just take a look at
the wall and door construction code, they both use text2path oh god!),
I'm just here to make things a lil' cleaner and be done with issues with
the fact that sand is made of sand.

## Changelog

🆑
fix: You can once again make sand walls.
fix: Deconstructing an autolathe with sand in it should now drop sand.
/🆑
2025-10-02 19:12:11 +03:00
Hatterhat
d40f7fb93f readds the MOD hydraulic clamp to the mining MODsuit's pins (#93218)
## About The Pull Request
exactly what it says on the tin (readds the MOD clamp to the mining
MOD's pins)

## Why It's Good For The Game
originally it was removed but then readded last minute but smartkar
forgot to put it back in the suit's default pins. if it's part of the
default kit it should probably have a dedicated button

## Changelog

🆑
fix: Nanotrasen has released a firmware patch for their mining MODs that
readds the default hydraulic clamp to the suit's default pinned modules.
/🆑

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2025-10-02 01:11:19 +02:00
SmArtKar
5227e3e333 Reworks the mining MODsuit (#92948)
## About The Pull Request

Slightly reworks the mining MODsuit to be more distinct from other
mining gear and have its own designated role as an exploration and
mining tool.
- Base armor (when covered in ash) has been reduced to 50 from 60, being
equal to that of an explorer suit with two goliath plates attached.
However, entering the sphere mode will grant additional 20 armor,
bumping it up to 70 (equal to that of a H.E.C.K. suit)
- Integrated drill no longer mines instantly by default, instead having
a delay of 0.25 seconds. However, when entering the sphere mode, the
drill will overcharge and get back its instamine, as well as get halved
power consumption. Currently, those two are mutually exclusive, and the
drill cannot be used in the sphere mode.
- Mining bomb cooldown has been reduced to 1s from 1.25s. They also now
detonate much faster, and the detonation time matches their animation.
The digging radius has been reduced back to 3x3 from 5x5, and their
damage has been reduced to 28 from 48 to compensate increase in firing
speed and reduced detonation delay making them much easier to use
(functional DPS has been reduced from 36 to 28)
- Rewrote ore bag a bit to try and make sure it doesn't break when
depositing ores into the ORM. I only have faint suspicions of this being
possibly being caused by ore getting deleted and leaving a null in the
list, so removing it should hopefully? stop the bag from breaking.
- The 0.25 slowdown is back, but it should be less of a problem
considering that the sphere mode now is a much more viable traversal
tool and not an utter joke aside from lava traversal.
- The MODsuit now comes pre-equipped with a magnetic harness, which is
now capable of stowing kinetic crushers in addition to guns. This should
make using the sphere mode less of a pain in the ass, as you won't drop
your weapon whenever you enter the sphere mode before you remember to
put it in your suit storage slot. The delay on harnesses has also been
reduced to 0.5 seconds, which should make them more comfortable to use,
while still allowing someone to grab your gun if you're not careful.
- The sphere mode can no longer traverse lava roundstart, instead
requiring to be upgraded with two pieces of bileworm skin to get
lava-resistant plating. This is meant to work together with #92877,
being a part of ongoing effort to bring mining back in terms of speed
and action level, reducing mining and exploration speeds in favor of
higher ore spawns and more focus on gear and equipment progression.

<img width="92" height="98" alt="image"
src="https://github.com/user-attachments/assets/740ab28d-210d-4832-ba07-00dbd8680491"
/>

Additionally, both the mining drill and green raptor bumpmining has been
nerfed (technically fixed, practically nerfed) by removing the diagonal
movement... thing which allowed you to mine thrice as quickly and ignore
the one-tick movement delay due to how diagonal movement works.


https://github.com/user-attachments/assets/711e895f-e7e7-4cd9-b484-d7d11ff597af

Its still fast and comfortable to use, just not absurdly fast.

## Why It's Good For The Game

The mining MODsuit is in a very weird place both balance and progression
wise. Its very easy to get if you ignore vents, it has good armor stats,
it allows you to partly ignore being set on fire (or fully if you get
the regulator module, but that requires more effort). I don't think that
the buff was very needed, it was very strong as-is when used properly
(with a yellow or green raptor mount) which not a lot of people seem to
have realized.
However, its still in a pretty pitiful state as its core feature (sphere
mode) is nigh useless as the drill only works outside of it, and mines
themselves are extremely clunky and uncomfortable to use. This leaves it
only being useful for its cheap armor (without needing to kill
goliaths), free GPS and ore bag that don't occupy your pockets, and
ability to ignore environmental hazards.

The solution I've decided to go with is reworking the MODsuit to be
focused on mining and exploration rather than combat, being a good
equipment piece for newer players and miners less interested in hunting
megafauna. This carves the MODsuit its own niche rather than being
weirdly slotted between base suits and contending with drake armor in
terms of stats/effects.
Roundstart lava crossing capabilities removal alongside bumpmining nerf
is somewhat unrelated to the rest of the changes, it is a part of the
exploration rework alongside #92877, which is intended to force miners
to engage in combat more. Without the nerf, the suit is as fast as a
yellow raptor, which lets it go through lavaland at absurd speeds when
moving diagonally. (Yes, diagonal zig-zag movement ignoring the bump
delay allows you to outspeed someone moving cardinally)

More details about the project can be found in this [design
doc](https://hackmd.io/@smart-kar/HkUINgBtke). The instamine ability of
the sphere will likely get slightly nerfed in the future with the main
batch of ore spread buffs and mining speed nerfs, but I've left it as
powerful as a green raptor to not make the suit useless when compared to
other options in the meantime.

