## About The Pull Request
See title
I left the item in and removed the antagonist checks from it just in
case an admin wants to fuck around with it, but I can delete that too if
preferred.
## Why It's Good For The Game
This is both our least interesting and least impactful objective.
Turning into a (nerfed) space dragon sort of looks cool maybe the first
time you do it and then after that it isn't. It is sort of disappointing
to see it pop up in the uplink, in my experience.
This Space Dragon generally speaking isn't going to cause significant
death or destruction except on lowpop (where a traitor can just do that
anyway) or if they play in the cheesiest possible manner, it simply
isn't that dangerous by itself.
It is also simply less versatile than just _being a traitor with a lot
of TC_, something you already are when you get it.
Turning into a big animal also just doesn't feel much like something a
traitor should be doing, that's a changeling or possibly wizard sort of
objective.
It also sort of cheapens "real" space dragons by making them show up
this way.
Finally; I just don't like it.
We have enough final objectives now that we don't need to keep this one
just to fill the pool, in my opinion.
## Changelog
🆑
balance: Traitors can no longer turn themselves into dragons.
/🆑
<!-- 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
This makes it so heretic influences are easier for heretics to click:
- Clicking a codex cicatrix on the turf of an influence will let you the
drain said influence, rather than having to click directly on the sprite
- Any right click on the turf of an influence will be redirected to the
influence. This really isn't as necessary as the first bit, but eh, why
not, doesn't hurt.
https://github.com/tgstation/tgstation/assets/65794972/124393a4-337d-49af-9f67-3e865e151aeb
## Why It's Good For The Game
Way too easy to misclick the sprite due to the animation - last thing
you want is to _accidentally start drawing a rune_ when you're trying to
sneakily drain a reality butthole.
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and 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: Makes it easier for heretics to click on influences without
accidentally drawing a rune with their codex cicatrix because the
animation shifted and made you click on the floor instead.
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
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not be viewable. -->
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request process. -->
## About The Pull Request
The unfathomable curio now only blocks when equipped to the belt slot,
and not when equipped in the hand.
The shielded component now no longer blocks despite not having a wearer,
and does not block if the wearer is not the same as the owner in the
``hit_reaction()`` proc.
Fixes https://github.com/tgstation/tgstation/issues/82068
## Why It's Good For The Game
The curio was only blocking while in-hand, rather than how it should be;
in the belt slot. Now it does what it is supposed to.
On top of that, this fixes what I think has been a bug for quite some
time with shield_inhand just not being respected whatsoever with regards
to whether or not the component worked. It only really determined
whether or not you got the sprites added/removed, but didn't factor into
the blocking ability whatsoever.
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and 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. -->
🆑
fix: Unfathomable Curios now properly block as expected.
fix: The shielded component actually respects the shield_inhand when
determining blocking potential.
fix: Ensures that the shielded component has a wearer before attempting
to block, and that this wearer is the same as the owner of the item.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
After months of preparation, and further months of work, I am finally
done. Please bear with me, as this is a massive refactor, but I have
already atomized everything I could. This is now ready for review.
General
- The hilbert hotel slimes are now a subtype instead of a varedit.
- The `use_mob_ability` subtree now also accepts non cooldown abilities.
If set_behaviours is set up properly, mobs won't keep continously
triggering it as if it were a 0 second cooldown action. The alternative
would have been turning the slime abilities into cooldown abilities.
- Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND`
signal, instead of being part of attack_hand.
- Adds datum/ai_controller/controller as a fourth, optional argument to
`/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible
to access blackboard keys.
- Slimes no longer attack windows if they would accidentally move into
them (when the conditions are met), since random walk behaviour ignores
tiles they can't go in. It was also not worth to keep. Did you know this
was the sole override of `ObjBump()`?
- Examine was made less snowflaky/bespoke. Also added a new element:
`/datum/element/basic_health_examine`, which is a simple bespoke element
that prints out a custom message based on how damaged the basic mob it
is attached to is.
- Slimes only perform knockdown instead of paralysis, as they can attack
more often now, and paralysis is not that fun.
- LAssailant has been removed due being archaic code. To befriend a
slime, you have to spawn a monkey with the slime console, or feed them a
sheet of plasma. Simple grabbing the monkey or stuffing them in
disposals do not work anymore. Slime console spawned monkeys will have a
visible status effect, with pheromones coming off them to make this
clearer.
Actions
- Feeding, reproduction and evolution is no longer a verb.
- Slime feeding is no longer an action button. You have to use right
click, or as previously, mousedrop. Slimes can always unbuckle from mobs
they are attached to.
Hunger
- Instead randomly changing the starvation and max nutrition values
while growing up, evolution costs 200 nutrion. This makes the code more
readable, and behaviour more predictable, while still giving the
intended time between evolving and splitting. As a result, I could also
turn these into defines.
- Added a component that handles doing an effect over time while buckled
to a mob, until the mob dies or you get unbuckled.
- Slimes gained nutrition is no longer randomly multiplied by the damage
config value, but rather gain nutrition equal to twice the damage dealt.
You'll have to eat one monkey to evolve, just as before.
- Slimes do not heal passively. They only heal from eating. It was a
rather miniscule value that did not have much effect.
- Slimes generate electricity from hunger threshold, instead of the
random amount of hunger threshold + 100.
Environment
- Slimes take 15 damage from cold every second, instead of using a
complex formula (that also decreased the damage up to a point?).
- Slimes still heal from burn damage, but this is now set on the damage
coefficient list.
- Slimes instead of getting stunned by the cold, freeze in an ice cube.
BZ instead of setting them unconscious, calls the stasis status effect,
allowing you to safely stash your hungry slimes for later. They also no
longer slow down from the cold, as they are already slowed down by the
damage they get. Conversely they no longer get a speed up from a random
amount of temperature. I could be convinced to readd this either as part
of the basic sensitive component, or a similar one.
AI
- Removed the attacked_stacks system. Slimes will just perform regular
retaliation if you hit them in a harmful manner.
- Slimes now use the pet orders component. They will interrupt their
feeding when given a command by their master.
- Slimes have their own subtrees. I tried to replicate as much as I
could from the old code, dividing ancient code artifacts and intentional
stuff, so there might be some weirdness.
