## About The Pull Request
you can emag morgue trays disabling the alarm system
## Why It's Good For The Game
keeps your enemies dead :J
## Changelog
🆑
add: You can emag morgue trays to disable their life alerts.
/🆑
## About The Pull Request
Besides cleaning up code a little i changed all the bar lockers near
`boozeomats/all_access` to also be `all_access`. And also changed
freezer on Beach away mission to be free accessed like the freezers near
it.
## Why It's Good For The Game
Cleaner code, i guess?
Free beer.
## Changelog
🆑
add: Old bar on Metastation, tranquility emergency shuttle and Beach
away mission now have free access bar closets. Also freezers on beach
are now all access so you can now open them.
/🆑
## About The Pull Request
Title. I added one single space bar to the third-person display message
when you witness someone else lock or unlock a locker.
## Why It's Good For The Game
Before:
<img src="https://i.ibb.co/RCWTTcq/Closet-Space-Bar-Before.png">
After:
<img src="https://i.ibb.co/Wfm7hvR/Closet-Space-Bar-After.png">
Highlighting unrelated shoutout to my fellow based AI enjoyers.
Grammar is good.
## Changelog
No changelog necessary.
## About The Pull Request
1. Ensures the static list closet & crate paint job vars & the
`access_choices` list vars are initialized only once. Since they are
defined inside `Initialize()` they were initialized many times and need
to be set only once when null
2. Fixes#75313
Closets & Crates can be wrapped again
3. Fixes#75349
Personal closets can be claimed again by anyone without
ACCESS_ALL_PERSONAL_LOCKERS if it's currently unclaimed.
4. Fixes#75351
Wallet with combined access are accepted again
**Note:** To claim a personal closet swipe once to unlock it, then swipe
again to claim it
🆑
fix: closets & crates can be wrapped with wrapping paper again
refactor: closet & crate paint jobs static list vars, access_choices
static list var are initialized only once during init
/🆑
---------
Co-authored-by: Tim <timothymtorres@gmail.com>
## About The Pull Request
This PR is actually 2 parts, one that fixes runtimes with crates & the
other that allows secured closets to be crafted
along with a secured suit storage unit
**Crate Fixes**
Fixes#74708
The problem starts here
f117834208/code/game/objects/structures/crates_lockers/crates.dm (L31-L34)
Not only does this if condition look ugly but it's highly error prone
because one single call to `update_appearance()` can cause this to fail,
and sure enough if you look at the parent `Initialize()` proc it calls
just that
f117834208/code/game/objects/structures/crates_lockers/closets.dm (L81-L88)
Since we know the appearance is guaranteed to be changed in some way
before the if condition gets executed let's check what the final state
of the crate would be before this if check
f117834208/code/game/objects/structures/crates_lockers/crates.dm (L54-L56)
We see that the final icon state depends on the variable `opened` so if
we want to place/spawn a crate that is opened at round start we have to
ensure that `opened = TRUE` so the `if(icon_state ==
"[initial(icon_state)]open")` succeeds and does its job correctly.
Sadly we did dum shit like this
```
/obj/structure/closet/crate{
icon_state = "crateopen"
}
```
throughout the entire code base, we thought backwards and were only
concerned in making the closet look open rather than setting its correct
variables to actually say that it is opened. because none of these
crates actually set `opened = TRUE` the final icon state becomes just
"crate" NOT "crateopen" therefore the if condition fails and we add the
component
f117834208/code/game/objects/structures/crates_lockers/crates.dm (L36-L37)
with the wrong parameters, so when closing the closet after_close()
removes the component with the wrong arguments
f117834208/code/game/objects/structures/crates_lockers/crates.dm (L81-L84)
that is does not unregister the signals and readds the component i.e.
re-registers the signals causing runtime.
The solution just do this
```
/obj/structure/closet/crate/open[mapping helper]
```
To clearly state that you want the closet to be open, that way you don't
have to memorize the icon_state for each different type of crate, it's
consistent across all crates & you don't get runtimes.
And that's exactly what i did everywhere
Another issue that is fixed is "Houdini crates" i.e. crates which are
open & appear empty but when you close & reopen them magical loot
appears, Go ahead walk upto to cargo and find any empty crate that is
open and do this
Fixes#69779https://user-images.githubusercontent.com/110812394/232234489-0193acde-22c8-4c19-af89-e897f3c23d53.mp4
You will be surprised, This is seriously harmful to players because they
can just walk by a crate that appears to be open & empty only to realize
later that it had some awesome loot. Just mean
The reason this happens is because of the Late Initialization inside
closets
f117834208/code/game/objects/structures/crates_lockers/closets.dm (L85-L86)
What late initialization does is suck up all stuff on its turf
f117834208/code/game/objects/structures/crates_lockers/closets.dm (L97-L100)
In theory this is supposed to work perfectly, if the closet is closed
move everything on the turf into the closet and so when the player opens
it, they all pop back out.
But what happens if the closet is opened before ` LateInitialize()` is
called? This breaking behaviour is caused by object spawners
f117834208/code/game/objects/effects/spawners/random/structure.dm (L94-L100)
And maint crates
f117834208/code/game/objects/structures/crates_lockers/crates.dm (L141-L143)
These 2 spawners open up the crate based on random probability before `
LateInitialize()` is called on the crate and so what happens is the
crate is first opened and then stuff on the turf is sucked in causing an
open but empty crate to appear.
The solution is simple just check again in ` LateInitialize()` if our
crate is still closed before we proceed.That's fixed now too
**Code Refactors**
1. Introduced 2 new signals COMSIG_CLOSET_PRE/POST CLOSE which are the
counter parts for the open signals. hook into them if you ever need to
do stuff before & after closing the closet while return BLOCK_CLOSE for
COMSIG_CLOSET_PRE_CLOSE if you want to block closing the closet for some
reason
2. 2 new procs `before_open()` & `before_close()` which are the counter
parts for `after_open()` & `after_close()`. If you need to write checks
and do actions before opening the closet or before closing the closet
override these procs & not the `open()` & `close()` procs directly
**Secured Craftables**
This is just a reopened version of #74115 after i accidently merged
another branch without resolving the conflicts first so i'll just
repaste everything here, since crates & closets are related might as
well do all in one
1. **Access secured closets**
- **What about them?**
**1. Existing System**
If you wanted to create a access secured closet with the existing system
its an 4 step process
- First construct a normal closet
- Weld it shut so you can install the airlock electronics
- Install the electronics [4 seconds]
- Unweld
This is a 4 step process which takes time & requires a welding tool
**2. New system**
Combine the 4 steps into 1 by crafting the secure closet directly

- **Bonus Features**
**1. Card reader**
The card reader acts as an interface between the airlock electronics &
the player. Usually if you want to change access on a locker you have to
- Weld the closet shut
- Screw driver out the electronics
- Change the settings
- Install it back
- Unweld
With a card reader there is no need of a welder & screwdriver. You can
change the access of the locker while its operational
**How do i install the card reader?**
1. Weld the closet shut
3. Insert card reader with hand
4. To remove the card reader use crowbar or just deconstruct the whole
closet with a welding tool
5. Unweld closet
**How to change its access?**
This will overwrite the settings on your airlock electronics. To do this
1. make sure the closet is first unlocked. This is important so that no
random person who doesn't have access to the closet can change its
access while its locked. It would be like giving the privilege of
changing your current password without first confirming if you know the
old password
2. attack/swipe the closet with your PDA. Make sure your ID card is
inside the PDA for this to work. You can also just use your ID card
directly without a PDA
3. You will get 3 options to decide the new access levels