## Changelog
🆑
add: Mining MODsuit has gained a magnetic harness for all of your
crusher stowing needs.
balance: Magnetic harnesses now take only 0.5 seconds to pick up your
gun, and can pick up crushers.
balance: Mining MODsuit has regained it small slowdown, and lost 10
melee armor.
balance: Mining drill MODule is no longer instant (outside of the sphere
mode of a mining MOD)
balance: The mining sphere MODule now can break rocks when rolling into
them, gives 20 melee and bomb armor when active, and has a shorter bomb
cooldown, but bombs themselves have reduced damage and mining AOE.
balance: Mining sphere MODule now requires an upgrade in form of two
pieces of bileworm skin to be able to traverse lava, as opposed to being
able to do so innately.
fix: Fixed MODsuit ore bag sometimes breaking permanently when
depositing ores into the ORM.
/🆑
2025-09-29 01:34:41 -04:00
MrMelbert
4a618934e9 Removes message arg from Hear, free performance (#93020)
## About The Pull Request

The first argument of `Hear` is `message`, the message heard

OR SO YOU'D THINK

Actually the first argument doesn't do anything but get overridden by
ALL implementations of `Hear`

No other uses as far as I and Ephe can tell. Removing it makes it a ton
easier to understand and gives us some free performance in radio code by
not rendering messages twice

## Changelog

🆑 Melbert
code: Removed some redundant code from core hearing code. Report if you
hear anything weird.
/🆑
2025-09-20 12:29:40 +02:00
Ghom
a616bc3136 The megaphone MOD module also has a TTS filter, just like the OG megaphone (#92967)
## About The Pull Request
Better be consistent.

## Why It's Good For The Game
Consistency.

## Changelog

🆑
fix: The megaphone MOD module also has a TTS filter when active, just
like the handheld version.
/🆑
2025-09-15 16:38:24 -07:00
Ghom
8d756cec85 Buffs the torsion ratchet MOD module a bit (#92963)
## About The Pull Request
I was a little too conservative with the recharge values when I made the
module. This PR also allows for multiple instances of the the MOD module
to be installed in a modsuit, since it isn't like they're going to
conflict with one another anyway.

## Why It's Good For The Game
Making a niche MOD module I made a long time ago better.

## Changelog

🆑
balance: Buffed the torsion ratchet MOD module (from that bepis node
with several modsuit mod designs in it). You can also have more than one
at a time.
/🆑
2025-09-15 17:29:35 -04:00
MrMelbert
2ac786671f Removes Ninja EMP burst / Adds Ninja EMP shurikens (#92899)
## About The Pull Request

- Ninja no longer has access to an EMP burst shield, now replaced with a
normal EMP shield.

- Ninja throwing stars are now emergy throwing stars. 
- On impact, they will release a heavy emp on the target it hit. This
can be a mob, a door, a machine, etc.
- On embed, in addition to the initial heavy emp, the target will be hit
with a light emp every 6 seconds until removing it.
   - `DROPDEL`, meaning they're not reusable. 
- 75 armor penetration, up from 40. Making it more likely to embed into
armored personnel (security)
- 8 force, up from 2. Meaning they can work as a really bad emergency
weapon.
- 12 throwforce, up from 10. Mainly cause it's made of energy instead of
steel
   - Can't be caught
   - See: #91855 . 

- Shurikens no longer "thud" on impact, now they make a stabbing sound.

## Why It's Good For The Game

Ninja is a cool techno future ninja but they still generate infinite
steel shurikens out of thin air

Ninja is supposed to be a master of stealth but they have an ability
which makes everyone in a twelve block radius know there's a problem

So we can solve both of these at once, replacing their normal shurikens
with more thematically appropriate ones, and replacing their massive EMP
burst with a more directed, stealthy EMP (that also opens up some unique
gameplay like targeting an APC with a shuriken for sabotage)

## Changelog

🆑 Melbert, Toriate
del: Removed ninja's EMP burst
add: Replaced ninja's throwing stars with energy throwing stars, which
EMP on hit and embed, and can't be caught.
sound: Throwing stars now make stab sounds instead of thud sounds
/🆑
2025-09-15 17:28:53 -04:00
FalloutFalcon
d2f34e33be moves abstract_type up to datum, spawners wont spawn them (#92909)
## About The Pull Request
moves all implementations (im aware of) for "Im a parent type dont spawn
me please" to the datum layer to standardized behavior
adds a standerized proc for filtering out "bad" items that we dont want
spawning. applies to it the subtype vendor, gifts, and a new spawner and
mystery box for a random gun (neither playerfacing)
"port" of https://github.com/shiptest-ss13/Shiptest/pull/4621



https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa

small warning: I dont have EVERY abstract type defined right now but,
ive done a good enough job for now. Im tired of data entry rn
## Why It's Good For The Game
standardizing behavior. Might be a micro hit to performance however

having this lets us not rely on icon state to determine whether
something is a parent type and makes it much easier to tell something is
a parent type (could be applied further to things like admin spawning
menus and things like that).

need feedback on if this is actually good for the game.
## Changelog
🆑
add: Soda cans show up in the silver slime drink table.
add: Examine tag for items that are not mean to show up ingame.
refactor: Standardizes how gifts rule out abstract types.
fix: gifts no longer check if something has an inhand, massively
expanding the list of potential items.
/🆑
2025-09-13 00:36:15 +02:00
MrMelbert
7c0973ccf4 Refactors names and voices / potted plants no longer conceal voice (just appearance) / honorifics show on examine (#92781)
## About The Pull Request

Closes #92778
Closes #86829

<img width="347" height="39" alt="image"
src="https://github.com/user-attachments/assets/c50bd1ff-8c00-47a7-a31a-617fae2adc5b"
/>

1. Splits `TRAIT_UNKNOWN` into `TRAIT_UNKNOWN_APPEARANCE` and
`TRAIT_UNKNOWN_VOICE`

2. Renames some stuff like `getvoice` and `getspecialvoice`

3. Gets rid some crummy signals around `get_visible_name` and
`get_voice`

4. Heads now apply the disfigured trait when relevant (rather than
snowflake checking for damage amount)

5. Ling voice refactored into using special voice (it was only used by a
viro symptom anyways; I don't anticipate this overlap being problematic)

6. Mask voice changer refactored into a trait

## Why It's Good For The Game

Potted plants shouldn't have magical voice concealing powers -
especially not over radio, but not over in person either. It's a damn
plant

So I addressed this by refactoring our face and voice system. Overall
things should be a lot cleaner and easier to use.

