## About The Pull Request
This PR refactors mind language holders into non-existence
As a result, `update_atom_languages` is no longer necessary
Mind-bound languages are transferred via `/mind/proc/transfer_to`
Species changing no longer deletes and re-creates the mob's language
holder, allowing them to keep any languages they have.
Species languages are sourced from `LANGUAGE_SPECIES` now, meaning they
are removed when they change species. If the mob is not a human with a
species datum, these are effectively just atom level languages.
Makes a bunch of unit tests to ensure language transfer over certain
events works as intended
## Why It's Good For The Game
Mobs with minds having two independent language holders results in a
good few bugs, and simply doesn't make sense when we have sources
(`LANGUAGE_MIND`).
Instead of tracking two language holders, we can simply use sources
better and only track one.
This means that the language holder you start with is your language
holder, period. It doesn't get deleted or re-instantiated or whatever.
## Changelog
🆑 Melbert
refactor: Refactored language holders, making species changes not delete
all of your known languages
/🆑
## About The Pull Request
i maked the mushrom from the simple monster to a basic monster so he is
dont a simple anymore but now he is a basic.i followe the instrucions in
the guide learn-ai.md to maked this pr. i also give the mushrom a extra
feture he will go and hunt food mushroms on the floor to ate them and
when he ate them he will heal small his hp
## Why It's Good For The Game
he is now a basic monster so he is not simple anymore. it is good
because he is a more advance ai and he will stil go and do the same stuf
he did when he is simple but he is now a basic
## Changelog
🆑
refactor: Mushrooms have been refactors, please report any
bugs/unintended behavior
add: the mushroom basic mob can eat the mushroom plant to heal itself
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request

Seeing this pattern repeated over various sections of code was starting
to piss me off
## Why It's Good For The Game
Lessens chance to cause errors with mind traits, ensures consistent
behavior, makes it easier to change how mind traits work if necessary.
## Changelog
hopefully not player facing
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
[Removes the pretense of relative multiz
levels](https://github.com/tgstation/tgstation/pull/76248/commits/0293fdc2bd8c8af7a0d18da33265e060789c71f7)
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](https://github.com/tgstation/tgstation/commit/7d698f02d991eb4e1bde56314c657cf6e48ceb5d)
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
## About The Pull Request
Gives duffelbags their proper slot count
They inherited this from backpacks, but I sorta just forgot about that
[Creates "levels" of locked objects, uses that to make locked duffels
work](https://github.com/tgstation/tgstation/pull/76442/commits/c613c00f62fa3ff03bb33737d24da9acbf2050e3)
[c613c00](https://github.com/tgstation/tgstation/pull/76442/commits/c613c00f62fa3ff03bb33737d24da9acbf2050e3)
Turns locked into something that holds defines, this makes life a lot
easier.
Requires a lot of boilerplate because of how many uses of these procs
there are and all the passthrough and shit.
Adds a few outfit subtypes to avoid this class of failure in future.
Renames the args in a few but not all touched procs, one thing at a time
Closes#76407Closes#76430 Had the lock check in the wrong place
Closes#76441 GOD I HATE TK SO MUCH
Wrote half the pr without glasses so if it's weird gimme some grace
yeah?
## Changelog
🆑
fix: Fixes some fuck with duffelbags, them not holding enough + issues
with spawning gear in them (job shit and all)
/🆑
## About The Pull Request
- In PR https://github.com/tgstation/tgstation/pull/76356 missed a few
bits of maptext around, such as shuttle signs and the supermatter. Small
text adjustments/fixes here.
- Large amount of feedback about the context tooltips. Increases size,
lightens default color as to not be too imposing.
🆑 LT3
qol: Context tooltip size increased
fix: Fixed remnants of old maptext code on various things
/🆑
## About The Pull Request
Checks the `.onstation` var on `/obj/machinery/vending` instead of
checking the z-level directly.
The z-level check is already run in init to set this var in the first
place, but this way it allows the var to be set manually to secure
vendors that are on the station z-level but are not wanted as candidates
for brand intelligence.
This scenario doesn't currently exist here, but it affects things like
https://github.com/Skyrat-SS13/Skyrat-tg/issues/21918 and
future-proofing is always nice.
I did consider doing this as another var, but that felt a bit excessive.
Can change if wanted.
(also removes some duplicate comments because I was there)
## Why It's Good For The Game
Wasted events uhh bad
## Changelog
🆑
fix: Brand intelligence can no longer affect off-station vendors in some
specific circumstances.
/🆑
## About The Pull Request
https://github.com/tgstation/tgstation/assets/28870487/2451bc69-db1e-420d-9a18-2f899ca65427
This introduces a new unfavorable situation (non-antagonist random
events that dynamic triggers under certain circumstances), restricted to
planetary maps (Icebox). An earthquake occurs, felt by everyone on the
map, forming a fault that tears the a hole somewhere on the station.
The fault zone is indicated by shaking tiles, which gives a chance
(about 30 seconds) for you to move your machinery/property/crewmembers
out of the way. If you're on those tiles when the fault forms, get ready
to take a nasty fall.
Anything caught in the fault zone as it collapses inward will be
destroyed, violently, _before_ being dropped down into the z-level
below.

These can also happen as a random event, however their rarity is on-par
with that of a meteor storm.
This also adds a helper for finding a midpoint turf between two provided
turfs, thanks to ZephyrTFA.
This idea basically possessed me over the course of a few days, and I
found myself unable to work on anything else until I had it complete.
I'm glad its done.
## Why It's Good For The Game
Gives Icebox its own big "environmental disaster" event. I'm hoping it
isn't received as being too destructive, but mind that this is meant to
be an equal to the dreaded meteor storm.
Also makes it so that unfavorable events aren't a coinflip between a
portal storm/rod on planetary maps.
## Changelog
🆑 Rhials
add: Chasmic Earthquake random event, exclusive to Icebox. Tears a huge
chasm in the hull of the station. Watch out for shaking tiles!
sound: Adds sounds for distant rumbling, metal creaking, and rubble
shaking.
imageadd: Achievement icon for getting sucked up in an earthquake chasm.
/🆑
## About The Pull Request
Makes transparent kudzu transparent on spawn, not on vine growth.
