## About The Pull Request
This adds a new element for movables that grants turfs they're in
traits, changes lava and the chasm component to check for traits
instead, ditto for turf slowdown. It also implements another trait that
prevents wet floor from slipping people, as well as some other changes
(feel free to opine on them really):
- Tables and conveyor belts now stop turf slowdown, much like catwalks,
as I imagine people walking on them are not really touching the floor.
(I'd include protection against lava too... until they melt, but that'd
mean finding a way to have these objects burn in the first place, and
lava code is still stupid despite a years old refactor I did)
- Tables also stop slippery turfs from slipping (bananas, soaps etc.
still apply). I wish there were a way to make some objects slippery by
coating them in water vapor or splashing water/lube, but that's outside
the scope of this PR.
- Fixed an edge case in which a mob standing on a lava turf would be
left permanently visually on fire if the lava is changed to another kind
of turf.
- Removed unused code from stone tiles.
I'm going to include these traits in that global list for admin-added
traits... tomorrow perhaps. 💤
## Why It's Good For The Game
Replacing some hard-coded mechanics with easier to use traits and an
element, which I also need for the submerge element PR.
## Changelog
🆑
refactor: Replaced hardcoded "safeties" for lava, chasms and ignoring
turf slowdowns on catwalks with traits.
balance: much like catwalks, tables and conveyors also disable turf
slowdowns.
balance: slippery turfs won't slip you when walking on a table.
fix: Fixed an edge case in which a mob standing on a lava turf would be
left visually but permanently on fire if the lava is changed to another
kind of turf.
/🆑
## About The Pull Request

continues and closestgstation/tgstation#75708
- adds a generic status readout module that doesn't have a round timer
or round ID display
- the health analyzer's info display can now be toggled via a setting

- adds the generic status readout module to the advanced medical MODs
node

- it has a death sound now yippee (sound and volume are vareditable.
shoutouts to fikou for giving me a sound that was better)
- ninjas still get the one with round timer/ID display
## Why It's Good For The Game
it's a neat little module that tells you things about your spaceman that
you might want to keep track of, like viruses and health and nutritional
status
## Changelog
🆑
add: A really old data disk with the MOD module designs for the status
readout was recovered, and has been haphazardly hotpatched into the
research networks.
add: Also, the status readout module now plays a sound on death.
qol: The MODsuit health analyzer's info tab health readout can now be
disabled in its settings.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Reduced the cost of a lot of MODules.
Pathfinder 2 -> 1
Tether 3 -> 1
Temperature Regulator 2 -> 1
DNA lock 2 -> 1
Health analyzer 2 -> 1
Sonar 2 -> 1
Microwave beam 2 -> 1
Drill 2 -> 1
All visors (including NV and thermals) 2 -> 1
Circuit Adapter 2 -> 1
The Mining MODsuit has had its complexity increased to 15 and now starts
with the eating apparatus module, with a total base complexity of 10/15
now.
The Prototype MODsuit's active slowdown has been decreased from 1.5 (!)
to 1.
## Why It's Good For The Game
> Reduced the cost of a lot of MODules.
There's lots of cute little MODules here, and they are all despite their
'small' cost far too expensive for them to ever be used. The small
little cost adds up, when you consider that two 2-complexity modules
cost FOUR, which is more than most good modules (that are 3), especially
when storage modules take up 3 complexity already. Think about it like
genetics, imagine if geladikinesis cost 40 instability. It'd be
pointless and just make it not used.
> Pathfinder 2 -> 1
Pathfinder is a little buggy, a bit janky, and still just a commodity,
so this might let captains keep it for themselves more often when
they're kitting out their MOD.
> Tether 3 -> 1
Tether costing 3 complexity is ABSURD. That's as much as the actual ion
jetpacks, and that's for something which you can replace completely with
a fire extinguisher, not even including the tiny 4 tiles tethering
range.
> Temperature Regulator 2 -> 1
This is vital for spacewalking, I really don't know why it's this
expensive. Hell it should be the norm, but whatevs.
> DNA lock 2 -> 1
Nobody's ever going to use this if it can just be EMPed and broken...
especially when it costs 2 complexity, which is the same cost as defibs,
surgical processor, holster, criminal capture..
> Health analyzer 2 -> 1
This is just a health analyzer. A small item that you're paying for the
privilege of being able to have it in your janksuit. It really shouldn't
cost 2 complexity, nobody ever takes this.
> Sonar 2 -> 1
I don't think there's much of a reason for sonar to be 2 complexity. You
might think it's nuts, but sonar really isn't that useful as it's a
windup with a screen-only range. Making it 1 might let it be seen ingame
at some point.
> Microwave beam 2 -> 1
Despite the cool name this just fries food. I don't think that should be
expensive!