They work as follows
- **Personal**: As the name implies only you can access this locker and
no one else. Make sure to have your ID on you at all times cause if you
loose it then no one can open it
- **Departmental**: This copies the access levels of your ID and will
allow people having those exact same access levels. Say you want to
create a closet accessible to only miners. Then have an miner choose
this option and now only miners can open this closet. If the Hop sets
custom access on your ID then only people with those specific access
levels can open this closet
- **None**: No access, free for all just like a normal closet
**Security:** After you have set the access level it is important to
lock the access panel with a "multi-tool", so no one else can change it.
Unlock the panel again with the "multi-tool" to set the new access type
**2. Give your own name & description**
To rename the closet or change its description you must first make the
closet access type as personel i.e. make it yours, then use an pen to
complete the job. You cannot change names of departmental or no access
closets because that's vandelism
**3. Custom Paint Job**
Use airlock painter. Not intuitive but does the job.

**4. Personal closets**
Round start personal closets can have their access overridden by a new
ID when in it's unlocked state. This is useful if the last person has no
use for the closet & someone else wants to use it.
- **Why its good for the game?**
1. Having your own personal closet with your own name & description
gives you more privacy & security for your belongings so people don't
steal your stuff. Personal access is more secure because it requires you
to have the physical ID card you used to set this access and not an ID
which has the same access levels as your previous ID
2. Make secure closets faster without an welding tool & screw driver
3. Bug fix where electronics could be screwed out from round start
secured closets countless times spawning a new airlock electronic each
time
2. **Access secured freezers**
- **What about them?**
The craftable freezer from #73942 has been modified to support secure
access. These can be deconstructed with welders just as before

- **How does it work?**
The access stuff works exactly the same as secure closets described
above. You can rename & change description with pen just like the above
described secure closets. No paint job for this. Install card reader
with the same steps described above.
- **Why it's good for the game?**
1. Make access secured freezers faster without a welder and screwdriver
2. Your own personally named & locked freezer for storing dead bodies is
always a good thing
4. **Access secured suit storage unit**
- **What about them?**
Suit storage units now require airlock electronics for construction. The
access levels you set on it will be used to decide
1. If a player can unlock the unit
2. If the player can open the unit after unlocking
3. If the player can disinfect whatever is inside
By default all round start suit storage units have free access
- **Install card reader**
Provides the same functionality as secured closets described above. To
install it
1. Open its panel with a screw driver
2. Add a card reader to it with hand
3. Close the panel
When you deconstruct the machine the card reader pops back out
- **Why it's good for the game?**
1. Having your own access protected and named suit storage unit so
random people don't steal your mod suits? Who wouldn't want that.?
Provides security for department storage units.
2. If you have the unit locked then you cannot deconstruct the machine
with a crowbar providing additional security
3. Fixes#70552 , random people can't open/unlock the suit storage unit
without access. You can set personal access to make sure only you can
access the unit
## Changelog
🆑
add: Access secured closets. Personal closets can have their access
overwritten by an new id in it's unlocked state
add: Access secured freezers.
add: Access secured suit storage units.
fix: Suit storage unit not having access restrictions.
fix: airlock electronics not properly getting removed after screwing
them out from round start lockers
fix: round spawned open crates run timing when closed
fix: open crates hiding stuff in plain sight
fix: open closets/crates sucking up contents during late initialize
causing them appear empty & open
/🆑
---------
Co-authored-by: Tim <timothymtorres@gmail.com>
## About The Pull Request
HackMD: https://hackmd.io/RE9uRwSYSjCch17-OQ4pjQ?view
Feedback link: https://tgstation13.org/phpBB/viewtopic.php?f=10&t=33972
Adds a Coroner job to the game, they work in the Medical department and
have their office in the Morgue.
I was inspired to make this after I had played my first round on
Paradise and messed around in there. The analyzer is copied from there
(https://github.com/ParadiseSS13/Paradise/pull/20957), and their
jumpsuit is also mostly stolen from it (i just copied the color scheme
onto our own suits).
Coroners can perform autopsies on people to see their stats, like this

They have access to Medbay, and on lowpop will get Pharmacy (to make
their own formaldehyde). They also have their own Secure Morgue access
for their office (doubles as a surgery room because they are edgelords
or whatever) and the secure morgue trays.
Secure Morgue trays spawn with their beepers off and is only accessible
by them, the CMO, and HoS. It's used to morgue Antagonists. Security's
own morgue trays have been removed.
The job in action
https://cdn.discordapp.com/attachments/950489581151735849/1102297675669442570/2023-04-30_14-16-06.mp4
### Surgery changes
Autopsies are a Surgery, and I tried to intertwine this with the
Dissection surgery.
Dissections and Autopsies both require the Autopsy scanner to perform
them, however you can only perform one on any given body. Dissections
are for experiments, Autopsies is for the paper of information.
Dissected bodies now also give a ~20% surgery speed boost, this was
added at the request of Fikou as a way to encourage Doctors to let the
Coroner do their job before reviving a body.
I also remember the Medical skill, which allowed Doctors to do surgery
faster on people, and I hope that this can do something like that
WITHOUT adding the potential for exploiting, which led to the skill's
downfall.
### Morgue Improvements
Morgue trays are no longer named with pens, they instead will steal the
name of the last bodybag to be put in them.
Morgue trays are also removed from Brig Medical areas and Robotics, now
they have to bring their corpses to the Morgue where the Coroner can
keep track and ensure records are properly updated.
### Sprite credits
I can't fit it all in the Changelog, so this is who made what
McRamon
- Autopsy scanner
Tattax
- Table clock sprites and in-hands
CoiledLamb
- Coroner jumpsuits & labcoats (inhand, on sprite, and their respective
alternatives)
- Coroner gloves
- CoronerDrobe (the vending machine)
## Why It's Good For The Game
This is mostly explained in the hackmd, but the goal of this is:
1. Increase the use of the Medical Records console.
2. Add a new and interesting way for Detectives to uncover mysteries.
3. Add a more RP-flavored role in Medical that still has mechanics tied
behind it.
## Changelog
🆑 JohnFulpWillard, sprites by McRamon, tattax, and Lamb
add: The Coroner, a new Medical role revolving around dead corpses and
autopsies.
add: The Coroner's Autopsy Scanner, used for discovering the cause for
someone's death, listing their wounds, the causes of them, their
reagents, and diseases (including stealth ones!)
qol: Morgue Trays are now named after the bodybags inside of them.
balance: The morgue now has 'Secure' morgue trays which by default don't
beep.
balance: Security Medical area and Robotics no longer have their own
morgue trays.
balance: Dissected bodies now have faster surgery speed. Autopsies also
count as dissections, however they're mutually exclusive.
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
I find it strange that you don't get anything if you just break tree or
rock with brute force. So you will now get something but with 0.6
multiplier.
I chose 0.6 multiplier so using tools are still preferable, but you
still get amount of recourses you can do something with.
<!-- 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
You can gather some materials if you have no tools besides the toolbox.
<!-- 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
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probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
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mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
qol: Trees, rocks, grass and etc. now drop materials when destroyed.
/🆑
<!-- 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,
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the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
## About The Pull Request
Cardboard box MGS alert doesn't trigger on blind mobs.
## Why It's Good For The Game
Just makes sense I think
## Changelog
🆑 Melbert
balance: Blind people don't get alerted when someone in a cardboard box
pops out nearby
/🆑
basically ex_act's implementation on basic mobs would call parent and
then react to it's value, this is presumably to do the first check about
space vine mutations and whatever. the problem is that the `/mob/living`
implementation would itself also call parent, and that would always
return null because `/atom/proc/ex_act` doesn't have a set return value.
So, this simply would _always_ early return, with ex_act presumably
*never* working on basic mobs for at least four months now.
I decided to then change up the return values for pretty much all
implementations of `ex_act()` since there was no rhyme or reason to
returning null/FALSE/TRUE, and documenting why it's like that.
Just to make sure I wasn't breaking anything doing this (at least on
base implementations), I wrote a unit test for all of the three major
physical types in game (objs, mobs, turfs) because i am a paranoid
fuckar. we should be good to go now though.
## Why It's Good For The Game
i noticed this because placing c4's on sargeant araneus wouldn't
actually damage it whatsoever. now it actually does the stated 30
damage, but araneus has like 250 health so it doesn't actually matter in
the long run. whatever at least it does the damn 30 now.
also adds a unit test for this specific case as well as a range of other
cases to ensure this stuff doesn't silently break in this way anymore
Gives stairs `move_resist = INFINITY`, preventing anything with
above-average move force from moving them.
Currently, mobs with above average move forces, like Goliaths and
Megafauna will break stairs on their first use, not by destroying them
but by physically moving the stairs one tile.
While funny, this really does mess with a few maps, opens up easy grief,
and doesn't make too much sense.
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
Changes the extinguisher cabinet icon, letting you see the contents
without opening it. Also added advanced and crafted extinguisher
sprites.