- Slime speech has been almost fully reduced to basic blorbing, as you
can not even understand them anymore, and most of them require the slime
to loop through all of their surroundings.
- Discipline does not have stacks either. Disciplined baby slimes have a
chance to clear their attack and hunt blackboard keys. All slimes will
stop feeding on the target otherwise.
- Since discipline is not a stack, rabidity instead gets removed at a
10% chance per disciplining.
- Slimes faces are a bit more randomly picked now.
## Why It's Good For The Game
- We want to convert all simple animals to basic mobs. Old slime code
was also very strange, and had some systems that have been replicated by
components.
- Slimes fully paralyzing you is not fun at all. Knockdown should give
you a fighting chance when a slime would like to eat you.
- Slimes slow down from the heavy damage they get from the cold, so I
don't think they need extra slowdown, nor do they need to speed up from
warmth, as they are already fast.
- Slimes turning into an icecube instead of becoming paralyzed from the
cold is more fun for the slimes, as they can break out for a few
moments. It is also funny.
- Slimes entering proper stasis from BZ is not just a visual indicator
of a slime that is safe to approach, but also keeps the slimes's hunger
value in check, allowing it to not starve while stopped. They can also
look around and blorble, instead of staring at a black screen, if player
controlled.
- The attack_stack and discipline_stack behaviours were rather
overcomplicated, and the xenobio mains I talked with didn't even know it
was a thing, so I argue it needed simplification.
- The bespoke friendship system of slimes was also too complicated.
Slimes slowly gained levels of trust, and at certain levels commands
costed friendship, and other levels, they did not. The binary friend/not
friend system that everything else in the game uses is much more
sensible.
- Using right click for feeding is much more sensible than using an
action, and then picking someone from a dropdown.
- Slime speech was very soulful but not only did it loop through
everything in sight, you couldn't even understand it unless you spoke
slime. Maybe it can be readded later in a different form.
- Slime's passive healing was miniscule, and having them rely on feeding
is more interesting.
also
fixes#81463
## Changelog
🆑
refactor: Slimes are now basic mobs. Please report any strange
behaviours!
balance: Slimes only stun you for two seconds when they shock you, the
rest of the duration is a knockdown.
balance: Slimes are not stunned from the cold, but rather, get frozen in
a freon icecube. BZ also puts them in complete stasis, instead of making
them unconscious. Their speed is likewise unchanged by temperatures.
balance: Slimes do not passively heal, they instead rely on feeding.
fix: Slimes can use the buckling screen alert to unbuckle and stop
feeding, along with clicking on the mob they are riding
/🆑
## About The Pull Request
Removes the camera assembly structure middleman between the camera
wallframe and camera machine. All its behavior has been instead moved to
the camera, and I've tried to keep as much of the behavior the same as
before.
This also fixes the issue that camera assemblies had where, upon the
construction being finished, it would move itself into the newly
finished camera machine, therefore taking itself off a wall, therefore
deconstructing itself. This resulted in 2 piece of iron being in each
camera machine (except roundstart ones), and because camera machines
rely on the assembly inside of them for upgrades and such, upgrading
didn't work at all.
I've also made camera nets use defines (not in map) so it's easier to
find a list of them all, and tried to add autodoc comments to nearly
every var in camera code.
## Why It's Good For The Game
Removes copy paste and spaghetti code between structure and machine
camera, thus making it easier to work around with.
Closes https://github.com/tgstation/tgstation/issues/79019
## Changelog
🆑
fix: Cameras built in-round can be upgraded again.
fix: Deconstructing cameras now more consistently return to you the
upgrades inside of the camera.
fix: RD's telescreen can now properly see Ordnance cameras again.
fix: [Deltastation] Library art gallery no longer has an invisible
camera.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Continuation of #82198
Fixes these issues in #82196
- Borg hypo spray
- Borg projectile dampen
- Borg chameleon
- Firelance
- MODlink scryer
- Emergency light usage
## Changelog
🆑
fix: Fixed more energy usages for cells(Part 3). See PR 82204 for
details
/🆑
---------
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
## About The Pull Request
First examine block is roundstart examine, second one is as a disguised
Changeling

This PR adds the icon of the ID at the very bottom, something that was
forgotten about when ID trimming was introduced.
## Why It's Good For The Game
Removes a tell from disguised changelings by seeing that they have an ID
but no icon at the bottom of the examine list.
## Changelog
🆑
fix: Changelings with a flesh ID now properly show the icon of the
disguised ID in examine.
/🆑
## About The Pull Request
Removes all arbitrary energy and power units in the codebase. Everything
is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you
are going to multiply by time. This is a visible change, where all
arbitrary energy units you see in the game will get proper prefixed
units of energy.
With power cells being converted to the joule, charging one joule of a
power cell will require one joule of energy.
The grid will now store energy, instead of power. When an energy usage
is described as using the watt, a power to energy conversion based on
the relevant subsystem's timing (usually multiplying by seconds_per_tick
or applying power_to_energy()) is needed before adding or removing from
the grid. Power usages that are described as the watt is really anything
you would scale by time before applying the load. If it's described as a
joule, no time conversion is needed. Players will still read the grid as
power, having no visible change.
Machines that dynamically use power with the use_power() proc will
directly drain from the grid (and apc cell if there isn't enough)
instead of just tallying it up on the dynamic power usages for the area.
This should be more robust at conserving energy as the surplus is
updated on the go, preventing charging cells from nothing.
APCs no longer consume power for the dynamic power usage channels. APCs
will consume power for static power usages. Because static power usages
are added up without checking surplus, static power consumption will be
applied before any machine processes. This will give a more truthful
surplus for dynamic power consumers.
APCs will display how much power it is using for charging the cell. APC
cell charging applies power in its own channel, which gets added up to
the total. This will prevent invisible power usage you see when looking
at the power monitoring console.
After testing in MetaStation, I found roundstart power consumption to be
around 406kW after all APCs get fully charged. During the roundstart APC
charge rush, the power consumption can get as high as over 2MW (up to
25kW per roundstart APC charging) as long as there's that much
available.
