Replaces lava and chasm's "safeties" and ignoring turf slowdown on catwalks with traits and a new element. (#76376)
This adds a new element for movables that grants turfs they're in
traits, changes lava and the chasm component to check for traits
instead, ditto for turf slowdown. It also implements another trait that
prevents wet floor from slipping people, as well as some other changes
(feel free to opine on them really):
- Tables and conveyor belts now stop turf slowdown, much like catwalks,
as I imagine people walking on them are not really touching the floor.
(I'd include protection against lava too... until they melt, but that'd
mean finding a way to have these objects burn in the first place, and
lava code is still stupid despite a years old refactor I did)
- Tables also stop slippery turfs from slipping (bananas, soaps etc.
still apply). I wish there were a way to make some objects slippery by
coating them in water vapor or splashing water/lube, but that's outside
the scope of this PR.
- Fixed an edge case in which a mob standing on a lava turf would be
left permanently visually on fire if the lava is changed to another kind
of turf.
- Removed unused code from stone tiles.
I'm going to include these traits in that global list for admin-added
traits... tomorrow perhaps. 💤
Replacing some hard-coded mechanics with easier to use traits and an
element, which I also need for the submerge element PR.
🆑
refactor: Replaced hardcoded "safeties" for lava, chasms and ignoring
turf slowdowns on catwalks with traits.
balance: much like catwalks, tables and conveyors also disable turf
slowdowns.
balance: slippery turfs won't slip you when walking on a table.
fix: Fixed an edge case in which a mob standing on a lava turf would be
left visually but permanently on fire if the lava is changed to another
kind of turf.
/🆑
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Macros multi-z code, removes the false premise of manual offsets (#76248)
## About The Pull Request
[Removes the pretense of relative multiz
levels](0293fdc2bd)
Our multiz system does not support having a z level that is only
connected one way, or which goes down backwards or anything like that.
That's a fiction of the trait system, the actual backend has never
really supported this.
This pr removes the assumptions we were making backend around this, and
uses that to save cpu time.
I am also converting multiz_levels from an assoc list to a pure one,
which saves significantly on access times and cleans up the code
somewhat.
Also I'm making the get_below/get_above procs into macros, for the sake
of cpu time.
[Converts the starlight disease to use BYOND's directional defines
instead of our
own](7d698f02d9)
To some extent spurred on by
https://github.com/DaedalusDock/daedalusdock/pull/298, tho it was known
before
## Why It's Good For The Game
Faster multiz code, faster init, etc etc etc
* modular files how very dare you
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fixes carbon bodytypes not always being synchronized with bodyparts (#76522)
Fixes https://github.com/tgstation/tgstation/issues/76481
TLDR /mob/living/carbon/human/species subtypes were NOT updating their
bodytypes on spawn due to absurd and wacky carbon bodypart creation code
that meant try_attach_limb() never got called (What the FUCK?)
* Fixes CI too
* [NO GBP] Fixes dumb usage of TRAIT_LIVERLESS_METABOLISM i caused (#76500)
## About The Pull Request
TRAIT_LIVERLESS_METABOLISM should do what it implies, and make you
always metabolize as if you were liverless.
This was a stupid mistake on my part because I wasn't aware
TRAIT_STABLELIVER was a thing.
## Why It's Good For The Game
TRAIT_LIVERLESS_METABOLISM and TRAIT_STABLELIVER should not behave the
exact same.
## Changelog
Not quite player facing.
* I fucking swear I fixed this before
---------
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
* New traitor item: Polarized Contacts (#76752)
## About The Pull Request
Adds a new simple but sweet traitor item for 3 tc, polarized contacts.
Use them in hand to upgrade your eyes to have +tier 2 flash resistance.
Single use.
Now if you have welder protection of 2 or higher, and someone checks
your eyes with a flashlight, your pupils to not dilate. This is
potentially possible non-antagonistically through the use of upgraded
robotic eyes.
## Why It's Good For The Game
The idea behind this change is to allow traitors some counterplay
against revolutionaries and security. If a traitor thinks they are about
to go into combat with people with flashes, they will be rewarded for
preparing. It also fills a similar role as no-slip shoes as being a low
cost but always nice to have passive item, which I don't think we have
enough of.
Its arguable that this should only be worth 2 tc to be on-par with
noslips, or that it should be more because flash protection is more
valuable.
## Changelog
🆑 itseasytosee
add: A new traitor item has been added, Polarized Contacts!