> Drill 2 -> 1
The drill module is mostly redundant when by the time you get it,
chances are you have a plasma cutter already which is usually better, if
not as space-efficient. There's also the dumb issue with drilling into
gibtonite which instantly blows it up.
> All visors (including NV and thermals) 2 -> 1
Similarly to the health analyzer, chances are if you HAVE the module you
don't actually *need* it as you're already.. that job.
Additionally, and this is also part of the reason for the NV, thermal,
and even the health analyzer modules, is that traitors/nukies now have
to balance MOD economy alongside TC count, and I can't tell you just how
frustrating it is to buy something and be told I don't have enough
complexity to put it into the MODsuit. I already spent the damn TC!
> Circuit Adapter 2 -> 1
This thing seems pretty useless. All it can really do is open and close
your modsuit, which like, wow okay. No need for it to be expensive.
> The Mining MODsuit has had its complexity increased to 15 and now
starts with the eating apparatus module, with a total base complexity of
10/13 now.
The complexity increase is because for some reason the MODsuit is
already filled to the brim by default, which means that actually
interacting with robotics in any way is thoroughly disincentivized as
you'd need to take so many modules out to do so that it makes the
purchase and interaction pointless. Now you CAN go and ask robotics for
anything you need, though there isn't much a miner would want and value
enough to trek across the station, for now.
Also, it starts with the eating apparatus because it really looked like
it should! The flavor text even talks about miners, it's strange for
that to be there if miners won't use it. It'll also encourage it to
actually be bought more by allowing you to eat through it.
> The Prototype MODsuit's active slowdown has been decreased from 1.5
(!) to 1.
1.5 is a lot, A LOT, of slowdown. For such an incredibly rare mod, it
completely kills the damn thing, even for the charlie station crew! You
can't fight xenos with 1.5 slowdown! Having Kinesis isn't enough of a
reason to cripple it so thoroughly and pointlessly. It's 0.4 now, which
is a nice middleground between 'fast' suits like the medical and
security ones, and the 'slow' ones like civilian, engineering, science.
## Changelog
🆑
balance: Reduced the complexity cost of a lot of MODules.
balance: Pathfinder 2 -> 1
balance: Tether 3 -> 2
balance: Temperature Regulator 2 -> 1
balance: DNA lock 2 -> 1
balance: Health analyzer 2 -> 1
balance: Sonar 2 -> 1
balance: Microwave beam 2 -> 1
balance: Drill 2 -> 1
balance: All visors (including NV and thermals) 2 -> 1
balance: Circuit Adapter 2 -> 1
balance: The Mining MODsuit has had its complexity increased to 13 and
now starts with the eating apparatus module, with a total base
complexity of 10/13 now.
balance: The Prototype MODsuit's active slowdown has been decreased from
1.5 (!) to 1.
spellcheck: Fixed a type on the energy net module.
/🆑
## About The Pull Request
Gives duffelbags their proper slot count
They inherited this from backpacks, but I sorta just forgot about that
[Creates "levels" of locked objects, uses that to make locked duffels
work](c613c00f62)
[c613c00](c613c00f62)
Turns locked into something that holds defines, this makes life a lot
easier.
Requires a lot of boilerplate because of how many uses of these procs
there are and all the passthrough and shit.
Adds a few outfit subtypes to avoid this class of failure in future.
Renames the args in a few but not all touched procs, one thing at a time
Closes#76407Closes#76430 Had the lock check in the wrong place
Closes#76441 GOD I HATE TK SO MUCH
Wrote half the pr without glasses so if it's weird gimme some grace
yeah?
## Changelog
🆑
fix: Fixes some fuck with duffelbags, them not holding enough + issues
with spawning gear in them (job shit and all)
/🆑
## About The Pull Request
1. Removed the `get_mover` callback, the mover can be retrieved during
activation itself
2. Fixes#76116
the user is passed correctly during activation & deactivation same for
modsuit modules and this also fixes the same bug for
`/obj/item/organ/internal/cyberimp/chest/thrusters` as it's signal was
also not registered correctly with the user
3. Timestop module on `on_module_triggered()` accepts user as 2nd param
## Changelog
🆑
fix: jetpack modules work on mod suits again
fix: jetpack cyber implants also work
refactor: removed `get_mover` callback, user is retrieved during
activation
refactor: timestop module on `on_module_triggered()` accepts user as 2nd
param
/🆑
## About The Pull Request
Refactors the behaviour of "one clothing item deploying another clothing
item" from `/obj/item/clothing/suit/hooded` and makes it into a
component.
This allows you to make hooded items which are not part of that
typepath. It also means you could make (for instance) a hat which can
deploy a pair of sunglasses into the eye slot or a jumpsuit with
deployable clown shoes or something.
I need to pass in an assload of callbacks because we have a bunch of
special hoodies that want to do things when you raise and lower the
hood, but for a normal item you would not need these.