## Why It's Good For The Game
It looks better and more functional.
## Changelog
🆑
image: extinguisher cabinet has new sprites
/🆑
## About The Pull Request
Removes Kilostation from the game.
Since I know this is bound to be a touchy subject (the map has its fans,
after all), I feel I need to explain the situation and why this decision
has been made.
While working on mapping for TGStation, there's an inherent struggle
between what's good for mappers, and what's good for coders. On the
mapping side, we want as many maps as we reasonably can have in the
repo. On the code side, every map added introduces a new layer of
complexity for adding new features. While we're attempting to make
strides in improving cooperation between the two teams so we can handle
both many maps and lots of new features, in the here and now this means
that we find ourselves limited in how many maps we can maintain at once.
With this in mind, we find ourselves in a conundrum when new maps come
along. While it would be nice to accept everything new without needing
to remove anything else, the above problems force us to stick to a
limit. Via a fair amount of discussion on the maintainer team, this was
set to 6 recently, which we reached when Northstar was merged, and
meaning that a removal was required for any new maps.
As for why the decision was made to take Birdshot over Kilo, I believe
it is better for us to have a map that has room to grow and an active
creator. As much as I was personally a Kilo enjoyer, the map has
consistently proven to be problematic for new code additions due to its
scale, and it receives little maintenance outside of the bare essentials
as a result. With all this in mind, it comes out as the obvious choice
for removal in this case. Of course, nothing stops it from coming back
in future if any of the above changes.
## Why It's Good For The Game
TL:DR: In order to keep the maintenance budget down, we need to remove a
map for the sake of new blood, and in this case Kilo was the simplest
choice.
## Changelog
🆑
del: Kilostation has went back to its home planet. It served us
faithfully for nearly 3 and a half years. May it rest in peace.
/🆑
---------
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
## About The Pull Request
A re-open of https://github.com/tgstation/tgstation/pull/66326 with
Fikou's permission
Adds the style meter, it can be bought from the mining vendor for 1500
points, it is an attachment to your glasses.
The style meter creates a display on your hud, with your recent actions,
like attacking enemies, killing them, mining ore etc. Actions like
spinning or flipping increase your score multiplier, making you get more
points.
Your style meter affects how much ore you get from mining rocks. By
default with the meter, you get 20% less ore, but at the highest, you
can get 1.2x the ore from mining. In addition, on B-tier or above, you
can "hotswap" items, by attacking an item in your backpack with one in
your hand (should it fit and all that). Also features a leaderboard for
highest style point count!
New streamable: https://streamable.com/eewi6l
The following are sources of points:
- Killing things
- Killing big things
- Killing small things
- Punching things
- Melee'ing things
- Mining rocks and ores
- Having matrix traps detonate
- Hit, defuse, and detonate gibtonite
- Detonate crusher marks
- Scan geysers
- Parry projectiles (others or your own)
Oh, right. While wearing the style meter, you're able to parry any
lavaland-based projectile by clicking on it or the tile it is on, which
reflects it back in a 7 degree arc, making it 20% faster and 15% more
damaging. Usually not very easy.
Maybe-plan in the future for some syndicate variant of this (with bullet
parrying and appropriate style sources, etc.), but not for this PR
Thanks to Arcane, multitooling the style meter will make it play some
sounds on rank-up.

https://streamable.com/nheaky
Parrying in action
## Why It's Good For The Game
Makes miners bring more ore in a fun way.
## Changelog
🆑 Fikou, Zonespace, Arcane for voicing
add: The mining vendor now has a style meter. This meter gauges your
style points and uses them to improve your ore yield.
/🆑
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
## About The Pull Request
Generally cleans up code on both components.
Moves burn proc back to /obj level, I'm not sure why I moved it to /atom
level, it was unnecessary.
Acid component generalized so it can be used on any atom that uses
atom_integrity.
Fixes a bug where objects that stopped burning didn't update their burn
overlay properly due to bad removal logic and leftover code.
Standardizes examine messages on burning items by just slapping an
examine signal registration on the component.
Adds fire particles to items thanks to Lemon's PR:
https://github.com/tgstation/tgstation/pull/74524
## Why It's Good For The Game
Particles look cool