Currently, they only become transparent after growing in place and not
after mutating, as it should. Timid allows this, as timid is low to the
ground - why shouldn't transparent vines?
## Why It's Good For The Game
Transparent vines should be transparent. Transparent is currently the
only mutation that can't be immediately identified by it's change in
appearance; this puts it back in line with the rest. It also blocks
sight until growth, which makes its viability for positive kudzu
questionable when Timid does everything it can but better. Closes#72660
## Changelog
🆑 Licks-The-Crystal
qol: Makes transparent kudzu transparent (and won't block sight)
/🆑
A long long time ago, when I was but a wee coder, I made the Scrubber
Clog event. I wasn't great at coding then, but about a year later I have
returned to finish what I started.
This PR contains a full code/balance/feature update for the event,
bringing it up to what fledgeling coder Rhials had envisioned but wasn't
experienced enough to do. This contains no fundamental or conceptual
changes, just some TLC.
Since everything's in a new file and there isn't a diff to compare
things with, I'll try to give a quick summary of everything:
FEATURES:
- _The clog event now uses the ventilation pumps instead of scrubbers.
It is now the ventilation clog event. Rejoice._
- Clogs now make a filthy mess when they occur, and make noise when
spawning mobs.
- As more mobs spawn, even more of a mess is made. Different clog event
intensities will produce different messes.
- The mob roster has been updated to include the Mobroach, Mothroach,
and Viscerator for the Strange clog event, and the Hauberroach for the
Major clog event.
CODE:
- The event is now fully self-contained, without requiring any code on
the vent itself to work.
- plunger_act() now has its own signal.
BALANCE (This is just a bunch of tiny insignificant number tweaking
don't worry):
- More mobs can be spawned at once by the event. This shouldn't have any
real impact on how dangerous the minor/major clog events are, but might
make the critical/strange events a smidge more dangerous.
- Max occurrences have been increased. The minor/major clog events are
no longer limited to only three per round.
- There is now a slight chance that a clog event will not announce
itself.
## About The Pull Request
Fugitive Hunter spawning now works a lot more like it does for Pirates.
Rather than just using the spawners, it collects candidates from a ghost
poll, and leaves the remaining spawners to be used if any are left.
## Why It's Good For The Game
The only way this event gathered candidates was through the
notify_ghosts that hunter spawners threw on Initialize(). This easily
flies under the radar (and I think also stopped working after
lazyloading was implemented??), contributing to how infrequently hunter
rolls are taken.
The hunters are an important part of fugitives as a whole, so making
sure they're properly filled out is good.
Closes#74625.
## Changelog
🆑
qol: Fugitive hunters now get a deadchat poll and notify deadchat
properly.
/🆑
## About The Pull Request
This PR is a re-pr of ##70522 , with some tweaks:
Notably:
- Wavespeak is not a say override, but instead uses a mindlink. Meaning
carp and space dragons can still talk verbally, but they can also use
telepathy to talk to all carp and the dragon.
- I would refactor Mind Linker a bit further to be a full datum rather
than a component but that's for another time.
- Removed the gravity aura component in favor of using the existing
forced gravity proximity monitor.
- Also fixed a bug involving that. Lol.
- Minor refactoring around the place.
- Reduced the volume on a lot of space dragon sounds.
- Edited the roundend report for Space Dragons to collate all entries
into one per player.

## Why It's Good For The Game
Space dragon still plays pretty "play lame win game" right now, the
optimal strategy for them is to find the cheesiest spot for a portal and
spam their stun / fire breath to make it unreachable.
I was a fan of the original PR so I updated it and brought it back.
## Changelog
🆑 IndieanaJones, Melbert
balance: Space Dragon can no longer choose its rift locations freely,
and instead is given 5 pre-determined locations to pick from instead
balance: Space Dragon itself has been buffed in order to support a more
confrontational playstyle, however its wing gust now requires a line of
sight to targets in order to affect them.
balance: Player Space Carp from rifts now have buffed health, but
reduced object damage values. They also gain a temporary speed boost
when hit by Space Dragon's fire breath instead of taking damage.
balance: Carp rift spawn times have been reduced, the healing AOE is now
a 3x3 instead of a 1x1, and apply normal gravity in a large radius
around them
balance: Space Dragon and rift carps now communicate on a private mind
link channel via action button similar to Raw Prophets and Slimepeople.
fix: Fixed Gravity Generator forced gravity not applying.
fix: Intern Announcer will no longer replace Space Dragon announcements.
qol: The roundend report for space dragons now collates all players who
played a carp into one entry, rather than one per carp spawned.
qol: Space Dragon sounds are much less ear piercingly loud.
/🆑
---------
Co-authored-by: IndieanaJones <mariosuperstar384@gmail.com>
Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
## About The Pull Request
Adds defines for gasses and replaces uses I've found to instead use the
defines.
Can you believe I made this PR while trying to work with Xenos? This
sucks!
## Why It's Good For The Game
There's a lot of different uses of things like "o2" and "plasma", and
they are pretty inconsistent. In some places, it's "hydrogen", in others
it's "h2". In some it's "plasma", others "plasm". This unifies it all
under defines so it has a less chance of breaking in the future.
## Changelog
Nothing player-facing.
## About The Pull Request
https://www.youtube.com/watch?v=bcUuqKrnvVY <- me getting rid of every
simple animal one thing at a time
Turns lightgeists into a basic mob. There are a few key advantages into
its implementation that was previously impossible in the simple animal
framework, which is entirely possible now.
## Why It's Good For The Game
Lightgeists can actually have a bit of AI now, as a treat. They didn't
have it prior because I assume if they attacked anything, they would end
up healing it, and we didn't really have an option in the simple animal
AI to say "do not attack"... This really fixes that so they can wander
around a bit and look cute if some admin decides to spawn them in (but
the only way to get them outright is to use the anomalous crystal, which
auto-assigns a player). You don't see the AI if a player ghosts out of
the lightgeist because the lightgeist will delete itself on ghost
(previous behavior).
It also gets rid of some janky AttackingTarget() override that was
completely un-needed post-#73202.
## Changelog
Nothing really player facing.
## About The Pull Request
Converts butterflies into basic mobs.
Also a little list organisation.
