This PR makes HMS and any other diseases set to uncurable severity (only
HMS counts right now) actually uncurable through either aheal or viral
bonding.
Well, simply put, you shouldn't be able to cure quirks. Viral bonding
doesn't technically "cure" the disease but makes you into a carrier for
something that doesn't spread, which has been fixed.
## About The Pull Request
I'm atomising a different branch I'm working on so here comes a bunch of
goofy components.
This one lets mobs dig up floor by clicking on them.

I have justified the existence both of this component and of this system
by attaching it to golem arms.
## Why It's Good For The Game
If you can mine solid rock with your fists you should probably be able
to get sand too
## Changelog
🆑
add: Golems can scoop sand (or snow) off the floor by clicking on it.
/🆑
Other pr had some weird check failure, making a new pr to see if it
fixes it.
## About The Pull Request
After he ended up finishing his pirate pr before I could, SethLafuente
graciously offered to let me roll my in-progress pirate pr into his
overall pirate expansion project.
This pr essentially adds a new faction of pirates, along with a new
subspecies of Ethereals a-la silverscales.
- The Lustrous:
A unique subspecies of Ethereal, with years of exposure to bluespace
dust mutating them into crystalline abominations sporting a new pointy
head, pressure resistance, and a permanent bluespace prophet brain
trauma. They're still as fragile as ever, but far more capable of
getting in and out of sticky situations.
- Geode Pirates:
A hollowed out asteroid manned by three Lustrous, equipped with
switchblades, traitor PKAs, jump boots, two teleporting turrets, and an
upgradable bluespace launchpad.
However, they lack proper armor and ship defenses, forcing them to adopt
a coordinated hit-and-run playstyle.



## Why It's Good For The Game
When I started working on this project, I wanted to implement this
faction to cover for the loss of psykers and as a means of creating a
"rock-paper-scissors" system to how standard pirate playstyles would
work; with default pirates being offensive, Silverscales defensive, and
Lustrous mobile.
With Seth's pr, things are a little different now, but I still believe a
glass cannon mobility-focused pirate faction would be a welcome addition
to the pirate roster.
## Changelog
🆑
add: Adds the Lustrous, ethereal pirates in a big bluespace geode!
sound: Unique scream sound for the Lustrous species.
image: Unique head icon for the Lustrous species.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Basically, the organ equivalents of prosthetic limb and quadruple
amputee.
These replace your organs with absolutely terrible cybernetic
counterparts which also have absolutely no resistance against EMPs.

### ADDITIONAL FUN
Surplus organs are so awful that if surgically removed while not EMPed
nor failing, they *explode*!
## Why It's Good For The Game
More character customization, and more suffering for hardcore random
players.
## Changelog
🆑
add: Added two new quirks, prosthetic organ and tin man. Essentially,
they replace organs with bad bad not good cybernetic counterparts.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
## About The Pull Request
Serrated bone shovels can be created with any kind of shovel now, not
just a spade (???)
Serrated bone shovels can be used in place of circular saw in most
surgeries.
Added a duller (still deadly) variant of the serrated bone shovel as
coroner mail.
Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.
Increased the force, throwforce, and wound bonus of inert ritual knives
and scythes.
Coroner gloves can quickly apply medicine like nitrile gloves.
## Why It's Good For The Game
> Serrated bone shovels can be created with any kind of shovel now, not
just a spade (???)
Weird ass bug.
> Serrated bone shovels can be used in place of circular saw in most
surgeries.
It's serrated, it's cool, it's rare, it has a fast toolspeed.
> Added a duller (still deadly) variant of the serrated bone shovel as
coroner mail.
Very thematic for the coroner, should probably also be a heirloom item
but whatevs. Weaker so there's still a reason to seek out the OG.
> Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.
Scanning corpses is pretty important during surgery - it tells you how
much blood they have, organ damage, diseases... these things don't
appear in the surgical computer readout, which means the coroner has to
go out of his cave to pick up a boring light blue meatbag wound scanner.
This also incentivizes coroners to do their job by giving them something
cool that only works on dead bodies.
> Increased the force, throwforce, and wound bonus of inert ritual
knives and scythes.
These two options in the MortiDrobe are pretty frickin' badass,
especially with how SICK the Coroner looks with them, double especially
in combat.

