## About The Pull Request
Changes some logic in underfloor object and atmos component rendering to
make them look nicer when visible, but not accessible under floors. Also
changes how catwalks get rendered to improve their visuals when opened.
Before:

After:

## Why It's Good For The Game
Makes pipes look less shit. The rendering curse reigns eternal.
## Changelog
🆑
fix: Fixed vents and pipes partially poking out from under glass and
catwalk floors
/🆑
## About The Pull Request
Adds bloodroaches.

These are cockroaches that have gorged themselves on blood in
maintenance. They're very gross!

Splatting one causes an explosion of blood all around the death
perimeter, splashing both turfs and mobs with blood.
They have a 1% chance of spawning in place of normal roaches.
They also spawn in:
- Abandoned crates, replacing the 30 roaches with 30 bloodroaches.
- As backup anomalous crystal possession targets.
- Grimy fridges
Added a trait given to things killed by pest spray, used to check on
death explosion for bloodroaches.
Changed roach spawns in maps to use mob spawners, so I can replace them
with bloodroaches 1% of the time.
## Why It's Good For The Game
Splatting a random roach in maintenance that explodes into blood sounds
hilarious. It also adds janitorial depth by requiring pest spray to
carefully eliminate these pests
## Changelog
🆑
add: Added bloodroaches, a rare variant of cockroaches that explode into
a shower of blood when squashed.
/🆑
## About The Pull Request
This has the potential to create a lot of needless mob updates which is
not great. Now should only update a mob's clothing if it was actually
washed.
This PR
1) ensures that all wash() procs return a bitflag.
2) ensures that `wash()` proccalls which result in expensive operations
like icon updates only do so when it is necessary
## Why It's Good For The Game
Updating mob sprites is expensive, and doing it when nothing has been
changed is bad.
## Changelog
Nothing really player facing
## About The Pull Request
Turns out there were a couple of black mask subtypes that I missed as
well as a prisoner uniform subtype.
Also fixes some bugs that are not related to the map icon pr to further
improve the situation with GAGS previews.
## Why It's Good For The Game
Smaller .dmis, working previews
## Changelog
🆑
fix: spraycan can now be used to recolor the gi, glow shoes, striped
dress, H.E.C.K. suit
fix: most GAGS items should now be showing up in the lootpanel again
/🆑
## About The Pull Request
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.
EDIT: Several things have come up while working on this, so I apologise
that it ended up changing over 100+ files. I managed to atomize some of
the changes, but it's a bit tedious.
EDIT: TLDR because I was told this section is too vague and there's too
much going on. This PR:
- Improves the dated crafting code (not the UI).
- replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion`
with `atom/on_craft_completion`.
- Reqs used in food recipes are now deleted by default and not stored
inside the result (they did nothing).
- Renames the customizable_reagent_holder comp and improves it (No
harddels/ref issues).
- Adds a unit test that tries to craft all recipes to see what's wrong
(it skips some of the much more specific reqs for now).
- In the unit test is also the code to make sure materials of the
crafted item and a non-crafted item of the same type are roughly the
same, so far only applied to food.
- Some mild material/food refactoring around the fact that food item
code has been changed to support materials.
## Why It's Good For The Game
Improving the backbone of the crafting system. Also materials and food
code.
## Changelog
🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑
## About The Pull Request
Closes#91131.
The author currently has other priorities, and as I need it for
something else I am finishing it myself with the author's blessing.
Recently, we turned `transferItemToLoc(...)` into a proc intended to be
for transfers to non-turfs, with it now playing an animation to reflect
that.
However, this had the effect of leaving us with `dropItemToGround(...)`
for mob>turf transfers, which isn't _ideal_. It sends an 'item dropped'
signal, it randomizes offsets, and using it to transfer to a
non-`drop_location()` loc was implemented as an afterthought.
So in this pr we create a new proc, `transfer_item_to_turf(...)`, that
separates off the actual transferring, setting offsets, and animating
into its own proc.
Then `dropItemToGround(...)`, tables, racks, easels, closets, hoops,
beds, conveyor belts, pin the tail corgi posters, some other stuff, and
the `floor_placeable` element call such each with their own preferred
arguments.
While we could leave setting offsets out of it, because setting the
offsets after calling the animation works just fine, having them be set
before the animation felt like a more intuitive flow.
...While I would love to refactor the easel's incredibly questionable
`attackby(...)`, that is outside of the scope of this pr.
## Why It's Good For The Game
Fixes#91082.
Less jank 👍
## Changelog
🆑
fix: Placing an item on a table/turf via the alt-click menu actually
centers it, again.
fix: Certain items, like canvases or syringe guns, are no longer weirdly
offset when placed on tables.
fix: Placing items on racks, closets, crates, hoops, beds, conveyor
belts, and pin the tail corgi posters is animated again, instead of
instantly teleporting followed by the pickup animation.
fix: Placing a canvas on an easels no longer applies a random offset as
if dropped.
fix: Tucking in someone else actually animates the bedsheet from you to
them, instead of from them to them.
qol: Placing a canvas on an easel is animated.
/🆑
## About The Pull Request
Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.
- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.
- Closes#91039
#### Examples
A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