Bugfixes are good
Code improvements are good
## Changelog
🆑
add: Burning items now get (small) smoke particles. Sick.
fix: Burning objects now clear their burning overlay properly.
qol: Examining burning objects will always tell you that they are
burning.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Adds an override for `attack_robot()` on reflectors, which is called
when a borg clicks on an object with no tool selected. Only allows
rotating if the borg is adjacent to the reflector.
## Why It's Good For The Game
This was an undocumented change of #74800, and I assume unintended. In
any case, the inability to adjust reflectors somewhat restricts engineer
borgs' ability to engineer.
## Changelog
🆑
fix: Restores ability for borgs to adjust reflector angles. This is now
a left-click with nothing selected, similar to humans' left-click with
an empty hand.
/🆑
## About The Pull Request
This whole PR started because I realized that baseball bats are not
actually flammable which I found weird, then I looked at a whole bunch
of other stuff that really should be flammable but also isn't.
## Why It's Good For The Game
Makes wooden objects behave slightly more consistently? Honestly, most
of these seem like oversights to me.
## Changelog
🆑
balance: The following structures are now flammable: Picture frame,
fermenting barrel, drying rack, sandals, painting frames, paintings,
spirit board, notice board, dresser, displaycase chassis, wooden
barricade
balance: The following items are now flammable: Baseball bat, rolling
pin, mortar, coffee condiments display, sandals, wooden hatchet, gohei,
popsicle stick, rifle stock
/🆑
## About The Pull Request
I realized while working on another project, that the rolling table does
not play the rolling sound when it's moved. Absolutely criminal. I took
it upon myself to right this wrong. And not just because it will go
great with said project I'm working on. I swear.
## Why It's Good For The Game
Makes the visuals of the table moving work with the audio of the table
moving, instead of wondering due to the rarity of the rolling table
'Huh, is the table bugged?' if they haven't noticed the table name.
## Changelog
🆑
fix: The rolling table actually plays the rolling sound, as the lord
intended.
/🆑
## About The Pull Request
0426f7ddba/code/game/objects/items/stacks/stack.dm (L449)
Ok, but can we not?
This PR refactors sheet crafting to generalize all the cases that were
previously locked behind grille/window type checks and such. In their
stead there are bitflags that can be set to achieve certain behaviors.
All the behavior from before should be preserved, but now it can be
extended to other items. E.g. if you want a railing that can be crafted
underneath directional windows, or an item that behaves like a grille
does--it's just a matter of setting the right obj_flags for it now.
This makes it very simple and painless to add new recipes that use
directional crafting! It's all modular now.
<details><summary>Details</summary>
---
### What I've done:
-Eliminated all the type checks, instead it will now be handled by
object flags and recipe vars, making for a much more configurable
system.
-Added two new obj_flags: `BLOCKS_CONSTRUCTION_DIR` and
`IGNORE_DENSITY`.
-Additionally, I renamed the existing flag `NO_BUILD` to
`BLOCKS_CONSTRUCTION`.
-Changes the proc `valid_window_location` to `valid_build_direction`,
and makes it work for things other than windows.
-Removed a deprecated `window_checks` var from the stack_recipe datum.
-Added three more vars to the stack_recipe datum: `check_direction` and
`check_density`, `is_fulltile`
-Decoupled `on_solid_ground` from the object density check. Now you can
set those separately, allowing you to make recipes that forbid/allow
building things over other things while in space.
---
### What the new flags do:
`BLOCKS_CONSTRUCTION` works as before---prevents objects from being
built on the object. I felt that the previous name was not descriptive
enough, you should know exactly what it does just from looking at the
name.
_example: dna scanner_
`BLOCKS_CONSTRUCTION_DIR` -- setting this on an object will prevent
objects from being built on it when their directions are the same.
_example: directional windows, windoors, railings_
`IGNORE_DENSITY` -- setting this on an object will cause its density to
be ignored when performing the construction density check. This could
have other potential uses as well in the future.
_example: grilles, directional windows, tables_
These three flags cover all the bases for the types of items that are
currently craftable, so there is no more need for any type checking or
weird snowflake window checks. Simply set the appropriate flag and it'll
work as you would expect.
---
### What the recipe vars do:
`check_direction` tells the recipe to check if there's something in that
direction with the `BLOCKS_CONSTRUCTION_DIR` flag set.
`check_density` tells the recipe to run the density check when set. This
is true by default. There are very few items in the game that currently
have this set to false--namely grilles. Setting this to false will make
it so that the object can be constructed regardless of what is in that
tile (unless `one_per_turf` is also set, which will make it so that you
can't craft the same thing twice in the same turf).
`is_fulltile` is used for fulltile windows, but it doesn't necessarily
have to be--you can give this to any recipe and it will adopt the same
properties as that of the fulltile window. Basically they have a special
case where they shouldn't be able to be built over directional
constructions, where normally things would be able to be. Setting this
makes check_direction true as well.
---
### In summary:
Sheet crafting still works just as it did before. But the backend of it
has gotten a glow up and will be able to more easily support new
behaviors.
</details>
## Why It's Good For The Game
This makes the crafting system much more flexible to add recipes to, and
will prevent bad code practices of stacking more conditionals down the
line whenever someone wants to add an item that behaves like grilles or
directional windows in how they are constructed.
It had to be done. Those window checks were a mess.
## Changelog
🆑
qol: added fifty stack versions of remaining glass sheet stacks for ease
of debugging
refactor: refactored sheet crafting to better support directional
constructions that aren't windows
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
Legally endorsed nightcode 👍
## About The Pull Request
When 2 plants are adjacent to each other, they will begin to
cross-pollenate, sharing their potency, instability, and yield values
between the two. This has been in the game since #50001 , however we
never added a more clear visual tell that cross-pollenation exists.
Thanks to the magic of *barticles*, now you can!

_pictured: wheat and tomatoes pollenating_
Adds a simple particle effect, largely lifted from bonfires, that
indicates that two plants are sharing stats at minimum.
## Why It's Good For The Game
Following discussion from #74621, it was decided we needed and preferred
a more visual cue to the mechanic. As a general point I think that's a
longer term fix to the issue, and this adds more visual clarity to an
otherwise arcane mechanic (heh).
Looking for feedback on how to improve the look of the particles but for
fast nightcode I think I did okay for a first try
## Changelog
🆑
imageadd: Hydroponics trays now have pollen particles that they generate
when they share stats and chems. Non-allergenic!
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Gives lockers screentips, more balloon alerts, and examine hints to make
interactions more obvious.
## Why It's Good For The Game
Quality of life is good.
## Changelog
🆑
qol: Add contextual screentips, balloon alerts, and examine hints to
lockers
/🆑
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
Closes https://github.com/tgstation/tgstation/issues/74564.
You can now uproot plants with any item that has TOOL_SHOVEL flag
instead of just item/shovel. So you can use trench tool for this
purpose.
And the same with digging out plants. It was originally limited to just
spade shovel, which is rather strange considering that there is bone
shovel recipe and one of it's ingridients is spade.
Changed icon of omnitool's shovel because spade won't be the only shovel
used for uprooting plants.
Also removed a bunch of code and it didn't affect anything in my tests
so I'm assuming it was unused and completely useless.
Maybe i'm not right and it affects something tho.
## Why It's Good For The Game
Trench tool can be used as a normal shovel.
## Changelog
🆑
fix: You can now uproot and dig out plants with any shovel and not just
spade.
/🆑
## About The Pull Request
Title.
## Why It's Good For The Game
1. This nukes a lot of silly var edits, and cleans up maps
2. The south spawner *isn't* really needed, but having it is nice for
consistency and clarity
3. Sometime ago I forget which map but one of them had var edited
directional subtypes and that made me cry
## Changelog
🆑 Jolly
fix: Maps internally had the code for the "directional" windows altered
a bit. If you see stacked window panes or things look incorrectly,
please file a bug report as that isn't intentional!!
/🆑
## About The Pull Request
As shrimple as the title might imply, the ability for an item to be
processed in a loom is now a component.
Behavior on looming cotton, durathread, and wool, should all be the
exact same in terms of cost, time, results, etc.
## Why It's Good For The Game
If, for any reason, someone might want to extend the behavior of "this
thing can be loomed" to other items, it can be done.
## Changelog
🆑
code: The ability for objects to be loomed is now a component, with all
of the looming behavior moved off of the structure and into said
component. The actual behavior for looming cotton (clicking on a loom
with cotton) is completely unchanged.
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
## About The Pull Request
### **Cargo Black Market goods should stay in cargo's hands**
#### New Cargo Console Category: Imports
This category is explicitly the non-departmental category beyond simply
having a Misc category. It is meant for material that nobody is meant to
be buying for their departments, and mostly for the odd-ball crates that
might show up. It also allows us to maintain contraband as exactly that;
contraband that the departments shouldn't have access too whatsoever. If
someone is buying from this category, they probably intend to be a
cheeky fuck.
<details>
<summary>The New Changes</summary>
#### Baseline Imports
MEAT: MEAT (meat backpack you can eat)
<details>
<summary>MEAT</summary>