However, there's the large issue that as actual weapons they're really,
really weak. Not enough damage, when I use them in combat I both feel
badass but also get a nagging feeling in the back of my mind that I'm
intentionally gimping myself, and with only 10 damage I can *really*
feel it. I find it unfair that these are objectively worse than a
welding tool or even a Butcher's Cleaver when they're a lot more
involved to find, and scarce besides. These arguments apply equally to
the Wizard's ritual knife, and the scythe.
Additionally on the scythe, the crew really needs more good ghetto
weaponry that isn't the boring same ol' of baseball bats, spears,
cleavers... and making scythes useful is a great way to help bridge that
gap. They deal a satisfying amount of damage now, with the clear
downside, of course, being that they're bulky and hard to lug around.
> Coroner gloves can quickly apply medicine like nitrile gloves.
'Fast medicine' doesn't just cover sutures, it also covers medical gel.
Specifically, sterilizer gel. I find it annoying that the Coroner is
encouraged to give up his drip for the boring life-saver nitrile gloves,
because the difference in applying time really does make a difference -
it makes gel applying go from annoying to smooth, which is important
considering the whole purpose of sterilizer gel is to make surgeries go
faster. The Coroner has surgery and thus medical locker access to begin
with, so this isn't a balance problem, (and nitrile gloves are found by
the dozen anyways) especially with how rare the coroner gloves are.
## Changelog
🆑
fix: Serrated bone shovels can be created with any kind of shovel now,
not just a spade (???)
add: Serrated bone shovels can be used in place of circular saw in most
surgeries.
add: Added a duller (still deadly) variant of the serrated bone shovel
as coroner mail.
add: Autopsy scanners now act as advanced health analyzers on dead and
seemingly-dead people.
add: Increased the force, throwforce, and wound bonus of inert ritual
knives and scythes.
add: Coroner gloves can quickly apply medicine like nitrile gloves.
/🆑
## About The Pull Request
Heavily reworks and resprites first aid analyzers. They now display if
they're happy, sad, angry, or warning you! Also a 'pricking' animation.
First aid analyzers are now found in all basic and specialized medkits.
Toxin medkits get a new* disease analyzer. Miners get a miner-colored
one in their box.
Scanning yourself with a first aid analyzer will 'create a holo-image
with treatment instructions next to your wounds', doubling the speed of
treatment of scanned wounds!
Health analyzers now have a scanning sound, courtesy of CM.
Refactored some wound code to make treatment duration changes and
changes in the description of wounds easier.
Fixed a dummy parent feature of the health analyzer (Verbose mode)
showing up, uselessly, on the disease and first aid subtypes.
Surgical processors and slime scanners have recieved a similar resprite.
## Why It's Good For The Game
> Heavily reworks and resprites first aid analyzers. They now display if
they're happy, sad, angry, or warning you! Also a 'pricking' animation.
These things have long, long needed some sprite love. Displaying emotion
will make them have a lot more 'weight' to them, same with the prick.
The old, shitty spectrometer sprites have gone directly into the
dumpster.
> First aid analyzers are now found in all basic and specialized
medkits. Toxin medkits get a new* disease analyzer. Miners get a
miner-colored one in their box.
They have also needed some gameplay love! Placing them in these kits is
not going to be a massive game-changer when they were already easily
found around the station in emergency medkits, but it will fill up that
awkward empty slot.
> Scanning yourself with a first aid analyzer will 'create a holo-image
with treatment instructions next to your wounds', doubling the speed of
treatment of scanned wounds!
The biggest gameplay-impacting change in this PR, I *sincerely* believe
this is the perfect solution to first aid analyzers being completely
redundant with eyesight. This lets you/someone else scan your wounds to
speed up treatment, with a neat in-character reason for it -
'holo-images' appearing on your body, like penlights.
This will speed up wound treatment, but I believe that is for the best,
as currently treating wounds is so slow that half the time it's not
worth it (or more accurately, it doesn't feel worth it in comparison to
the effort you're putting in) and you're better off shrugging off minor
wounds. It will do so in a way that requires a modicum of effort, so
it's not just a flat buff across the land.
> Health analyzers and gene scanners now have a scanning sound, courtesy
of CM.
It's a neat sound that will make medbay feel more alive. First aid
analyzers get a beeboop instead.
> Surgical processors and slime scanners have recieved a similar
resprite.
