## 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
<img width="491" height="301" alt="image"
src="https://github.com/user-attachments/assets/a3b5b19f-edf5-4de9-9201-9cbfab9e8827"
/>
Mod computers with the access changing software installed have a
secondary ID slot once again. This ID slot doesn't contribute to access.
You can insert IDs into the slot with right click and remove them with
alt-right click.
Also removes the "New IDs and you" memo paper.
Also tweaks PDA on_deconstruct so contents are dropped on when they're
deconstructed with assembly.
Fixes#92151
## Why It's Good For The Game
Changing IDs is very unnecessarily clunky with the one slot. Insert hop
id, log in, remove hop id, insert crew id, change access, remove crew
id, log out.
We had it right back when we had two slots. Insert hop ID, insert crew
id, log in. It just works.
This also allows for mobile HoPs to change access without necessitating
removing their ID from their PDA.
Other changes:
The "New IDs and you" memo is very old. They haven't been new for 4
years now. I don't think anyone reads it and they served their purpose.
I found it odd that, if your PDA was melted or blown up, it would delete
your ID. If this is a hold-over from old PDA behavior feel free to let
me know but otherwise it seems sensible that it'd spit out the contents
as you would expect.
## Changelog
🆑 Melbert
qol: The access changing software (the HoP console) now has ID two slots
again (one for the HoP's id and one for the ID being changed). You can
insert IDs in the secondary slot via the UI or right click, and remove
them via the UI or alt-right click.
qol: If your PDA is destroyed via acid or bombs, your ID (and similar
contents such as disks) are spit out instead of being deleted
del: Deletes the "New IDs and you" memo in the HoP's office. They
haven't been new for 4 years.
fix: Engineering sub-tab in the access changing software no longer looks
messed up
fix: Fix reversed alt-click logic for mod pcs
/🆑
## 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.
## About The Pull Request
Changes human name to update whenever anything that could result in
their visible name changing occurs, such as changing IDs, equipping
gasmasks, picking potted plants, etc. Currently name updates occur every
``Life()`` tick and in a few "special" cases, which causes a lot of name
changes from sources such as equipment to not apply until the mob ticks,
and makes us waste a tiiiny bit of CPU time on name updates.
I've also slighly cleaned up human /Life() and made species'
``spec_life()`` not run when the mob is dead, as it was causing certain
unintended interactions, such as slimepeople regenerating blood while
dead.
## Why It's Good For The Game
Microoptimization, ensures that correct names are always used (in case
something could update their name but the mob hasn't ticked yet), plus
its just a cleaner implementation
## About The Pull Request
Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic
from the ground-up
- Dynamic configuration is now vastly streamlined, making it far far far
easier to understand and edit
- Threat is gone entirely; round chaos is now determined by dynamic
tiers
- There's 5 dynamic tiers, 0 to 4.
- 0 is a pure greenshift.
- Tiers are just picked via weight - "16% chance of getting a high chaos
round".
- Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be
selected".
- Tier determines how much of every ruleset is picked. "Tier 4 (High
Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3
latejoins".
- The number of rulesets picked depends on how many people are in the
server - this is also configurable[2]. As an example, a tier that
demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and
will not spawn 2 rulesets if population <= 25.
- Tiers also determine time before light, heavy, and latejoin rulesets
are picked, as well as the cooldown range between spawns. More chaotic
tiers may send midrounds sooner or wait less time between sending them.
- On the ruleset side of things, "requirements", "scaling", and
"enemies" is gone.
- You can configure a ruleset's min pop and weight flat, or per tier.
- For example a ruleset like Obsession is weighted higher for tiers 1-2
and lower for tiers 3-4.
- Rather than scaling up, roundstart rulesets can just be selected
multiple times.
- Rulesets also have `min_antag_cap` and `max_antag_cap`.
`min_antag_cap` determines how many candidates are needed for it to run,
and `max_antag_cap` determines how many candidates are selected.
- Rulesets attempt to run every 2.5 minutes. [3]
- Light rulesets will ALWAYS be picked before heavy rulesets. [4]
- Light injection chance is no longer 100%, heavy injection chance
formula has been simplified.
- Chance simply scales based on number of dead players / total number
off players, with a flag 50% chance if no antags exist. [5]
[1] This does not guarantee you will actually GET 3-4 roundstart
rulesets. If a roundstart ruleset is picked, and it ends up being unable
to execute (such as "not enough candidates", that slot is effectively a
wash.) This might be revisited.
[2] Currently, this is a hard limit - below X pop, you WILL get a
quarter or a half of the rulesets. This might be revisited to just be
weighted - you are just MORE LIKELY to get a quarter or a half.
[3] Little worried about accidentally frontloading everything so we'll
see about this
[4] This may be revisited but in most contexts it seems sensible.
[5] This may also be revisited, I'm not 100% sure what the best / most
simple way to tackle midround chances is.
Other implementation details
- The process of making rulesets has been streamlined as well. Many
rulesets only amount to a definition and `assign_role`.
- Dynamic.json -> Dynamic.toml
- Dynamic event hijacked was ripped out entirely.
- Most midround antag random events are now dynamic rulesets. Fugitives,
Morphs, Slaughter Demons, etc.
- The 1 weight slaughter demon event is gone. RIP in peace.
- There is now a hidden midround event that simply adds +1 latejoin, +1
light, or +1 heavy ruleset.
- `mind.special_role` is dead. Minds have a lazylist of special roles
now but it's essentially only used for traitor panel.
- Revs refactored almost entirely. Revs can now exist without a dynamic
ruleset.
- Cult refactored a tiny bit.
- Antag datums cleaned up.
- Pre round setup is less centralized on Dynamic.
- Admins have a whole panel for interfacing with dynamic. It's pretty
slapdash I'm sure someone could make a nicer looking one.