/🆑
---------
Co-authored-by: Sealed101 <cool.bullseye@ yandex.ru>
* New traitor item: Polarized Contacts
---------
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: Sealed101 <cool.bullseye@ yandex.ru>
SPECIES NUKING 2023: Head flags 2: Electric Boogaloo (#76298)
Continues the work I started on
https://github.com/tgstation/tgstation/pull/76074
Fixes https://github.com/tgstation/tgstation/issues/73782
Implements a bunch of wrapper procs for hair style, facial hair style,
etc etc the whole nine yards.
Fixes many issues, especially with gradients because I did sloppy tired
code that didn't work there.
Makes head/get_limb_icon() not a disgusting mess (well, at least makes
it less of a disgusting mess).
Actually makes hair and lips depend entirely on the bodypart.
🆑
refactor: Head rendering code has been updated significantly... Again.
Please report any issues with hair, facial hair, lipstick and such.
/🆑
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
* Some iron floor fixes. (#76785)
fixed that borgs cant merge their floor with other iron floor fixed
power amount floor tiles use
## About The Pull Request
- Changed energy cost for borgs so its not the same as for rods.
- Made cyborg's floor tiles merge with base floor tiles and not the
cyborg base ones, so you can pickup floortiles.
## Why It's Good For The Game
Things work like intended.
## Changelog
🆑
fix: fixed energy cost on floor tiles for engi borgs.
fix: engi borgs can now properly merge base floor tiles with other base
floor tiles.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com>
* Some iron floor fixes.
---------
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com>
* Signalizes an AI card thing (#76869)
## About The Pull Request
Changes this code to be signalized on AI cards
76bddbd903/code/modules/mob/living/silicon/ai/death.dm (L44-L49)
Minor code improvements as well (Moving the sleep out from flushing into
its own async proc)
## Why It's Good For The Game
Cringe code
## Changelog
🆑 Melbert
code: AI cards should react more snap-ily to having their occupant
perish
/🆑
* Signalizes an AI card thing
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Converts sec armories to using the (not) random mapping spawners (#76392)
## About The Pull Request
Title.
## Why It's Good For The Game
Armories aren't really a dense area mapping wise, just a few guns there,
armor there, and some fluff security stuff (like HUDs or whatever).
This PR just converts most of the heavy stuff (armor, helmets, guns)
into spawning helpers with the aim to make mapping armories just a tad
bit quicker and easier.
The only thing this does kinda nuke is the neatly stacked stuff, which
the mapping helpers kinda suck at doing, but its not totally woeful.
## Changelog
🆑 Jolly, timothymtorres
code: Jolly: Armories across all maps have been tweaked slightly. Report
to a Nanotrasen security advisor for any missing guns, armor, helmets or
anything else that was there previously (that means, post an issue on
Github if theres an issue!!)
code: timothymtorres: Random item spawners now support better control of
their X/Y pixel offset.
/🆑
---------
Co-authored-by: Tim <timothymtorres@gmail.com>
* Adds the spawners to the modular armories where applicable
* Update random_spawners.dmi
* grr
---------
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Tim <timothymtorres@gmail.com>
* Machine list is now stored in SSmachines | Remove excessive use of global lists for specific machine types
* Resolve merge conflicts
* Modular adjustments
* destroy this double return on destroy
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
Alcoholic quirk (#76510)
So you're telling me we have a smoker quirk and we DON'T have an
alcoholic quirk?
What a travesty! Time to fix that.
This quirk is essentially equivalent to smoker, but instead of a
favorite brand you get a favorite *brandy* (as in, favorite type of
booze).

More quirk variety with decent roleplay value.
What will we do with a drunken sailor?
🆑
add: Added Alcoholic as a negative quirk.
/🆑
---------
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
* Fixes silly siding sprites (#76586)
## About The Pull Request
Detaches siding code from the macro in #74171 because it wasn't doing
its job properly. I tried to fix it, but I'm not a very good coder and
opted to manually define each of the variations of siding. So this is
more of a bandaid fix than anything.
## Why It's Good For The Game
Fixes#76195, fixes#75059
Correct turf decals look better than wrong ones
look at how much nicer this corner looks now

## Changelog
🆑
image: Siding now uses the correct sprite on corners and endpieces.
/🆑
* Fixes modular icon states
---------
Co-authored-by: norsvenska <73006946+norsvenska@users.noreply.github.com>
* Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts
* Update communications.dm
* Modular override
* Some modular adjustments, removes 'emagged' vars in favor of obj_flags
* whoops, mobs don't have obj_flags.