Because of the absurd potential power consumption of charging APCs near
roundstart, I have changed how APCs decide to charge. APCs will now
charge only after all other machines have processed in the machines
processing subsystem. This will make sure APC charging won't disrupt
machines taking from the grid, and should stop APCs getting their power
drained due to others demanding too much power while charging. I have
removed the delays for APC charging too, so they start charging
immediately whenever there's excess power. It also stops them turning
red when a small amount of cell gets drained (airlocks opening and shit
during APC charge rush), as they immediately become fully charged
(unless too much energy got drained somehow) before changing icon.
Engineering SMES now start at 100% charge instead of 75%. I noticed
cells were draining earlier than usual after these changes, so I am
making them start maxed to try and combat that.
These changes will fix all conservation of energy issues relating to
charging powercells.
## Why It's Good For The Game
Closes#73438Closes#75789Closes#80634Closes#82031
Makes it much easier to interface with the power system in the codebase.
It's more intuitive. Removes a bunch of conservation of energy issues,
making energy and power much more meaningful. It will help the
simulation remain immersive as players won't encounter energy
duplication so easily. Arbitrary energy units getting replaced with the
joule will also tell people more meaningful information when reading it.
APC charging will feel more snappy.
## Changelog
🆑
fix: Fixes conservation of energy issues relating to charging
powercells.
qol: APCs will display how much power they are using to charge their
cell. This is accounted for in the power monitoring console.
qol: All arbitrary power cell energy units you see are replaced with
prefixed joules.
balance: As a consequence of the conservation of energy issues getting
fixed, the power consumption for charging cells is now very significant.
balance: APCs only use surplus power from the grid after every machine
processes when charging, preventing APCs from causing others to
discharge while charging.
balance: Engineering SMES start at max charge to combat the increased
energy loss due to conservation of energy fixes.
/🆑
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Refactors a lot of the unused defines.
## Why It's Good For The Game
Refactors a lot of the unused defines.
## Changelog
Nothing player facing
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Resprites everything that used to use the old gangtool sprites (door
remotes, augment choice beacon, landing zone designators, and nuke op
borg spawners.)

- Added a new non-gangtool generic choice beacon, and a specific
S.E.L.F. one.
- Door remotes are now fancy garage door openers.
- Landing designators have cannibalised the cell phone sprites from the
less old version of gang.
- Nuke op borg spawners use the same walkie talkie as other
reinforcements
Door remotes now have individual sprites for each mode, so you can see
the mode at a glance.
## Why It's Good For The Game
Having a range of very different items sharing the same old sprites is
pretty confusing, better to have them all be unique and up to date.
## Changelog
🆑
image: Everything that used the old gangtool sprites (door remotes,
landing field designators, some choice beacons, windicate borg
reinforcements) has been resprited.
image: Door remotes now visibly show their current mode.
/🆑
## About The Pull Request
cultists can now convert pets on their side. when you convert a pet, it
will become much more dangerous and obedient to you, it will also gain a
new dangerous AI. cultist pets will look for fellow dead cultists, and
revive them by dragging them to nearby revival runes and activating it.
if there is no revival runes around them then they will create their own
and drag u to it. u can give them commands to follow, attack, or to
create revival runes. they will also go around to crit non cultists so
cultists can convert them

they will also now feed on organs and blood for healing
## Why It's Good For The Game
adds a extra layer to cult, u can now command non-sentient pets to aid
you
## Changelog
🆑
add: cultists can now convert pets to their side
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Posters now drop into your hand when you cancel the hanging process, or
snip them down with wirecutters. If they can't drop into your hands,
they go to the floor.
Oh, also, this makes it so that abductor wirecutters (or any wirecutters
with a toolspeed better than 0.2 in case of varedits/future additions)
are too weak to cut down abductor posters.
## Why It's Good For The Game
Posters getting dropped to the ground when cancelling the hanging
process has always really annoyed me and I want it to not happen
anymore.
If you want to get those unsightly abductor posters out of your
department you'll have to loot the abductor scientist first (or just
take the wall down but that's admitting defeat).
## Changelog
🆑 Rhials
qol: Posters now return to your hand when the hanging process is
cancelled, or they are snipped down.
qol: Abductor posters can now only be cut down with abductor-tier
wirecutters.
/🆑
## About The Pull Request
This PR aims to take care of a few potential hard dels and fix the
fenced goods category first and foremost.
The PR also adds a new one that enables you to buy mobs captured by
antags in advance, before they're sent back to the station. Unlike other
categories, it doesn't have "Launch" and "Teleport" as delivery methods,
instead it uses a special "Supply Pod" delivery method that ships the
chattel directly to your location. This method costs 400 credits,
however, if you've built the LTSRBT, shipment will be free.
Another thing, I always felt LTSRBT to be pretty fucking dumb as is. Way
too overpriced for the benefits it offers: a slighty cheaper delivery
method that, while definitely better than the other two, doesn't really
pay off or honestly even remotely compensate the 4000 credits you just
spent to get it, especially if you're only buying a couple items at
most. So I decided to remove it from cargo and add it to the blackmarket
as a 500 to 750 creds item, available every round.
Human mobs sold by the pirate bounty pad are no longer deleted, instead
they're properly ransomed and sent to the holding facility, much like
for contractors and tots. This means they're also added to the black
market.
## Why It's Good For The Game
The blackmarket system has some issues to it that need to be fixed
(otherwise the "Fenced Goods" and "Hostages" categories wouldn't work).
The Pirate Pad deleting "ransomed" mobs instead of actually ransoming
them is lame. The LTSRBT shouldn't suck as much. Also more market stuff.
This will fix#81809.
## Changelog
🆑
fix: Fixed the "Fenced Goods" black market category.
balance: Removed the LTSRBT from cargo and added it to the blackmarket,
reduced the price from 4000 to 625 on average.
balance: The time it takes for captured mobs to be automatically sent
back to the station from the holding facility has been increased from
3-4 minutes to 6.
add: You can buy mobs captured by contractors, traitors and pirates from
the black market and have them sent back to the station in advance. For
safety, they'll also be handcuffed (not always) upon delivery.
add: Human mobs sold by pirates are not deleted anymore. Instead,
they're now captured and sent to the holding facility.