<details>
<summary>Yep, those are some butterflies alright</summary>

</details>
## Changelog
🆑
refactor: Converted butterflies to the basic mob system
add: Butterflies can now be grown in cytology
/🆑
This was pretty simple since they didn't have too much custom behavior,
and whatever they did have already had AI behavior. I got really burned
out the last two times I wrote intricate AI action/decision behaviors so
I'm just taking it light and doing the bare minimum.
one day our shackles will be free of the simple animal scourge. they're
also a bit more intelligent, and i daresay a bit cuter too now.
also that lizard gib animation has been sitting there for god knows how
long completely unseen, so let's actually hook it into the mob.
## About The Pull Request
Fixes#75451
Originally I just whitelisted them because they're structures that are
supported by their surroundings... but there's still the theoretical
scenario where it has expanded over a reasonably large chasm and then
becomes almost impossible to remove because you can't easily get at the
ones in the middle, and it would be "levitating" after you cut off
everything around the edge.
So instead this adds a trait which restores the original behaviour of
chasms where they delete stuff which falls into them and applies it to
Blobs and Kudzu.
## Why It's Good For The Game
It's a very niche scenario but "expanding structure falls into abstract
chasm storage" causes issues where it potentially keeps processing in
there and there isn't much you can do about it.
Maybe there's other stuff that commonly falls into chasms we'll decide
that we want to delete instead of keeping in pools now that you can just
slap a trait onto something to do it, future consideration.
## Changelog
🆑
fix: Blob and Kudzu tiles which expand into chasms will now be correctly
destroyed by the chasm.
/🆑
## About The Pull Request
Adds announce_to_ghosts()/notify_ghosts() calls to a bunch of different
things.
**THIS INCLUDES:**
- Powersink being activated/reaching critical (explosion) heat capacity.
- His Grace being awoken.
- Hot Potatoes being armed.
- Ascension Rituals being completed.
- Eyesnatcher victims.
- Ovens exploding as a result of the Aurora Caelus event.
- Wizard Imposter spawns.
- Rock-Paper-Scissors with death as the result of Helbital consumption.
- BSA impact sites.
- Spontaneous Appendicitis.
- The purchasing of a badass syndie balloon.
- The Supermatter beginning to delaminate.
This was everything that I could think of that would be worth announcing
to deadchat. These were all chosen with consideration to questions like
"how easy would it be to spam deadchat with this?" and "will observers
actually see the interesting thing happen, or just the aftermath?".
Not gonna lie, I've really become an observer main as of recently. Maybe
that's being reflected in my recent PRs. Who's to say? Deadchat
Announcement Variety Pack 2 will probably never come out. Sorry.
## Why It's Good For The Game
Gives deadchat a better indiciation of when/where something **REALLY
FUNNY** is about to happen. Draws attention to certain things that are
likely to gather an audience anyways, but sooner (for your viewing
pleasure). In simple terms, it helps the observers observe things
better.
Some cases, such as the aurora caelus or helbitaljanken, are occurrences
so rare that they deserve the audience.
## Changelog
🆑 Rhials
qol: Observers now recieve an alert when a powersink is activated/about
to explode.
qol: His Grace being awoken now alerts observers, to give you a
headstart on your murderbone ghost ring.
qol: Ascension Rituals being completed will also alert observers, for
basically the same reason.
qol: Arming a hot potato will now alert observers. Catch!
qol: Eyesnatcher victims will now notify observers, and invite them to
laugh at their state of misery and impotence.
qol: Observers will be notified of any acute references to The Simpsons
or other 20th Television America copyright properties.
qol: Wizard Imposter spawns alert observers, much like any other ghost
role event should.
qol: Playing Rock-Paper-Scissors with death will now alert the observers
and invite them to watch. Better not choke!
qol: Observers now get an orbit link for BSA impact sites. Why does it
keep teleporting me to the AI upload??
qol: Spontaneous Appendicitis now alerts deadchat.
qol: The purchasing of a badass syndie balloon now alerts deadchat. You
might not be any more powerful, but at least you have an audience.
qol: When beginning to delaminate, the Supermatter will alert observers
and invite them to watch the fireworks.
/🆑
This PR demotes the Psyker-gang from a pirate team to a fugitive hunting
team. For more information on Psyker pirates, please refer to #71650.
Stuff this also does in the process:
- Gives fugitive hunters their own subfolder in the fugitives antagonist
folder, moves some of their stuff into hunter-specific files rather than
interlacing it with the rest of the fugitive code.
- Moves the hunter backstories to defines, to make reading things easier
while I made this change.
- Exhaustively moves everything related to psykers from being
pirate-oriented to hunter-oriented (typepaths, locations where stuff is
defined, etc. There should be nothing left behind related to psykers in
anything pirate related). (Tell me if I missed anything somehow).
They still get their ship (they even get their own custom
psyker-friendly prisoner capsule). They still have a bunch of lethally
chambered firearms. They're the same gunrunning nutcases they were
before, just as bounty hunters.
To assist with basic tasks such as "getting to the station" or "figuring
out who the fuck we're supposed to be kidnapping", the psykers have
"acquired" a Seer to assist them. They can _try_ to coordinate the
psykers and lead them through situations where their impairments put
them at too great a disadvantage. If you're one of the psykers, make
sure to keep this guy alive at all costs!
Why are they called Shikaris instead of hunters? Mariam-Webster says
it's a Hindi word for some kind of hunter/tracker, and it sounded like
something a bunch of space-junkies would call themselves because they
think it sounds cool.
They now also come with a slightly different motivation, now that they
can't directly threaten the crew for money. Psyker hunters now arrive
tasked with a dirty kidnapping job, payment rendered in GORE.
## Why It's Good For The Game
Psykers aren't up to the challenge of being pirates. They're bogged down
by a number of fundamental issues that render them unable to do anything
expected of pirates. As it currently stands, they present about as much
threat as you would expect from three blind junkies with guns.
Removing them wholesale would be kind of lame. They can function as a
bunch of chaotic-neutral gun-toting space-maniacs, but for the purposes
of gameplay, keeping them as pirates would be a waste of their talents.
Moving them to a lower-stakes role not only moves them to a niche they
are more capable of filling, but gives players a more lax environment to
get a grip on playing psyker without being overwhelmed.