---------
Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
Robot suit hard-del / exited cleanup (#76583)
## About The Pull Request
Constructed cyborgs seemed to hard delete pretty consistently due to
their robot suit having poor reference handing
Goes through and better implements exited for cyborgs and robot suits
Also a hard delete with forced AIs that may have resulted in some
metagaming
Also fixes 1 nodrop check for hats
## Why It's Good For The Game
Hard deletes are bad
## Changelog
🆑 Melbert
fix: Fixed some hard deletes involving constructed cyborgs
fix: Cyborgs with nodrop hats no longer lose them on tip
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
makes the rcd able to make girders (#76515)
## About The Pull Request
rcd can make girders at half the cost of making a wall in 1.3 seconds
## Why It's Good For The Game
more "rapid" than using iron for girders and putting whatever material
on it
## Changelog
🆑
add: rcd can make girders now
/🆑
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
* Adds a new heavy weight space pirate variant: The space IRS!
* Fix merge conflicts, UpdatePaths
* Fixes some path changes
* Updates icon files, adds a new sprite for breacher slug box illustration
* Removes some skyrat edits and puts them in modular overrides instead
---------
Co-authored-by: Singul0 <127663818+Singul0@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* The Laser Musket (2023) (Settlement Helper Edition) (#76231)
## About The Pull Request
This adds a craftable laser musket to the game. It's slow and unwieldy,
but consistent! I'd be happy to tweak the numbers if it's too good/bad.
This PR also adds an independent militia ERT, who travels the spinward
sector to help defend stations!
TO DO LIST:
- [x] Finish worn sprites
- [x] Add a crafting recipe on par with the pipegun
- [x] Add bayonets
- [x] Separate charging into two stages and REDO THE AUDIO AAAA
- [x] Clean up code (Needs review, totally)
Scrapped:
- Possibly add overcharge mechanic (This is just beyond my skill level
for now)
- Find a unique sound for the weapon firing (We have a unique
projectile, and I can't a sound that fits more than the laser gun one)





Inhands by RedSentry27
Suit sprite by Kinnebian
Prime Laser Musket sprites by RedSentry27
Balance Considerations (ew):
25 damage (30 on prime)
Normal wound
40 Stamina damage (45 on prime)
Weak to armour (prime not weak to armor)
2 second charge time, needs to be charged twice
No overcharge
Requires two hands to hold (like a chainsaw)
Crafting Recipe:
One rifle stock
Fifteen Cable Coils
Four Iron Rods
One micro laser
One capacitor
One pair of prescription glasses
One drinking glass
Craft for 10 seconds with a wirecutter and screwdriver
Prime crafting recipe: (REQUIRES READING MAINTENANCE LOOT: "journal of a
space ranger")
One laser musket
Fifteen cable coils
Five silver
One water recycler
Fifteen units of nuka cola
Craft for 30 seconds with a screwdriver while wearing cowboy boots and a
cowboy hat
## Why It's Good For The Game
The idea of assistants and revs forming firing lines in the halls to
shoot eachother sounds hilarious. Besides, we need a parallel to the
pipegun, and this is the funniest way to do so.
## Changelog
🆑 Cheshify, Kinnebian, and RedSentry27
add: Maintenance engineers have sent out blueprints across the sector
for a new laser musket.
admin: A new energy-gun toting ERT is available to send to the crew.
---------
Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com>
* The Laser Musket (2023) (Settlement Helper Edition)
* Update guns.dm
* Update guns.dm
* Fixes vox/teshari greyscale config paths
---------
Co-authored-by: Cheshify <73589390+Cheshify@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
* Allows players to rename the skeleton model (#76776)
Allows players to change the name and description of the skeleton model
using a pen.
* Allows players to rename the skeleton model
---------
Co-authored-by: Vladin Heir <44104681+VladinXXV@users.noreply.github.com>
* Goliath basic mob (#76754)
## About The Pull Request
Converts Goliaths to the basic mob framework and gives them some new
moves because I can't leave things well enough alone.
I am planning on touching all the lavaland fauna and then maybe even the
icebox ones if I haven't got bored. The Golaith is the first because it
is iconic.
https://www.youtube.com/watch?v=JNcKvMwT4-Q
Here's me getting killed by one as a demonstration. Despite my poor
performance I would contend that they aren't a _lot_ more dangerous, but
they are a little more dangerous.
The chief difference here is that they have two new attacks which they
will only use in response to being attacked.