## Why It's Good For The Game
Frees people from the tyrrany of typepaths, mostly.
Plausibly you could use it to do something fun we don't currently do.
## Changelog
Not player facing, hopefully. As long as I did this all right.
The reusable and caseless types only purposes are the behaviors of
deleting the casing when fired and spawning a new object when the
projectile ultimately reaches its maximum range or hits a target, both
of which are easily "elementizable". Also, I don't like those barely
filled sub-folders in the projectile module, and the fact we've
divergent reusable and single use arrow types.
## About The Pull Request
Read the title. An equivalent 'activation_step_time' variable has been
added to the mod theme datum to accomplish that.
## Why It's Good For The Game
Why do we have to wait over 10 seconds for a debug suit to activate or
deactivate on top of everything else that comes with coding,
programming, bugfixing etc? It now takes about 2 seconds to do so, which
should be enough to notice the effects of modules such as the springlock
anyway. The admin one takes 0.5 seconds, as it's by all means a better
debug suit.
## Changelog
🆑
admin: The Debug and Admin MODsuits now take a lot less time to
(de)activate. 2 and 0.5 seconds respectively, compared to the default of
10s.
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
#72736 added the firefighter gloves to atmos techs which lets them quick
carry wounded people faster.
Firefighting RP is fun, so this PR just gives the quick carry module to
the Atmos MODsuit. Now they don't miss on the best part of the job!!!
## About The Pull Request
Adds wound armor to ALL jumpsuits that were missing it.
Every jumpsuit, by default, has 5 wound armor. However, because for some
godforsaken reason armor datums don't use subtypes (seriously, the
fuck?), the vast majority of jumpsuits weren't updated to have anything
in case they overrode the base armor.
This includes critical oversights such as any nonstandard jumpsuit meant
to be armored (Tracksuits, turtlenecks, admin suit, tgmc suit). This is
especially critical a problem on nuclear operatives, who face a lot of
combat every round and need that wound armor.
Any nonstandard jumpsuit that also protects from departmental hazards
doesn't recieve the wound armor, this is seemingly reasonable with, say,
medical jumpsuits, but starts to get weird when it includes engineering,
botany, the RD, CMO, and CE..
Plasmaman envirosuits also don't by default. This may or may not be on
purpose but I added it on them just in case.
Armored jumpsuits that didn't have the wound resistance now have 10,
instead of the base 5, since they're meant to be, well, armored. This
might also make durathread useful for something (lol, as if)
## Why It's Good For The Game
Consistency. It's very inconsistent that 'wound' armor randomly pops in
and out of places ingame. It requires you to think like a space whale to
figure out what's the Best Combat Uniform rather than picking what
SHOULD be the right choices.
## Changelog
🆑
fix: Adds wound armor to ALL jumpsuits that were missing it
/🆑
## About The Pull Request
[A common problem with explosions is an overabundance of
sleeping](6499077a09)
In an attempt to solve this issue, let's not continue to sleep and do
work in door closing if the door is already deleted
(This is caused by firelocks activating due to other adjacent objects
deleting, triggering an atmos update, and closing the firelocks before
they get bombed. I don't have a elegant way of resolving that core
problem, so let's just minimize the impact)
[Nukes a stupid sleep loop in airlock
code](5b16360520)
When an airlock was depowered, it would enter a sleep loop, decrementing
its delay by 1 second every well, one second, so long as it had the
right wires flipped
This is very stupid
Instead, let's use signals off wire changes and a combo of timer and
remaining time var to do this with JUST a timer
Most of the changes here are just swapping over wires to a setter to
make signal registration work\
## Why It's Good For The Game
Less sleeping around explosions means less dropped ticks after a bomb
goes off. Good just in general
Also this excises dumb boomer code and adds some hooks for other devs to
use (we should use wires more man)
## About The Pull Request
So, I've had this idea to make a contribution to the Bepis feature with
some modsuit stuff. The gimmicky stuff is ok and a good way to even out
the better content since it has game of chance design it has (you can
find those disks in space anyway so...). However, the Experimental
MODsuit node feels very underwhelming right now, compared to how big
that feature is.
This PR adds three MOD modules to the Experimental MODsuit node, plus
two more:
- Magneto Charger: While the Modsuit is activated, each step the user
takes will charge the installed power cell by a tiny bit, enough to
sustain a standard modsuit of generic slow speed with only a few, easy
modules installed. It won't work in zero G, while flying, pulled by
someone else, on a conveyor belt, riding a vehicle or crawling on the
floor, though.
- Recycler: It collects (most) garbage and casings off the ground and
recycles them into material sheets that can be dispensed on an adjacent
location or storage with with Middle Mouse Button. Doesn't clean debris,
and scuffed because most trash doesn't yield material anyway.