## Changelog

🆑 Melbert
refactor: Refactored a lot of code relating to human face and voice, ie,
what shows up in examine and in say. Report anything odd when examining
people, with ID cards, when talking over radio, or when disguised
refcator: Refactored how you get disfigured when your head's super
damaged
refactor: Refactored ling mimic voice and traitor voice changer
del: Potted plants no longer hide voice. They still hide appearance,
though
qol: Honorifics now show in examine / in world, rather than only when
speaking.
/🆑
2025-09-12 17:11:06 +02:00
SmArtKar
76bc3afae7 Significantly improves MODtether behavior, fixes multiple bugs and a potential server crash (#92807)
## About The Pull Request

This PR rewrites how MODtethers behave when something appears in their
way, when they run out of slack or get stuck on a corner. Currently,
first case would freeze you in place, while the other two can result in
the tether being blocked by an object which shouldn't interrupt the
beam. Now when it cannot find a direct LOS or get too far from the
owner, the tether will attempt to move to the side a bit to (hopefully)
slide around the corner or whatever object is blocking it, as long as
its distance permits it to do so. They'll also automatically snap if
they cannot find LOS even after trying to move to the side.

Also fixed multiple bugs and a potential crash due to recursion stemming
from MODtethers.
Additionally, while looking around path_info code I found that foam was
calling its passibility check on an incorrect turf, checking if an
object from the target turf could arrive to the turf itself, rather than
sourcing it from its own location. I also fixed that, should prevent
foam from going through directional objects

## Why It's Good For The Game

This should make them less of a pain to use in-game, especially when the
other half is connected to an unanchored object.

## Changelog
🆑
qol: Significantly improved MODtether behavior, they should be easier to
work with now.
fix: Fixed multiple MODtethers bugs and a potential server crash related
to them.
fix: Fixed foam sometimes passing through directional windows.
/🆑
2025-09-09 11:49:01 +02:00
John Willard
f8186a7db3 Adds a furnace that grants space protection to nearby people (#92342)
## About The Pull Request

##### Code bounty for holinka4ever

Adds a furnace equippable to the back slot, which when active (it is a
lamp), will form a bubble of space protection, affecting the user and
people nearby, and will last 5 minutes before it dissipates and needs to
be re-formed. This item requires a pyroclastic anomaly core to activate,
while the bubble itself can only be formed in pressurized environments.
It's researchable in the Anomaly technology node.

The downsides of the item is it requires 2 hands to hold, can't be
inserted into storage items (as it's bulky), can only be equipped to the
bag slot, and has slowdown while on, which only affects you when you're
in gravity anyways.

## Why It's Good For The Game

The pyro anomaly is currently one of the more useless anomaly cores, not
even getting a unique reactive armour variation. This hopefully gives it
some purpose as a good tool to keep people alive in a spaced area at a
good cost to the user. This is an item that shouldn't be overpowered,
but also isn't just a selfish tool- when someone's crafting this item
it's specifically aiming to help people, which I think is a benefit.

## Changelog

🆑 JohnFulpWillard, sprites by PopLop
add: Added a new pyroclastic anomaly locked item, the Space Furnace.
Grants space immunity to people nearby while active.
/🆑
2025-09-07 21:04:47 -04:00
Stonetear
4756a44141 MODSuit procs now pass who clicked the UI button + misc code cleanup (#92424)
## About The Pull Request

Most of these changes are centered around removing `mod.wearer`
references in module function bubble alerts. However, I cleaned up a few
other things that I thought were easy fixes. ~~This PR should be
testmerged~~ nah send it. I think I did a pretty good job testing, but
there might be a bug or two I missed. (debug modsuit should allow
conflicting modules and have unlimited complexity btw)

### Track who clicks the activate button
* Adds `mob/activator` to `on_select()`, `activate()`, `deactivate()`,
`used()`, `on_activation()`, `on_deactivation()` and `on_use()`
* `mod_ui` now passes `ui.user`, which is who actually clicked the
button in the UI.1
* module action proc now passes the person clicking.
* **Alert bubbles:** Modifies many module code bubbles to pass the
activation bubble text to `mob/activator` instead of `mob.wearer` so
that pAIs get feedback on why clicking the button isn't working.

### Cargo clamp
* **Clamp code cleanup:** The cargo clamp now has a variable for the max
creature weight it can support, and the logic is changed around a bit to
support this.
* The cargo clamp uses an `accepted_items` typecache.

### Code cleanup
* **Button malfunction chance** is controlled by a
`MOD_MALFUNCTION_PROB` define.
* **Pathfinder runtime:** `mod_control`'s `GetAccess()` now checks if
there is an access before returning it. (This previously caused runtimes
when using the pathfinder module if you didn't swipe your ID)
* **Pathfinder code tweaks:** Reworks the code for the pathfinder module
a bit. Activation logic is now stored in the module instead of the
implant. The suit is prevented from being recalled by pAIs, which is
controlled by a variable.
* Adds `MODULE_ALLOW_UNWORN`, which lets you activate modules in suits
that aren't currently being worn. Module activation code now smoothly
supports modules being activated while not worn.
* Chameleon module now works when unworn.