## About The Pull Request
Prettier (an auto formatter) is set to only run within the tgui folder
currently. This removes that limitation, allowing it to automatically
format all supported files in the repo (.js, .html, .yml
[etc](https://prettier.io/docs/))
I made a few exceptions for bundled and generated files
## Why It's Good For The Game
I'm of the opinion that code should look uniform and am lazy enough to
want CTRL-S to format files without having to think beyond that
## Changelog
## About The Pull Request
I was trying to fix a hard delete and it became a whole thing
- Reworks `/obj/item/stack/proc/split_stack` to no longer also try to
put it in the user's hands, or take a user at all. The proc now purely
splits the stack and returns the new one
- Creates `/obj/item/stack/proc/split_n_take` which uses `split_stack`
and does the other behaviors like fingerprint adding and putting in the
user's hands
- Update usages of `split_stack` to either properly use it and remove
the code added to get around the put in hands behavior, or change them
to use `split_n_take` instead
- Fix a random bug in pipe bomb building I noticed while testing
## Why It's Good For The Game
Ultimately this fixes a hard delete with goldgrubs eating a piece of ore
while sitting on top of another piece of ore of the same type (the put
in hands behavior of split stack would cause the ore being consumed to
drop to the ground briefly, merge with the ore there, and then qdel
while still being moved to the goldgrub contents), but also added bonus
that it makes `split_stack` just split the stack and not some other
stuff too. Also a pipe bomb bug fix
## Changelog
🆑
fix: fixed being able to add seemingly infinite refined bluespace
crystals to pipe bombs
refactor: /obj/item/stack/split_stack no longer tries to move the stack
into the user's hands, use /obj/item/stack/split_n_take for that
/🆑
## About The Pull Request
Given the existence of basic mobs with hand slots, it feels like
throwing and giving items shouldn't be something exclusive to carbon
mobs, so I've pulled things around to make this happen. The only basic
mobs with hands at time of writing are gorillas and dextrous
holoparasites, but the inability to throw things when you're a gorilla
just doesn't seem right to me.
Some more details about what I've done here:
- Made the dextrous component optionally enable throwing for the mob
it's added to.
- Moved offer/give item functionality to /mob/living (I can't see any
reason why only carbon mobs should have this option)
- Moved throwing and give item hotkeys from carbon to "human" (where all
the other /mob/living hotkeys go) and, as a result, removed carbon
hotkeys (nothing is left in them).
- Moved throwing code and item offering code to its own file because
living.dm is 3000+ lines long and should probably be broken up some day
(I'm not brave enough for that)
- Cleaned up an unused global signal that hasn't been used since dogs
got moved to basic mobs.
- Other miscellaneous cleanup where I noticed it.
- In terms of testing: Tested using gorillas (only checked the dextrous
holoparasite to confirm the button and hotkeys worked). Things that were
working:
- Can throw items if the mob is set up to allow it.
- Can give items as a gorilla to a human, as a human to a gorilla, and
as a human to a human.
- Can give a high five to a gorilla (and the gorilla can receive it).
Gorillas can't give a high five back, though (they don't have the
emote), this already ballooned in scope, someone else can make that
happen.
- There are an alarmingly high amount of niche
emote-into-item-into-giving behaviours I suspect half the playerbase or
more aren't even aware of (does anyone offer their hand to someone to
get them up off of the ground?) and I don't know if I broke any of them
with this, but the fact high fives work gives me some hope they're
probably still fine.
## Why It's Good For The Game
Lets gorillas and dextrous holoparasites throw things and give things,
but most importantly sets up more framework for any future dextrous
basic mobs to also be able to do this. There's no real reason to keep
this functionality confined to carbon mobs when dextrous basic mobs are
a thing.
## Changelog
🆑
add: Gorillas can now throw things and offer items to players.
refactor: Moved throwing and offering item code to be based on living
mobs, not just carbon mobs.
/🆑
---------
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Currently, due to the amount of stamina damage that entering a tile
deal, as well as the amount of stamina damage and the frequency of the
stamina damage inflicted by the swimming status effect, wading into deep
water may be tantamount to suicide without stimulants.
To avoid this problem, we've made some adjustments to how and when we
inflict our swimmer with stamina damage.
Firstly, we've reduced the values for stamina loss and oxygen loss by a
fairly decent margin.
Secondly, we only inflict stamina damage on wading into deep water 30%
of the time. When this happens, we award experience and give our swimmer
the exercised buff.
Thirdly, for a bit of realism, our combined weight class of equipped
items and combined equipped item slowdowns contribute to our stamina
penalty from wading through water. Smaller objects do not affect this,
but things like jumpsuits and backpacks do. Shorts do not contribute to
this weight specifically. You're definitely going to sink if you are
wearing the RD's MODsuit. (though the RD has the strength to move in
that thing anyway)
Fourthly, we increased the tick interval for the swimming status effect
from every second to every five seconds. This better represents long
term swimming exhaustion. However, we don't award athletics skill points
for this. You have to actually move to get skill improvements.
Breath loss from drowning also has been put behind a probability,
because losing breathes is actually pretty severe and we don't want this
increment infinitely quickly.
As an added bonus, we now include athletics boosters to swimming.
Finally, we fixed a runtime in the exercised status effect when assigned
to a mob without a mind.
## Why It's Good For The Game
One time I found an assistant that had drowned in the 1x3 deep water on
Metastation because he didn't know stepping into deep water was
basically asking to die a horrible death. Rather nasty.
Also that other swimming PR reminded me that this needs fixing. It is
hilariously lethal. I just want to go for a swim at the beach!
## Changelog
🆑
balance: Swimming is no longer so hyper lethal, and also benefits from
athletics boosters.
balance: By default, swimming through deep water does a somewhat low but
mounting quantity of stamina damage. Reduced by athletics skill and
athletics boosters.
balance: Your total carried equipment weight (and their slowdowns, if
any) contribute to your stamina loss while swimming. If you fell into
deep water, best start stripping items.
balance: Floating is slightly less lethal, especially if you are
starting to drown.
fix: Fixes a runtime caused by the exercised status effect.
/🆑
## About The Pull Request
This PR fixes and issue where /obj/food/grown items that were produced
as a trash product from other /obj/food/grown items did not inherit seed
characteristics.
This only(?) affected the bungo pit, as it is currently the only item of
this class(?).
## Why It's Good For The Game
Tot botanists are sad when they can't reexperience the hottest meta
strategy of 2022.
## Changelog
🆑
fix: fixed bungo pits not inheriting genes and stats from the fruit.