- - It also has two subtypes, unbound from the node: one that dispenses
riot foam darts and can be found on the black market, and another that
dispenses the more innocuous foam darts, rarely found in maints.
- Shooting Assistant: A configurable module. On Stormtrooper mode, it
will give the user a faster fire rate (the double tap trait) at the cost
of accuracy. On Sharpshooter mode, it will improve the user accuracy and
make their shots ricochet against walls at least once (if the hit atom
allows that, that is, e.g. lasers don't ricochet against iron walls), at
the cost of movement speed. Both modes also prevent the user from dual
wielding guns.
To make the Stormtrooper mode stackable with the poor aim quirk and
refrain from making a new trait for the sharpshooter mode, the gun
spread code in gun.dm has also received a little refactor and cleanup.
Also, it's been tested.
## Why It's Good For The Game
The Experimental MODsuit node is quite shabby and could use something
extra to make it more appealing to MODsuit enjoyers.
Also doubles down as a small addition to the black market and maint
loot, and code cleanup, since gun code gives off some garbled vibes.
## Changelog
🆑
add: Expanded the Experimental MODsuit Bepis node with three new
modules: Magneto Charger, Recycler and Shooting Assistant.
add: Added a Riot Foam Recycler module to the black market, as well a
more innocuous version as maint loot.
/🆑
## About The Pull Request
title
## Why It's Good For The Game
this looks like it was erroneously done and has kneecapped recharging
off sheets in the process
## Changelog
🆑
fix: MOD plasma cores' improved recharging from sheets (2000 charge up
from 1500) is back again.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
This PR gives a small update to the patch of eden lavaland ruin, and
adds a new item that can be used as an upgrade to the plasma mod core.
The idea around this item is that it's a flower that has absorbed all
the plasma and bad-vibes in the small area around the ruin, leaving an
area full of plants, and a flower full of energy. This flower can be
taken from the oasis and turned into a functional MOD core using some
wires. As a MOD core, it is the same as the plasma mod core, but has a
higher energy capacity, being equivalent to a super power cell. It also
gives you a cool pollen effect, and spawns butterflies around you while
your suit is active. These butterflies disappear when they get too far
away, or if the suit deactivates. They also don't leave corpses, so they
shouldn't cause too much clutter.
## About The Pull Request
Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.
This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.
[Renames comp_lookup to listen_lookup, since that's what it
does](102b79694f)
[Moves signal procs over to their own
file](33d07d01fd)
[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](335ea4ad08)
[Does something similar to the attackby comsigs (PARENT ->
ATOM)](210e57051d)
[And finally passes over the examine
signals](65917658fb)
## Why It's Good For The Game
Code makes more sense, things are better teased apart, s just good imo
## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
## About The Pull Request
See the title. Doing so by adding a new arg for damage type to
`check_shields()` and `hit_reaction()`. The other way would had involved
a couple istype checks for item or projectile damage type, but this is a
longer term solution and can tackle more than just that.
## Why It's Good For The Game
Fixes#74876.
## Changelog
🆑
fix: Stops shields getting broken by pillows and disablers.
/🆑
## About The Pull Request
Basically someone forgot to make it unrestricted or add agent's card to
the kit so it would be usable when mods were added.
## Why It's Good For The Game
1 more thing that works as intended?
## Changelog
🆑
fix: Syndicate mod-suit in Tactical NukeOps Metagame Syndi-kit (the one
with bulldog shotgun) now doesn't require any access, so you don't need
to buy agent card to simply use it.
/🆑
## About The Pull Request
Adds defines for gasses and replaces uses I've found to instead use the
defines.
Can you believe I made this PR while trying to work with Xenos? This
sucks!
## Why It's Good For The Game
There's a lot of different uses of things like "o2" and "plasma", and
they are pretty inconsistent. In some places, it's "hydrogen", in others
it's "h2". In some it's "plasma", others "plasm". This unifies it all
under defines so it has a less chance of breaking in the future.
## Changelog
Nothing player-facing.
## About The Pull Request

Bottles have varied volumes - some of them hold 30, some 50, while
having the same sprite. And the size is comparable with small beaker, so
it was a bit weird that it can hold only 30 units. Now the default
bottle volume is 50, consistently.
Test tubes are the new 30u container that replaces bottles created in
chem master (but not condi master) and pandemic.
For better management of test tubes, this PR also adds a rack that can
be crafted from 1 wooden plank. The rack stores up to 10 test tubes and
can pick them up and drop quickly similar to how the pill bottle works
with pills.

## Why It's Good For The Game
Consistent volume for the bottle sprite instead of some being 30, some
50.
Essential attribute for chemical lab, good company for Chem Separator.