This will probably be a Part 1, with a Part 2 to follow. Actions are
kinda funky and could probably be cleaned up a little better. Plus, I
want to make selectable modules theoretically usable by the AI, even if
I leave it disabled.

## Why It's Good For The Game

This PR doesn't contain any balance changes, and I manually disabled any
new serious functionality that pAIs might gain. (Such as being able to
activate the pathfinder implant) They *can* use the chameleon module
with no wearer- but I'm going to consider this a bug that they couldn't
before.

Paves the way for more pAI modsuit nonsense I'm doing downsteam.

## Changelog
🆑 Stonetear
refactor: MODsuit module code now knows who clicked the activation
button.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-09-07 10:27:38 +00:00
MrMelbert
135a09182b Refactors obscured (#92779)
## About The Pull Request

Fixes #85028

Obscured flags and covered flags are tracked on carbons, updated as
items are equipped and unequipped. It's that shrimple.

Closes #92760

Just removes the species exception checks for not making sense

Also refactors handcuffs / legcuffs removal. In all of these situations
they were hardcoded when they could easily just use an inventory proc to
work.

## Why It's Good For The Game

Stops a million excessive calls to `check_obscured_slots`

Makes obscured behavior more consistent

Makes obscured behavior easier to use

Cleans up human rendering (There was some cursed stuff before with
render item -> updated obscured -> update body -> cause side effects)

## Changelog

🆑 Melbert
del: Golems which somehow manage to grow wings and somehow manage to
equip something that covers their jumpsuit can no longer fly.
(Seriously, this will not affect anyone)
refactor: Refactored clothing obscurity entirely. Items should be a
loooot more consistent and what covers what, and should update a lot
snappier. As always, report any oddities, like mysteriously disappearing
articles of clothing, hair, or species parts
refactored: Refactored handcuffs and legcuffs a bit, report any odd
situations with cuffs like getting stuck restrained
/🆑
2025-09-07 09:24:34 +02:00
uaioy
03771cf1ab Nerfs the recharge rate in wiz modsuit (#92800)
## About The Pull Request
Nerfs the wizard modsuit shield recharges, it takes 20 seconds (double
the original time) for them to start recharging, and they recharge every
3 seconds (used to be 1 second). can tone it down a bit if its too much
## Why It's Good For The Game
I know wizard is meant to be super busted and all that, but a shield
that blocks 5 attacks and it recharges every 10 seconds is extremely
frustrating if not impossible to play against unless you bring a bomb,
specially if they had any form of teleport (i dont think we should make
all antags be only countered by bombs), wizard modsuit is already
stacked with armour, no slips, anti flashbangs and space proofing, i
think the shields are overkill
## Changelog
🆑
balance: wizard modsuit shield recharges slower
/🆑
2025-09-07 09:14:35 +02:00
Hatterhat
e1bd1da4ec Adds toggleable suit sensor boosting to the MOD status display (#92816)
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2025-09-06 14:27:09 +02:00
Y0SH1M4S73R
f8511ea227 You can install B.O.R.I.S. in circuits with MMI components (+other MMI component changes) (#92002)
## About The Pull Request

This PR adds the ability to install a B.O.R.I.S. in a circuit that
contains an MMI component. These circuits can then be remotely connected
to by an AI by clicking on them or anything they are inside of. To
indicate that a circuit allows remote AI connection, an indicator is
given to the circuit and anything containing it.

Additionally:
- Refactors the MMI component to use `item_interaction`, since it was
pertinent.
- You cannot insert an MMI/B.O.R.I.S. into a locked circuit.
- You can no longer hotswap MMIs/B.O.R.I.S.es - you must manually eject
the inserted one.

Let me know what changelog labels I should use for the hotswap removal
and the prevention of insertion into locked circuits.

## Why It's Good For The Game

If you can put an MMI or posibrain in a circuit, why not allow an AI to
use it using a B.O.R.I.S.?

## Changelog

🆑
add: B.O.R.I.S.es can be installed inside of integrated circuits with
MMI components, allowing an AI to remotely interface with them the same
way an MMI or posibrain could.
refactor: The MMI component now uses item interaction behavior for
inserting MMIs/B.O.R.I.S.es.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-09-03 23:25:50 -07:00
mcbalaam
d40bb5ddd2 H.A.U.L. gauntlets and package wrapper QOL (#92427)
## About The Pull Request

- Wrapping a crate with package wrapping while pulling it will now
automatically make you grab it
- You can now open the crate while dragging it with the H.A.U.L.
gauntlets if you're the one who's pulling it. Also applies to other
items (including MOD modules) that have the component


https://github.com/user-attachments/assets/7b4743c8-855d-4274-89ca-b0507f6d3e0e

## Why It's Good For The Game

QOL for cargo technicians - having to constantly grab and let go of
crates is very annoying
2025-09-02 21:32:47 -05:00
Hatterhat
a851577f73 MOD ash accretion fully cancels base mining MOD slowdown (#92817)
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2025-09-01 19:24:59 -04:00
Leland Kemble
7ae021ee89 Makes fishing gloves MODule lower difficulty rather than increasing (#92675)
## About The Pull Request

It was increasing the difficulty of fishing, when it shouldn't've.

## Why It's Good For The Game

closes #92674

## Changelog
🆑

fix: Fishing gloves MODule now actually lowers the difficulty of fishing
like it says

/🆑
2025-08-22 22:41:27 +02:00
_0Steven
5775cd8cd2 Fixes MODlink calls not cleaning up after themselves and bricking your ability to use them. (#92598)
## About The Pull Request

So I was notified MODlinks break after you use them, sometimes! 
Looking into it, seems the culprit code was this:

138a670347/code/modules/mod/mod_link.dm (L461-L467)
Specifically, MODlinks use `TRAIT_IN_CALL` to check whether the given
user is already in a call to block them from opening new calls even with
other MODlink devices.
However, as seen above, the call datum actually gets the *current* user
when cleaning up after itself, which if the call was ended by for
example taking off a scryer... returns null, and thus doesn't remove the
trait, and bars you from making new calls forever.
A similar issue exists when deleting the visuals! Where it fails to
unregister its signals on the user for the same reason.