Giving them a seeing-eye role should bring a more unique dynamic to how
psykers are played (that is, some semblance of organization rather than
blind flailing), and should help get over the mechanical hurdles of
being a psyker until better solutions can be made. It shouldn't be too
big of an impact on balance considering the psyker gang only has three
spawns, while most hunter packs have 4+.
basically ex_act's implementation on basic mobs would call parent and
then react to it's value, this is presumably to do the first check about
space vine mutations and whatever. the problem is that the `/mob/living`
implementation would itself also call parent, and that would always
return null because `/atom/proc/ex_act` doesn't have a set return value.
So, this simply would _always_ early return, with ex_act presumably
*never* working on basic mobs for at least four months now.
I decided to then change up the return values for pretty much all
implementations of `ex_act()` since there was no rhyme or reason to
returning null/FALSE/TRUE, and documenting why it's like that.
Just to make sure I wasn't breaking anything doing this (at least on
base implementations), I wrote a unit test for all of the three major
physical types in game (objs, mobs, turfs) because i am a paranoid
fuckar. we should be good to go now though.
## Why It's Good For The Game
i noticed this because placing c4's on sargeant araneus wouldn't
actually damage it whatsoever. now it actually does the stated 30
damage, but araneus has like 250 health so it doesn't actually matter in
the long run. whatever at least it does the damn 30 now.
also adds a unit test for this specific case as well as a range of other
cases to ensure this stuff doesn't silently break in this way anymore
## About The Pull Request
Fixes a small grammatical error with the anomaly announcement text.
## Why It's Good For The Game
Words words words words words words words.
## Changelog
🆑
spellcheck: The hallucinatory anomaly announcement is no longer missing
words.
/🆑
## About The Pull Request
Turns out that Russian mobs are literally just Syndicate mobs, so I made
them subtypes of Syndicate basic mobs. This means we don't have to
maintain these two different mobs just to do the exact same thing.
I also removed unused subtypes of it so it's not clogging up.
Also this PR is inspired by a CI failure in [Birdshot
here](https://github.com/tgstation/tgstation/actions/runs/4841059293/jobs/8627176442?pr=75042)
## Why It's Good For The Game
I mostly explained in the About section, but this just helps future
maintaining by making these already copy-pastes of eachother, at least a
subtype instead.
## Changelog
🆑
refactor: Russian mobs are now subtypes of Syndicate basic mobs.
/🆑
## About The Pull Request
shuttle_loan_datum.dm had two entries for the department_resupply
variation. One of those is the Syndicate hijacking event, and the other
is the resupply. This fixes that so those two events don't conflict with
each other.
## Why It's Good For The Game
It removes a problem with the code, and makes it so that admins can
force either the syndicate hijacking or the resupply
## Changelog
🆑
fix: Shuttle Loan event's resupply and hijacking have been separated
into two different datums
/🆑
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
## About The Pull Request
Most calls of runEvent() now provide a cause that is read out to
deadchat. announce_deadchat() has been slightly adjusted to accommodate
this.
Previously, everything that wasn't a truly random event would broadcast
with the same generic "XYZ has just been triggered!" message. Now, you
get a little bit more detail as to why/what triggered the event.
Some helpers in the __HELPERS/events.dm file have been made, for forcing
events normally/async/after a delay (using an addtimer). This also moves
a lot (but not all) instances of events being forced to these helpers.
Some samples:

Traitors using uplink viruses to turn off the power/comms.

Beer nuke!

For when a traitor takes an Space Dragon final objective, which summons
a carp migration event.

Wizard ritual events!

Even this one!
This also changes runEvent() to run_event(), because I figured I'd be
touching every single instance of the proc anyways.
## Why It's Good For The Game
Better feedback, less confusion amongst deadchat's constituents.
Some of them may be a bit self-explanatory, but in some cases
(especially the apocalypse rune) it's beneficial to know that an admin
isn't the one behind 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
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
🆑 Rhials
qol: Deadchat now gets more juicy details on what has triggered a
non-randomly occurring random event.
code: There are now helpers for forcing events in a variety of ways.
More events! More events!!!!!!!
/🆑
## About The Pull Request
This makes three changes regarding the Major Space Dust event.
The first reverts it back to a meteor_wave subtype (rather than a
space_dust subtype), a choice I made in #69866 that feels really stupid
in retrospect.
The second set of changes pertain to the event's numbers. It increases
the weight (8 -> 14) and reduces the earliest_start time (25 MINUTES ->
15 MINUTES). The announce_chance has been reduced (100 -> 85), and there
are a few more announcement messages in the pool.
Lastly, this adds a quick random_event_weight_modifier station trait
that makes the Major Space Dust more common. Let's hope it doesn't
scratch the hull!
This also removes an outdated comment from the revolutionary fervor
station trait, because I was near it.
## Why It's Good For The Game
It's way more sane to handle this event as a meteor_wave. It walks and
talks like a meteor wave, why shouldn't it be one?
Major Space Dust works as a nice fluff event. It's low-impact and might
give engineering something to fix every now and then. It's not
particularly special either, so I don't think it would hurt to make the
event bit more frequent.
New station trait for people (presumably engineering players) to work
around.
## Changelog
🆑 Rhials
add: New event weight station trait -- Dust Stormfront.
balance: Space Weather Forecast -- Expect more frequent Major Space Dust
storms in the foreseeable future.
code: The Major Space Dust event is once again returned to being a
meteor_wave event instead of a Space Dust subtype.
/🆑
## About The Pull Request
Turns Space Bats into a basic mob, why not.
I also noticed some retaliate mobs weren't in the retaliate folder, and
moved them over. I didn't move goats over because they're in a large
file and didn't want to really expand much on this PR that I just wanted
to focus on just bats.
## Why It's Good For The Game
I was just messing around with some bat stuff and thought I might as
well make them basic mobs.
## Changelog
🆑
code: Space Bats are now Basic mobs.
/🆑
## About The Pull Request
Admins can now customize the location, potency and production stats for
the space vines event, they can also use the new checkbox input system
to select any number of mutations for the vine.
Also fixes a bug where random event kudzu was always spawning without
mutations.
Also adds support for minimum number of options for the checkbox system
rather than it being hardcoded to one (0 mutation kudzu support)
## Why It's Good For The Game
Space vines was practically begging to have admin customization added to
it since its very impractical for admins to make custom kudzu, with this
admins can create space vine threats tailored to the round by selecting
interesting locations/mutations based on current station circumstances.