- Maybe some other things.
## Why It's Good For The Game
See readme for more info.
Will you see a massive change in how rounds play out? My hunch says
rounds will spawn less rulesets on average, but it's ultimately to how
it's configured
## Changelog
🆑 Melbert
refactor: Dynamic rewritten entirely, report any strange rounds
config: Dynamic config reworked, it's now a TOML file
refactor: Refactored antag roles somewhat, report any oddities
refactor: Refactored Revolution entirely, report any oddities
del: Deleted most midround events that spawn antags - they use dynamic
rulesets now
add: Dynamic rulesets can now be false alarms
add: Adds a random event that gives dynamic the ability to run another
ruleset later
admin: Adds a panel for messing around with dynamic
admin: Adds a panel for chance for every dynamic ruleset to be selected
admin: You can spawn revs without using dynamic now
fix: Nuke team leaders get their fun title back
/🆑
## About The Pull Request
The issue was threefold, first speed potions sent the comsig before
actually applying which could be abused to make items not have a
slowdown without spending it or coloring them by using it on them in a
state when they don't have a slowdown (i.e. disabled magboots). Magboots
``initial()``'d their slowdown which could break them if they somehow
got it negative, but I believe that didn't happen in actual gameplay.
And I've made duffelbags and laptops have their open slowdown set to 0
similarly to magboots when a speed potion is applied to them. Last one
may be a balance change, depending on the original intent, but I'm going
off their pre-rework behavior here (and it generally feels weird to be
the case when they get unslowdowned and then it gets reapplied when you
close and open them)
- Closes#91381
## Changelog
🆑
fix: Fixed speed potions behaving super inconsistently on magboots,
duffelbags and laptops
/🆑
## 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.

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


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

</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>
## About The Pull Request
Fixes a bug(?) where you, being non-carbon, could teleport disks from
various machines to your location (for example, playing as an AI or
cyborg, carbons with telekinesis too)
## Why It's Good For The Game
teleporting disks is bad...
## Changelog
🆑
fix: Now if you are not near the console the disk will drop in its place
instead of your location
/🆑
## 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)
/🆑
<!-- 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
Adds a new sound that is played when a paper or a paper bin is inserted
into a computer's printer.
https://github.com/user-attachments/assets/58aebfd0-1c82-494e-9707-8745e2de1f23
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
Immersion, silent printers are a bit boring. It should also give off
some retro futuristic vibes that the game aims to have.
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
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
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑 Hardly
sound: added new sounds for the computer printer when paper is inserted.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
## About The Pull Request
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
Caused constant runtimes because modular computers, be it PDAs, laptops,
or whatever, can not have an ID.
## Changelog
🆑
fix: Fixed constant runtimes caused by modular computers without IDs
/🆑
## About The Pull Request
This won't actually do anything on live, since those are all set to
UTC±0 currently
Pins logging and IC uses of time2text to UTC±0 instead of using the
system timezone (byond default)
Timezones not being set to utc0 caused issues before (and is again)
All timezones are now passed explicitly to make it more likely it's
cargo culted properly at least
Deletes worldtime2text cus it was gameTimestamp default args
## Why It's Good For The Game
Server timezone changes probably shouldn't affect logging, round times,
file hashes, IC time, when you caught fish, etc
## Changelog
🆑
refactor: Logging and IC timestamps will now always use UTC±0 and not be
affected by server system timezone changes
fix: Station and round times will not longer be incorrect if the system
timezone is not UTC±0
/🆑
---------
Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
## About The Pull Request
These have multiple slots you'd use them from
## Changelog
🆑 Melbert
fix: PDA flashlight action button is given in any slot
fix: Bag action button is given in any slot
/🆑
## About The Pull Request
Adds an alert level notice on the main PDA screen.
The notice starts out as simple colored text when the user is not in any
danger or concern. If the user is in danger, it becomes black text on a
colored background. If the user is called to fix the problem relevant to
alert (ie. security to deal with red alert active threats) the notice
becomes blinking text on a colored background.
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
The existing way to check current alert levels (look at a fire alarm)
doesn't really make much sense for new players. Also, this way is more
accessible because a player will usually always be able to intuit where
their PDA is on their person, while the fire alarm location will always
be dependant on what station is being played.
## Proof Of Testing
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
qol: Added a widget to the main menu of the modular computer screen,
which will tell the user what the current alert level is and if they are
needed to fix the problem.
/🆑
<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->
---------
Co-authored-by: Ivory <distributivgesetz93@gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Port of a fix from
https://github.com/Monkestation/Monkestation2.0/pull/4995
Due to how modular computers worked with the nested tgui stuff, the
SecurEye app wouldn't properly autoupdate whenever a camera it was
watching moved (when there's not any tracking going on)
This "fixes" that issue by adding a new var, `always_update_ui`, to
modular computer programs, which will make the modpc call the active
program's `ui_interact` even after the UI is opened.
## Why It's Good For The Game
bugfix good. if the whole "watch broadcast camera streams on PDA" thing
ever gets ported here, this is a needed fix for that.
## Changelog
🆑
fix: SecurEye now properly follows moving cameras.
/🆑
## About The Pull Request
Closes#89329
Also added a balloon_alert
## Changelog
🆑
qol: SiliConnect now informs you that you're successfully downloading
logs
fix: Fixes SiliConnect not being able to download logs
/🆑
## About The Pull Request