/🆑
## About The Pull Request
This adjusts the nukeop reinforcement spawners/reinforcement datums.
There's a lot of very minor code touch-ups involved here, but I've
tested it and it sure does feel like everything still works.
Some unused or unneeded variables on the spawner item were axed. Now
that the reinforcement datum is in use again, it also no longer needs to
manipulate the datum to not use spawnpoints.
There's a cyborg reinforcement datum too. Identical to the human
reinforcement datum, but they're also now used in lieu of the (now
removed) `borg_to_spawn` variable. By removing this variable and
tightening some things up, the logic for generating the deadchat poll is
a little bit smaller.
I'm seriously running out of stuff to say about this PR. Can you tell
that I'm procrastinating on other stuff?
## Why It's Good For The Game
Some information provided to reinforcement candidates/players is more
distinct.
Puts an orphaned datum back into use, and cinches up some code attached
to it. If someone wants to do more with reinforcements or support borgs,
it'll be a bit easier for them.
## Changelog
🆑 Rhials
code: Players now receive antag datums specific for
reinforcements/support borgs.
/🆑
## About The Pull Request
This PR does many things, I'll try to explain the basic/background stuff
to the main thing first:
1. Adds a new remote that allows a human to function like an AI. It
controls a fly that will fly around the station slowly, and when it
reaches a machine then the person can interact with it as if they were
an AI. This required changing a lot of silicon/AI checks with one that
also checks for this remote, and some messing with shared ui state.
2. Moves req_access from the obj and bot to ``/atom/movable`` which lets
it be shared between the two, no more copy-paste and one side lacking
features/checks/signals the other has.
3. Adds a check for AI config for AI-related station traits, which was
lacking prior
Now for the good part...
Adds a new station trait that replaces the AI with a Human.
This person is equipped with an AI headset (including Binary), an
advanced camera console, an omni door wand, the machine controller, and
their laws.
They are immune to the SAT's turrets (even if set to target borgs) and
are slow outside of the SAT, mimicing the actions of the AI.
They interact with the world through their advanced camera console,
which allows them to do most AI stuff needed, and the holopad they can
connect to without having to ring first (like Command can).
They are given a paper with the laws they must follow, but since they
are human they are able to bend it. Cyborgs that run the default lawset
are "slaved" to them via an unremovable law 0, so the Human AI can bend
the laws if they really need to (for their own survival n such), and
make the cyborgs obey their commands above laws, but in general this
shouldn't be a frequent occurrence. This does take into account the
unique AI trait, so it's not guaranteed Asimov.
When this station trait rolls, all Intellicards, AI uploads, and AI core
boards are destroyed and are unresearchable. They can be spawned by
admins in-game if necessary. Maybe in the future we can also exclude
Oldstation from this but I haven't really decided.
Extra perks:
Human AI spawns with a Robotic voicebox (unless they are a body purist)
and teleport blocking implant, so they can't use teleporters to bypass
their on-station slowdown.
They also have an infinite laser pointer that can be used to blind
through their camera console. This is unfortunately nerfed from the
recent borg balance PR that removed its stun. This was meant to be the
alternative to no longer being able to permanently lock borgs down like
AIs can (or more than one, for that matter).
They aren't affected by Roburgers, Acid, and Fuel's toxicity.
Bots salute them like they do Beepsky (which is now a trait)
They spawn with SyndEye to replace the AI's tracking ability
They do not have a bank account
### The machine remote
The machine remote has a little fly in it that flies to the machines it
is pointed to, working as the arms and legs of the Human AI. It scans
the machine and punches in the action the AI does, and is how the AI
accesses basically anything. This fly slowly moves from one machine to
the next, and can be recalled with Alt Click.
It works on machines and bots.
### Video (Low quality to fit Github)
https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8
## Why It's Good For The Game
I've seen a funny screenshot one day of a person replacing the AI by
using a bunch of door remotes, camera console, crew monitoring console,
and a few other things. I've been thinking about that for a few years
and really wanted to make it official if not easier to make possible,
because it is an incredibly funny interaction.
This makes it a reality, and while they aren't as powerful as regular
AIs, I think it makes for better and funnier in-game moments. With the
same weight as Cargorilla (1), I hope this wouldn't be rolling too often
and ruin rounds, but instead show off the different capabilities that
Humans and AIs can do, to do the job of an AI. You win some you lose
some.
## Changelog
🆑 JohnFulpWillard, Tattax
add: Adds a new station trait job: The Human AI.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
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not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
The bulldog shotgun, available to ops, now has a burst fire of 2 rounds.
This means it launches a fairly rapid volley of bullets per click.
Currently, the lone operative spawns with a single bulldog shotgun.
Instead of just the shotgun, the operative now comes with some spare
magazines for their gun.
## Why It's Good For The Game
The bulldog still seems to be really unpopular, and still feels like it
isn't quite doing as much as other options for operatives. Even for the
cheap price, it just doesn't pull its weight. It lacks staying power or
range to face several opponents at once. You can certainly buy ammo to
make it better at engaging at range, but this sometimes begs the
question as to why you bothered with the bulldog over something else.
It is primarily only really good at killing one person at a time in
close quarters, but the person you would be using that power against is
usually a more armored opponent like the Captain or Head of Security.
Lots of other nuclear operative weapons simply do that much better than
the bulldog.
If the bulldog is meant to be mulching single targets one at a time, it
should absolutely be doing that reliably. Because people really like
shotguns. So why not unload two buckshot straight into someone's cranium
with a single pull of the trigger for a nice crunchy splat.
Lone operative got themselves a bulldog, but were cheated out of the
free ammo they would have received if they had simply bought the bulldog
from their uplink. Lone ops are not nearly as scary as an actual
midround nuclear assault, primarily because their objective doesn't come
with the benefit of an infiltrator or a bomb to deliver. They're a
punishment mechanic, technically. But even as a punishment, they don't
really do a terribly good job at punishing. Since the bulldog is focused
on putting down the captain as fast as possible, then it stands to
reason that the lone operative gets as much help accomplishing that as
necessary.