</details>
Duct Spiders: They're adorable and cause a mess, but that doesn't stop
Nanotrasen from importing them from the Australicus sector to your
station!
Stack of 50 Bamboo Cuttings: Pretty expensive and kind of a premium.
Allows for those people looking to make bamboo decorations without
hoping botany exists, and are at least willing to pay. Also lets them
make horribly dangerous stuff with bamboo, of course.
A Single Sheet of Bananium: The problems this will cause I think speak
for themselves. (mostly due to a clown fruitlessly attempting to make
something actually disruptive while bankrupting cargo)
Natural Fish Bait: It isn't cheating, it's homemade. (Really good bait
but expensive and obviously drugs)
A dumpster...: A corpse in a dumpster, doesn't get more complicated than
that. Useful for corpse reasons.
Made using some code I borrowed from over here!
https://github.com/lizardqueenlexi/orbstation/pull/354
#### Contraband Imports
Foam Force Pistols: Same as it ever was with a price reduction. I
brought it down because riot darts are like 8 bullets a clip, and do
less damage than a disabler using riot darts. It feels like a sidegrade
weapon, and even if it technically is a ballistic weapon, it...isn't
that strong. I think this is pretty safe.
Definitely Not a Duct Spider: It's actually a giant spider in a box. If
you want to waste cargo's money while also sending them a mess to deal
with, this is the crate for you.
Russian Surplus Military Gear Crate: I took this opportunity to futz
with boltaction rifles. There are two kinds of mosin nagant you can get
in this crate. One of them is the good kind (no jamming). The other is
the shit kind (yes jamming), but you get more of them. You can get the
good ammo, or you can get the shit ammo. You'll have to pick through it
a lot more carefully to make sure you know which ones you've received.
Since this dilutes the pool even further, getting a good number of
mosins that aren't trash is even more expensive, and even if you do get
mosins at all, you might still only get the bad ammunition that doesn't
work against actual human threats as well. It also now cannot be
purchased through the security cargo supply console, and as to why they
could in the first place baffles me. Doesn't have a lock anymore
because...it's contraband? Who is locking this stuff?
**Side note: _You can make surplus 7.62 in the autolathe as well. It is
not very good except to fight fauna or naked assistants._**
**Side Side note: _I've killed off the shitty brand_new subtype and
brought peace once more to this land._**
#### Illegal Imports (Emag)
NULL_ENTRY: A journal that suggests how to make a...very interesting
weapon. The Regal Condor. Kind of an evolution on some other ideas I've
had over the years. This one is basically a secret weapon with a few
hurdles to jump through. Very lethal. Very expensive.
**Side note: _For reference, it's effectively 19 TC worth of gear to
make, but there does exist some methods to acquire this more cheaply if
you can get some bits and pieces from world spawns. Given it requires
you to get some pieces of equipment that might require additional
purchases of contraband, and getting into the captain's office to loot a
specific piece of clothing, the stakes more than make up for the
effectiveness._**
Smuggled WT-550 Autorifle Crate: This is basically the same, but you
might have noticed had you recently attempted, like me, to buy these
when you emagged them using a personal account and discovered a tragic
oversight. You couldn't, because they still needed armory access. This
removes that access, because you've already gone to the effort of
getting your hands on an illicit firearm through cargo, and if they
techs somehow miss the fact that you've purchased a WT-550...all the
better for you!
Smuggled WT-550 Ammo Crate: Includes AP and Incendiary!
**Side note: _You can get WT-550 ammo again via the Illegal Technology
node._**
Shocktrooper: Replaces the Special Ops crate. Contains a box of EMPs,
smoke grenades, a couple of gluon grenades and a couple of frag
grenades. Funsies.
Special Ops: The NEW Special Ops crate. Contains a chameleon mask,
jumpsuit and agent card. And a knife.
**Side note: _This is what appears in some cargo loan events._**
Refurbished Mosin Nagant Crate: The actual good mosin nagants. There are
6 of them. But they don't come with spare ammo. Hand them out to your
techs!
</details>
#### New Crates
- MEAT crate - Standard
- Duct Spider crate - Standard
- Giant Hostile Spider crate - Contraband
- 50 sheets of Bamboo crate - Standard
- A single sheet of bananium crate - Standard
- Natural (drugs) fish bait - Standard
- Dumpster with a corpse in it - Standard
- Shocktrooper crate (Grenades) - Emag
- Special Ops crate (Disguise) - Emag - Appears in some cargo loan
events
- Refurbished Mosin Nagant crate - Emag
- Regal Condor construction journal (NULL_ENTRY) - Emag
#### Changed Crates
- Foam Force Pistols (cheaper) - Contraband
- Russian Surplus Crate (less reliable, can't be bought by security
console) - Contraband
- WT-550 crate (more obtainable via personal accounts, thus
incriminating, not armory locked) - Emag
- WT-550 ammo (includes incendiary and AP) - Emag
#### Crates that got moved, unchanged, into Imports
- Foam Force Crate
- Cosa Nostra Crate
- Black Market LTSRBT
- 'Contraband' Crate
- Biker Gang Crate
#### Not crate changes
- You can print Surplus 7.62 (same as normal 7.62 but it sucks against
armor) from hacked autolathes.
- You can get WT-550 ammo from illegal tech.
- Removes the redundant Brand New Mosin subtype
- Fixes a potential exploit with jamming chance on Mosins.
## Why It's Good For The Game
I just think some of the magic of Cargo getting their hands on obviously
dangerous equipment and either hording it for themselves or attempting