IT'S SPRITE MANIA IN HERE
## Changelog
🆑
Carlarc, Weird Orb
image: Heavily reworks and resprites first aid analyzers. They now
display if they're happy, sad, angry, or warning you! Also a 'pricking'
animation.
add: First aid analyzers are now found in all basic and specialized
medkits. Toxin medkits get a new* disease analyzer. Miners get a
miner-colored one in their box.
balance: Scanning yourself with a first aid analyzer will 'create a
holo-image with treatment instructions next to your wounds', doubling
the speed of treatment of scanned wounds!
sound: Health analyzers and gene scanners now have a scanning sound,
courtesy of CM.
refactor: Refactored some wound code to make treatment duration changes
and changes in the description of wounds easier.
fix: Fixed a dummy parent feature of the health analyzer (Verbose mode)
showing up, uselessly, on the disease and first aid subtypes.
image: Surgical processors and slime scanners have recieved a similar
resprite.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Constructed cyborgs seemed to hard delete pretty consistently due to
their robot suit having poor reference handing
Goes through and better implements exited for cyborgs and robot suits
Also a hard delete with forced AIs that may have resulted in some
metagaming
Also fixes 1 nodrop check for hats
## Why It's Good For The Game
Hard deletes are bad
## Changelog
🆑 Melbert
fix: Fixed some hard deletes involving constructed cyborgs
fix: Cyborgs with nodrop hats no longer lose them on tip
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
This proc made a false assumption owner always was set when emp'd, when
hearts can just be emp'd out in the wild
## Why It's Good For The Game
Runtimes
## Changelog
🆑 Melbert
fix: Fixed EMPing a cybernetic heart not implanted in a body not
applying effects (stopping the heartbeat temporarily)
/🆑
## 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>
Fixes https://github.com/tgstation/tgstation/issues/76481
TLDR /mob/living/carbon/human/species subtypes were NOT updating their
bodytypes on spawn due to absurd and wacky carbon bodypart creation code
that meant try_attach_limb() never got called (What the FUCK?)
## About The Pull Request

I am today's big loser
Fixes https://github.com/tgstation/tgstation/issues/76509 (partly)
This was caused by my goofy ass not using the correct proc for the
VARIABLE movespeed modifier that is the bodypart one.
Additionally slightly changes some bodypart code that bothered me by
using signals even though it was just... not really necessary? And kind
of confusing?
## Why It's Good For The Game
Bugs are bad they make you mad
## Changelog
🆑
fix: Bodyparts that should slow you down, will slow you down.
/🆑
## About The Pull Request
Fixes a bug that prevents morbid surgical implements from receiving
their 30% speed boost. Also removes a small redundant check in the same
area
## Why It's Good For The Game
Fix bugs!
## Changelog
🆑
fix: Morbid (coroner's) tools now properly receive their speed boost in
appropriate conditions
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
TRAIT_LIVERLESS_METABOLISM should do what it implies, and make you
always metabolize as if you were liverless.
This was a stupid mistake on my part because I wasn't aware
TRAIT_STABLELIVER was a thing.
## Why It's Good For The Game
TRAIT_LIVERLESS_METABOLISM and TRAIT_STABLELIVER should not behave the
exact same.
## Changelog
Not quite player facing.
## About The Pull Request
very similar to https://github.com/tgstation/tgstation/pull/76297, much
simpler though
removes the uses_skintones variable for similar reasons
## Why It's Good For The Game
Species variables are less useful and modular than traits.
If for some reason we ever add a mechanic that for some reason makes
your character use skin tones instead of whatever their original color
is, it will be much simpler to be handled.
## Changelog
not player facing
## About The Pull Request
adds a smite to petrify someone forever, works like the wizard spell.
Adds support to make petrification brainless.
Creates a var to remove those annoying "you can not move while buckled
to X" messages for abstract items like statues.
## Why It's Good For The Game
Smite good. Message spam bad.
## Changelog
🆑 itseasytosee
spellcheck: You should see a lot less "you can not move while bucked too
X" messages where they don't make sense.
admin: Added a petrify smite. Try it out on your least favorite player!
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Tend Wounds seems to be intentionally written such that you would be
able to perform it on arbitrary mobs, however this had two problems.
- Most mobs can't rest and it requires a resting position, meaning the
surgery can only be initiated on cats and mothroaches.