## Changelog
🆑 MTandi, coiledlamb
add: Added test tubes and racks for them
balance: All 30u bottles now have 50u volume and chem master/pandemic
spawn tubes instead of bottles
/🆑
Lowers the cooldown from 25 seconds to 15 seconds
Lowers the power drain from 25 to 20
Sonar visuals now move for the duration of their existence (see below)
Ladies, Gentlemen, Gamers. You're probably wondering why I've called you
all here (through the automatic reviewer request system). So, mineral
balance! Mineral balance is less a balance and more of a nervous white
dude juggling spinning plates on a high-wire on his first day. The fact
it hasn't failed after going on this long is a miracle in and of itself.
This PR does not change mineral balance. What this does is moves over
every individual cost, both in crafting recipes attached to an object
over to a define based system. We have 3 defines:
`sheet_material_amount=2000` . Stock standard mineral sheet. This being
our central mineral unit, this is used for all costs 2000+.
`half_sheet_material_amount=1000` . Same as above, but using iron rods
as our inbetween for costs of 1000-1999.
`small_material_amount=100` . This hits 1-999. This covers... a
startlingly large amount of the codebase. It's feast or famine out here
in terms of mineral costs as a result, items are either sheets upon
sheets, or some fraction of small mats.
Shout out to riot darts for being the worst material cost in the game. I
will not elaborate.
Regardless, this has no functional change, but it sets the groundwork
for making future changes to material costs much, MUCH easier, and moves
over to a single, standardized set of units to help enforce coding
standards on new items, and will bring up lots of uncomfortable balance
questions down the line.
For now though, this serves as some rough boundaries on how items costs
are related, and will make adjusting these values easier going forward.
Except for foam darts.
I did round up foam darts.
Adjusting mineral balance on the macro scale will be as simple as
changing the aforementioned mineral defines, where the alternative is a
rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam
dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~
Items individual numbers have not been adjusted yet, but we can
standardize how the conversation can be held and actually GET SOMEWHERE
on material balance as opposed to throwing our hands up or ignoring it
for another 10 years.
## About The Pull Request
Replaces weakref usage in AI blackboards with deleting signals
All blackboard var setting must go through setters rather than directly
## Why It's Good For The Game
This both makes it a ton easier to develop AI for, and also makes it
harder for hard deletes to sneak in, as has been seen with recent 515
prs showing hard deletes in AI blackboards
(To quantify "making it easier to develop AI", I found multiple bugs in
existing AI code due to the usage of weakrefs.)
I'm looking for `@Jacquerel` `@tralezab` 's opinions on the matter, also
maybe `@LemonInTheDark` if they're interested
## Changelog
🆑 Melbert
refactor: Mob ai refactored once again
/🆑
## About The Pull Request
Removes a bunch of sound files that we don't use and moves some sound
files into better locations. I'm hoping to get an archive repo for
sounds going, much like the
[map_depot](https://github.com/tgstation/map_depot) and
[SS13-sprites](https://github.com/tgstation/SS13-sprites).
EDIT: The old sound files are being moved here:
https://github.com/tgstation/SS13-sounds
Also increased the volume of the clownana rustle sound and clipped off
some dead air from shockwave_explosion
## Why It's Good For The Game
Removes a total of 1.95MB worth of unused sound files from the codebase.
## Changelog
🆑 Tattle
soundadd: increased the volume of the clownana rustle
/🆑
---------
Co-authored-by: tattle <article.disaster@gmail.com>
## About The Pull Request
makes the death squad officer modsuit use the hat stabilizer module to
wear the beret simultaenously with the suit
## Why It's Good For The Game
it was an outfit that spawned you in a not working suit
## Changelog
🆑
fix: death squad officer outfit works
/🆑
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects
regexes used
git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
## About The Pull Request
like the title says, this PR allows miners to attach their funny little
proto-kinetic accelerator to their hard-earned modsuit
## Why It's Good For The Game
this is probably an oversight, but if not, it's a really weird design
choice. if you can attach a crusher to it, there's no reason you
wouldn't be able to attach a PKA. a very dumb inconvenience imo
## Changelog
🆑
balance: PKAs can now be attached to mining MODsuits.
/🆑
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.
## About The Pull Request
Hey there,
This took a while to do, but here's the gist:
Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.
Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.
Scenarios this PR corrects:
* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*
(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game
If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).
Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.
I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.
(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
## About The Pull Request
Refactors regenerate organs to be slightly more intelligent in handling
organ changes and replacements.
Noteably:
- We don't remove organs that were modified by the owner; such as
changing out your heart for a cybernetic
- We early break out of the for loop if they aren't supposed to have an
organ there and remove it
- We check for the organ already being correct, and just healing it and
continuing if it is
Also changes the names of some of the organ helpers into snake_case
### Mapping March
Ckey to receive rewards: N/A
## Why It's Good For The Game
## Changelog
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Right now, each time life processes we need to run has_gravity, and
check its output against a bunch of thresholds.