We fix this by tracking our current calling user in a weakref, and
use/forward it where necessary.
We also move more of the behaviour away from the call itself, and
instead tell the MODlinks we've entered or exited a call.

I feel this entire system should really be refactored, but due to how
many hooks it needs and different ways to interact with it I'm not 100%
certain on the best way to do it. So, well, posting this fix instead of
letting it sit for the indeterminate amount of time needed for me to
work that out.
## Why It's Good For The Game

It's good if the things are actually functional.
## Changelog
🆑
fix: Ending a MODlink call in any non-standard way no longer bricks your
ability to use MODlinks.
fix: Ending a MODlink call in any non-standard way and then giving the
item to someone else to call with no longer moves the visuals based on
the first person to try to use the item.
/🆑
2025-08-17 03:30:15 +02:00
Thunder12345
260960d6f4 Converts a bunch of time/delay vars to use time defines (#92495)
## About The Pull Request

Converts as many time vars expressed in deciseconds as I could find to
use time defines.

## Why It's Good For The Game

Makes these values neater and more readable.

## Changelog
🆑
code: Converted a lot of time-based variables to be expressed with time
defines.
/🆑
2025-08-12 18:30:25 -04:00
_0Steven
089c6a8f94 Refactors say modes and custom say verbs. Extends custom say verbs to more situations, forwards more spans. (#92127)
## About The Pull Request

Oh man, so this entire pr started because of two things:
1. A kinda hacky fix to #92123 that got closed a good while ago.
2. A borg I know mentioning you can't do custom say verbs over robotic
talk.

Which subsequently led me down this rabbit hole of say modes and custom
say verbs.
So! The most wide-reaching thing this does is merge the custom say
verb/radio emote logic that used to be specialcased in
`compose_message(...)` into `say_quote(...)`, renaming this to
`generate_messagepart(...)` with its new functionality. This means
things that don't use the exact same chain as living things talking
normally can still generate custom say verbs if given that message
modifier.

Then, we split up say modes into a "can we do this" and "try to do this"
check to reduce conflicts (like #92123), and forward more of our data to
the latter. This allows us to then edit the say modes to actually make
use of that data, and with the previous addition of
`generate_messagepart(...)` allow for custom say verbs to be used.

In doing this I realized the logging was kind of awkward and all over
the place, so we create the new logging helper `log_sayverb_talk(...)`
which handles selecting how we should log things based on the given
message modifiers.

For better or worse I forgot about this pr for a few weeks, so I don't
perfectly remember all the details, but those are the big key parts.
## Why It's Good For The Game

Fixes #92123.

I think custom say verbs are some of the best flavour we have for
talking over radio, and any situation benefits from that being possible.
It's great to be able to tap your microphone, and it's hilarious for an
AI to be able to emote beaming an image directly into the heads of their
borgs over robotic talk.

The rest is mostly cleanup.
2025-08-12 16:24:50 -05:00
SSensum13
4722bf017e Some ITEM_SLOT bitflags fixes. (#92441)
## About The Pull Request

This PR fixes wrong usage of bitflags in a few places, where instead of
bitfields lists were used.

## Why It's Good For The Game

It will help prevent problems that can be a thing in the future,
improving consistency of the codebase.
2025-08-11 13:20:50 -05:00
Maximal08
47cc0a98e9 Fix night vision module (#92506)
<!-- 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
Fix night vision module
before fix
<img width="666" height="78" alt="image"
src="https://github.com/user-attachments/assets/9f0548fb-5aa7-4484-b172-341057a41311"
/>
after fix


https://github.com/user-attachments/assets/620758c5-ba0d-46bb-b499-0340eea9d24b

## Why It's Good For The Game
item was broken, it will work now.
## Changelog

🆑
fix: night vision module can now be activated and turned off again.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
2025-08-11 20:17:02 +02:00
SyncIt21
64376e2899 Refactors reagent transfer operations (#92213)
## About The Pull Request
- Fixes #92198
- Fixes #92298

**1) Replaces reagent `on_transfer()` with its corresponding `expose()`
proc variants**
This PR replaces all known implementations of
`/datum/reagent/on_transfer()` with `/datum/reagent/expose_mob()`. We
use `expose_mob()` & not the other `expose()` variants because all known
implementations were targeting living beings so this was the correct
replacement This has 2 benefits
- `expose_mob()` gets called correctly when an impure reagent is
converted to it's inverse variant like for Cryostylane & Cryogeldia.
This isn't the case for `on_transfer()` so we get correct behaviour
which fixes the above bug
- Removing `on_transfer()` makes the proc `/datum/reagents/trans_to()`
much faster performance wise because we aren't calling `update_total()`
per reagent transfered now but only once at the end after all reagents
are transferred

Also there was little to no functional difference between the 2 procs,
`expose()` works correctly in comparison & this won't confuse devs when
deciding which proc to use. One proc to cover all scenarios

**2) Removes unused expose signals** 
`COMSIG_ATOM_AFTER_EXPOSE_REAGENTS` & `COMSIG_REAGENTS_EXPOSE_ATOM` are
not used anywhere in the codebase i.e. no listeners. They can be
discarded as dead code