Also bugfix + dehardcoding a thing.
## Changelog
🆑
admin: Admins can now control the spawn location, potency, production
and starting mutations of the space vines event.
fix: The space vine event will now correctly give vines mutations when
they spawn rather than always being mutation free.
code: Checkbox tgui inputs now support setting a minimum number of
inputs rather than it being hardcoded to 1.
/🆑
## About The Pull Request
Adds an announce_to_ghosts for the landing zone indicator spawned by the
cargo pod event. This means that the ghosts are alerted to where the pod
lands and also get to see the effects of the impact if they choose to
hop over.
## Why It's Good For The Game
Gives deadchat yet another form of idle stimulation -- something for
them to congregate around and have a thoughtful discussion about.
I realize that this is the third "adds a ghost orbit popup to a random
event" PR, so give me a heads up if there are any other events that
would benefit from having an announce_to_ghosts and I can just add them
here.
## Changelog
🆑
qol: Ghosts are now notified and given an orbit popup for the Stray
Cargo Pod random event.
/🆑
## About The Pull Request
Adds two new global helper procs, find_maintenance_spawn and
find_space_spawn. These check the list of maintenance/space carp spawn
landmarks, and return the turf of a random one.
The find_maintenance_spawn helper has two arguments, for atmos safety
checks and making sure the spawn is properly shrouded in darkness.
This also includes some tidiness changes to the ghost_role event file,
because the helper was originally just going to be a proc on ghost role
events.
**Stuff moved to find_maintenance_spawn:**
- Spiders
- Nightmares
- Fugitives
- Paradox clones
- Morph
**Stuff moved to find_space_spawn:**
- Space Dragon
- Loneop
- Ninja
- Slaughter Demon
- Revenant backup spawn location
If we ignore all of the autodocing, this should remove about a dozen or
two lines of code.
## Why It's Good For The Game
Reduces an amount of duplicated code. Also makes future implementation a
bit easier and less copy-pastey.
## Changelog
🆑 Rhials
code: Adds two new super-duper helpful helper procs for finding a
maintenance/space spawn location, for all of your
event/midround/whatever needs!
code: Moves all midrounds/ghost_role events that hinged on
maintenance/space carp spawns to the aforementioned helpers.
code: The ghost_role event module file is now autodoced.
/🆑
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects
regexes used
git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
## About The Pull Request
### **Cargo Black Market goods should stay in cargo's hands**
#### New Cargo Console Category: Imports
This category is explicitly the non-departmental category beyond simply
having a Misc category. It is meant for material that nobody is meant to
be buying for their departments, and mostly for the odd-ball crates that
might show up. It also allows us to maintain contraband as exactly that;
contraband that the departments shouldn't have access too whatsoever. If
someone is buying from this category, they probably intend to be a
cheeky fuck.
<details>
<summary>The New Changes</summary>
#### Baseline Imports
MEAT: MEAT (meat backpack you can eat)
<details>
<summary>MEAT</summary>


</details>
Duct Spiders: They're adorable and cause a mess, but that doesn't stop
Nanotrasen from importing them from the Australicus sector to your
station!
Stack of 50 Bamboo Cuttings: Pretty expensive and kind of a premium.
Allows for those people looking to make bamboo decorations without
hoping botany exists, and are at least willing to pay. Also lets them
make horribly dangerous stuff with bamboo, of course.
A Single Sheet of Bananium: The problems this will cause I think speak
for themselves. (mostly due to a clown fruitlessly attempting to make
something actually disruptive while bankrupting cargo)
Natural Fish Bait: It isn't cheating, it's homemade. (Really good bait
but expensive and obviously drugs)
A dumpster...: A corpse in a dumpster, doesn't get more complicated than
that. Useful for corpse reasons.
Made using some code I borrowed from over here!
https://github.com/lizardqueenlexi/orbstation/pull/354
#### Contraband Imports
Foam Force Pistols: Same as it ever was with a price reduction. I
brought it down because riot darts are like 8 bullets a clip, and do
less damage than a disabler using riot darts. It feels like a sidegrade
weapon, and even if it technically is a ballistic weapon, it...isn't
that strong. I think this is pretty safe.
Definitely Not a Duct Spider: It's actually a giant spider in a box. If
you want to waste cargo's money while also sending them a mess to deal
with, this is the crate for you.
Russian Surplus Military Gear Crate: I took this opportunity to futz
with boltaction rifles. There are two kinds of mosin nagant you can get
in this crate. One of them is the good kind (no jamming). The other is
the shit kind (yes jamming), but you get more of them. You can get the
good ammo, or you can get the shit ammo. You'll have to pick through it
a lot more carefully to make sure you know which ones you've received.
Since this dilutes the pool even further, getting a good number of
mosins that aren't trash is even more expensive, and even if you do get
mosins at all, you might still only get the bad ammunition that doesn't
work against actual human threats as well. It also now cannot be
purchased through the security cargo supply console, and as to why they
could in the first place baffles me. Doesn't have a lock anymore
because...it's contraband? Who is locking this stuff?
**Side note: _You can make surplus 7.62 in the autolathe as well. It is
not very good except to fight fauna or naked assistants._**
**Side Side note: _I've killed off the shitty brand_new subtype and
brought peace once more to this land._**
#### Illegal Imports (Emag)
NULL_ENTRY: A journal that suggests how to make a...very interesting
weapon. The Regal Condor. Kind of an evolution on some other ideas I've
had over the years. This one is basically a secret weapon with a few
hurdles to jump through. Very lethal. Very expensive.
**Side note: _For reference, it's effectively 19 TC worth of gear to
make, but there does exist some methods to acquire this more cheaply if
you can get some bits and pieces from world spawns. Given it requires
you to get some pieces of equipment that might require additional
purchases of contraband, and getting into the captain's office to loot a
specific piece of clothing, the stakes more than make up for the
effectiveness._**
Smuggled WT-550 Autorifle Crate: This is basically the same, but you
might have noticed had you recently attempted, like me, to buy these
when you emagged them using a personal account and discovered a tragic
oversight. You couldn't, because they still needed armory access. This
removes that access, because you've already gone to the effort of
getting your hands on an illicit firearm through cargo, and if they
techs somehow miss the fact that you've purchased a WT-550...all the
better for you!