We could save off that second bit by caching the previous value, but
we'd still be only updating this every 2 seconds.
This potentially delayed updating leads to really janky feeling behavior
around transition points too (like when moving on/off the sand on tram
station)
So instead of doing this updating off life(), let's make it event based.
We'll decompose has_gravity, and take all the values it relies on, and
check for them changing ourselves.
That way we get instant response, and can save all the wasted
has_gravity calls.
This constant checking on movement adds a few signal registrations, a
connect_loc, and some logic on living/Moved
The Moved logic increases Moved's self by 50%, roughly 1 second a round
at worst.
Don't have concrete numbers for the connect_loc
(new self / old self)

In constrast, handle_gravity is currently on average maybe 15 seconds.

I could JUST save maybe 13 seconds and not spend the 1 by storing the
previous gravity value, but I think this is worth the ux changes. It
does add some extra resistance to change, but s much nice.
Moved some functions around too, and removed now redundant
update_gravity calls
## Why It's Good For The Game
Snappier gravity, faster Life()
## Changelog
🆑
qol: Human gravity will react to changes instantly, instead of waiting
for the next process tick. Hopefully this feels better and not worse
/🆑
On the tin, doing it like this means we can reduce our overall line
fingerprint whenever we have to add two or more traits from the same
source on the same target. Especially helps when we get to the 4+ range
of traits, a breath of fresh air even.
Doesn't mean we have to do for loops, as that's already handled within
the define as well. I replaced some of the checks with `length()`
checks, let me know if I should switch it over to something else (maybe
`islist()`)? We stack_trace whenever we're not passed a list reference
on purpose, and sometimes var/lists are null by default (or just empty,
making this redundant).
## Why It's Good For The Game
I commonly feel the urge to write "use `AddTraits()`" or something in
reviews, then am sad when I remember it doesn't exist. I will no longer
be sad.
Can ensure a lot more trait safety as well by using static lists- when
both ADD_TRAIT_LIST and REMOVE_TRAIT_LIST re-use the same list, you are
confident (from a static point of view) that everything that you want to
be adding/removing works.
I may have missed a few things where this could be used, but both macros
implemented in this PR still use the same framework that was being used
in the last four years- so stuff won't break if left untouched. Just a
nifty new tool for developers.
also fixed up some code in the area, numerous bugs were found and
exploded
## About The Pull Request
Code changes:
- Fixes#73946 , Ice Slipping not going forever as intended
- Detailed in the issue report. Ice slide slip was replaced from a stun
to a knockdown, but it relied on it being a stun to function. I replaced
it back with an immobilize and incapacitate, reduced to 1 second to
prevent cheese.
- Refactors noslip mechanics
- Changes noslip and noslip_ice from a clothing flag to a clothing
trait, as the trait already existed and was used by MODsuits. Also added
noslip_slide, which prevents all sliding from slips like lube.
- Refactors magboots
- Refactored and modernized magboot code. Mostly cleanup, like using
base icon state, updating appearance, etc.
- Fixes speed potioned magboots not maintaining the speed boost after a
toggle
- Adds a helper for adding or removing clothing traits from existing,
(potentially) worn items.
- `TRAIT_NEGATE_GRAVITY` now always updates gravity on signal, no longer
requiring a manual call after.
Balance change:
- Magboots now prevent sliding on permafrost (outside icebox).
- This is mainly to give them more of a purpose on Icebox.
- Magboot snow prevent sliding on ice (or lube). You will still slip.
- Slipping over ice or lube will knock you down as before, but will not
send you across the room.
- See https://tgstation13.org/phpBB/viewtopic.php?t=33217.
## Why It's Good For The Game
Magboots justification:
This makes Magboots much less of a "noob trab" for engineers
fire-fighting in the Supermatter room. Most engineers believe themselves
to be completely save to the Supermatter's pull with magboots, however
"wet ice" will still send you flying into the crystal.
I think it is an inconsistency, seeing as it protects you from other
forms of forced movement like gravitational pulls. However making them
pure no-slip seemed a bit too far to me, so the knockdown still occurs.
## Changelog
🆑 Melbert
balance: Magboots will now protect you from sliding on ice. It will not
stop the slip, though.
fix: "Ice sliding" (from patches of permafrost ice) will now correctly
slide you until you reach a non-ice patch.
fix: Speed potioned magboots maintain their speed booster after toggling
them
refactor: Refactored magboots.
refactor: Refactored noslip mechanics.
/🆑
## About The Pull Request
Fixes#52946
This has been broken ever since #44112 which apparently removed the proc
in this component which selected a target for performance reasons and
just... didn't replace it with anything else? So it's been bricked ever
since.
In order to restore the removed mouse tracking behaviour I implemented
the pattern used in scoped weapons and the kinesis module. As this was
the third thing I could find to use this code, I abstracted it out into
an object where most of the shared behaviour lives. I tested those
things too and they still seem to do what they used to.