Pre-discussed with @Watermelon914, this PR removes Secondary & Final
Objectives from all Traitors, rather than just midround ones. It also
removes all of the surrounding supporting code.
Randomly assigned Primary Objectives still exist, I just used the
ability to rewrite mine to take the screenshot.
In terms of final objectives, the surrounding items that were available
still exist but don't necessarily have sources.
If anyone has good ideas for readding these in some other form it can be
done in future PRs.
It also allows all traitors to buy the Contractor kit, previously
limited to midround traitors which lacked secondary objectives, because
now all traitors lack secondary objectives.
This essentially limits all traitors to a maximum of 20 TC (16 if they
spawn with an uplink implant). Currently I don't foresee that they
strictly need any additional way of gaining TC during a round as 20 is
quite sufficient, but it may take some time to adjust and get used to it
after such a long time of having access to more. If we need to adjust
the starting value or add a slow drip of more points over time or
something, that can be done in followup PRs.
This also removes the ability to recreate your uplink added by my
beautiful wife in #74315
This was part of the progression traitor design document, but ultimately
probably a bad idea as it essentially made traitors impossible to
properly disarm. You will once more just need to carefully protect your
uplink.
**This does not remove the threat/progression system**.
Like midround traitors, all Reputation requirements on gear are now
simple timelocks, most of which will have elapsed by the time 30 minutes
have passed.
**Finally** this PR also adds Romerol to the traitor uplink for 25 TC
and 30 minutes of reputation, as a treat (and because I removed the
final objective that previously granted it).
## Why It's Good For The Game
We've tried this system for a long time (3 years last month!) and while
I think it had a lot of promise, enabled some cool moments, and also
solved several of the problems it set out to solve, overall I think some
of the behaviours it has encouraged in players have been overall
negative for the game.
While the _game systems_ are fine, even quite fun and cool (especially
final objectives) I am of the opinion that having them in the game
creates a net negative purely in the way that they react with players'
_brains_, creating incentives towards behaviour we don't actually want
people to pursue.
While it's hard-to-impossible to prove any of this with hard data, there
has been a prevailing feeling for some time among many (though certainly
not all) people that the simple fact of _having_ a constant drip-feed of
objective available to players leads directly to less interesting
antagonist play. While certainly nobody is _forced_ to do secondary
objectives you are directly and quite strongly rewarded for doing so,
doing so efficiently, and doing so in a way which makes sure that nobody
(alive) sees you do it. This leads to a tendency to play defensively and
try to maximise the number of tasks you can complete in one round, which
also has a knock-on effect of generally minimising the number of people
you attempt to interact with in a round (unless you are killing them).
Even people who _intend_ on doing some more interesting gimmick can fall
into this trap, as "having more tools" is always useful for anyone who
is intending on any kind of plan at all, but then executing on the
secondary objectives again incentivises you to lay low, not interact
with anyone, be efficient, and then reduces the time you are spending
doing the thing that's your actual plan for the round. Removing the
ever-present temptation to fish for extra TC leaves "doing whatever your
actual plan is" as the sole thing to optimise.
Final Objectives too have created unfortunate psychological effects
between crewsided players and other antagonists. Because of the _threat_
(no matter how remote, Final Objectives have always been tuned to be
appropriately rare) that leaving any antagonist alone will cause them to
snowball by acquiring more power, it starts to feel foolish to respond
to any threat with less than the maximum possible level of force even if
they seem relatively innocuous in the moment. This even has an effect on
other non-progression antagonists, as traitors are the most common
antagonist type and how people treat them is going to be their default
level of reaction to most other station threats.
While there has always been the promise of expanding the system with
novel and exciting objectives that leverage appearing mid-round to do
something unique, we've taken very little advantage of that over time.
Most objectives we have added that didn't boil down to "kill someone,
with a twist" have been somewhat unsuccessful, serving either as ways to
get yourself arrested and killed for no reason or ways to get free
telecrystals by doing something the crew don't really care about
stopping you from doing. The option still exists to add more roundstart
objectives to traitors, if someone suddenly has a great idea that would
fit in this space.
The ideal outcome of making this change is a slight relaxation of crew
attitude towards feeling like their only option after catching an
antagonist that isn't sandbagging is to permanently remove them from the
round (although it's fine to do this still in many scenarios), and a
broadening of traitorous activity which is not purely focused on
collecting as many checkboxes as possible and might give people more
time to roleplay with other players, not worrying that this time could
have been more efficiently spent pursuing a different secondary goal.
I don't anticipate or desire that this will prevent traitors from
killing anyone (or even stop them from killing people they don't have a
specific objective to kill), I just want to remove the FOMO from
people's minds.
Also this gives us something to talk about at the coder townhall meeting
on the 22nd.
## Changelog
🆑
del: Misplaced or stolen traitor uplinks can no longer be recreated
using a radio code and special device, guard yours carefully or buy a
backup implant.
del: Roundstart traitors can no longer take on additional objectives in
order to earn additional Telecrystals and fast-forward any unlock timers
on items. They also cannot earn the ability to complete a Final
Objective.
balance: Roundstart traitors can now buy the Contractor Kit from their
traitor uplink, rather than only midround traitors.
add: Traitors can buy Romerol for 25 TC, after 30 minutes of time has
passed in a round.
/🆑
## About The Pull Request
Fixes#89272
- Adds an argument to `is_wire_tool` to fail if the item is secured,
which assemblies are by default. (They must be screwdriver'd to attach
to things)
Makes cyborg use item interaction
- Cleaner, non-deprecated attack chain.
- Also changes to chats to balloon alerts.
## Changelog
🆑 Melbert
qol: Using items on cyborgs now use balloon alerts instead of chat
messages.
fix: You can flash cyborgs again
refactor: Refactored item interaction on cyborgs.
/🆑
Renames all uses of caller, as they (currently) shadow the new byond var
and will in future error
Ups our "wan if compiled after" experiement compile version to 516
Adds an alternate 516 unit test
## About The Pull Request
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
Modular computer laptops can now be interacted with RMB when open, or
opened with RMB when closed.
Also screentips for this added.
It was inteded for laptops to be interactable when open. but didn't work
because old code was not adjusted for attack chains.
## Why It's Good For The Game
Laptop usage is more user friendly :D
<details>
<summary>Demonstration :D</summary>