/🆑
## About The Pull Request
This PR includes a number of fixes, buffs and improvements to the clown
mobs to make them more playable and worthwhile.
### Atmos tolerance buffs
This PR removes the insane unsuitable atmos and temperature damage clown
mobs used to take and bring it in line with other mobs.
In addition, clownanas can tolerate lower oxygen levels and are immune
to carbon dioxide due to their half plant biology.
### Movement speed changes
A lot of these mobs were previously unviable due to their slow speed,
one of the most important stats.
This problem will only get worse for basic mobs if the proposed basic
mob stamina changes get implemented.
Most of them are still slower than humans but now have some chance to
corner a human in some circumstances.
(I plan to add more ways to modify basic mob run speed in the future to
help with this.)
The flesh clown and honkling are now fast again, I remember the original
speed nerf of fleshclown upset the very few fleshclown enjoyers once i
PR'd in the initial balance pass years back.
### Glutton buffs
The banana glutton is now given a mechanical incentive to eat lots of
foods to nudge them into good RP.
They heal for every item and gain max health every 5 items eaten!
The banana glutton can now smash doors.
They can now prank the crew with ink sacs should they find them.
### Biotype update
Clownana has gained the plant biotype.
Living lube has gained the slime biotype.
### cell lines & samples
clownana and longface; the two other clown cell lines now have samples
associated with them and can be biopsied to create pure samples of each
cell line.
The clownana banana bunch can also be swabbed for the pure clownana cell
line!
### death drop changes
The death drop element now spreads the items out slightly instead of
stacking lots of drops in the center of the tile.
Clown mobs now drop less soap and more peels, with some of the rarer
ones dropping mimana, bluespace or gros michel peels.
The clownana now has a chance to drop full bananas or even a full banana
bunch.
The banana glutton has a chance to drop a heart of freedom.
The flesh clown now drops a meatclown instead of soap, and a piece of
human skin instead of a bloated human suit.
### other stat changes
living lube is now highly resistant to brute damage
longface can now acutally fight a little bit, still kinda terrible
though.
## Why It's Good For The Game
These mobs are quite beloved but their level of playability is low due
to poor balance.
The main problem is atmos.
Even a whiff of bad atmos would gib these mobs before they could get to
safety.
Many of them had their speed set way too high or way too low when they
were first added, even after i adjusted their speeds years ago I was
being too conservative.
Their loot tables were too similar, this helps with that a little bit. A
couple of them might even be worthwhile farming for their drops in
certain niche situations!
The banana glutton has such a cool sprite but has been neglected
mechanically, this helps make him a little more worthwhile and the extra
obj damage helps him not be in that sucky place where he is too large to
vent crawl and not powerful enough to break down doors.
Ideally in the future we should probably be more restrictive with
allowing mobs to smash airlocks and give them another way of opening
doors via armblade -like prying or ID implants.
## Changelog
🆑
add: banana gluttons gain max health and heal by eating foods! And they
can smash doors.
balance: clown mobs no longer get nuked by bad atmos.
balance: blown mobs have new death drops.
balance: most clown more are now faster!
balance: clownanas are now plants and are immune to carbon dioxide.
balance: living lube is now a slime and highly brute resistant.
balance: longfaces now hit decently hard.
fix: clownanas and longfaces can now be biopsied.
/🆑
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
- Damp rag is now no longer god's perfect cleaning tool. After blood,
the damp rag will collect it, and after cleaning a lot of blood, you can
no longer clean with the rag until you wash it in a sink (or with
cleaner or however you want)
- This means the rag will collect DNA in it as you clean, which gives
detectives an opportunity to investigate.
- It also means the DNA it collects will occasionally spread onto you,
meaning you will have to clean your gloves or hands.
- Cleaning vomit and such is (currently) unaffected (and does not dirty
the rag).
- Diseases are not currently transferred to the rag (but this would be
fun to add)
- Gauze now gets dirty when using it to wrap bleeding wounds. This is
just visual, though blood DNA gets transferred. It can be washed in a
sink.
- Removed gauze on sink / cloth on sink interaction.
- Can't really wash gauze with it, plus it's redundant.
- Damp rag is no longer a cup.
## Why It's Good For The Game
Damp rag is just "soap without any downsides", which is kinda lame.
I thought about going a step further and making it require you wet it
first but then it just becomes "mop but small" which is also lame.
Instead, you're required to clean it, which gives janitors / crewmembers
an alternate cleaning method:
- Soap: Small, finite, limited. Can't be replenished.
- Cleaner: Small, finite, even more limited, ranged. Can be refilled
with chemistry's help.
- Mop: Large, infinite, limited. Needs a water bucket.
- Damp Rag: Small, infinite, limited. Need to clean it after a few goes.
## Changelog
🆑 Melbert
balance: Damp Rags can now get dirty when using them to clean blood,
passing blood DNA along.
add: Gauze now gets dirty when apply it to actively bleeding wounds.
Doesn't spread disease or anything, just passes blood DNA. It can be
cleaned in a sink.
del: Removed cloth on sink / gauze on sink interaction to make rags.
Just use the crafting menu
/🆑
## About The Pull Request
The element name, as it would indicate, is for placing items on the
floor. The proc it's using to do so is, specifically, the one for moving
items anywhere BUT the floor. This fixes that.
## Why It's Good For The Game
AM I THE ONLY ONE AROUND HERE WHO GIVES A SHIT ABOUT THE PROCS?
Fixes#91083
## Changelog
🆑 Bisar
fix: Things with the behavior for placing on the floor now correctly use
the code for placing on the floor.
/🆑
## About The Pull Request
Instead of having the deep water tile slow people down, they get slowed
down by the swimming status effect. Fishpeople are immune to that
slowdown.
## Why It's Good For The Game
glug
## Changelog
🆑
fix: fixed fish infused people swimming slow in deep water
/🆑
## About The Pull Request
Since #90505 added another entry to it the Regal Rat Riot ability, which
turns maintenance creatures into versions loyal to the rat, has become
sort of unmanageable (and to be honest it was a bit gross to start
with).
Instead of having a big if/else list (which was making the same range
check multiple times...) that sets stats on a bunch of mobs, I delegated
it to the mobs themselves and instead of changing some stats of the
existing mobs we just turn them into a new mob which can be spawned or
placed separately by mappers or admins if they want.
Other stuff I changed:
Riot (the ability which transforms mobs into minions) no longer spawns a
mouse if it fails to find anything. Instead you have a chance to fish
mice out of disposals bins while digging out trash and items.
Domain is now a toggle which activates itself every 6 seconds rather
than a button you manually click every 6 seconds.
Riot makes a visual effect when used.