If fired at from range, they will target the attacker with a line of
tentacles (it doesn't track you, so is easily sidestepped).
If attacked in melee, they will surround _themselves_ with tentacles, on
a longer cooldown.
Something else you may notice in this video: I discovered that basic
mobs are actually _too smart_ to be Lavaland fauna.
Typically (unlike their old form) a mob on our new AI system is smart
enough to attack someone _the moment they come into range_ rather than
only checking on predictable ticks, which would make using the Crusher
an essentially unviable prospect.
To counteract this, Goliaths now have a delayed attack component which
gives you a visual warning and short duration to get out of range before
they swing at you. I will probably put this on all mining fauna that get
reworked, it wouldn't be a terrible thing to put on other mobs to be
honest.
Other changes: The goliath stun is now a status effect with _buckles_
you to the tentacle as if grabbed, as well as its previous effects.
While this seems purely worse, any nearby helpers can now help-click on
you to instantly remove the debuff.
Experiencing the effect of a Lobstrosity Rush Gland makes you immune to
being grabbed by tentacles and an implanted one will automatically
trigger and free you if you are hit, and the explosive effect of
Brimdust also causes the tentacle to retract (although you'd need to
take damage for this to happen). Using the tools of the land, you can
make these creatures less threatening.
The ability for a Goliath to chain-apply the ability has now also been
reduced, it won't refresh its duration if you are hit when already
buckled.
When not occupied hounding miners, Goliaths will intermittently dig up
the asteroid sand and eat any worms that this produces.
I also made some new sprites for riding a Goliath because they've been
broken since the Lavaland mob update and also kind of were ugly before
then anyway:

Other code changes:
- I made an element which only lets an attached object move every x
seconds. This is because Goliaths are far too slow to use the speed
system (the glide just looks bugged as hell) but one thing I am invested
in when converting these is to make sure that they share the same
behaviour when player or AI controlled. This is disabled while you're
riding them because it was interminably slow.
- The Goliath tentacle trail uses a supertype object now shared with the
Meteor Heart which did something kind of similar.
## Why It's Good For The Game
It begins the process of moving one of our larger subsets of NPCs onto
the newer framework for NPC behaviour.
It adds a little bit more life to an iconic but slightly uninteresting
foe which mostly just walked at you slowly.
This PR contains a few components I expect to apply more widely to other
mobs in the future.
## Changelog
🆑
refactor: Goliaths now use the Basic Mob framework, please report any
unusual behaviour.
add: Goliaths learned a couple of new attacks which they will use in
self-defence.
balance: Help-clicking a miner grabbed by Goliath tentacles will
immediately free them, as will the effect of several items you can
scavenge from around Lavaland.
image: New sprites for the Goliath saddle.
/🆑
* Goliath basic mob
* Update ash_rituals.dm
* fixes icon diff
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Refactors mind language holders into non-existent, fixes new languages being deleted on species swap + tests
* Fixing merge conflicts
* don't forget to ctrl+s!
* Another forgotten file
* urgh
* gets rid of vestiges of update_atom_languages()
and mind language holders
* No longer needed
* Fixes some modular grant_language calls
* Deprecated code
* This was up here before..
* Fixes failing unit tests, refactors silverscale lizards language a bit removing the need for skyrat edits
Removes some no longer needed code
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Blood information will now always show in autopsy reports (#76780)
## About The Pull Request
Some (presumably) misplaced tabs in the autopsy report code resulted in
blood type and blood levels only showing if your blood was something
other than blood. So any blood-blooded corpse that didn't happen to have
any diseases would produce a completely empty "Blood" section in their
autopsy report. Such is no longer the case. I also moved the percent
sign inside the parentheses where it belongs.

## Why It's Good For The Game
autopsy report now does thing it is supposed to do 👍
## Changelog
🆑
fix: Autopsy reports will now correctly report blood type and level for
corpses who happen to have blood for blood.
/🆑
* Blood information will now always show in autopsy reports
---------
Co-authored-by: Vladin Heir <44104681+VladinXXV@users.noreply.github.com>
* Icon folder cleaning wave one
* Fixe a merge conflict
* Fixes some more merge conflicts
* Fixes some modular icon paths
* Fixes even more modular icon paths...
Hopefully that's the last of them
* Fixes some merge discrepencies
* More merge issues
* ok
* not ok
---------
Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Fixes a runtime where deployable turrets were spawning projectiles with no source (#76693)
## About The Pull Request
Title.
## Why It's Good For The Game
Runtimes bad.