## Changelog
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🆑
balance: Bulldog Shotguns now have a 2-round burst fire.
balance: Lone Operatives now come with some additional Bulldog Shotgun
magazines.
/🆑
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## About The Pull Request
Adds a resistance flag, `SHUTTLE_CRUSH_PROOF`, adds it to the existing
things that have it, and adds it to the immortality spectres.
## Why It's Good For The Game
Gets rid of some hardcoded checks, making it easier for future code (or
admins) to make things immune to shuttle crushing.
Also makes it so immortality spectres are immune to being shuttle
crushed, as that kinda ruins the whole "immortality" thing...
## Changelog
🆑
refactor: Improved shuttle gibbing code, adding a new resistance flag,
`SHUTTLE_CRUSH_PROOF`.
fix: Immortality revival spectres can no longer be crushed by shuttles.
add: The ghost of Poly can no longer be shuttle-crushed, nor can
anything incorporeal.
/🆑
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
In a recent round, it was noticed that it's kind of annoying and fiddly
for an admin to add someone to a blood brother team (for instance, if
they had to recreate someone's mob to fix a different issue).
Now if you add someone to a blood brother team via the teams panel, it
will set them up as a blood brother properly.
It's probably in the future worth examining this behaviour for other
team antags as well.
I also added a link to the Team Panel to the Antag Panel because I had a
skill issue and kept forgetting how to access it.
Finally, the conversion logging looked all kinds of fucked, so I fixed
it. I will be honest: I don't know what that list does but the arguments
it was recording were both wrong and didn't make any sense.
## Why It's Good For The Game
Makes admin lives easier.
Using this panel you can now add sapient Ian to a blood brother team.
## Changelog
🆑
admin: Made it easier for admins to adjust blood brother teams using
admin tools.
fix: Correct blood brother conversion logging.
/🆑
## About The Pull Request
Adds unique icons for several lock path spells: caretaker's refuge,
apetra vulnera and ascended shapeshift.
https://github.com/tgstation/tgstation/assets/44502667/8fe907bc-4da9-4007-97f2-445b26be3068
Never added sprites before, so I hope nothing breaks. Also for some
reason visual studio code really wanted to change some indentation on
some empty lines in apetravulnera.dm, so there's some random changes,
had no idea how to prevent it, and it doesn't seem to actually matter.
## Why It's Good For The Game
These spells used to (except for ascended shapeshift) use icons that
other heretic spells also used, potentially leading to confusion. Also
it's nice to have unique icons for each spell.
## Changelog
🆑
image: added unique icons for spells: caretaker's refuge, apetra vulnera
and ascended shapechange
/🆑
When I made SSpolling, jlsnow gave me his blessing to delete the orbit
polling component [where you orbit something for 20 seconds before it
chooses a ghost from the orbiters]
It's only used in a few places like soulstones replacing
jobbanned/inactive players, etc.
Also upgraded SSpolling; you can now place a little icon on the sides in
the chat message, chat message looks a lot nicer, the alert pic and the
jump target don't have to be the same anymore, and I made it be able to
pre-pick candidates since 90% of the use cases would just want 1
candidate
Also prints to chat who the chosen one was
Also made slime intelligence potions ask the user for a reason, which
will be displayed in the alert poll
## About The Pull Request
Moon smile's durations had some syntax issues, causing their durations
to be much lower than intended, and sanity having very low impact on it.
Also adds a use of SANITY_MAXIMUM define, so that the calculation will
still work if this value is ever changed.
## Why It's Good For The Game
The moon did not smile. It was frowning. Frowning because it was bugged
:( But with this fix it can smile again :)
## Changelog
🆑
fix: fixed some issues when calculating the duration of moon smile's
effects
/🆑
## About The Pull Request
Fixes#81776
- Ensures machinery not sent to the black market dump what must be
dumped first
- Adds feedback messages to sentient bots being stolen
- Adds a few combat log messages to spies stealing things
## Changelog
🆑 Melbert
fix: Fixed spy stolen machines not dumping everything that needed to be
dumped
/🆑
## About The Pull Request
Changes a lot of text. Apart from grammar fixes, here are the notable
changes:
- Ash jaunt description just said it is a "short range jaunt" without
explaining what exactly a jaunt is. I believe it is better to describe
without comparing to another spell the player may not have experience
with.
- Cosmic grasp now explains what the deal is with star marks and cosmic
fields. It is still possible to crosspath into a star mark spell,
skipping this description, but I assume a player like that is
experienced enough to know what the star mark does anyway...
- The knowledge for ash spirits no longer refers to them as "Ash Men" -
"Ash Spirit" is the mob's actual name. If you think "Ash Man" is a
better name, I can change it around so that the mob gets renamed that
instead.
- Removes the lines from paradoxical curio's description about causing
brain damage on examination - many heretic items cause adverse effects
to heathens who try to interact with them, and there is never a need to
clutter the description with them.
- Changes the eldritch coin description, because the old one was, in my
opinion, awkward. I changed it to be more inline with the other items'
descriptions, and to not tell non-heretics what its purpose is. If you
liked the old one better, I can revert this change.
## Why It's Good For The Game
Grammar good. Accurate descriptions good.
## Changelog
🆑
fix: made some heretic descriptions more accurate
spellcheck: improved english of the heretical eldritch patrons
/🆑
## About The Pull Request
This PR adds a new ambush ability to changelings, "Darkness Adaptation"
and tweaks the balance of "Chameleon Skin".
The new cling ability, "Darkness Adaptation". makes your character
translucent and slightly dark while also giving the ability to see
slightly better into dark than normally (30% better). While this ability
is active, flash protection is lowered by one.
Buffs "Chameleon Skin" by reducing the DNA cost to 1 from 2, and sped up
the time it takes to go full invisible by 2.5x and zero instability cost
Below is the picture of the translucency through normal non-night-vision
vision: (note: this is using extremely dark armor already)

Below is the picture of the translucency through the poor night-vision
that the ability gives you:

## Why It's Good For The Game
This ability was added in #11148 back in 2015 and hasn't been touched
for 9 years. The original ability just gave you the _extremely_
situational "chameleon skin" mutation (one that is accessible to the
crew through genetics already). for a whopping **2 mutation points**
cost. The mutation makes you invisible after half a minute or so of
standing still and is immediately broken the second you move or get
pushed.