**3) Fixes wrong transfer amount passed to
`/datum/reagent/intercept_reagents_transfer()` &
`/datum/reagents/expose()`**
The wrong transfer `amount` was passed when it fact it should use
`transfer_amount` which contains the multiplier & proportional
multiplier applied. Also the reagent volumes exposed was computed
incorrectly resulting in the 2nd issue listed above. Blood transferred
to mobs now go to `blood_volume` directly instead of getting added to
the mobs reagent holder as long as it's less than `BLOOD_VOLUME_MAXIMUM`
level

## Changelog
🆑
fix: reagent intercept operations use correct volumes e.g. ph buffers
fix: impure cryostylane now has inverse cryogeldia effects when applied
on mods
fix: exposing reagents now uses correct volumes i.e. injecting blood
into mobs don't increase it exponentially and stops when max levels are
reached. Exposure affects of all reagents are lessened upon continuous
exposure
refactor: refactors how reagent affects are applied on mobs. Report bugs
on github
/🆑
2025-07-31 20:04:07 +02:00
SmArtKar
5a263b77a3 Changes to crusher trophies and mining AOE, adds a new raptor-sourced trophy (#92241)
## About The Pull Request

- Rebuke effect (from god's eye and lobstrocity claw trophy) now works
on basicmobs, increasing the cooldown on their ranged attacks just like
it does for simplemobs.
- Bileworm spewlet trophy shots no longer hit your allied mobs, as
previously this would cause you to constantly hit your own
raptor/minebots/NODE drones, making it actively detrimental in some
situations. Its shots now deals brute damage instead of burn, as
otherwise its damage was reduced by 70% due to innate projectile
resistance of lavaland mobs, making it deal measely 6 damage every 10
seconds.
- MOD sphere module bombs now properly aggro lavaland mobs, as
previously they only worked on simplemobs (also fixed a direct
assignment to the blackboard in legionnaire spine code).
- They also no longer deal damage to minebots and NODE drones.
- Afterimages from the ice demon and their trophy can now be passed
through, although hostile AI would attempt to avoid doing so. This way
the trophy should no longer be an active detriment to players, and
demons themselves should be less jank to fight.

And if you're a heartless enough bastard, you can kill and butcher your
raptor to get a new raptor feather crusher trophy, which allows your
destabilizer shots to phase through your allied mobs similarly to
passthrough mods for PKA.

<img width="174" height="125" alt="Aseprite_3Olcd7oyVJ"
src="https://github.com/user-attachments/assets/99d7eebb-e36d-428b-aa48-f1261a173ca1"
/>

## Why It's Good For The Game

These changes should make vent defense more bearable, as right now its
very easy to accidentally damage and kill your own drone due to them
being hit by all AOEs in miner arsenal.
- Rebuke - should probably work on basicmobs as only remaining
simplemobs on lavaland are megafauna
- Bileworm spewlet - its a joke of a trophy at 6 damage as it has a 10
second cooldown, and it hitting your allies made vent defense much
harder than it should've been
- Sphere changes - should make bombs not kill your NODE/mining drones,
aggro helps prevent cheese.
- Afterimages - the trophy can end up bodyblocking you, this change
should make it less of a pain in the ass to use the trophy and to fight
the demons themselves.
- Raptor feather - useful for vent defense when you're using minebots or
have dismounted your raptor, right now its a pain for reasons mentioned
above

## Changelog
🆑
add: Added a raptor feather crusher trophy which makes your crusher
shots go through your allied mobs.
balance: Rebuke effect from lobster claw trophy and the eye of god now
applies to basicmob attacks
balance: Bileworm spewlet's damage is no longer reduced by 70% when
hitting lavaland fauna, and it no longer can hit allied mobs
balance: Sphere MODule bombs no longer hit NODE drones and minebots
balance: Ice demon/ice demon cube afterimages can now be walked through
by players
fix: Sphere MODule bombs now aggro basicmobs hit by their explosions
/🆑
2025-07-28 17:24:19 +10:00
EnterTheJake
ec0a685866 Several balance changes to Combat MODsuits (#91944)
## About The Pull Request

atomization of https://github.com/tgstation/tgstation/pull/91702 with a
few changes.

- armor booster module has been removed, nukie suits are now always
fully armored and EVA proof.

- Jetpack modules have had their power drain reduced considerably.

- Cap,Hos and Sec MODs armor values have been bumped up (similar to the
old hardsuit values).

- Sec armor plates are now a cargo import.

The nf suit now comes with the Shock absorber pre-installed.

- Fixes Nukie suits not having T4 flash protection.


- All combat modsuits now have ear protection by default when the suit
active (Cap,Sec,Hos,Syndie,ERT, Death Squad, Ninja and RD.)

- Night visor module now comes preinstalled in the syndie mods and
doesn't conflict with other vision modules, nor it costs complexity,
power drain reduced, the module itself has been removed from the uplink.

- Increases the complexity on the nukie suits by 2 points.

- all traitor modules now cost 1 less TC.

## Why It's Good For The Game

**armor booster removal**

I really dislike how this module works, it's a constant hassle having to
manually swap mode depending on the pressure, it's just an annoyng
memory check that punishes you with chip damage when not respected.

The choice of wheter wearing a mod or not doesn't really apply to
nuclear operatives since they wear these things all the time and losing
half of your armor in space never really made a ton of sense to begin
with.

**Jetpack power drain buff**

The drain on this thing is absolute fucking nuts, it eats high capacity
cells in a matter of minutes, power should be a limiting factor to using
these things but it shouldn't tank your battery health this quickly.

**Cap,Sec,Hos MODs buffs**

Back when Fikou introduced MODsuits, one point he clarified in the
design doc is that "Combat stuff usually leads to uninteresting design,
it makes the suits do everything for everyone"

I don't want to diss on the dude (Love you bud), but I don't think his
point makes a ton of sense.

Combat stuff, on this case Combat mods should be built with Combat in
mind.

In all fairness he then has a paragraph addressing why the crew based
combat suits should have low armor, but it still rings hollow to me.