Rare Pepe randomisation is done via a random spawner instead of the mob
modifying a bunch of its own properties in Initialise.
A bunch of mobs now automatically follow you after being tamed. I wrote
this assuming I was going to add it to the rioted mobs but then didn't
end up doing that because you might want them to immediately attack
someone.
My rule of thumb is that if I think you'd want the mob to attack someone
the moment it is befriended I didn't add this and if you wouldn't I did.
I changed some of the regal rat minion names, and some of them can now
spawn from gold slime which couldn't before.
## Why It's Good For The Game
This proc sucked and now it's nicer.
As for the other changes;
- A tamed mob immediately following you is nice feedback and saves you a
click as it's likely to be your first action. Also removes some admin
panel shitcode I added.
- I changed Domain to a toggle because you generally want to use it on
cooldown and someone suggested it on this PR and it sounded like a good
idea.
- I saw someone in Discord complaining that the previous flow of
recruiting rats by hitting Riot with nothing around to summon one,
waiting, hitting it again to convert one rat, and waiting again was
tedious and annoying which I agree with.
This method improves the quality of life by separating these two actions
but _also_ as a side effect reduces a regal rat's ability to secretly
stockpile 50 rats in a hidden maintenance room because most disposal
bins are in slightly more visible areas, they'll actually need to go and
make a mess somewhere someone can see them.
## Changelog
🆑
balance: Regal Rats can now grab mice out of disposal bins, and no
longer spawn them with the Riot ability.
balance: The Riot ability no longer needs to be used once for each
slightly different kind of mob in your radius.
balance: The Regal Rat Domain ability is now toggled on and off.
balance: Several kinds of mob will immediately start following you once
tamed.
balance: Rats, hostile frogs, and evil snails can be created via gold
slime reaction.
/🆑
## About The Pull Request
This PR enables most mobs to take stamina damage, become slowed as a
result of taking stamina damage.
It also gives most mobs CANSTUN which not only allows them to enter
stamcrit from taking stamina damage but also makes them vulnerable to
mechanics like stun batons.
Mobs which already took stamina damage (Spiders and Space Dragons) still
work the same way.
Mechanical or artificial mobs, mining mobs, simple xenomorphs, ghosts,
and most kinds of mob closely associated with antagonists still don't
take stamina damage.
## Why It's Good For The Game
A new player armed with a disabler will probably try and use it on
aggressive animals and be disappointed, but I don't think there is any
_reason_ for them to be disappointed when it's already something they
are doing merely to delay being attacked rather than to kill the target.
It's not intuitive for these mechanics not to function against simple
mobs when they do against humans, _especially_ the kinds of mobs which
look like humans, and there isn't any technical reason why it _couldn't_
work against most mobs which it looks like they should work against.
While this reduces the threat level of some mobs against Security
players I think the greater interaction with the sandbox is beneficial.
I'm hopeful it doesn't have that much effect on many of the most common
places you encounter dangerous mobs like Space Ruins or Gateways as they
are also places where you can't reliably recharge your energy-based
stamina weapons as most that don't require energy do require getting
into melee and endangering yourself.
## Changelog
🆑
balance: Most biological mobs are now slowed by taking stamina damage,
and can be stunned. Mechanical mobs, mining mobs, and several other
special kinds (chiefly those invoked by antagonists) are unaffected. If
this seems to effect any mob it probably shouldn't, please report it as
a bug.
/🆑
## About The Pull Request
``transparent_protection`` is a set of cover flags which are supposed to
be used for things that can be seen, but cannot be accessed. Replaced
the argument in ``check_obscured_slots`` with a separate
``check_covered_slots`` proc for clarity.
Closes#90827
Also went a bit down a rabbit hole and fixed some UI issues with the
strip menu, as I found out that covered slots also counted as obscured.
Covered, but not obscured slots are now semi-transparent, images are
pixel-perfect, and action buttons no longer are offset. Also slots with
items in them don't have the background, akin to how inventory slots
function in-game.
## About The Pull Request
This PR adds four small fixes:
- Custom shuttle docking consoles no longer runtime at the world border
- Custom shuttle docking consoles are no longer blocked by where the
linked shuttle currently is
- Shuttle blueprints don't runtime and bluescreen while on whiteships
- Custom shuttles don't cause a divide-by-zero runtime when installing
engines for the first time (and are calculated correctly)
And one major QOL tweak:
- Shuttle frames are now datums which can track their own size, as well
as track which custom shuttles are adjacent to them. This allows shuttle
blueprints to display the size of the shuttle that will be built or
expanded, as well as much more performantly report issues that would
prevent shuttle construction or expansion.
## Why It's Good For The Game
I've been informed of several issues and nice-to-haves regarding custom
shuttles, and caught several other issues in the process of implementing
the requested changes.
## Changelog
🆑
fix: Shuttle blueprints don't error out when opening them while on
non-custom shuttles.
fix: Custom shuttles calculate their engine count correctly, no longer
lagging behind by one engine (un)installation.
fix: Custom shuttle docking consoles are no longer blocked by where the
linked shuttle currently is.
qol: Shuttle blueprints now show you how large a shuttle frame is, along
with any issues preventing you from building or expanding a shuttle
using said frame.
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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## About The Pull Request
I spotted this when I used throw mode to hit my lizard character with
the officer's sabre
`check_biotype_path` in the bane element typecasts bane_applier into
`/mob/living/bane_applier` and then checks for
`bane_applier.combat_mode` , which runtimes if `bane_applier` doesn't
actually have combat_mode.
instead, let's typecast `bane_applier` into an atom and check if it's
living down the line.
<!-- Describe The Pull Request. Please be sure every change is
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## Changelog
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🆑 grungussuss
fix: fixes bane element not working if it was used by a weapon without a
wielder
/🆑
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---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request
Fully removes thrownby as a var on items, and is now instead handled by
throwingdatums' ``get_thrower()`` proc
Also replaces the early return for throwing things at yourself (it now
only prevents the call for check_block and therefore hit reaction
stuff), since the only way to throw things at yourself is with
boomerangs, which currently only works because it doesn't pass you as
the thrower for boomerang's return
Speaking of, boomerangs now see the thrower as thrower on returns
Before (Boomerangs don't pass you as the thrower, so it shows you as
being hit by nothing):