- The code which picks up surgery steps existed on Carbon not Living, so
after the game tells you that you've started doing surgery on Runtime,
clicking on her with a scalpel will cause you to stab her to death. I
noticed this after a tragic kitten incident.
I have fixed both of these issues by moving surgery catching onto Living
instead of Carbon, and having the resting check only run if you are
capable of resting.
You still can't operate on Beepsky because he is made of metal.
## Why It's Good For The Game
It can actually quite hard to heal pets who were harmed by accident,
this allows people to roleplay as veterinarians.
## Changelog
🆑
fix: You can now correctly Tend Wounds on most non-human animals.
add: You can now Remove Implants from non-human animals, just in case
Ian swallowed a macrobomb.
/🆑
## About The Pull Request
- Adds Roach Infusion to the DNA infuser.
- Bonuses include:
- All infused organs are 2x as healthy, notably your heart: Meaning
getting revived after being dead a while is easier
- When being attacked from behind or while lying down, take 50% less
damage from brute attacks
- Lose disgust 32x faster, making it a non-issue
- Higher toxin purge threshold (5 units, up from 3)
- Virus resistance (same as spaceacillin)
- 100 innate bomb armor, preventing explosions from gibbing you
- 90 innate bio armor
- Immunity to appendicitis, radiation, and to being gibbed by nuclear
bombs
- Downsides include:
- Knockdowns are 3x as long
- get 3x as hungry
- Ingest reagents to your stomach 1.5x slower
- Take 2x as much damage from toxins
- Toxins over the purge threshold deal 4x more liver damage (effectively
2x, as the liver has 2x health)
- Becoming a bug
- Roaches are gross
- Adds a way to kill roaches without having them splat. If they are
sprayed with bug spray, they will simply fall over, and can be scooped
up.
https://github.com/tgstation/tgstation/assets/51863163/5078c493-9e28-42cb-ae51-45fa25b67a34
## Why It's Good For The Game
More content for the DNA infuser, which benefits greatly from variety.
While initially it may seem like a lot of bonuses, a lot of them are
very niche, with the exception being the brute resilience which is the
big "actually useful" bonus you gain.
The infusion is intended to be given to Engineers, offering innate
Radiation immunity to allow them to work on the Supermatter without
needing a rad suit. Likewise, if the work goes south and the Supermatter
goes boom, their body will more than likely survive the blast.
## Changelog
🆑 Melbert
add: Adds the Roach infusion to the DNA infuser. Do you want to survive
a nuclear apocalypse? Visit genetics today.
add: Adds a way to kill Roaches without splatting them. Visit botany for
a spray bottle of pestkiller.
qol: Infuser book is more book-like
fix: DNA infuser correctly gives on-success feedback messages
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Action? With a cooldown? That isn't a cooldown action?
- Refactors Silverscale tongue action into a cooldown action
- Removes side effects on destroy, replaces it with destruction /
deconstruction signals
- Buffs the statue itself slightly, since I'm here
- Gives it some pretty decent innate armor (it didn't have any prior)
- Makes it reflect lasers
- Also just for consistency:
- Also makes it require you not be lying down
## Why It's Good For The Game
- The previous method was very clunky, by making it a cooldown action it
is much easier to use.
- The statue was very weak before, so weak it was actually a downside if
you tried to use it. This might help a bit. ~~Do not say "I'll still
never use it" in the comments~~
## Changelog
🆑 Melbert
qol: Sivlerscale Tongue action is now a cooldown action, making it
significantly easier to use
balance: Buffed the silverscale statue every so slightly, it now has
innate armor and can reflect lasers shot at it. But it also requires you
not by lying down to activate.
/🆑
## About The Pull Request
Requires #76438 be merged
Tests that organ damage cap is respected on all organs.
Adds a cheeky clamp to ear damage. Not sure if it's necessary but I've
witnessed ear damage bypass the cap in the past even before this bug.
~~Why does use it's own damage system so saaaaaaaaaaaad~~
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
## About The Pull Request
`maximum` being null caused it to default to `maxHealth` which was a
sensible value
instead it was passing infinite to apply organ damage which then clamped
damage to infinity instead of max health
unit test pending in a follow up pr
Fixes#76435
## Changelog
🆑 Melbert
fix: Fix organ damage being uncapped
/🆑
This PR introduces a whole bunch of Coroner and Morbid related content.
Firstly, Morbid is now a mind trait, and specifically, coroners start
with it.