</details>
## Changelog
🆑
fix: modular computer laptops can now be interacted with RMB, instead of
picked up
qol: modular computer laptops can now be interacted with RMB when open,
or opened with RMB when closed. Also screentips for this added
/🆑
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
## About The Pull Request
As before, more fiddling with NTNRC, more bugs.
This time, the same user sending the same message within the same second
would cause this message to spawn a new copy each time the channel was
opened, until the UI was closed and re-opened.
Looking into it, this seemed to be because we would set the `Box`'s
`key` value to the message contents:
<b0d71024c0/tgui/packages/tgui/interfaces/NtosNetChat.jsx (L156)>
Which isn't actually unique.
To fix this, we instead make each channel keep track of an incrementing
`id` number to assign to each message, and convert the `messages` list
to an associative list using those numerical ids stringified.
We don't just use the list index as a key, as we later may want to
target specific messages, so a consistent unique key is important.
This fixes our primary issue.
In the process of making the rest of the code account for this, I
noticed that the NTNRC program header that's supposed to show new
messages in the active channel when the program is idle didn't actually
work.
Just at all.
So I rewrote the entire thing, and it now tracks the last read message's
id rather than the full message, and sets this when you actually
background the program. The rest still runs on process tick, where it
updates the header if there's a new message with a different id on top.
Finally, the header part of the UI wasn't actually updating if there
were no headers, so now it forwards a lack of headers change as well.
## Why It's Good For The Game
Reduces more NTNRC jank.
Good if shit like, actually works.
## Changelog
🆑
fix: NTNRC no longer endlessly duplicates messages with duplicate
contents upon switching channels.
fix: The new message header you get when NTNRC runs in the background
actually works.
fix: NtOS header actually updates if there are no program headers.
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request
- SiliConnect is no longer a default app for cyborgs.
- RoboTact, the borg self-status app now has a Network tab, which lists
other borgs' status.
- The Network tab will only list borgs connected to the same AI as you.
If your AI goes down, you lose connection to other borgs' status info.
- Your AI is also listed on the Network tab, with their own status in a
very binary good/bad form.
- Syndicate borgs are able to see other syndicate borgs on the Network
list, even though they lack an AI.
## Why It's Good For The Game
SiliConnect was recently added to the default borg apps list. But it has
a lot of features that borgs can't actually use, and so feels rather
messy. It was added with the goal of letting borgs see eachother's
status, and so I've ported that functionality into RoboTact. SiliConnect
is no longer a default borg app (though it *can* be installed if a borg
and human really want it to be).
Showing the AI's status is certainly a balance choice. But it's not
really that much of a secret when the AI dying already adjusts the
monitors across the station to a BSOD image. On the flip side, we get to
shut off borg status sharing when the AI goes offline, which is neat.
## Changelog
🆑
del: SiliConnect, a tool meant for Roboticists, is no longer included by
default on borgs.
add: RoboTact, the borg self-status app, now shows the status of other
borgs synced to the same AI. Syndicate borgs can likewise see
eachother's status, even without an AI.
balance: RoboTact also shows their synced AI's very basic status of
functional or offline.
/🆑
UI Pictures:

Dead AI:

Syndicate borgs do not see station borg status, but can see eachother's

~~Drafting because I need to do edge-case testing, and the AI box isn't
quite functioning correctly when the borg has no AI master.~~
## About The Pull Request
- Removes the restriction from borgs and AIs opening PDA interfaces.
- Adds a restriction on Messenger if the PDA is being viewed by an AI or
Cyborg *and* the PDA is not a silicon-type PDA. Messenger is completely
unusable in this case.
- The AI's own PDA is unaffected, due to it being a silicon-type PDA.
Downstreams that give Borg PDAs the Messenger app should likewise be
unaffected. Though mainly unrelated to the PR, pAIs were also tested and
have not been affected.
## Why It's Good For The Game
Back before tablets and PDAs were squished together, silicons could
access tablets freely. TGUI PDAs were restricted from Silicons mainly to
keep parity with the old PDAs, of which Messenger is the major feature
that was ported over. Thus, I'm blocking Messenger specifically while
allowing the rest of a PDA's features to be unblocked.
As an aside, the old fluff text `It doesn't feel right to snoop around
like that...` was kinda terrible, since there are many times you do, in
fact, want to snoop. The AI trying to track down a known killer's
accomplice would want to snoop. The Malf AI that's trying to trick the
Captain would want to snoop. The prior owner of the PDA before they were
borged wouldn't even feel like it's snooping. So now it's a connection
refused thing, not an AI's feelings thing.
## Changelog
🆑
balance: Borgs and AIs can now access dropped PDAs. The Messenger app
does not work over a remote connection, however.
/🆑
Messenger interface when accessed remotely, by the by;

## About The Pull Request
This makes it so receiving a PDA message will give the holder a balloon
alert with their ringtone.
## Why It's Good For The Game
PDA messages are often ignored due to not being noticed, as many players
are more often focused on the main game screen (which runechat has
somewhat normalized) than the chat window. This makes things more
obvious that there's a PDA message.
## Changelog
🆑
add: PDA ringtones now show a balloon alert to the PDA holder.
/🆑
## About The Pull Request
Just adds the NTNRC client to the pAI digital messenger software's
starting programs.
To avoid also giving this to the AI, creates a new silicon PDA subtype
for pAIs and applies it similarly to borgs.
## Why It's Good For The Game
It's already barely ever used, and I just think it'd be fun to let pAIs
talk to the never-checked department consoles or open chatrooms with
each other or their hosts.
Currently you can do this by being in your host's PDA, but this means
they couldn't use their PDA at the same time as you just... chatting.
Nor could you share a chatroom with them, due to sharing the same
account.
Also the pAI cabal using the bootleg IRC client to plot their next move
is just incredibly funny to me.
## Changelog
🆑
balance: The pAI digital messenger software now includes the NTNRC
client.
/🆑
## About The Pull Request
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
## About The Pull Request

For a long time borgs have only had two PDA programs: `filemanager` and
`robotact`, but there are other simple programs with useful information
for gameplay. This PR remedies this by including three other programs to
borgs by default: `borg_monitor`, `atmosscan`, and `crew_manifest`. In
the interest of transparency, I've included possible negatives in the
form of disclaimers below.
`borg_monitor`:

This is the "SiliConnect" program in-game, and allows showing a brief
overview to cyborg players who else is connected as a cyborg and what
their model is, which allows for informed decisions on which module to
choose for themselves, among other minor useful data.
**_Disclaimer: I'm pretty sure the "Send message" button on this program
is unusable for borgs due to how it's coded
[here](ab222330ef/code/modules/modular_computers/file_system/programs/borg_monitor.dm (L116)),
but I'm unable to test it with another player. Looks like it requires an
ID, which borgs don't have, so I'm assuming this is a non-issue._**
`atmosscan`:

The AtmoZsphere program, which shows local oxygen/nitrogen data to help
make informed decisions on protecting humans.
`crew_manifest`:

The Plexagon Crew List - A simple window that shows an updated list of
current crew members and their jobs.
**_Disclaimer: The "print" button on this program allows borgs to spam
printed crew manifests on the ground if they choose to do so, which may
have the potential to be overused, however they've also had the ability
to spam-print photos using the Robotact program and I don't know of any
issues this has caused (correct me if I'm mistaken)._**
## Why It's Good For The Game / Potential additional changes
Currently cyborg gameplay can become a walking simulator if they need
simple information that a crew manifest computer would have, or an air
alarm (which might've just been blown up, disabled, or out of power), or
if they just got borgified at a Roboticist and would like to know which
other cyborgs are currently in play but don't want to pick a model
already being used. All humans have this data and more on their handheld
PDAs. Cyborgs should at least have these three as a bare minimum.
There are other useful programs: `records/medical`, `records/security`,
`custodial_locator`, and `supermatter_monitor` (NT CIMS), which could go
into Mediborgs, Peacekeepers, Janiborgs, and Engiborgs respectively.
I've tested these and am unable to change these records as a borg, only
view them, so this is purely informational data that could be useful for
various RP reasons. It could be fun for a cyborg buddy to patrol with a
Sec officer (or Paramedic) and give them up-to-date info on a crew
member's status just by having the human ask about them. Or, Engiborgs
are given the ability to keep an eye on the Supermatter using NT CIMS
and can inform engineers out in the field of its status.
Just having this general information available only to humans feels a
bit silly when cyborgs are meant to be connected to the station in a way
that allows them to interact with doors from a distance but not
something simpler like viewing a crew manifest. This still keeps the
power in human's hands since this data cannot be manipulated by borgs,
only humans (ID required).
## Changelog
🆑
add: Added three programs to cyborg PDAs: SiliConnect, AtmoZphere, and
Crew Manifest
/🆑
## About The Pull Request
Xenos can apparently use shenanigans such as
https://github.com/tgstation/tgstation/issues/86703 to put some items in
their hand, and there are likely methods like this dotted around the
codebase. However, the signal to put something in their hand is called
consistently across any process that would cause them to pick up or
otherwise have something to put in their hand, so instead I added
/datum/component/itempicky to xenos.
While I was in there, I expanded the functionality of itempicky; it can
run a callback to determine a condition that needs to be met now.
## Why It's Good For The Game
Fixes https://github.com/tgstation/tgstation/issues/86703
Expands a component's usefulness
## Changelog
🆑 Bisar
fix: Xenomorph restrictions on items they can pick up have had their
determining logic made more _robust_.
code: The itempicky component (restricts what can be picked up via a
whitelist) can now, optionally, have a callback fed to it to determine
cases of bypassing that whitelist.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
Introduces a new MODule in the uplink, makes the user transperent and
grants the ability to siphon light sources to recharge your suit.
Ingame demonstration: https://www.youtube.com/watch?v=bhXNOAMDy4U
## Why It's Good For The Game
I've been playing a ton of Splinter Cell and Intravenous recently and
this random idea popped in my head.
"Wouldn't it be cool if traitors could blend in the darkness to get a
jump on their opponents?"
Also unrelated
"Wouldn't it be cool if tots had a tool to recharge their suit that
didn't involve sitting in a pod for 10 minutes?"
This PR introduces a new module to the uplink, the Wraith.
It comes with a passive and active component.
Passively it works exactly like the crew version of the cloaking module
with just a couple of differences.
1) Doesn't need to be manually activated, if you lose the cloak it's
regained after 5 seconds.
2) Lower stealth alpha value( how trasperent you are basically),
slightly less visible than the crew version, not as good the ninja
module however , I tuned it just enough so that you are more or less
undetectable in the dark.
The active component of the module lets you destroy stationary lights to
recharge your suit power, if used on handheld or borg lights it turns
them off for a minute.
**Why do we need this module when we already have the stealth implant
and the chameleon projector?**
I can think of a few reasons.
1) MODsuits were designed to be customizible, traitor suits range
between 6 to 16 TC, having to invest in a 7-8 TC item after you already
bought a suit is fairly expensive.
2) This MODule would be a better fit for ambushes, as it doesn't have
the *uncloaking* delay of its counterparts.
It is however considerably worse if you get caught, as the cloak is
disrupted on bump or damage.
3) It has better interactions with the sandbox.
Lights can go out for many reasons, maybe it’s just a power outage, or
some assistant broke it, or maybe it was anightmare.
It leaves room for plausible deniability, adding to the paranoia.