After (Boomerangs pass you and you can affect yourself, so it sees you
hitting yourself & it still batons you):

This is gonna be used for
https://github.com/tgstation/tgstation/pull/90689 as well.
## Why It's Good For The Game
Better logging for boomeranged items, removes a deprecated var and
better consistency for thrown items leaving better readability.
## Changelog
🆑
admin: People throwing boomeranged items and hitting themselves now logs
it as them hitting themselves (rather than being hit by the air).
/🆑
## About The Pull Request
So I really wanted to do the stereotypical "really I'm just a
construction worker" break-in bit, but then quickly realized you can't
even place warning cones on the floor! You have to awkwardly drop them,
or put them on a table and move them off!
Thinking about that, I remembered my similar annoyance with candles for
rituals or wet floor signs when playing a janitor.
Initially this was intended to include the ability to stack warning
cones for easy storage and placement, but I realized that was taking a
_lot_ more time than making the other items placeable on the floor.
Because of this, I decided to atomize the much less complex part off
into this pr.
So here, in this pr, we add a simple element
`/datum/element/floor_placeable` and apply it to a list of items for
which I think "placing it on the floor" makes enough sense as an
interaction.
As a side to this, we add the plastic pickup/drop noises to wet floor
signs and warning cones, because they're made of plastic and it's
leagues better than being entirely inaudible.
We remove `var/cooldown = 0` from `/obj/item/toy/cattoy` because it
wasn't used.
## Why It's Good For The Game
Can't do the stereotypical hazard vest break-in in _style_ without the
ability to actually place the cones:

Oh man is it so much less of a pain to make fancy schmancy rituals when
you don't have to place candles on tables and drag them off for it to
work:

It's really funny to be able to play with toys on the floor:

## Changelog
🆑
add: Certain items can now be placed directly on the floor in the
clicked on location. This currently includes warning cones, wet floor
signs, candles, action figures, plushies, mech toys, and a list of other
toys.
sound: Warning cones now use plastic pickup/drop sounds.
sound: Wet floor signs now use plastic pickup/drop sounds.
/🆑
## About The Pull Request
This PR:
- Converts all of the blood types into their own datums, which can be
set up to have their own colors, descriptions, and other fun unique
properties. For example, the clown blood that is constantly randomizing
itself.
- Converts all the blood decals into greyscale, which in turn eliminates
the need for separate xeno sprites. They both use the same ones now.
- Audit of blood splatters/gibs/bodyparts/organs to make sure that they
are getting the correct forensic data applied to them.
- For the admins: Adds a clown blood smite.
My primary goal with was to make the appearance of the new sprites look
almost indistinguishable to the original ones.
I consider this a "first pass", as in there are still some further
refactors I would like to do on the backend side, but am satisfied with
it enough to push it forward as a first step towards a better blood
system! I didn't want to do too much at once because of A) fatigue and
B) easier to test things to make sure I'm not breaking something
important this way.
This has been test-merged on Nova for over a week now and has been going
great, so I finally got around to upstreaming the bones to TG. Although
I did test it a bit you may want to TM it just in case I missed some
things when copying it over.
## About The Pull Request
Fixes#90790
Decreases the exp gain from swimming and only grants it while you
actually have stamina.
Even if it doesn't kill you this shouldn't make you stronger
## Changelog
🆑
fix: Floating motionless and face down in the water doesn't count as a
workout
/🆑
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...
...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!
I also tried to replace some of those single letter vars/args but there
are just way too many of them.
## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.
## Changelog
🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
## About The Pull Request
yeah, fixes that thing
Also shuffles some of this redeem_voucher_async code into multiple
procs, no change in behavior there.
## Why It's Good For The Game
the economy will never recover from this
https://github.com/user-attachments/assets/83a0acef-4de0-42c3-8012-7f5d960de70d
## Changelog
🆑
fix: Mining vendors will no longer mistake non-voucher items as
authentic mining vouchers
/🆑
## About The Pull Request
##### Disclaimer - Some of the code/icons/sounds were ported from TMGC.
Introducing more weather types! And yes, you can now have rain be
reagent based!
<details>
<summary>Regular Rain</summary>

</details>
<details>
<summary>Blood Rain</summary>

</details>
<details>
<summary>Acid Rain</summary>

</details>
You can even make it rain ants, plasma, or drugs. All of their effects
get applied to turfs, objects, and mobs depending on the weather options
you select.
Did I mention... there is thunder?
<details>
<summary>Thunder Strikes</summary>