## Changelog
🆑
fix: Deployable turrets no longer runtime when firing
/🆑
* Fixes a runtime where deployable turrets were spawning projectiles with no source
---------
Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Various spider fixes (#76528)
## About The Pull Request
Fixes#76484
Then I noticed some weird stuff which slipped through the PR and poked
at that too.
- Spiderlings and Spiders once more have names ending in (###)
- Removed an unused property on Spiderlings.
- Rewrote the descriptions for a bunch of web-abilities and web-objects
to be clearer and have better capitalisation.
- Refactored the "Web Carcass" ability to not extend from "lay web" as
it didn't need to perform most of that behaviour.
- Also I renamed it and made the description give you a hint about why
you would want to instantly spawn a statue.
- The web effigy now despawns at the same rate as the ability cools down
so you're not dumping spider statues all over the place.
- I made spiderlings move at about the same speed as humans except if
they're on webs in which case they're still pretty fast.
To be honest I am not certain an instant statue spawning button is great
to begin with and I didn't even know it was added to the game but I am
not interested in messing much with the balance for now.
This made me look at spiderlings enough that I'm going to try and make a
new sprite for them that isn't awful.
## Why It's Good For The Game
Lets you differentiate individual spiders a little bit.
Makes usage of abilities clearer.
## Changelog
🆑
balance: Guard spider web statues despawn as the ability comes back off
cooldown.
balance: Spiderlings now only move at light speed if they're on webs,
stay safe little guys.
fix: Spiders once again have random numbers after their names.
/🆑
Co-authored-by: Jacquerel <hnevard@gmail.com>
* makes morgue units not hold ghosts (#76685)
## About The Pull Request
makes them unable to hold any /mob/dead
## Why It's Good For The Game
Fixes#76632
## Changelog
🆑
fix: morgue units can no longer hold ghosts
/🆑
* makes morgue units not hold ghosts
---------
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
* Mini Fridges now have a grimy subtype, can go over tables, and start off anchored. (#76517)
## About The Pull Request
/obj/structure/closet/mini_fridge is now a clean nice one, which only
spawns beverages and does not have that cockroach reference in the
description, and starts off anchored. now
/obj/structure/closet/mini_fridge/grimy works like the old mini-fridge,
with syndicake, moldy bread, and now the chance of an ACTUAL cockroach.
I've replaced them on maps according to each one's needs, So, as an
example, Northstar gets a regular one (it var edited it before) while
tram maints get the grimy subtype.
mini-fridges now can properly go over tables, so you don't have to
deconstruct said table to put it on top again.
## Why It's Good For The Game
I've found the need for a nice subtype while doing a ruin, and so has a
few other mappers apparently, as northstar had a var edited variant. The
fact that it couldn't go over tables and started off unanchored was
annoying on tram and icebox, where it is present on the kitchen and you
could easily push it to the ground and suffer.
## Changelog
🆑
qol: It has been issued brand new mini-fridges for our active stations,
Featuring more booze and less moldy pizza!
/🆑
* Mini Fridges now have a grimy subtype, can go over tables, and start off anchored.
---------
Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* Coroner additions and tweaks (#76534)
## About The Pull Request
Serrated bone shovels can be created with any kind of shovel now, not
just a spade (???)
Serrated bone shovels can be used in place of circular saw in most
surgeries.
Added a duller (still deadly) variant of the serrated bone shovel as
coroner mail.
Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.
Increased the force, throwforce, and wound bonus of inert ritual knives
and scythes.
Coroner gloves can quickly apply medicine like nitrile gloves.
## Why It's Good For The Game
> Serrated bone shovels can be created with any kind of shovel now, not
just a spade (???)
Weird ass bug.
> Serrated bone shovels can be used in place of circular saw in most
surgeries.
It's serrated, it's cool, it's rare, it has a fast toolspeed.
> Added a duller (still deadly) variant of the serrated bone shovel as
coroner mail.
Very thematic for the coroner, should probably also be a heirloom item
but whatevs. Weaker so there's still a reason to seek out the OG.
> Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.
Scanning corpses is pretty important during surgery - it tells you how
much blood they have, organ damage, diseases... these things don't
appear in the surgical computer readout, which means the coroner has to
go out of his cave to pick up a boring light blue meatbag wound scanner.
This also incentivizes coroners to do their job by giving them something
cool that only works on dead bodies.
> Increased the force, throwforce, and wound bonus of inert ritual
knives and scythes.