to pawn it off was lost in recent times. A lot of this 'black market'
gear, however, suddenly became openly available to the crew anyway. For
_free_. Contraband crates and mafia crates could be purchased via the
Service budget. Security could just stock up en masse on mosins through
their console. And one fairly unfortunate consequence of a few recent
changes has made it nearly impossible to actually get illicit gear in
the first place, even if you did go to the effort of getting the money
for it.
On top of this, most of cargo's goods are pretty safe purchases. There
isn't much that would be considered 'actually a really bad idea to buy'
other than maybe supermatter shards. I wouldn't mind there existing ways
for someone to waste cargo's money while also causing them to have to
clean up the mess.
## Changelog
🆑
balance: A significant overhaul of various illicit and dubiously legal
goods and gadgets available via cargo.
balance: Cargo now has an Import category for all non-departmental
goods. (And black market goods)
balance: Most contraband that already exists has been moved into
Imports.
adds: Includes several new imports of dubious quality. You get what you
pay for.
code: Removes the brand new mosin subtype as it is now defunct.
fix: Fixes potentially exploitative code in the jamming proc. Cleans up
that code while I'm at it.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
## About The Pull Request
1. Debloats the RCD.dm file i.e. renames it to RHD[Rapid handheld device
the base for all rcd like devices] and moves its subtypes into their
respective files
`/obj/item/construction/rcd` moved to RCD.dm
`/obj/item/construction/rld` moved to RLD.dm
`/obj/item/construction/plumbing` moved to RPLD.dm
`/obj/item/construction/rtd` stays in RTD.dm
Other rcd like device i.e. RPD, RFC, RWD, along with the above mentioned
files are now all moved into 1 folder called "rcd"
majority of the `to_chat()` are now replaced with `balloon_alert()` to
reduce spam
2. Adds early returns, optimizes & adds extra resource sanity checks
before and after the `do_after()` proc for the RLD. RLD silo links now
works again.
- RLD now uses an ammo bar just like the RCD for updating only its
overlays & not its entire icon state, it also has a blinking yellow icon
state when low on ammo
- Remove unused empty blinking yellow icon state for plumbing RCD.
nobody designed the ammo bars for them so having`has_ammobar = TRUE`
caused the unit tests to fail
4. Adds extra structure placement & resource sanity checks for RCD, RTD
& Plumbing RCD before & after the `do_after()` proc
RCD Patches
- removes unused vars window_type & window_glass, these can be infered
from window_type directly
- removes furnish type & cost and let the rcd_vals() proc decide those
for consistency
- copies the rcd stuff from turf/floor to turf/open/misc with some
exceptions, It wasen't updated in a long time
- rcd vals i.e. cost & delay for window types are set for each
directional, full-tile, reinforced types. These all used constant values
& now they are adjusted accordingly
RTD patches
- Fixes#74526 RTD can lay floor tiles on all types of plating's
- The cost of deconstructing tiles was not calculated correctly i.e. it
always used the cost of the selected design & not the cost of the actual
floor type we are trying to deconstruct
- The construction & deconstruction time was constant & very fast for
all tile types, now the delay is adjusted based on the cost of the type
of tile in question
- RTD now has a blinking yellow empty icon state just like the RCD when
low on ammo
6. Fixes#73479 RCL now updates its pipe cleaning coil appearance when
changing colours & selecting white colour no longer yields a random coil
colour
7. makes sure `useResource() ` actually succeeds before doing any
action. The return value of this proc was not previously checked for
some devices
## Why It's Good For The Game
1. rcd like devices all moved into 1 folder for better organization
2. splits the original RCD.dm file into more logical & manageable files
for better maintainability
3. removes unused code & adds some extra sanity checks for everything
4. adds missing sprites for RLD & RTD
## Changelog
🆑
code: RCD & all its subtypes and other devices like it[RTD, RLD,
Plumbing RCD, RWD, RFC, RPD] now moved into 1 folder, removes unused
vars
refactor: RCD window type cost & delay are set based on the window type
selected.
refactor: RLD, RCD & plumbing RCD now has extra resource & target
placement sanity checks, optimizes RLD and code readability.
refactor: RTD now sets the correct delay with the cost of the tile type
currently being constructed/deconstructed taken into account
refactor: large majority of to_chat() replaced with balloon alerts
fix: RLD silo link now works again
fix: RTD can place tiles on any subtype of plating
fix: RCL now lays the correct colour of pipe cleaner when its colour is
changed
imageadd: empty blinking yellow icon states for RTD & RLD & an ammo bar
for RLD
/🆑
## About The Pull Request
This sprite file had been a dumping ground for miscellaneous sprites for
the past decade. It's bloated and full of random kinds of icons and even
has a few unused ones. It's time to reorganize them into their own
separate dmi's based on theme.
## Why It's Good For The Game
Better organization and easier access when looking for stuff.
## Changelog
🆑
imageadd: Split all icons in weapons_and_items.dmi to their own
categories
imagedel: Removed some unused icons
/🆑
## About The Pull Request
Following [from the suggestion in this hackmd
](https://hackmd.io/IkDWWkpfQa2lkdevsnLqhA?view#Replacement-Uplinks)with
a few twists of my own, I have made a method for traitors to acquire a
replacement traitor uplink that has its own set of flaws and limiters in
order to prevent abuse.