Smuggled WT-550 Ammo Crate: Includes AP and Incendiary!
**Side note: _You can get WT-550 ammo again via the Illegal Technology
node._**
Shocktrooper: Replaces the Special Ops crate. Contains a box of EMPs,
smoke grenades, a couple of gluon grenades and a couple of frag
grenades. Funsies.
Special Ops: The NEW Special Ops crate. Contains a chameleon mask,
jumpsuit and agent card. And a knife.
**Side note: _This is what appears in some cargo loan events._**
Refurbished Mosin Nagant Crate: The actual good mosin nagants. There are
6 of them. But they don't come with spare ammo. Hand them out to your
techs!
</details>
#### New Crates
- MEAT crate - Standard
- Duct Spider crate - Standard
- Giant Hostile Spider crate - Contraband
- 50 sheets of Bamboo crate - Standard
- A single sheet of bananium crate - Standard
- Natural (drugs) fish bait - Standard
- Dumpster with a corpse in it - Standard
- Shocktrooper crate (Grenades) - Emag
- Special Ops crate (Disguise) - Emag - Appears in some cargo loan
events
- Refurbished Mosin Nagant crate - Emag
- Regal Condor construction journal (NULL_ENTRY) - Emag
#### Changed Crates
- Foam Force Pistols (cheaper) - Contraband
- Russian Surplus Crate (less reliable, can't be bought by security
console) - Contraband
- WT-550 crate (more obtainable via personal accounts, thus
incriminating, not armory locked) - Emag
- WT-550 ammo (includes incendiary and AP) - Emag
#### Crates that got moved, unchanged, into Imports
- Foam Force Crate
- Cosa Nostra Crate
- Black Market LTSRBT
- 'Contraband' Crate
- Biker Gang Crate
#### Not crate changes
- You can print Surplus 7.62 (same as normal 7.62 but it sucks against
armor) from hacked autolathes.
- You can get WT-550 ammo from illegal tech.
- Removes the redundant Brand New Mosin subtype
- Fixes a potential exploit with jamming chance on Mosins.
## Why It's Good For The Game
I just think some of the magic of Cargo getting their hands on obviously
dangerous equipment and either hording it for themselves or attempting
to pawn it off was lost in recent times. A lot of this 'black market'
gear, however, suddenly became openly available to the crew anyway. For
_free_. Contraband crates and mafia crates could be purchased via the
Service budget. Security could just stock up en masse on mosins through
their console. And one fairly unfortunate consequence of a few recent
changes has made it nearly impossible to actually get illicit gear in
the first place, even if you did go to the effort of getting the money
for it.
On top of this, most of cargo's goods are pretty safe purchases. There
isn't much that would be considered 'actually a really bad idea to buy'
other than maybe supermatter shards. I wouldn't mind there existing ways
for someone to waste cargo's money while also causing them to have to
clean up the mess.
## Changelog
🆑
balance: A significant overhaul of various illicit and dubiously legal
goods and gadgets available via cargo.
balance: Cargo now has an Import category for all non-departmental
goods. (And black market goods)
balance: Most contraband that already exists has been moved into
Imports.
adds: Includes several new imports of dubious quality. You get what you
pay for.
code: Removes the brand new mosin subtype as it is now defunct.
fix: Fixes potentially exploitative code in the jamming proc. Cleans up
that code while I'm at it.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
## About The Pull Request

**This PR:**
- Reworks most* existing soup into reagents.
- Adds Stoves and Ranges. Ranges replace most* existing ovens.
- Adds soup pots, to cook soup
**How does it work?**
In the kitchen you will find a stove now.
Stoves act as a "reagent container heater", essentially a chem heater.
You can set a pot onto the stove.
To make soup, visit the cooking recipe book for a guide. Most recipes
are the same as before, just tweaked slightly - Add water to the pot (50
units for 1 batch generally), then add all the corresponding ingredients
to the pot. Set the pot out on the stove and right click it to turn it
on. If the recipe's correct, shortly it will start to mix and give you
soup!
One soup recipe will give you roughly 3 servings of soup. You can pour
our the soup into a bowl using a ladle or just by pouring it manually.
Of note: **All of the reagent contents of the ingredient are transferred
into the soup.** Better, more nutrient rich ingredients produces more
soup, and poisoned produce will pass it on.
If you place the soup into a chem master, you will notice it's roughly
half "soup reagent" and half a variety of reagents, including nutriments
/ proteins. This is your soup! It is recommended you serve your soup
with the reagents included, as they make up more nutrition for the
customer, however you can separate it out if you're picky.
**Todo:**
- [x] Fill out the PR body a bit more
- [x] Mapping (wait for big merge conflict pr to go past)
- [x] Soup colors
- [x] Balance pass over for soup recipes
- [x] TODOs
- [ ] Unit tests
- [x] Cullen Skink's recipe is invalid
- [x] Try to see if there's an easy way to prevent soup from fattening
you up too easy.
## Why it's good for the game
Adds some more depth to the kitchen and moves chef away from the
click-button-get-food style that exists.
Allows for inherently custom soups by the way of making it reagents, so
no need to support custom soup food items.
## Changelog
🆑 Melbert, stove and pot sprites by Kryson, ladle sprite by Kinneb
add: Kitchens are now stocked with Ranges.
add: You can now print (and create) Stoves.
add: The dinnerware vendor now dispenses ladles.
add: Spoons can now actually spoon... things.
add: Soup has been reworked entirely. Soups are now reagents, cooked via
a soup pot on a Stove or Range. Simply add water and your required
items, then apply heat. Be careful not to boil over!
add: Stoves, Ranges, and Griddles will now heat up their surroundings -
don't turn them on around plasma!
fix: Fixes being able to cook in an Oven while the room is depowered
qol: Hitting a customer bot with an incorrect recipe no longer counts as
a hostile attack leading to your demise shortly after
refactor: Customer bots that request a reagent now use custom orders
code: Cut down a lot of code in the crafting menu code, and removes some
ugly ispaths
del: Soup is no longer food items, so can't appear in random food pools
(at least not yet).
balance: Virus Food recipe now requires you cool it to 200k.