Compared to other similarly costed powers you get for 2 mutation points,
this is by far the worst bang for your buck by a large margin.
Needless to say, considering with how power-crept everything else in the
game is after all these years. this ability that hasn't been touched for
ages have fell into disuse to the point of uselessness, especially with
the heavy cost it that came with it.
This PR buffs that ability by making it cheaper, in line with the cost
of other less powerful abilities that clings have. and made it 2.5x
faster to turn invisible.
The PR also adds another ambush-oriented ability, "Darkness adaptation".
The ability allows your character to become translucent and slightly
dark while also giving the ability to see slightly better into dark than
normally (30% better); with the downside of your eyes being slightly
worse than before.
This ability follows the general spirit of clings, an stealth-generalist
oriented antag that you never know when they would strike (disguises
already have this effect, but them being far more able to jump you in
maint even more so.). and encourages more creative strategy than just
your average murderbone.
A Perfect force multiplier for maint combat and maint ambushes. Also
synergises well with augmented sight, and the blackish cling armor.
Don't worry if you think the new ability, combined with the faster cham
skin would make you invisible to the naked eye. The mutation cancels out
the translucency of the adaptation.
## Changelog
🆑
add: Adds a new changeling ability, "Darkness Adaptation". Making you
more translucent, especially in darkness and allowing you to see
slightly better in the dark
balance: The changeling power "Chameleon Skin" has been buffed, Reduces
the cost to 1 and sped up the time it takes to turn invisible
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
This hacks up the nukeop.dm file in the antagonists/nukeop folder.
This was originally for the antag datum, and became a kitchen sink that
a lot of disparate stuff got dumped into. Now, the code has been split
up into individual folders (based on antag/team datum type) and put into
order.
In doing all this, I noticed that the reinforcement datum is unused, and
the fix PR for that will probably merge conflict with this (arghghhhh).
## Why It's Good For The Game
Sweep sweep tidy code makes my brain feel better.
I was going to add something that needed a new nukie antag datum type
and couldn't bring myself to cram it into the already bloated nukeop.dm
file, so we must do this first.
## Changelog
🆑 Rhials
code: Splits up the nuclear operative antagonist datum folder.
/🆑
# Disclaimer: No Goon code was referenced or used in the making of this
PR
## About The Pull Request
[Design Document (Read this for more
information)](https://hackmd.io/@L9JPMsZhRO2wI25rNI6GYg/rkYKM9Yc6)
This PR adds Spies as a new roundstart antagonist type, inspired by
Spy-Thiefs from Goonstation.
Spies are tasked with stealing various objects around the station, from
insulated gloves to the black box, from the clown's left leg to the
bridge's communications console.
For every item stolen, the Spy is rewarded with a random item from the
Syndicate Uplink, plus some items uniquely available to the Spy. Stolen
items are then shipped off and sold on the Black Market Uplink, allowing
the crew - or maybe some other evil-doers - to get their hands on them.

More ideas for theft items and bounties are welcome.
## Why It's Good For The Game
See the design document for more information.
In short: Adds a solo antagonist which has less impact than your
Traitors and Heretics, but more impact than Paradox Clones and Thieves.
In other words: On the same tier as old traitors.
Seeks to embrace the sandbox aspect of antagonists more by having no
precise greentext objective, and instead some suggestions for chaos you
can embark in. Have fun with it!
## Changelog
🆑 Melbert
add: Spies may now roam the halls of Space Station 13. Watch your
belongings closely.
/🆑
## About The Pull Request
something something the universe of all possible cases
fixes#81731
## Why It's Good For The Game
cyborg bait not good. also follow your laws first robot!
## Changelog
## About The Pull Request
I requested this as a change on the Hive Head PR but Ghommie didn't
notice and merged it anyway so I had to do it myself instead of forcing
the underclass to do it for me 😔

Anyway now bees created by the "beesplosion" reaction and by the Hive
Head changeling power no longer produce corpses, and have a death
animation.
## Why It's Good For The Game
It looks better.
It was weird that the bees would create corpses if killed but not if
they expired.
## Changelog
🆑
image: adds a visual effect for hive head bees despawning
/🆑
## About The Pull Request
This PR adds a new changeling ability to the game, entitled 'Hive Head'.
A basic description is shown below, as seen in-game.

Hive Head is a two-point ability for Changeling which encases your head
in a bee hive. The bee hive is rather unremarkable as a defensive
utility, boasting extremely poor resistances to all damage types except
for BIO and providing flash resistance (your eyes are being covered).
Along with this, since Hive Head covers your head, you cannot use it
conjunction with chitinous armor, since it requires your head slot be
open. While this all sounds rather bad, the major reason to use this
ability is upon activation, you gain another ability which costs no
chemicals and operates on a cooldown: Release Bees.
Release Bees summons 6 bees on your location which will attack anything
that isn't you or directly allied to you for 20 seconds, which
afterwards the bees will vanish. By default, these bees are standard and
do not inject any sort of chemicals into your victims, so while they can
provide a good distraction and do some damage, they aren't really that
useful. The true value of this ability comes with the fact that the Hive
Head is also a reagent container, which stores up to 50 units of
whatever you want to put inside. While you can't get what you put into
the Hive Head out in any way, summoned bees will pull from the reagents
inside your Hive Head to inject into targets, increasing the amount of
!!FUN!! you can have with them drastically. For example, if you go into
the bar and dump a bunch of different drinks into the Hive Head, your
summoned bees will have equal chance to select any of those drinks to be
what they inject into people. Reagents inside the Hive Head will stay
there until it is dispelled, which upon re-using the ability, the Hive
Head will be empty.
Hive Head also has the additional utility that Release Bees works at any
time so long as you're still wearing it. However, only 1 bee will be
summoned whilst you are in hard crit or dead. Release Bees has a
cooldown of 30 seconds.