</details>
<details>
<summary>Sand Storms</summary>

</details>
Despite all this new stuff, none of it has been directly added to the
game but the code can be used in the future for:
- Wizard event - Similar to lava on floor, but this time make the
reagent random or picked from a list and give wizard immunity
- Chaplain ability - Maybe make this a benefit or ability once enough
favor has been obtained
- Admin events - I have added a BUNCH of admin tooling to run customized
weather events that let you control a lot of options
- New station maps/biomes for downstreams (Jungle Station, etc.)
- Change Ion storms to use the new weather system that triggers
EMP/thunder effects across the station
- IceBox could get plasma rain
- Lavaland could get thunder effects applied to ash storms
Relevant PRs that removed/added some of the weather stuff I used:
- #60303
- #25222
---
#### Attribution
- Rain sprites were added via [novaepee](https://github.com/novaepee) in
https://github.com/tgstation/TerraGov-Marine-Corps/pull/9675
- Sand sprites were added via [TiviPlus](https://github.com/TiviPlus)
(who commissioned them from bimmer) in
https://github.com/tgstation/TerraGov-Marine-Corps/pull/4645
- Rain sounds [already existed on
tg](https://github.com/tgstation/tgstation/pull/25222#discussion_r106794579)
and were provided by provided by Cuboos, using Royalty Free sounds,
presumed under default tg sound license - Creative Commons 3.0 BY-SA
- Siren sound is from siren.wav by IFartInUrGeneralDirection --
[Freesound](https://freesound.org/s/46092/) -- License: Attribution 4.0
The original `siren.ogg` sound used on a lot of SS13 servers doesn't
seem to have any attribution that I could locate. The sound was added
about 15 years ago. So I just looked for a somewhat similar sounding
siren noise on Freesound.
## Why It's Good For The Game
More weather customization!
## Changelog
🆑
add: Added new weather types for rain and sandstorms. Rain now uses a
reagent that gets exposed to the turfs, mobs, and objects. There is also
a thunder strike setting you can apply to any weather.
add: Hydro trays and soil will now add reagents to their trays when
exposed to a chemical reaction. (weather, shower, chem spills, foam
grenades, etc.)
add: Weather temperature now affects weather reagents and mobs body
temperature.
bal: Snowstorm temperature calculations were tweaked to allow universal
weather temperature effects.
sound: Added weather sounds from TGMC for rain and sirens (attributed to
Cuboos and IFartInUrGeneralDirection )
image: Added weather images from TGMC for rain and sand storms
(attributed to Novaepee and Bimmer)
refactor: Refactored a lot of the weather code to be more robust
admin: Admins can now control more weather related options when running
weather events. The weather admin verbs have been moved to their own
"Weather" category under the Admin tab.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Hunger bar is now dynamic rather than 4 static sprites
Hunger bar now accounts for food you have yet to metabolize, meaning it
updates as you eat
https://github.com/user-attachments/assets/06269da7-f07d-4738-98b2-ca6bde8ba0fe
Other changes:
- Adds a hunger tier between hungry and starving
## Why It's Good For The Game
Overeating happens so often simply because this bar is trash, so let's
give it some love
## Changelog
🆑 Melbert
fix: All humans no longer have a baseline "75" ghost nutrition (which
means you can eat more)
qol: Hunger bar update! It's now dynamic and updates as you eat.
qol: Adds a hunger tier between hungry and starving (for mood)
/🆑
## About The Pull Request
Adds `/datum/element/voucher_redeemer`, expands `/datum/voucher_set` a
bit, bumps all mining stuff down a level to `/datum/voucher_set/mining`.
## Why It's Good For The Game
Having a generic way to
`input item -> output a choice of a set of items`
would be really handy.
## Changelog
🆑 Melbert
refactor: Minor mining voucher refactor, report any oddities.
/🆑
## About The Pull Request
1. Burning paper (and similar) is now two way - rather than
necessitating you touch the paper with the burning thing, you can now
touch the burning thing with the paper
2. You can now light a cigarette on a lit candle
3. Candles no longer craft into flashlight eyes
## Why It's Good For The Game
1. Burning money with a cigarette larp
2. Cool Frenchman larp
3. ??? I noticed you can't light a candle with a candle because it tried
to craft flashlight eyes.
## Changelog
🆑 Melbert
qol: Burning paper (and similar) is now two way. Rather than needing to
click on the paper with a burning item, you can now click on a burning
item with the paper. This means you can burn paper on your lit cigarette
like a badass.
qol: You can now light cigarettes on candles.
del: Flares and candles can no longer craft into flashlight eyes, I
guess.
/🆑
## About The Pull Request
516 requires float layered overlays to be using pixel_w and pixel_z
instead of pixel_x and pixel_y respectively, unless we want
visual/layering errors. This makes sense, as w,z are for visual effects
only. Sadly seems we were not entirely consistent in this, and many
things seem to have been using x,y incorrectly.
This hopefully fixes that, and thus also fixes layering issues. Complete
1:1 compatibility not guaranteed.
I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming
inside apply_overlays), and this is still included in the PR to flash
out possible issues in a TM (Plus I will need someone to grep the
runtimes for me after the TM period to make sure nothing was missed).
After this is done I'll remove all these extra checks.
Lints will probably be failing for a bit, got to wait for [this
update](4b77cd487d)
to them to make it into release. Or just unlint the lines, though that's
probably gonna produce code debt
## Why It's Good For The Game
Fixes this massive 516 mess, hopefully.
closes#90281
## Changelog
🆑
refactor: Changed many of our use cases for pixel_x and pixel_y
correctly into pixel_w and pixel_z, fixing layering issues in the
process.
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
## About The Pull Request
This trainwreck of a PR is (hopefully) a final solution to all rendering
jank stemming from the new filter-based coloring system. I went over
every single instance of RESET_COLOR, either adding KEEP_APART or
rewriting them entirely so they render properly. I've also fixed blood
rendering issues by utilizing alpha filters and adding an abstract
"holder" appearance for worn items, which holds blood overlays on worn
clothing as to avoid coloring it. I've also fixed horrible
inconsistencies with atmos pipe coloring as a result (of getting sucked
down that rabbit hole) and converted all uses of COLOR_VERY_LIGHT_GRAY
in atmos code to ATMOS_COLOR_OMNI to avoid confusion.
MODsuit modules still get colored into MOD unit's color, need to
refactor their rendering for this.
Closes#88989Closes#87526Closes#89837
## Changelog
🆑
refactor: Audited all remaining coloring code - among noticeable
changes, blood should no longer get colored or "leak out" of item
bounds, atmos pipes no longer color weirdly and repairbots are white
again.
/🆑
## About The Pull Request
Cleaned up an unnecessary proc on base crafting datum, fixed balloon
sutra-exclusive items being craftable by anyone, air sensors being only
craftable via search, crafters adding a second comma when failing to
craft something and missing capitalization in slapcrafting errors.
## Changelog
🆑
fix: You can no longer craft balloon armor and weapons without knowing
Balloon Sutra
fix: Air sensors now show up in atmospherics category
spellcheck: Fixed grammar/capitalization in crafter/slapcrafting error
messages
code: Cleaned up some crafting code
/🆑
## About The Pull Request
If you have the `UPSIDE_DOWN` movetype, you ignore elevation changes.
Cuz yknow, you're on the roof.
## Changelog
🆑 Melbert
fix: Being atrocinated ignores elevation from tables and such
/🆑
## About The Pull Request
If you shoot a Syndicate NPC, and it dies and spawns a corpse, the
corpse will - rather than having zero damage - have the corresponding
damage you dealt to it.
## Why It's Good For The Game
Always found it a little immersion breaking that they just spawned
flawless corpses.
Course they won't have any wounds or anything... but hey it's *better*.
## Changelog
🆑 Melbert
qol: Corpses spawned from human-like NPCs will spawn damaged according
to how they died (or will even gib if the npc was gibbed)
fix: Maint Russians with guns will now spawn corpses instead of
vanishing
/🆑
## About The Pull Request
`/datum/element/door_pryer` (regal rats, space dragons, strong arms)
(wait why the fuck don't xenos use this they also door pry AHHH-) now
cause damage to the door like prying them via jaws of life does
## Why It's Good For The Game
Consistency (leaves a trace, gives people a reason to frown at it,
engineer job content ™️, etc)
## Changelog
🆑 Melbert
balance: Mobs that pry open doors (regal rats, space dragons, strong
arms) now deal damage to the doors, similar to how jaws of life damage
the doors
/🆑
## About The Pull Request
Completely refactored how client colors are handled. Now they're similar
to traits, having a source associated with them. Instead of adding and
removing by strict type (which makes client colors prone to getting
duplicated and not cleaned up) you remove a filter associated with a
specific source. Adding another client color with the same source as an
already existing one will replace the existing one if its of a different
type, or do nothing if they're the same (unless force is set to TRUE).
Client colors can also force filter splitting, putting all colors that
come before them, themselves, and all colors after them into separate
filters - this is useful to prevent mixing in filters which are supposed
to remove a certain color.
<details>
<summary>Example of how Perceptomatrix and nightmare vision goggles
combined before this PR:</summary>