Coroners also have a liver trait that allows them to heal toxins (very
slowly) from eating pickles and drinking pickle juice. They also
can...drink formaldehyde. I guess. Dissections is thirsty work.
Coroners gain a whole set of special tools specifically for use in any
surgeries marked as interests of the Morbid. This is determined by the
``surgery_flag`` called ``SURGERY_MORBID_CURIOSITY``. Currently, these
surgeries are included;
dissections, autospies, revival surgery, plastic surgery, organ/feature
manipulations, amputations
To fit the theme, TRAIT_MORBID also applies the reduction to eye
snatchers.
While using their special tools, and the surgery is a morbid curiosity,
the coroner/anyone who is morbid gains a 30% speed boost! This stacks
with the dissection speed boost. Otherwise, the tools are just regular
tools with a special name (though the scalpel is better at killing
undead, because, you know, you're watching over the dead).
The coroner's special medkit, which is the only one you can get in a
round, can fit their autopsy scanners and tools. Anything that comes
standard with their kit can go back into it.
Anyone who is morbid can safely retrieve the secrets of the elephant
graveyard. The serrated shovel, notably, is a much better tool and
notably better at killing organics, but not inorganics (like the dead).
(Gives roboticists secure morgue access during skeleton crew pop totals)
## About The Pull Request
1. Removed the `get_mover` callback, the mover can be retrieved during
activation itself
2. Fixes#76116
the user is passed correctly during activation & deactivation same for
modsuit modules and this also fixes the same bug for
`/obj/item/organ/internal/cyberimp/chest/thrusters` as it's signal was
also not registered correctly with the user
3. Timestop module on `on_module_triggered()` accepts user as 2nd param
## Changelog
🆑
fix: jetpack modules work on mod suits again
fix: jetpack cyber implants also work
refactor: removed `get_mover` callback, user is retrieved during
activation
refactor: timestop module on `on_module_triggered()` accepts user as 2nd
param
/🆑
## About The Pull Request
Title.
## Why It's Good For The Game
Seriously this shit pisses me off, why are ORGAN_SYNTHETIC and
ORGAN_ROBOTIC two different things?
## Changelog
not applicable unless i fucked up
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
As we all know, speed is stored in the legs.
## Why It's Good For The Game
Potential for more medical abominations.
Potential for adding augmented legs that make you speedier (?)
## Changelog
🆑
refactor: Species speed is now stored in bodyparts. Leg transplants from
slower species will make you slower.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
## About The Pull Request
Continues the work I started on
https://github.com/tgstation/tgstation/pull/76074
Fixes https://github.com/tgstation/tgstation/issues/73782
Implements a bunch of wrapper procs for hair style, facial hair style,
etc etc the whole nine yards.
Fixes many issues, especially with gradients because I did sloppy tired
code that didn't work there.
Makes head/get_limb_icon() not a disgusting mess (well, at least makes
it less of a disgusting mess).
## Why It's Good For The Game
Actually makes hair and lips depend entirely on the bodypart.
## Changelog
🆑
refactor: Head rendering code has been updated significantly... Again.
Please report any issues with hair, facial hair, lipstick and such.
/🆑
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/76355
## Why It's Good For The Game
Fixes a bug I caused myself woohoo
## Changelog
🆑
fix: Healthy tongues will no longer randomly start slurring
/🆑
## About The Pull Request
IT'S OVER.
## Why It's Good For The Game
Species traits are a relic of a time before the trait system was added
to generalize this kind of behavior.
They are clunky and overall less useful than inherent_traits -
Converting these makes it easier to make these behaviors modular and
usable not only by species.
## Changelog
🆑
refactor: A significant species refactor happened, report any issues on
the github.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
https://github.com/tgstation/tgstation/assets/4081722/5ca8e015-21f9-4159-9953-bc370152d01f
Improves the audio quality and speaker fidelity by implementing
Retrieval Voice Conversion as an intermediary layer, utilizing the
repository at https://github.com/ddPn08/rvc-webui.
Leverages RVC to allow players to set a pitch for their voice.
https://github.com/tgstation/tgstation/assets/4081722/0eb76ed7-ad67-4da2-9ceb-02605eea2c83
Makes silicons utilize a player's chosen voice preference on their
character slot, and adds a preview button to hear the voice as a silicon
on character creation.
Adds a toggle on character creation to disable having a voice on a
specific character slot.