Additionally, if mixing chemical cocktails to have a swarm of bees
forcefully inject into people isn't to your liking, Hive Head provides
an alternate mode of use if a legion core is used on it. Using a legion
core on the Hive Head will cause it to mutate, changing its appearance
and functionality. The Legion Hive Head, as opposed to releasing 6 bees,
releases 4 legion skulls to fight for you instead. These legion skulls
do more damage than bees, but can be dispelled by any attack and only
last for 10 seconds as opposed to 20, but this also comes with the added
benefit of a shorter cooldown time of 15 seconds as opposed to 30. The
major benefit of this version of the ability is that if the skulls down
a humanoid target, the skulls will turn that person into an allied
legion, who will use their abilities to support you with healing and
additional skull summoning should they run into a target. Just as
disabling Hive Head normally removes chemicals, Hive Head will return to
normal upon deactivating and reactivating the ability, requiring another
legion core be used to access this version again.

Additionally, this PR adds the sound of a swarm of bees for when the
ability gets activated, new sprites to facilitate implementing this
ability, and some changes to how the armor subset of changeling
abilities work internally in order to add ones that only apply a helmet
or armor as opposed to both. This PR also fixes a bug with bees having
an incorrect sprite offset (they look like they're one tile over to the
left currently).
As always, the numbers and mechanics can be changed if need be, and I'm
open to hearing others' thoughts about this.
## Why It's Good For The Game
Changeling hasn't received a new ability in a very long time, only
reworks to their existing kit, so there haven't been any new toys to
shake up the experience with. Hive Head is something new that fits
Changeling's preference for one-on-one combat (the bees pretty much
always aggro on the same target) while also playing into that weird
alien shapeshifter vibe. Along with this, being able to change what
chemicals the bees inject into people opens the door to creative ways of
using it alongside the rest of the sandbox, so it'll be interesting to
see what players come up with. The additional legion mode is just a
cherry on top, allowing people to play around with the cool legion skull
mechanics in an antagonistic setting.
## Changelog
🆑
add: New Changeling Ability: Hive Head
fix: Fixed bees having an improper sprite offset
/🆑
## About The Pull Request
While on the floor, you can:
- Use the UIs of Atmos machinery (except thermomachine and bluespace gas
vendor), Holopads, Crayons (spray cans too), radios, and Disposal bins
- Close extinguisher cabinets with Right-Click
- Click and drag yourself onto a photocopier to climb onto it.
I also changed all instances of ``ui_status`` to have all the args it's
being passed, I was messing with it a bit but it's gonna be for a later
PR.
## Why It's Good For The Game
It's an extra layer of harmless realism, also nice QoL for people who do
not have functional legs and do not have a wheelchair.
## Changelog
🆑
qol: You can use atmos machines, holopads, crayons, spray cans, and
disposal bins while floored.
fix: You can close extinguisher cabinets while floored.
fix: You can climb onto a photocopier from the floor.
/🆑
## About The Pull Request
adds some explainer text to BB conversion.
## Why It's Good For The Game
I've run into several people recently having issues with this - not
knowing who they can convert or what to do if they lose/break their
flash without successfully converting. Adds a little bit of text to
hopefully help.
## Changelog
🆑
qol: Blood Brother convert objective now explains who you can convert
and what to do if you mess up with your flash.
/🆑
## About The Pull Request
- Fixes#81537. For competing reactions where reaction B consumes the
results formed from reaction A `total_step_added` yields values higher
than the actual volume of products formed causing the reaction to end
early leading to less volume of product formed as explained in the
comment
- Removes `update_total()` from instant reactions as it already does
that for us making it a little faster
- merges `remove_all_direct()` with `remove_all()` to reduce code as
their functionalities are very similar
## Changelog
🆑
fix: multiple reactions occuring in the same holder like mixing drinks
will yield correct reagent result volumes
code: Removes `update_total()` from instant reactions improving
performance slightly
code: merges `remove_all_direct()` with `remove_all()` to reduce code
size
/🆑
## About The Pull Request
Big changes:
- Participation is Valentines day requires consent, as consent is
important.
- When the event triggers, all valid players are automatically signed up
to get a random date. However if you're uninterested, you can opt out of
getting a date.
- This uses the same system as ghost role polling, so it's a
non-obstrusive screen alert + chat box entry.
- AIs are now given a zeroth law to protect their date.
- This does not override existing zeroth laws (for malf ais).
- This zeroth is law is worded in a way such that they are not
effectively malf AIs. Their other laws still apply, but not for
situations pertaining to their date.
- Cyborgs are desynced from AIs and are given similar zeroth laws to
protect their date.

Small changes:
- Valentines cards are now paper. Meaning you can write on them, stamp
them, or yes, burn them.
- Third wheeling is more codified than before. Third wheels get their
own antag datum type.
- The antag panel listing in roundend takes up significantly less room
for each date. Additionally, dates are now paired up with each other.
- Adds implementations for getting pronouns from mind datums.

## Why It's Good For The Game
It's 2024 and our Valentines day is sooo 2012.
I'm a big fan of Valentines Day, personally - it gives me the
opportunity to mess around with another player that I probably would not
otherwise mess around with, getting into shenanigans I would not
otherwise.
But as the years have gone by it's gotten pretty lackluster. Some people
like it as much as I do, but others ditch it entirely and ignore the
objectives.
And if you get paired with someone ignoring it, well, now you're out of
luck!
This is something I'm aiming to rectify by making it opt-in when it
triggers rather than forced. All the people participating will be
guaranteed to get someone who cares about the event as much, which makes
it more fun.
As for the silicon changes, there's been lots of confusion around
silicons and their dates, so I thought I'd fix it here as well.
Also, better late than never?
## Changelog
🆑 Melbert
add: Valentines Day now polls all players for candidates when it
triggers rather than forcing all players to be a Valentine. Consent is
important.
add: Valentine silicons now gain special laws pertaining to their date.
qol: Valentines Cards are now paper, so you can write on them, stamp
them, or burn them.
qol: Valentine's roundend report no longer takes up a massive amount of
space and also no longer sound so, so weird.
/🆑
## About The Pull Request
- Fixes#81514
- Setting TC checked for `value && isnum(value)` which was dumb when
`value` could be `0`.