It's also not complete invisibility, if you want to stay undetected you
need to lurk in the darkness, you might expand your domain, at the cost
of the crew eventually wising up to your shaeneningans.
Lastly, since the active component of the module uses the same proc of
the saboteur handgun, I've updated the code to be a generic proc rather
than a signal, to make it easier to reuse in the future.
Item desc provided by NecromancerAnne.
Module sprite made by Orcacora.
## Changelog
🆑
add: The Wraith Cloaking Module is now available in the uplink, costs 3
TC.
code: the saboteur handgun now uses a generic proc rather than a signal
/🆑
---------
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
This is a remake of https://github.com/tgstation/tgstation/pull/84501
with a few small changes to avoid mapping issues. This time it's
restricted to a once-in-a-year event, mainly because neither Jacq and
Lemon were ok with the possibility of Pun Pun being posibly playable all
year, however Jacq said he's fine with it being available on the
holiday, while Lemon isn't around on Discord atm so I don't know what
he's to say.
The trait makes pun pun playable and gives them the job of being a
busser (waiter) in the cafeteria. They're clever and can use tools most
other monkeys can't, but cannot be humanized, while also being unable to
speak Galactic Common. Should they roll traitor, they'll be able to buy
syndicate monkey reinforcements and equipment, which it can also use,
being a monkey itself.
## Why It's Good For The Game
This is a fairly unique job, like the Cargo Gorilla, due to the fact
it's not a conventional humanoid crew member nor the AI or a cyborg. I
thought this was a fun idea, though I met some obstacles and the
original PR was DNM'ed and then closed. However, the trait perfectly
fits the theme of the holiday, making a good compromise since Pun Pun
will stay AI-controlled the rest of the year, as Jacquarel and Lemon
want it to be. It can also be added by an admin through VV, whether
they're planning some shenanigean or just want to add something more to
the round.
## Changelog
🆑
add: Pun Pun is a playable crewmember during Monkey Day (14 December).
/🆑
## About The Pull Request
Plexagon Crew Manifest has been made into a publicly accessible and
roundstart installed PDA app instead of being restricted to heads,
security and a few odd medical jobs. For this, it lost its major
Detomatix resistance which has been added to security records (minor
resistance) and status display control (major resistance)
To ensure that noone has to wipe their PDAs roundstart, its size on PDA
drives has been halved.
## Why It's Good For The Game
Crew manifest can be easily accessed from the messenger app, but without
nice formatting that plexagon has. The app itself does not have any
capabilities beyond reading crew manifest and printing it out on paper
from consoles, neither of which are something that cannot be already
done with ease. I believe this is a remnant from old PDA days and
doesn't really deserve to stay.
## Changelog
🆑
balance: Plexagon Crew Manifest is now a default PDA app for everyone,
and is free.
balance: Plexagon Crew Manifest no longer provides Detomatix resistance,
but security records and status display control now do.
/🆑
## About The Pull Request
This PR adds a pair of fishing gloves that let you fish and work out at
once, and also a MODsuit module that lets you use MOD gloves to do the
same thing (without the workout, an external fishing rod has to be
inserted first). In both cases, you can equip or unequip bait, hook and
line by using the fishing rod interface which you can open by
right-clicking the gloves. To get both of them, you've to perform the
first fish scanning experiment.
I had to refactor the profound fisher component a bit to do this.
## Why It's Good For The Game
Interweaving a few different features with fishing. Fishing and
Athletics are both skills, so I thought it'd be nice if it were a way to
take advantage of both, and level them up accordingly. Also fishing
gloves with maxxed out athletics can make fishing a lot noticeably
easier at higher difficulty.
## Changelog
🆑
add: Added Athletic Fishing Gloves and Fishing Glove Module to the
advanced fishing tech node. Both can be used to fish without having to
hold a fishing rod. The athletic fishing gloves will also train your
athletics skill.
/🆑
## About The Pull Request
https://github.com/user-attachments/assets/b756bc49-70f0-4c86-8b04-5f0566d606a2
I've made the sound really quiet (quieter than most other sounds in the
game) so it shouldn't be too annoying, there is 7 variants of the clicks
so ear fatigue shouldn't strike too bad.
## Why It's Good For The Game
Clicky sounds release a dopamine surge for players and gives you audio
feedback when you're doing something, it also triggers when someone is
else working at a computer which tells you that they're using it.
## Changelog
🆑 grungussuss
sound: computers now make clicky clacky sounds
/🆑
## About The Pull Request
Makes it so the default programs in the head PDAs actually works so all
5 do not need to be rewritten for each and every head of staff PDA
## Why It's Good For The Game
there were an unnecessary 5 lines of code per head (minus the captain),
this reduces it to just the special additions they get
## Proof of Testing