These two options in the MortiDrobe are pretty frickin' badass,
especially with how SICK the Coroner looks with them, double especially
in combat.

However, there's the large issue that as actual weapons they're really,
really weak. Not enough damage, when I use them in combat I both feel
badass but also get a nagging feeling in the back of my mind that I'm
intentionally gimping myself, and with only 10 damage I can *really*
feel it. I find it unfair that these are objectively worse than a
welding tool or even a Butcher's Cleaver when they're a lot more
involved to find, and scarce besides. These arguments apply equally to
the Wizard's ritual knife, and the scythe.
Additionally on the scythe, the crew really needs more good ghetto
weaponry that isn't the boring same ol' of baseball bats, spears,
cleavers... and making scythes useful is a great way to help bridge that
gap. They deal a satisfying amount of damage now, with the clear
downside, of course, being that they're bulky and hard to lug around.
> Coroner gloves can quickly apply medicine like nitrile gloves.
'Fast medicine' doesn't just cover sutures, it also covers medical gel.
Specifically, sterilizer gel. I find it annoying that the Coroner is
encouraged to give up his drip for the boring life-saver nitrile gloves,
because the difference in applying time really does make a difference -
it makes gel applying go from annoying to smooth, which is important
considering the whole purpose of sterilizer gel is to make surgeries go
faster. The Coroner has surgery and thus medical locker access to begin
with, so this isn't a balance problem, (and nitrile gloves are found by
the dozen anyways) especially with how rare the coroner gloves are.
## Changelog
🆑
fix: Serrated bone shovels can be created with any kind of shovel now,
not just a spade (???)
add: Serrated bone shovels can be used in place of circular saw in most
surgeries.
add: Added a duller (still deadly) variant of the serrated bone shovel
as coroner mail.
add: Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.
add: Increased the force, throwforce, and wound bonus of inert ritual
knives and scythes.
add: Coroner gloves can quickly apply medicine like nitrile gloves.
/🆑
* Modular Scythes
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
* Walking on conveyors, catwalks and tables no longer plays the footstep sound of the turf, and have theirs. (#76391)
## About The Pull Request
Adds a footstep_override element to the game, that allows object to do
what it reads on the tin.
Only conveyor belts, catwalks and tables use it for now.
## Why It's Good For The Game
Consistency. If you're walking on a table or catwalk, the sound of shoes
trudging on snow or lava shouldn't be played. Tested.
## Changelog
🆑
sound: Walking on conveyors, catwalks and tables no longer plays the
footstep sound of the turf. They have theirs.
/🆑
* Walking on conveyors, catwalks and tables no longer plays the footstep sound of the turf, and have theirs.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
* Bibles, Lighters, and Cowboy Hats can block bullets (#76521)
## About The Pull Request
If you are wearing a bible or lighter in your suit slot, or a cowboy hat
on your head, there is a small (2%) chance that bullets (only bullets,
not lasers) will hit them instead of you.
This destroys lighters, removes the storage capacity of the bible, or
sends the hat flying off your head.
The Bounty Hunter's cowboy hat has a significantly higher chance to
intercept bullets.
## Why It's Good For The Game
Adds some fun flavour to these items.
## Changelog
🆑
add: A bible or lighter in your suit slot, or cowboy hat on your head
will occasionally intercept a bullet.
/🆑
* Bibles, Lighters, and Cowboy Hats can block bullets
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>
* Cuter spiderlings (#76532)
## About The Pull Request
I hate looking at spiderlings. Mostly because they're an extremely fast
mob with no directional sprites or animations, so they appear to be a
rapid floating overlay.
I made some new ones. I don't know if they're objectively better but _I_
like them more.
Before:

After:

Unlike the old sprites they also have directional states and movement
animations so you can scurry around really fast without being a static
image (maybe they shouldn't be so fast? A question for another PR).
I spent like 30 minutes looking at GAGs and then realised not only would
the colours be a pain in the ass but it doesn't support movement states
anyway.
Additionally I made the "dead spiderling" item inherit the dead
spiderling icon state from that spiderling instead of always being the
generic one.
Oh also I think a typo made baby tarantulas completely invisible.
## Why It's Good For The Game
I hate looking at spiderlings.
## Changelog
🆑
image: New directional sprites for spiderlings, with movement
animations.
fix: Dead spiderlings will be the same colour as they were when they
were alive.
fix: Tarantula spiderlings are no longer invisible,
/🆑
* Cuter spiderlings
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Bloop <vinylspiders@gmail.com>