Armored or not, being slower than your average spessman is enough to
make you an easy target or to never be able to chase anyone on foot,
even with their armor increased I don't see players having them
constantly on all the time, the slowdown is a hard enough disincentive.

The Magnate and HoS mods specifically are unique pieces of gear, and
they are usually assigned to 2 of the most important (and prone to
assassination) roles on the station.

There's also a weird paradox with some of the modules they come equipped
with the sec MODs, the pepper spray and the projectile dampener are
built around getting hit, which is a hard sell when your armor is so low
you might as well just die straight up.

Out of respect to Fikou's will of not wanting to grant the crew the
ability to mass produce combat MODs, I removed the sec modplates from
the techweb and moved em as a cargo import.

**Uplink MODules Price reduction**

These were originally priced with progression in mind, traitor
specifically has become considerably weaker since they lost access to
avenues to generate extra TCs.

It's hard to justify getting a suit when most weapons in the uplink cost
more than half of your budget, let alone the modules.

**Shock absorption into the inf suit**

This module is pretty much already mandatory if you don't want to lose
fights in one hit, wearing a syndie modsuit makes you giga valid to
everyone on station and any traitor worth their salt will buy this
module regardless anyway; it just punishes new players who don't know
better.


**Night Visor MOD changes**

This module is completely useless, nobody ever uses it, because it
conflicts with other vision modules, and it's completely redundant since
Thermal vision already comes packed with NV on their own.

**Complexity increase on the Nukie suits + T4 flashing protection
added**

The nukie suits have honestly quite limited complexity for the role they
are supposed to fill , the T4 flash protection missing from the suit is
unintended as we made any other MODsuit have T4 protection already, Moth
Nukies rejoice.

**Ear Protection on combat MODs (oh boy)**

Listen, as of right now we have a total of 2 counters for flashbangs, a
Bowman or being deaf.

A sealed, airtight suit shouldn't offer less protection against loud
noises than a mere headset.
baddies that usually pack these suits usually have a Bowman anyway,
Nukies have it, ninja can easily teleport into a sec outpost and get it,
it's a bit more tricky for traitor since they usually have to invest in
an emag to quickly take the set or kill a security officer.

At least now if you see a baddie roll up in a suit you no longer have to
play hypotheticals wheter your flashbang will work properly or not.

I also gave the ear protection to the RD mod despite it not being a
combat MOD, because frankly it made sense, it's a bomb proof armor, It
should also protect you from loud noises.

## Changelog

🆑
removal: Armor booster module has been removed.
balance: Jetpack module energy drain has been massively reduced.
balance: armor on the Magnate,Safegaurd and sec modsuits has been
considerably increased.
balance: Sec MOD plates have been transferred from RnD to Cargo.
balance The Infiltrator MOD now comes with the shock absorption module
pre-installed.
balance: Nukie MODsuits hav a bit more complexity.
fix: Nukie MODs now have the same flash protection as the other suits
with welding protection.
balance: night visor module comes pre-installed in the syndie mods, no
longer consumes complexity,drains less power and doesn't conflict with
the other visor MODules.
removal: Nightvision MODule removed from the uplink.
balance: Combat MODs and RDs now grant earing protection when the suit
is active.
/🆑

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
2025-07-19 14:14:58 +10:00
EnterTheJake
30305feb24 Balance changes to the Wizard MOD and energy shields. (#91932)
## About The Pull Request

Wizard MOD is now bio,flash proof, and comes with the no slips module ,
and the Hilbert DNA lock module installed.

Energy shield charges on the battle shield module have been reduced from
15 to 5 but now regenerate over time.

energy shield charges are now only consumed if at least 3 damage is
dealt to the bubble.


## Why It's Good For The Game

atomization of this PR:
https://github.com/tgstation/tgstation/pull/91702 so I'm just gonna
copypaste the same reasoning.

**Wiz Modsuit changes**

Despite being the Mod given to arguably the highest possible threat a
station should face, this thing is insanely underwhelming.

It doesn't come packaged with even some basic immunities we would grant
to our common antagonists, the charges are limited and once they expire
this suit has nothing to offer besides basic space protection and some
decent armor.

The suit has been rebalanced to offer a wide array of protections and
have the Shield charges regenerate overtime to a maximum of 5, and it no
longer has any slowdown.

You might also want to reconsider using this as crew....

"That's a lot of stuff Jake, won't this make the suit overpowered?"

You can bet your spessman arse it will, Wizard is not supposed to be a
balanced antagonist in any way shape or form, but an absolute force of
chaos.

Given how everything else in the game has been powercept over the Years,
we left this poor dude behind, it's time to address that.

**Energy Shield MOD changes**

I don't think the Shield should expire if no damage (or a pitiful amount
of) hits the bubble, these have already been nerfed to only have 1
charge, it shouldn't require so little firepower (or none of) to
destroy.

## Changelog

🆑
balance: Wiz suit is now bio,flash proof, comes with the no slip and
Hilbert dna module installed, slowdown was removed.
balance: Energy shield charges on the battlemage module have been
reduced to 5 but now regenerate over time.
balance: energy shield charges now require a minimum of 3 total damage
to be consumed.
removal: you can no longer buy additional shield charges for the suit
using the spellbook.
/🆑

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
2025-07-16 07:37:46 +10:00
EnterTheJake
8bdcaf8332 Fixes infiltrator suit overslotting (#91933)
## About The Pull Request

the infiltrator suit can now overslot chest and head again.

## Why It's Good For The Game

bugfix.

## Changelog

🆑
fix: the infiltrator suit  can overslot once more
/🆑
2025-07-07 03:26:02 +10:00
FeudeyTF
35494b93bb Telecomms Update: Ability to change existing radio channels and create new ones (#91647)
## About The Pull Request
I have added the ability to create and edit station radio channels
through the existing telecommunications system.
You can change the name of the radio channel and its color.