Here it is in action:
https://user-images.githubusercontent.com/7483112/221954852-22244bb1-7c87-452d-a9b0-ebed81c4c1ef.mp4
Because this spell now applies a full screen overlay in order to
function, it's really begging for someone to make some touhou-style art
with cards and patterns around the edge of the screen while you are in
aiming mode, but I'm not going to be the one to make it.
I tidied this component up and refactored it as best I could while I was
reworking it to use a full screen overlay but I am... not totally
confident that it should be a component at all given that it keeps being
created and destroyed. But also it has worked that way for like four
years now, so who am I to say.
Oh yeah also the icon for this spell broke, so I fixed it.
## Why It's Good For The Game
Makes a reasonably terrible wizard spell marginally less bad.
Maybe now that this component works, some other things can use it?
If we make a fourth thing which follows your cursor it won't need to
copy/paste code around.
## Changelog
🆑
fix: Spell Cards from the Wizard spell will now home in somewhat on the
target nearest to your cursor.
fix: The Spell Cards spell now displays the correct icon instead of a
big red "error" text.
/🆑
## About The Pull Request
- Juggernaut and Rust Walker projectiles were subtyped off of magic,
which is `nodamage`.
- The juggernaut actually had a copy+paste error with their type
`on_hit` which caused none of their special effects on hit ("relative
patching catches this")
- Then I realized projectiles have this var `nodamage` which is, for all
intents and purposes, just `damage > 0`. it's not checked for pacifism,
it's just that. This is dumb. So very dumb, so I removed it.
- There are, however, a few situations which used it in a unique way,
such as the blast wave cannon. This is why I replaced it with a proc,
`is_hostile_projectile`, for certain situations to actually find out if
the projectile is damaging. Projectiles can override this on a per type
basis by default, damaging projectiles = hostile.
- This has a chance to break some things, but I ... kinda doubt it will.
Fixes#73756
## Why It's Good For The Game
Projectiles that act as they should, less dumb vars
## Changelog
🆑 Melbert
fix: Fixes Juggernaut / Rust Walker projectiles doing zero damage
fix: Fixes Juggernaut projectiles not doing bonus damage to nearby
structures
code: Removed projectile nodamage var, replaces it with just checking
for damage
/🆑
## About The Pull Request
### Bugfix
Fixes#73521
Ninja's adrenaline is supposed to cure unconscious, but you can't
activate it while unconscious. This pr fixes that
### Code improvement
Combined all the allow variables into a bitflag
## Why It's Good For The Game
bugfix
## Changelog
🆑
fix: You can use ninja adrenaline to cure unconsciousness as intended
code: Cleaned up some modsuit code
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Signed-off-by: GitHub <noreply@github.com>
## About The Pull Request
## Why It's Good For The Game
Resolves#72534
## Changelog
Signed-off-by: GitHub <noreply@github.com>
Caused by https://github.com/tgstation/tgstation/pull/72517, with
https://github.com/tgstation/tgstation/pull/72561 raising an error that
was being hidden before
This changes equip logic somewhat so that set_wearer was being called
twice.
I don't think this should be being run in visualsOnly at all, as it does
a ton of stuff like registering signals, updating UI, etc etc etc. Don't
have time to investigate further.
## About The Pull Request
Re-pr of #66644 with some changes to get it working

- [x] ~~Huds get cut off~~ Resolved
- [x] ~~Very tall helmets get cut off~~ Resolved
- [x] Hair gets cut off
- [x] ~~Needs optimization before releasing to the world as a pref~~ jk
lol
## Why It's Good For The Game
Look at that fella so cute
## Changelog
🆑 Melbert, That REALLY Good Soda Flavor, FatFat, AndreyGusev
add: Spacemen can now have varying height. (Admin only for now)
add: Dwarfs are now slightly shorter, but look way better.
/🆑
Co-authored-by: Jack LeCroy <3073035+jacklecroy@users.noreply.github.com>
About The Pull Request
Sprites were generously made by https://github.com/Tramzz
This was a branch I've been putting off for months because my hatred for tablet apps brought me to removing computer parts, tablets, and ntnet, however I've now returned (after a lot more procrastination).
Adds Maintenance tablet applications to the game, so far there's only three of them, for proof of concept;
The health analyzer app (the chem analyzer part is removed entirely) move away from being given to medical/geneticists/detectives/RD.
There is on exception, which is the CMO, who gets to have the application on their tablet roundstart. Maybe it could be given to their role disk as well?
A camera application:
image
image
MODsuit control application:
image
image
image
Maintenance applications stand out from normal tablet apps because they can't be downloaded off the App store, and instead can only be found in maintenance, with a one-use download, cloning the application from a disk to a computer, or vice versa, will delete the old one, meaning you can only have one application at once.