The basic pitch is as follows, all traitors now start with a new,
crafting recipe exclusive to them, it costs a teleport beacon, a
bluespace crystal, and some iron and cable coil, and then allows them to
build a static, dense machine that they can synchronize with, which
allows the machine to know what signal it should be looking out for from
the traitor.

The traitor then uses any radio, sets it to the frequency that has been
added to their static antagonist ui, and then speaks their codeword,
also in the ui, and then a few things happen.

Most obviously, they get a replacement uplink that is in the conspicuous
shape of the nukie or lone op uplink. This uplink can be unlocked by
speaking your replacement codeword to it again, it remembers your
previous TC amount and locks all other uplinks associated with your
uplink handler(they can then be unlocked as normal). It also destroys
any other replacement uplinks associated with your uplink handler, which
means you can never have more than one replacement uplink.
This means that if your uplink has been confiscated and you left it
unlocked, if it hasn't been emptied out you can continue from where you
were, and if you want to get back on the TC grind you won't lose the new
TC to whoever stole your uplink. Of course, the new uplink can not be
locked, so you have to be more careful with it or buy an uplink implant
and destroy it. You can destroy your replacement uplink with a
screwdriver right click, same for the machine.
Additionally, the Syndicate Uplink Beacon has another quirk to it, which
is that the teleporter beacon used to create it is intact, which means
people eagle eyed on the teleporter console could go find you, not to
mention that if you use an existing teleporter beacon, someone might
notice its gone missing...
oh also while making the replacement uplink i found a bug caused by a
recent pr that broke debug uplinks due to them not having a purchase
log. thats fixed too
## Why It's Good For The Game
It can be easy to lose your uplink, and as a traitor having your uplink
confiscated, even if it is locked, feels really bad. While the old
traitor objectives were added back to prog traitor to prevent situations
where a confiscated uplink meant that you were completely aimless, I
think that having a backup solution would be good for more inexperienced
traitors or for ones who get unlucky.
Hopefully this is generally balanced well enough but there are a few
levers that can be pulled, but overall I do think that making it so that
traitors can always get a chance to get an uplink and do some objectives
is good for the game. I like the idea of someone getting perma'd,
someone breaks them out, they both craft a new uplink beacon, and then
they go back and get the traitors old gear with stuff they got from the
new uplink, I think that's a cool possibility to throw into the sandbox.
## Changelog
🆑
add: Added new syndicate uplink beacon and associated systems that allow
you to get a replacement traitor uplink
fix: Debug & nukie uplinks no longer runtime and work properly again
/🆑
In #74306, I _thought_ I knew what the cause was, and I both attempted a
potential fix _and_ made tracking it easier. The fruits of my labor paid
off, I know exactly what caused it now.
Basically, the demonic portal will scrape away all turfs in a 5-tile
radius on its `Initialize()`, and if a spawner spawned right next to the
hermit ruin... it would count it as a mineral turf and scrape it away as
well. That's so fucking silly. At least we know now.
## Why It's Good For The Game
The fix is to just make those tiles unscrapeable, which is accomplished
via another turf_flag and filtering those out in the `Initialize()` of
the demonic portals.
I also cleaned up the calls to scrapeaway being `null`, which is really
weird because it just defaulted to the normal proc behavior. Naming the
arguments instead does the same thing (I checked)
# 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
### The Rifle:
-The Sniper Rifle is now a bolt action. This replaces the 4 second fire
delay on the sniper rifle. This overall will improve the fire rate if
you're good at racking the bolt, but it will also feel less like you're
in a weird limbo of inaction while using the sniper rifle, since the
fire delay can be quite confusing to players not used to it. This can be
tweaked, like reducing the speed of the racking action, if it seems like
it is too much.
-The scope component now goes up to 50 tiles (or so), which allows you
to gain a significant sightline over an area. The reasoning for this is
simple. The component actually nerfed the overall range of the sniper
rifle's scope, so this should hopefully restore that somewhat. And
having such a huge sightline makes it much easier to utilize the
impressive range of the rifle. Currently, it's really only ideal for
extremely close range fighting.
-The normal sniper rifle, the one that syndicate base scientists get,
can be suppressed. I don't know why it was different.
### The Ammo:
Normal .50 BMG: Does much more object damage, and on top of that deals
additional damage to mechs, but not by much more. Now, when it
dismembers a limb, it also deals its damage to the chest. This ensures
that you didn't straight up lose out on dealing a killing blow because
you took their limb off, and makes the dismemberment property of .50 BMG
a significant upside rather than a immense detriment.
Marksman: Gains a lot of the above benefits, but has much lower range.
Why this nerf? It's actually because of some funny nonsense with how
ricochet works. Which can cause....accidents to happen. To you. Consider
that firing down a straight line and missing could be quite embarrassing
when the bullet has 400 tiles of range.
Soporific: Now called Disruptor ammo. Works as it did before, putting
humans to sleep for 40 seconds (seriously, 40 seconds). Also deals some
stamina damage, if...that's relevant. But now also causes an EMP effect
and a boatload of added damage to both mechs and borgs, allowing it to
be an excellent anti-mech and anti-borg ammo type, as well as scrambling
any pesky suit sensors, energy weapons and so on in an area around the
impact. Useful for support fire.
Incendiary (NEW!): Causes a massive firebomb to go off where it impacts
(no explosion, so this isn't a stun). Also sets the target on fire,
which is always fun. Good for shooting into groups of people with
impunity. Also deals burn damage instead, since I think nukies could use
more methods for direct fire damage.
Surplus (NEW!): It's .50 BMG but it lacks most if not all the upsides.
No armour penetration, no dismemberment, no paralysis. It still deals a
lot of damage to objects, so not a bad option for simply removing
structures from afar. So what's the point in this ammo? You can buy 7
magazines for the price of one. I want to introduce 'Surplus' as an idea
for nukies to invest in if they want to be able to keep shooting but
they're really on a budget, like most non-warop nukies tend to be. This
is definitely subject to change (like a damage decrease on top of
everything else).
Pricing and Capacity: Normal ammo and surplus costs 3 TC. Every special
ammo costs 4 TC. Every special ammo also has the same ammo capacity as
the normal magazine. It's kind of weird how most of the subtypes had 5
shots rather than 6, but then soporific had...3? I don't get it. This
would probably cause a good deal of confusion, especially if you are
swapping ammo types and weren't aware of this particular oddity.
Anyway, 6 shots.
### Minor Addition
Gets rid of the cheap suppressor. It lies to players, tricking them into
thinking this is a low quality suppressor. Newsflash, it isn't. There is
no distinct difference between that suppressor and the normal
suppressor.
## Why It's Good For The Game
The sniper rifle, unfortunately, sucks a lot except for very specific
use cases. It got a big nerf with the scope component in terms of range,
even if the functionality is way cooler. And, at a baseline, there was
some counterintuitive functions attached to it. Dismemberment was cool,
but it also caused a loss in overall damage due to how limbs contribute
to core health. On top of this, the cool ammo types were...not much
better? Penetrator was almost always the best option, even if it lost a
lot of damage as a consequence.
So, what was it good for? X-ray + Penetrator. Pretty much, that's it. It
has some other uses but if I had to be entirely honest, there wasn't
much that other weapon couldn't do as well.
Hopefully this helps things going forward, and I want to mess with this
as well down the line in case its a bit too much of a boost in power.
Absolutely please rip this PR apart.
## Changelog
🆑
balance: Makes the syndicate sniper rifle a bolt-action rifle.
balance: Sniper rifles have a scope range of roughly 50 tiles.
balance: Sniper rifle ammo, if it dismembers your limbs, does damage to
the chest.
balance: All the various syndicate sniper rifle magazines have
consistent casing quantities (6 shots). They also have more consistent
pricing. 3 for normal and a box of surplus, and 4 for every other type.
balance: Reduces the range of Marksman ammo to 50 tiles. Not because it
is strong, but because you might accidentally shoot yourself if you're
not watching where you're shooting. Ricochets are no joke.
add: Replaces Soporific with Disruptor ammo. Works like soporific, but
also EMPS things it hits.
add: Adds Incendiary .50 BMG. Causes a combustion to erupt from the
struck target, as well as setting targets on fire. Great for parties.
add: Adds Surplus .50 BMG. It sucks, but you get a lot of them! Quantity
over quality, baby.
remove: The suppressors in the bundle are of standard quality. The
apparent 'cheap suppressor' that came bundled with the C-20r and sniper
rifle were found to actually be 'fine'. Trust us.
/🆑
## 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
New DLC bout to drop.