The channel settings are changed and created through the servers
(Frequencies Settings)

![ui](https://github.com/user-attachments/assets/cb010d75-bb00-4e3c-86b6-351b39b832e3)

Here i created my own channel:
1) Add frequency at Receiver (you will not see channel name):

![TestChannelInReceiver](https://github.com/user-attachments/assets/d3934e96-fb2d-492a-a1d6-84e8bfbd6628)
2) Add frequency at Bus (you will not see channel name):

![TestChannelnBus](https://github.com/user-attachments/assets/9955fb9c-9ca0-44f5-8d8f-caf02c0b3a9c)
3) Add frequency at Server
4) Add settings for your frequency

![NewChannel](https://github.com/user-attachments/assets/14a86eae-a000-4106-848b-a140ab678c3c)
5) See the result:

![TestChannel](https://github.com/user-attachments/assets/a720c660-43f6-47c0-8e85-fd313e8ce8d7)

Important Notes:
1) Headsets, radios, and intercoms will not see a change in
telecommunications, but will use standard names (Common, Security etc.).
2) There are still reserved names that cannot be used: CentComm,
Syndicate, Uplink, CTFs channels
3) Servers must filter frequency for applying settings on them

## Why It's Good For The Game

Now telecommunication channels names and colors depends on the settings
of the network servers, which makes it more flexible and logical. It is
also useful for foreign language servers, as you can translate channel
names.

## Changelog

🆑
add: Added ability to change existing radio channels and create new
qol: Added color for some buttons in Telecomms UI
/🆑
2025-06-28 01:19:18 +10:00
Tostah
9ca522d4dd Fixes ninja camera vision module so it provides welding protection (#91428)
## About The Pull Request

The ninja camera vision module now provides the same welding protection
as the welding module, as intended.

This was due to the camera vision module not inheriting the function
which applied the welding protection in on_part_activation()

## Why It's Good For The Game

The camera vision module was not providing any flash protection to the
ninja, despite its description clearly stating;

"...as well as automatically dimming incoming flashes of light to
protect the user's eyes. Become the unseen."

In fact, the night vision goggles provided to the ninjas made them weak
to flashes.

## Changelog
🆑
fix: Ninja Camera Vision module now correctly applies welding
protection.
/🆑
2025-06-02 18:57:04 +00:00
Ghom
4f6727024d Crafting refactor, implementing materials (#89465)
## About The Pull Request
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.

EDIT: Several things have come up while working on this, so I apologise
that it ended up changing over 100+ files. I managed to atomize some of
the changes, but it's a bit tedious.

EDIT: TLDR because I was told this section is too vague and there's too
much going on. This PR:
- Improves the dated crafting code (not the UI).
- replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion`
with `atom/on_craft_completion`.
- Reqs used in food recipes are now deleted by default and not stored
inside the result (they did nothing).
- Renames the customizable_reagent_holder comp and improves it (No
harddels/ref issues).
- Adds a unit test that tries to craft all recipes to see what's wrong
(it skips some of the much more specific reqs for now).
- In the unit test is also the code to make sure materials of the
crafted item and a non-crafted item of the same type are roughly the
same, so far only applied to food.
- Some mild material/food refactoring around the fact that food item
code has been changed to support materials.

## Why It's Good For The Game
Improving the backbone of the crafting system. Also materials and food
code.

## Changelog

🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑
2025-06-01 16:37:43 -07:00
Jeremiah
9db2f6916b Sets prettier to run on the repo (#91379)
## About The Pull Request
Prettier (an auto formatter) is set to only run within the tgui folder
currently. This removes that limitation, allowing it to automatically
format all supported files in the repo (.js, .html, .yml
[etc](https://prettier.io/docs/))

I made a few exceptions for bundled and generated files
## Why It's Good For The Game
I'm of the opinion that code should look uniform and am lazy enough to
want CTRL-S to format files without having to think beyond that
## Changelog
2025-05-29 21:23:59 -07:00
Y0SH1M4S73R
c4897e7c03 [NO GBP] Fixes the MOD Soul Core saying it has no charge in the UI while worn (#91244)
## About The Pull Request

I made an oopsie and forgot a single NOT operation in the line that
checks if the suit is being worn.
This also almost certainly fixes a runtime that I assume would happen
when looking at the interface of a suit not currently being worn.

## Why It's Good For The Game

The soul core isn't supposed to tell you there's no charge source when
it is clearly fully functioning.

## Changelog

🆑
fix: The MOD soul core no longer tells you there's no charge source
while worn.
/🆑
2025-05-26 13:35:30 +00:00
Bloop
cb51a652a9 Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
## About The Pull Request

Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.

What this PR does:

- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.


![FOuGL6ofxC](https://github.com/user-attachments/assets/e5414971-7f13-4883-9f7f-a8a212b46fe8)

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


![StrongDMM_1oeMSoRHXT](https://github.com/user-attachments/assets/83dcfe4c-31be-4953-98f3-dff90268bbc4)


![StrongDMM_uyqu3CggPn](https://github.com/user-attachments/assets/7896f99e-2656-40e1-a9da-3a513882365a)

</details>

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


![dreamdaemon_u4Md3Dqwge](https://github.com/user-attachments/assets/17baaff8-5d5e-4a4d-ba8f-9dd548024155)

</details>

---

### Copied from https://github.com/tgstation/tgstation/pull/86482 as
this still applies:

Note for Spriters:

After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.

Note for Server Operators:

In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt


## Why It's Good For The Game

No more error icons in SDMM and loadout.

## Changelog

🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-05-24 15:21:02 -07:00
MrMelbert
5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00