Why It's Good For The Game
This is more as a proof of concept for maintenance applications, but I also think that the analyzer application wasn't really that good as an app, you should either use a health analyzer or the wand in front of medbay, you shouldn't just have one in your tablet at all times because it makes it lame if your analyzer is stolen.
Changelog
cl JohnFulpWillard, sprites by Tramzz
add: Added Maintenance tablet applications, applications that can't be cloned or downloaded from the store, instead you can find one app in maintenance.
balance: The Analyzer tablet application is also a maintenance tablet application now.
/cl
## About The Pull Request
revive of #68760
this time a proc, not an element
this time supports cardboard cutouts
this time supports mob corpses

## Why It's Good For The Game
prevents these icons ever being outdated, they'll always look what they
are supposed to, saves spriting work
## Changelog
🆑 Fikou, a hood by Viro
refactor: humanoid mobs and cardboard cutouts automatically generate
their sprites, they no longer will be outdated
/🆑
Co-authored-by: Time-Green <timkoster1@hotmail.com>
## About The Pull Request
makes magboots autopin
adds autopin to unique ert modules and to the admin suit
**if you have any module that should be autopinned but isnt say in the
comments**
## Why It's Good For The Game
cool
## Changelog
🆑
qol: makes modsuits with magboots have those pinned by default, pins
active modules on the admin suit, mining suit and the additional module
of the ert suits
/🆑
Adds lints for `balloon_alert(span_xxx(...))` (which is always wrong),
and balloon alert where the first letter is a capital (which is usually
wrong). Fixes everything that failed them. As a reminder, abbreviations
like "AI" and "GPS" shouldn't be capitalized in a balloon alert.
In cases where this is intentional for flavor (there was one case), you
can `UNLINT` like so:
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
## About The Pull Request
cleans up some modsuit code i dont like about their modules
removes mod theme blacklists, they are unused and weve not needed them
at all so far
adds support for premade suits to have modules they pin by default
the default pins currently are:
advanced suit: jetpack
loader suit: clamp, magnet, hydraulic arms
mining suit: sphere transformation
safeguard suit: jetpack
magnate suit: advanced jetpack
traitor suit: armor booster, jetpack
elite traitor suit: armor booster, advanced jetpack
nukie suit: armor booster, advanced jetpack
elite nukie suit: armor booster, advanced jetpack
spetsnaz pyro suit: armor booster, advanced jetpack, flamethrower
prototype suit: tether, kinesis
apocryphal suit: jetpack
chrono suit: timestopper, rewinder, timeline jumper, kinesis plus,
timeline eradication
ninja suit: advanced stealth, star dispenser, emp pulse, weapon recall,
adrenaline boost, energy net
## Why It's Good For The Game
quickens some stuff up
## Changelog
🆑
qol: some modsuits now have some modules pinned by default
/🆑
## About The Pull Request
Fixes#72116
I've had a persistent issue with basic mob actions reporting this error
and think I finally cracked it
When replanning with `AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION` it can run
`Setup` on one action leading to the plan changing, meaning that it runs
`finishCommand` to cancel all other existing commands
If you triggered a replan by setting up a movement action in the middle
of another movement action, cancelling the existing action would remove
the target already set by the current one.
We want actions to be able to remove _their own_ movement target but not
if it has been changed by something else in the intervening time.
I fixed this by passing a source every time you set a movement target
and adding a proc which only clears it if you are the source... but this
feels kind of ugly. I couldn't think of anything but if you have a
better idea let me know.
Also while I was doing this I turned it into a feature because I'm
crazy.
If you feed a mouse cheese by hand it will stop being scared of humans
and so will any other mice it attracts from eating more cheese. This is
mostly because I think industrial mouse farming to pass cargo bounties
is funny.
Mice controlled by a Regal Rat lose this behaviour and forget any past
loyalties they may have had.
https://user-images.githubusercontent.com/7483112/208779368-3bd1da0f-4191-4405-86e5-b55a58c2cd00.mp4
Oh also I removed a block about cancelling if you have another target
from the "hunt" behaviour, everywhere using this already achieves that
simply by ordering the actions in expected priority order and it was
messing with how I expected mice to work.
Now if they happen to stop by some cheese they will correctly stop
fleeing in order to eat it before continuing to run away.
## Why It's Good For The Game
Fixes a bug I kept running into.
Makes it possible to set up a mouse farm without them screaming
constantly.
Lets people more easily domesticate mice to support Ratatouille
gameplay.
## Changelog
🆑
add: Mice who are fed cheese by hand will accept humans as friends, at
least until reminded otherwise by their rightful lord.
fix: Fixed a runtime preventing mice from acting correctly when trying
to flee and also eat cheese at the same time.
/🆑