## Changelog
🆑
code: made it look a little cleaner for head PDAs
/🆑
## About The Pull Request
Adding interactions between ID/PDA and money.
So, you can swipe it on cash and get it on your bank.
## Why It's Good For The Game
Now you don't have to constantly insert every coin into the card.
<details>
<summary>GIF and evidence that I tested</summary>

</details>
## Changelog
🆑
qol: Now IDs and PDAs have money-reader module for picking some cash
into your bank by swiping on money.
/🆑
## About The Pull Request
it's - conjunction of "it" and "is"
its - possessive form of "it"
grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good
## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
## About The Pull Request
Title. Makes heads' and captain's PDAs have 128 GQ of memory instead of
only 64.
## Why It's Good For The Game
RD and CE's PDAs are completely filled roundstart, and while its not
critical for CE, RD needs to delete at least two apps in order to be
able to submit gas shell experiments which is extremely annoying. Other
heads of staff PDAs have been upgraded for parity.
## Changelog
🆑
qol: Heads of staff PDAs start with twice as much disk space
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
## About The Pull Request
Since non-clothing items can also be worn on several slots, there's no
need for cigarettes/vapes to be subtypes of masks anymore, since that
comes with a few oddities like #82870.
## Why It's Good For The Game
This should fix#82870, with about no side-effect aside them no longer
being edible by moths 🤢.
## About The Pull Request
Adds a maintenance disk that makes your PDA turn your mouse cursor into
a cool sword when it's worn in your ID slot
https://github.com/tgstation/tgstation/assets/51863163/ae5c50a1-e6fd-40bb-8957-4af2f6618cba
## Why It's Good For The Game
I saw a discord comment about this and it made me laugh.
## Changelog
🆑 Melberte
add: Cool Sword Cursor Maintenance App
/🆑
## About The Pull Request
As the title says. A standard power cell now only stores 10 KJ and
drains power similar to how it did before the refactor to all power
appliances.
The new standard megacell stock part stores 1 MJ (what cells store right
now). APCs and SMESs have had their power cells replaced with these
megacell stock parts instead. Megacells can only be used in APCs and
SMESs. It shouldn't be possible to use megacells in any typical
appliance.
This shouldn't change anything about how much 'use' you can get out of a
power cell in regular practice. Most should operate the same and you
should still get the same amount of shots out of a laser gun, and we can
look at expanding what can be switched over to megacells, e.g. if we
want mechs to require significantly more power than a typical appliance.
Thanks to Meyhazah for the megacell icon sprites.
## Why It's Good For The Game
Power cell consumption is way too high ever since the power appliance
refactor that converted most things to be in joules. It's a bit
ridiculous for most of our machinery to drain the station's power supply
this early on.
The reason it's like this is because regular appliances (laser guns,
borgs, lights) all have a cell type that is identical to the APC/SMES
cell type. And it means that if we want to provide an easy way to charge
these appliances without making it easy to charge APCs/SMESs through a
power bug exploit, we need to introduce a new cell type to differentiate
between what supplies power and regular appliances that use power. This
is primarily what the megacell stock part does.
This moves us back to what it was originally like before the power
refactor, where recharging power cells wouldn't drain an exorbitant
amount of energy. However, it maintains the goal of the original
refactor which was to prevent people from cheesing power generation to
produce an infinite amount of power, as the power that APCs and SMESs
operate at is drastically different from the power that a regular
appliance uses.
## Changelog
🆑 Watermelon, Mayhazah
balance: Drastically reduces the power consumption and max charge of
power cells
balance: Added a new stock part called the battery, used primarily in
the construction of APCs and SMESs.
add: Suiciding with a cell/battery will shock you and potentially dust
you/shock the people around you if the charge is great enough.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
## About The Pull Request
Sooooooooo I was recently notified of an issue (#84185) that popped up
from me replacing the `attackby(...)` chain on id cards, where it's no
longer possible to put money into IDs inside of PDAs by slapping it
against the PDA.
As I expected, this is because modular computers both still use
`attackby(...)`, and would call `attackby(...)` on the ID they contained
if hit with cash.
24a23009e8/code/modules/modular_computers/computers/item/computer.dm (L799)
Now this could've been an easy one line no-gbp fix where I just replace
it with a direct call to `insert_money(...)` on the ID and call it a
day!
But hey. Might as well get rid of the `attackby(...)` altogether while
we're at it.
First off, because the `attackby(...)` proc was getting quite bloated,
we split off all the specific item behaviours into `[X]_act(...)` type
procs to clean it up.
We then make those return item interaction flags, so we can call them on
`item_interaction(...)` after the right typecheck passes and immediately
return their results.
This also involves replacing the `application_attackby(...)` on
applications with an `application_item_interaction(...)`, and making it
return the item interaction flags too.
The code of each subsection isn't significantly different, though
reorganized a bit in some cases.
Like inserting a computer disks now tries to move it into the computer
_first_ before swapping out whichever disk is already in there, so it
doesn't swap out the disk if putting the new one in fails.
## Why It's Good For The Game
Fixes#84185.
Having more stuff be updated to the proper `item_interaction(...)`
system is cool and good.
## About The Pull Request
Made the NT Frontier app look for valid experiment files not only on the
local file system, but also on the data disk.
## Why It's Good For The Game
Less clicks.
## Changelog
🆑
qol: NT Frontier app now allows to select experiments from inserted data
disks
/🆑