Lots of new things included:
- New basketball minigame that can be played between 2-7 players
- Crafting recipe for basketballs using leather sheets
- Crafting recipe for basketball hoops using metal, rods, and durathread
- New basketball sounds for the ball and hoops
- New scorecard that can be reset using CtrlClick
- Basketball hoops can be rotated using a wrench and AltClick
- Dunking and shooting animations.
### New basketball mechanics that now utilize stamina:
- Dunking costs large stamina and you must be directly adjacent to the
hoop and click on it.
- Shooting costs medium stamina and uses RMB. Shooting lets you aim the
ball over peoples heads, meaning anyone obstructing your path will be
bypassed. There is a half second delay during shooting where someone can
bump or push to prevent the shot from succeeding.
- Shooting from further away results in less accuracy. If you do not
click directly on the hoop, there is also an accuracy penalty!
- Passing costs no stamina and uses LMB. Trying to score into the hoop
via passing results in a reduced chance.
- Spinning costs medium stamina while holding the ball. It gives a
reduced chance for the ball to be stolen but decreases accuracy for
shooting.
- Pushing a player using RMB will attempt to steal the ball and drain
their stamina.
- The chance to steal the ball is based on the stamina of both players
and the direction they are facing. If the person with the ball is at low
stamina, and the person stealing is at full stamina, they will have a
higher chance. Likewise, if the person with the ball is face to face
with the stealer, then there is a higher chance for the ball to be
stolen. If the person has their back to the stealer, then it's a lower
chance.
- Shooting from more than 2 tiles away, results in 3 points. See below
picture to know the distance.

### Now to introduce the teams:
<details>
<summary>Nanotrasen Basketball Department</summary>

</details>
<details>
<summary>Greytide Worldwide</summary>

</details>
<details>
<summary>Lusty Xenomorphs</summary>

</details>
<details>
<summary>Space Surfers</summary>

</details>
---
Big shoutout to the nukie round a few weeks ago where the nuke ops
challenged the crew (and clown) to a basketball match on their rebuilt
basketball shuttle. The nukies won, but it made me realize that the
basketball mechanics were very raw and needed some polishing.
#### TODO LIST
- [x] Fix bug where ball only goes over peoples heads if they are 1 tile
away
- [x] Remove leftover code comments and procs
- [x] Rebalance stamina values (maybe move this to different ball types)
- [x] Fix basketball stadium template runtiming from wall smoothing
during load
- [x] Fix space surfer stadium having an air breach somewhere
- [x] Add more sounds for when ball is passed, shot, or dunked
- [x] Make it so that holding a ball while on the floor isn't possible
(to avoid those meta cheese strats)
- [x] Drop basketball lets mobs make sounds when spinning (need to
detach signal?)
- [x] Finish adding a simple lobby menu for minigame
## Why It's Good For The Game
_If you can't slam with the best, then jam with the rest._
## Changelog
🆑
add: Add crafting recipe for basketballs (leather sheets) and basketball
hoops (metal, rods, and durathread)
add: Add new basketball minigame for 2-7 players. There are 4 different
courts and teams by default with more planned to be added later.
add: New basketball mechanics that uses stamina. Shoot with RMB, pass
with LMB, and dunk by clicking the hoop while adjacent. Spinning while
holding the ball decreases the chance for someone to steal the ball, but
it decreases your shooting accuracy. Shooting from 2 tiles away lets you
score 3 points.
qol: Basketballs now play a buzzer sound when someone scores. CtrlClick
will reset the scorecard and AltClick with a wrench will rotate the
hoop.
qol: Dunking and shooting animations for basketball.
soundadd: Added basketball bounce sound with credits attribution
imageadd: Added basketball icon to minigames. Move baseball and
dodgeball icons to toy/balls.dmi
/🆑
## About The Pull Request
Fixes#74145
Forgot to make aux construction console RCD use `afterattack()`.
🆑
fix: aux construction console RCD works again
/🆑
## About The Pull Request
Firstly, this var was on `/mob`, even though only `/mob/living` and
`/mob/dead` could have ever used it, so who knows how much needless
memory it was consuming on stuff such as `oranges_ear` that would never
ever ever use something like this.
Edit: okay instead of memory it just polluted variable edit windows for
all /mob when it didn't need to. I like having a slim VV window
Secondly, it's a technical improvement over the previous system as we
are able to "track" where a suicide originates from, and how we can
track that from mob-to-mob-to-mob. Previously, the boolean `suiciding`
would only inform us if they had ever been connected to a mob that had
ever committed suicide, but now we are able to precisely determine which
mob gave them the trait that they must now apparently bear until the
round restarts.
## Why It's Good For The Game
Less memory usage, more indepth ability to track suicides in case you
really need that dexterity. Currently no implemented code could benefit
from using it, but it would be pretty neat if someone could figure out a
way to have someone be guilt-tripped whenever they look into a mirror
and seeing the reflection of their past life? This PR won't actually
help you code that and it'll probably require a bit more work, but it's
a possibility of some cool interactions you can do when you have this
information available to you.

## Changelog
🆑
refactor: Some aspects of how we track suicides from your living mob to
your observer have changed- please do let us know if anything has broken
via a GitHub Issue Report.
/🆑
There's probably some technical improvements that can be made in some
parts of the code I reworked to accommodate this change, do let me know
if you spot any easy ones (or fuckups). a lot of excess comes from the
fact that any step in the TRAIT framework trusts that you are passing in
a valid datum (or subtype) so that's a thing
🆑 coiax
fix: Holosigns, like the atmos holofan, can no longer be frozen by low
temperature water vapour.
/🆑
Seen this a couple of times where a holofan's been "frozen" which is
quite silly.
This won't actually _do_ anything until #74102 is merged though, but
let's keep our changes separate.
## About The Pull Request
Adds a spawner for indestructible shuttle windows
Replaces all "hardened windows" (which were actually not unbreakable)
with proper unbreakable windows
## Why It's Good For The Game
Fixes#73297, people shouldn't be breaking into space in CTF
## Changelog
🆑
fix: All CTF windows are now indestructible, fixes breaking into space
during CTF.
/🆑
## About The Pull Request
**1. Suit Storage Units**
- What about them?
1. You can print "suit storage unit" circuit boards from engineering &
science circuit printer's after research to make more suit storage
units, now since they behave like regular constructable machines you can
deconstruct them via screwdriver & crowbar.
2. You can upgrade its capacitor to get faster charging speeds
- Why its good for the game?
1. You can rebuild these in the event they get destroyed
2. Better tier capacitors = faster charging speeds
3. More storage units = More places to decontaminate your equipment +
Recharge more mod suits made in robotics
4. If you decide to leave the game or your done using a mod suit e.g. a
mining mod suit rather than keeping it to yourself or throwing it away,
just build a suit storage unit and hang it there so other players can
use it i.e., sharing is caring.
**2. Freezer Cabinet**
- What about them?
1. They are now craftable

3. You can deconstruct them with a welding tool.
- Why its good for the game?
1. You can now make more of them if they get stolen/destroyed
2. More places to store food, dead bodies, whatever
**3. Flood Lights**
- What about them?
They can now be fully deconstructed in the exact opposite sequence you
constructed them.
- First use screwdriver to open its panel
- Then use empty hand to remove light
- Then use screwdriver to unscrew the wiring from frame
- Use wire cutter to remove wiring completely
- Finally use wrench to completely deconstruct frame
- Why it's good for the game?
Reclaim used material to build flood light else where . Also much more
clean than what the wiki is suggesting.

## Changelog
🆑
add: suit storage unit circuit boards to engineering & science
department circuit printers.
add: freezer cabinet as a craftable & destructible item.
qol: flood light can now be deconstructed rather than destroyed/thrown
away.
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>