/🆑
## About The Pull Request
A disgruntled scientist, formerly the project lead at an experimental
cloaking technology lab, now on the run for stealing the very prototypes
they helped create.

You start off with a toggleable cloaking implant (makes you a bit more
invisible than a cloaked ninja), and some Stabilized Saturn-X injectors
(Which turn you COMPLETELY invisible).
The three Saturn-X injectors grant you a cumulative 30 minutes of total
invisibility (with the caveat and associated complications of you having
to be naked and not able to just take them all at once
consequence-free). It may not be as powerful as Waldo and his almighty
Knock spell, but don't underestimate how much the camouflage can do for
you in the dark.

So go on, blend in with the crew. When the hunters come looking, shed
your uniform and disappear...
The color of this PR is: **Purple**.
## Why It's Good For The Game
Adds some variety to solo fugitive selections (Waldo is still a
bastard). Gives the opportunity for High-End SS13 Stealth Gameplay.
## Changelog
🆑 Rhials
add: New solo fugitive backstory: The Invisible Man!
spriteadd: New purple medipen and admittedly bad camouflage icon hud
button sprite.
/🆑
## About The Pull Request
The xeno_spawn landmark, used to pick spawn locations for many different
midrounds (but NOT xenomorphs, ironically), has been killed and been
replaced with the generic_maintenance_landmark landmark.
This also adds atmos safety checks to some of the midround spawn
location selections that were missing them:
- Paradox Clone
- Nightmare
- Fugitives
- Morph
I decided to do both of these at the same time, since I'd be touching
most of the same files anyways.
This includes an updatepaths that, if you are on a downstream running a
custom map, should probably definitely run.
## Why It's Good For The Game
It may not be a secret that these landmarks aren't used for spawning
xenomorphs anymore, but the name is still deceptive. This should
communicate what they're used for a bit better to both coders and
mappers.
Atmos safety checks (for the midrounds I hadn't yet added them to) make
sure people can play the game.
Closes#74372.
## Changelog
🆑
code: The xeno_spawn landmark is now the generic_maintenance_landmark
landmark.
fix: Certain midrounds will now check for atmos safety before spawning.
/🆑
## About The Pull Request
Slight balancing for disease outbreak in conjunction with
https://github.com/tgstation/tgstation/pull/74343
- Fluids transmission reduced
- Respiration transmission slightly increased
- Low severity frequency increased
- Cures list now uses levels 4-7
- Minimum pop/time to avoid shafting lowpop shifts, modified weight to
match carp and radiation leak
## Why It's Good For The Game
- Fluids transmission diseases are quite useless except for one unlucky
person
- Annoying/harmless diseases are more likely, but also more likely to
spread
- With the balance of some cure chemicals, shifted the level for cures
- Don't run when it's super low pop, when they aren't likely to have a
fully staffed medical
## Changelog
🆑 LT3
balance: Random Disease: Fluids transmission frequency reduced
balance: Random Disease: Respiration transmission frequency increased
balance: Random Disease: Low severity frequency increased
balance: Random Disease: Cures list removes dispenser reagents and food
products
balance: Random Disease: Minimum pop and minimum round timer added to
event check
/🆑
## About The Pull Request
Adjusts how the fugitives event decides to select its backstories.
Formerly, the game would decide if it was polling for a solo (Waldo) or
team (4 player) backstory first, meaning the event could fail if only 3
people signed up when the event decided to run a team backstory. It also
meant that, even with thirty people signed up, a solo backstory (still
just Waldo for now) could be selected. What a waste!
Now, the event receives its signups and uses them to decide which
backstory to choose. If there aren't enough players for a team, a solo
backstory is chosen. If a team can be formed, the event may still decide
to run a solo backstory, but the chance scales inversely with the number
of candidates.
This also adds an atmos safety check to their spawn location finder,
because I was in the area.
## Why It's Good For The Game
Helps a deadchat sink even be more of a deadchat sink. Waldo is a
bastard.
## Changelog
🆑
balance: Fugitive team backstories will now be selected with
consideration to the number of people who sign up.
qol: Fugitives can no longer spawn in atmos-unsafe areas.
/🆑
## About The Pull Request
<details>
<summary>Dark Matt-eor Image</summary>

</details>
> A barely visible blur in the cosmic darkness, like a ghostly shadow on
a moonless night. A piercing howl in the vacuum of space, as if it were
tearing the fabric of reality. A twisted halo of light around it,
bending and breaking the rays of distant suns. A shower of quantum
sparks, flickering and fading in its wake. A dark matter meteor (dark
matt-eor) is a wonder to witness, and to dread.
> A sudden impact, like a hammer blow to the heart of the station. A
violent tremor, shaking and shattering the metal walls and windows. A
deafening roar, as the air rushes out of the breached hull. A blinding
flash, as the dark matter meteor unleashes its hidden energy. A tiny
black hole, forming and growing in the center of the station. A
relentless pull, dragging everything towards the abyss. A dark matter
meteor is incredibly deadly.
Emagging too many meteor shields will summon a dark matt-eor. This comes
with several warnings, and after awhile, warns the station that someone
is trying to summon a dark matteor.
The dark matt-eor itself is not that damaging in its impact, but drops a
singularity in its final resting place.
## Why It's Good For The Game
It's a new way to terrorize a round as an antagonist. Before, emagging a
lot of meteor shields would basically make meteor showers the only event
that can run, which is cool, but since constant meteor waves are going
to destroy the station, let's also throw in the mother of all meteors!
This also adds warnings to spamming emagging meteor shields, which imo
needs it. The round ends when someone spams emagged meteor shields, and
since they're meteor shields nobody is going to reasonably check on
them.
## Changelog
🆑
add: The dark matt-eor
add: Summon a dark matt-eor final traitor objective
add: Dark matter singularity variant, which can't grow as big as a
regular singularity but hungers for blood
code: cleaned up/sorted meteor shield code, satellite control, and more
qol: added a lot of feedback to interacting with meteor shields
balance: emagging a lot of meteor shields warns the station, but
emagging enough of them summons a Dark Matt-eor.
/🆑
# MAINTAINER - USE THE BUTTON THAT SAYS "MERGE MASTER" THEN SET THE PR
TO AUTO-MERGE! IT'S MUCH EASIER FOR ME TO FIX THINGS BEFORE THEY SKEW
RATHER THAN AFTER THE FACT.