- Removing Traitor auto-takes uplink from the mob
- Removing Uplink now removes just the uplink code from memory, rather
than all memories
## Changelog
🆑 Melbert
admin: You can now set someone's TC to 0
admin: Removing Traitor from automatically removes the uplink from them
admin: Removing Uplink from someone no longer wipes ALL of their
memories
/🆑
## About The Pull Request
This PR adds a new mobility option for wizards, the Telegram Scepter, a
magical rod that teleports you anywhere you point it.
But be warned, its method of teleportation is very volatile, putting you
in a state of flux. While the scepter itself has no cooldown, using it
while in flux will damage you severely and purge some of your chems. In
fact, any form of magical teleportation will damage you while in flux.
https://github.com/tgstation/tgstation/assets/51863163/b1008f6c-d724-4b7d-8e47-b70e2e770183
Non-wizards who attempt to utilize the wand will find themselves in a
state of permanent flux, meaning any and all teleports are met with
damage. It's also less precise.
Also adds an admin-only version which has infinite range and applies no
flux.
Any semblances to any other game is purely coincidental, I assure you.
Misc. Details:
- I added the ability to pass sound datums to playsound, so it doesn't
override custom sound settings you may want.
- I moved the teleport signals out of the pure-sounding proc `check
teleport`.
## Why It's Good For The Game
I've always thought wizard mobility has been rather lacking, in that you
generally only pick Jaunt.

So when someone threw an offhanded suggestion to make a certain item
from a certain game in discord, my wheel started to turn.
And here we are.
- Teleporting anywhere you can see is very powerful (especially in
conjunction with the Scrying Orb) so this makes it a very high potency
item a wizard can pick up, almost like a targeted blink.
- It is, however, offset by a few things: Namely, the flux mechanic
putting a soft cooldown on teleporting (lest you kill yourself), and it
being an item, meaning you may have to pick up Instant Summons for added
safety.
Overall, I thought it to be a very flavorful mobility option for
wizards. Maybe it will shake up spell selection. Who knows?
## Changelog
🆑 Melbert
add: Wizards have a new mobility option available, the Telegram Scepter.
The ability to travel anywhere you can see at the point of a wand... but
at a price?
/🆑
## About The Pull Request
This PR reduces the amount of time it takes for Nightmare to gain a
critical strike whilst in jaunt (15 > 7 seconds)
## Why It's Good For The Game
Having watched players use the new mechanic added to Nightmare's Light
Eater in #80670, I've recognized that the 15 second requirement is
extremely clunky in practice, as it was a carryover from when Nightmare
got crits from being out of jaunt as opposed to staying in. Since
Nightmare's job requires it to usually be out of jaunt smashing lights
or APCs when it isn't engaged in combat, reducing the time it takes
while in jaunt to gain a critical strike allows Nightmare to get more
use out of the mechanic without throwing off their general game plan so
much.
## Changelog
🆑
balance: Nightmare's Light Eater takes less time in jaunt to gain a
critical strike, being reduced to 7 seconds from 15 seconds.
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Fixes#79713 and partially #80525 - heretics should no longer regain
their spells improperly when coming back from a shapeshift.
Note: heretics losing their living heart when shapeshifting is an
unrelated issue that I wanted to solve in this same PR originally, but
it has proven to be more complicated than anticipated. So only spell fix
for now.
<!-- 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
I see bug I kill it.
<!-- 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
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and 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
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the bat. -->
🆑
fix: heretics no longer lose their spells when returning from a
shapeshift
/🆑
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## About The Pull Request
Fixes Knit Flesh damaging organs instead of healing them, and also the
red color overlay staying on victims forever if the organ extraction
process is interrupted. Also improves some grammar and wording of the
chat messages of the spell.
## Why It's Good For The Game
When a spell says it heals organs, it should not damage them instead.
Also people should not stay red forever I think. And lastly we wants our
chat messages to use proper english, don't we?.
## Changelog
🆑
fix: knit flesh now heals organs as intended, and does not cause its
victims to be red forever if interrupted
spellcheck: knit flesh chat messages are no longer gramatically
incorrect
/🆑
## About The Pull Request
What it says on the tin, Removes the mindshield effect implant on
removing brainwashing, Don't worry though, you can still remove it
through surgery (interdepartmental interaction!). Allows for more
engaging and in-depth gameplay that focuses on making security less
infallible.
## Why It's Good For The Game
This PR makes security more infallible which is a good thing, by making
them more prone to infiltration and backstabbing. it enhances the
paranoia aspect present in the game. no longer can you trust someone
just because they are a member of security (not that they trust them
completely 100% in the first place, changelings exists). allowing for
more deep user-generated stories full with intrigue and depth. the stuff
I feel is the core gameplay loop of SS13. By making sure you can 100%
trust someone with a mindshield and redshirt you take away that feeling
of dread, whether or not this person can be trusted.
Can you trust your sec buddy that was gone for a concerningly long
amount of time arresting and killing a head with just a notion "oh that
guy is a cling"?. what if he was brainwashed within that space of time
and ordered to frame that head? That is what I absolutely love to
happen.
Also to keep it in line with the hypnoflash, where you CAN do this. and
the process is way easier (at a cost of high TC and unreliability).
Brainwashing takes a lot more time to do. it should at least be on par
with hypnotizing.
## Changelog
🆑
balance: Brainwashed individuals can no longer be debrainwashed through
a mindshield implant, they still protect you from brainwashing though!
You just need to get medical to fix them up.
/🆑
## About The Pull Request
[Fixes static lights not
moving](ffef43c05a)
Worked fine when the owner moved, but if the owner was inside something
else, it would try and trigger an update on the PARENT's lights, which
are obviously not us.
[Renames MOVABLE_LIGHT and STATIC_LIGHT to better describe what they
do](de73a63bd4)
People keep trying to change the lighting system of lamps and it makes
me mad.
I choose OVERLAY_LIGHT and COMPLEX_LIGHT here, I couldn't figure out a
better name for turf matrix lighting. Suggestions welcome
## Why It's Good For The Game
Closes#80005
Hopefully improves understanding of lighting at a glance
## Changelog
🆑
fix: Fixes fancy lights not updating their source location when picked
up and moved
/🆑