And this is after, as you can see nightmare vision effect's red is only
slightly tinted by perceptomatix instead of being literally halved.

</details>
Additionally, added support for custom filters (and not just colors) to
client color code to allow us to work with more colorspaces.
Also fixed weird blindness behavior, so this also
Closes#89787
## Why It's Good For The Game
Makes code less ass to work with, fixes weird color mixing, etc.
## Changelog
🆑
fix: Fixed perceptomatix helmet allowing you to see even when
unconscious
refactor: Refactored how client colors are handled, ensuring that
certain effects like nightmare goggles don't disappear when another
vision-affecting piece of clothing is worn.
/🆑
## About The Pull Request
Adds a new Retcon smite, it makes the person fade out into nothingness
with a configurable timer, deletes their records and reopens their job
slot, as if they were never there at all.
I was also annoyed that to play around with temporary_atom I had to
slowy add a component, and it doesn't really have much of a reason to BE
a component, so I refactored it into an atom level proc called
fade_into_nothing
## Why It's Good For The Game
The smite is useful for when you wanna get rid of someone who had to
leave roundstart and whatnot, on top of just being funny. the refactor
is also good because i can now put that proc on build mode and go to
town.
## Changelog
🆑
add: Added new mechanics or gameplay changes
add: Added more things
del: Removed old things
qol: made something easier to use
balance: rebalanced something
fix: fixed a few things
sound: added/modified/removed audio or sound effects
image: added/modified/removed some icons or images
map: added/modified/removed map content
spellcheck: fixed a few typos
code: changed some code
refactor: refactored some code
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Vents/scrubbers look a bit weird as their pipes still go above
catwalks/glass floors but I need my stuff from #89702 and it should be
atomized from this PR.
Closes#87022Closes#88823
## Changelog
🆑
fix: Fixed spiderwebs, alien weeds, kudzu, and other stuff layering
below catwalks and glass floors
/🆑
## About The Pull Request
Ironically enough, not a 516 issue but rather a fuckup on our part
revealed by a 516 plane switch.
Also adjusted the warning, as 516 is outside of beta and we're (supposed
to) have almost complete support at this point.
Closes#89877
## Changelog
🆑
fix: Fixes black vision for dextrous mobs using 516 version of BYOND
/🆑
---------
Co-authored-by: Lucy <lucy@absolucy.moe>
## About The Pull Request
Implemented a bodypart texture overlay priority system - ensures that
derez suicide always goes ontop of carp infusions, and voidwalker curse
goes ontop of both - currently the last one applied is the one that
sticks with you. Also cleaned up duplicate update_body calls, either
removing them or adding ``update = FALSE`` to overlay code.
## Why It's Good For The Game
Having whichever overlay was applied the latest be displayed is just too
inconsistent. And duplicate calls eat perf, bad.
## About The Pull Request
Soft reworks Ling's Darkness Adaptation
- No longer permanently makes you transparent when active. Transparency
scales based on how dark your area is. Darker areas = more transparent.
- No longer permanently grants dark vision. Darker areas = more dark
vision.
- Now *costs* 15 chemicals rather than just *requiring* 10 chemicals.
Disabling the effect costs 0 chemicals.
- Toggling the effect imparts a click CD. CD is lower for disabling it.
https://github.com/user-attachments/assets/d0384a07-1e23-46f7-8362-f42caa0b9c11
Also fixes a bug with digital camo
## Why It's Good For The Game
While this mutation was designed to be used in stealth shenanigans, it
was instead primarily used for murderboning with low visibility. This is
lame.
These changes will address that.
- Activating the power imparts a click CD and costs chemicals so it is
less wise to use it when you get jumped and more wise to use it when
you're setting up an ambush.
- Flashlights and similar bright lights will disable the power, so it
will shine less (pun intended) when used in bright areas such as space
or, well, any area with a dark floor (most of Nebula Station)
It will also open up potential with other changeling powers:
- For example, EMP screech to disable lights or Disorienting screech to
break light fixtures.
## Changelog
🆑 Melbert
balance: Reworks Changeling's Darkness Adaptation. It's strength now
scales with how dark your environment is, rather than being static
transparency.
fix: Fixes Digital Camo's examine message
/🆑
## About The Pull Request
prevents stripping in caretakers last refuge
## Why It's Good For The Game
fixes#89710
## Changelog
🆑
fix: prevents stripping in caretakers last refuge
/🆑