## About The Pull Request
Hey there,
This took a while to do, but here's the gist:
Python file now regexes every file in `/code` except for those that have
some valid reason to be tacking on more global defines. Some of those
reasons are simply just that I don't have the time right now (doing what
you see in this PR took a few hours) to refactor and parse what should
belong and what should be thrown out. For the time being though, this PR
will at least _halt_ people making the mistake of not `#undef`ing any
files they `#define` "locally", or within the scope of a file.
Most people forget to do this and this leads to a lot of mess later on
due to how many variables can be unmanaged on the global level. I've
made this mistake, you've made this mistake, it's a common thing. Let's
automatically check for it so it can be fixed no-stress.
Scenarios this PR corrects:
* Forgetting to undef a define but undeffing others.
* Not undeffing any defines in your file.
* Earmarking a define as a "file local" define, but not defining it.
* Having a define be a "file local" define, but having it be used
elsewhere.
* Having a "local" define not even be in the file that it only shows up
in.
* Having a completely unused define*
(* I kept some of these because they seemed important... Others were
junked.)
## Why It's Good For The Game
If you wanna use it across multiple files, no reason to not make it a
global define (maybe there's a few reasons but let's assume that this is
the 95% case).
Let me know if you don't like how I re-arranged some of the defines and
how you'd rather see it be implemented, and I'd be happy to do that.
This was mostly just "eh does it need it or not" sorta stuff.
I used a pretty cool way to detect if we should use the standardized
GitHub "error" output, you can see the results of that here
https://github.com/san7890/bruhstation/actions/runs/4549766579/jobs/8022186846#step:7:792
## Changelog
Nothing that really concerns players.
(I fixed up all this stuff using vscode, no regexes beyond what you see
in the python script. sorry downstreams)
## About The Why It's Good For The Game Pull Request
Immersion
## Changelog
🆑 Tattle
spellcheck: fixed a few typos, mostly around breathing
/🆑
Co-authored-by: tattle <article.disaster@gmail.com>
## About The Pull Request
It was config'd off to save init time, but having it function in testing
and mapping is more valuble then the time spend on it.
On that topic, we spend roughly 1.7 seconds of init on this.
~1.3 is spent handling the light sources and their light object
modifications (this is potentailly inflated since other sources could
cause the same objects to need updates)
~0.3 is spent searching for space turfs around lighting_objects during
init.
This will impact change_turf slightly too, costing about ~0.07 in local
testing.
It does save time for live however, since we avoid these config checks.
## Why It's Good For The Game
I believe this time is worth spending.
I've had people try to "fix" artifacts of starlight not being enabled,
things that aren't bugs.
The test environment should as much as we can make it reflect the visual
reality of the game. This helps ensure that
## Changelog
🆑
server: The starlight config has been removed, as it is enabled by
default
/🆑
## About The Pull Request
Tram signs will now display incorrect information when malfunctioning.
## Why It's Good For The Game
For improved Frogger gameplay, no more being crafty and reading the
indicator board to know if the tram is coming.
## Changelog
🆑 LT3
add: Tram signs will now malfunction when the tram is malfunctioning
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Fixes#74108 it seemed easy enough to fix so I thought I'd knock it out
really quick
## Why It's Good For The Game
Was kind of frustrating that an anomaly could appear in a place where it
wouldn't affect anything, now that's gone!
## Changelog
🆑
fix: Anomalies will no longer spawn at the bomb testing range satellite.
/🆑
## About The Pull Request
Refactors regenerate organs to be slightly more intelligent in handling
organ changes and replacements.
Noteably:
- We don't remove organs that were modified by the owner; such as
changing out your heart for a cybernetic
- We early break out of the for loop if they aren't supposed to have an
organ there and remove it
- We check for the organ already being correct, and just healing it and
continuing if it is
Also changes the names of some of the organ helpers into snake_case
### Mapping March
Ckey to receive rewards: N/A
## Why It's Good For The Game
## Changelog
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Migrates the spacevine.dm random event file into its own folder, and
splits up its various sections into different files.
Adds a new __defines file for spacevine stuff, so that everything still
works after divvying up the file.
## Why It's Good For The Game
Splits up an obnoxiously long file that contained basically everything
related to space vines (a lot!). Imagine I make a joke about kudzu
overgrowth and... maybe something about how large this file became
before being pruned? I dunno man.
## Changelog
🆑 Rhials
code: splits up spacevine.dm into four files in the events folder, and a
__defines file.
/🆑
False alarms for stray cargo pods were no generating a impact_area which
is used for the announcements, I've added code that checks if the alarm
is false and generates one in this case.
## About The Pull Request
Bad things always come in pairs. Spiders are no exception. Midwife
spiders, however, don't really benefit from spawning as a pair.
Ultimately, the room they spawn in will fill up with eggs, and then
there's nothing but uncomfortable waiting as they hatch.
Placing the two broodmothers in separate location gives room for each
broodmother to grow their own hive, and means that one wayward
maintcrawler or cyborg won't _completely_ trash the threat. Single
points of failure are BAD! I originally thought spider eggs spawning
together was unintended behavior (bug!!) because of how little of a
difference the second broodmother makes, but there's nothing pointing
towards that being true, so it goes as a balance change.
As for the safe atmos check, I was watching a round and saw both sets of
eggs spawn in a bombed-out room, leading to instant death upon hatching.
I saw it, said to myself "huh, that's lame", then made this PR.
This also makes a minor code adjustment, which makes it so that spider
eggs will spawn until there are no more valid turfs, rather than not
spawning any unless there are enough spots (which wasn't really an issue
until I made the proc pick distinct locations for each egg).
## Why It's Good For The Game
Atmos checks prevent people from spawning into certain death.
There's only so many tiles you can spit eggs out onto before it just
becomes a game of waiting. Giving each broodmother their own space to
work with means less waiting, and less risk of the entire threat being
wiped out by a passing greytider, broken window, or other minor
inconvenience. I guess this constitutes a spider buff, but hey, I'm of
the opinion that they could use the boost anyways.
## Changelog
🆑
balance: midwife spider eggs now spawn in separate locations. Divide and
conquer!
fix: midwife spider eggs can no longer generate in atmos-hazardous
areas.
/🆑