Adds support for per-tongue voice filters.
Reworks the silicon voice effect to be a special effect done on the TTS
server level instead of via normal filters.
Reworks the vending machine effect to use the new robotic voicebox
effect.
## Why It's Good For The Game
Vastly improves the audio quality and speaker fidelity of our TTS
system.
Allows players to further customize their voice per character, naturally
pitching the voice up or down with cutting edge machine learning based
pitch adjustment.
Allows silicon players to have a consistent voice that's also audible
and understandable regardless of the voice or pitch of the speaker.
Improves vending machine audio quality.
Enhances the immersion of snail tongues and robotic voiceboxes.
Adjusts how Poly's pitch adjustment works based on if RVC is available
or not.
Allows players who feel that a voice doesn't fit their character to
disable having TTS on their specific character.
Provides server operators a way to disable specific voices in situations
with a shared voice server.
## Changelog
🆑 Iamgoofball, Nadare, ddPn08, Mangio621, the rest of the RVC dev
team
add: Improves the audio quality and speaker fidelity by implementing
Retrieval Voice Conversion as an intermediary layer, utilizing the
repository at https://github.com/ddPn08/rvc-webui.
add: Leverages RVC to allow players to set a pitch for their voice.
add: Makes silicons utilize a player's chosen voice preference on their
character slot, and adds a preview button to hear the voice as a silicon
on character creation.
add: Adds a toggle on character creation to disable having a voice on a
specific character slot.
add: Adds support for per-tongue voice filters.
add: Reworks the silicon voice effect to be a special effect done on the
TTS server level instead of via normal filters.
add: Reworks the vending machine effect to use the new robotic voicebox
effect.
/🆑
---------
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
## About The Pull Request
Having a variable in species that constantly gets modified by outside
sources is very hacky, and I don't want that.
Bodytypes are handled by bodyparts in the synchronize_bodyparts() proc,
no matter the species. Simply put, they are every bodytype gotten from
every bodypart, cached.
As such, bodytypes is pretty much a convenience variable (so we don't
have to constantly loop through the bodyparts list), and instead of
putting it on species, it'd be better to put it on /mob/living/carbon.
## Why It's Good For The Game
Makes the bodytype of human mobs easier to access by making it direct,
instead of having to go through dna and species.
## Changelog
nah
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/76329
I DID A REAL STUPID MISTAKE WHILE CODING
https://github.com/tgstation/tgstation/pull/76184 I AM SORRY
The signal was sending the fucking human instead of seconds_per_tick
## Why It's Good For The Game
Fixes a BUNCH of liver behavior including plasmamen livers not healing
wounds
## Changelog
🆑
fix: Plasma will now heal plasmamen properly
/🆑
## About The Pull Request
Alright, let's get real, handling food tastes with the species datum is
hacky at best - This is a continuation of my nuking of the species
datum, which currently handles way too much of human mobs' behaviors.
While moving that to the tongue isn't exactly a perfect solution, it
allows for more interesting behavior than the species datum, especially
now that I added getter procs to get foodtypes liked/disliked by the mob
and such.
## Why It's Good For The Game
Makes tongue transplants more appealing and emergent, since they fully
control tastes and not just taste sensitivity which is pretty much
cosmetic.
## Changelog
🆑
refactor: Liking/disliking food is now handled by the tongue organ, not
the species. Also, having a failing tongue means you can't taste food
properly!
add: You can read peoples' tongues now, if you have the entrail reading
skillchip.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
Refactors livers so special chemical handling can be done by them,
instead of the species datum.
Plasmamen, skeletons and golems all use the liver for all their species
specific chem handling now.
## Why It's Good For The Game
SPECIES DATUM I HATE YOU!
Also, being able to handle reagents like any species if you have their
liver is REALLY FREAKING COOL and allows for emergent gameplay by mixing
various organs from various sources.
## Changelog
🆑
refactor: Mutant livers can now handle chemicals in special ways.
Currently, only plasmaman, skeleton and golem livers do it. Every other
species is the same.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
Adds a variant of the external organ manipulation surgery for robotic
body parts, similar to the robotic version of the internal organ
manipulation surgery. It uses the same procedure as non-head/torso
prosthetic organ manipulation.
The suitability of crowbars in the "manipulate organs" and "manipulate
features" steps has been boosted from 55% to 100%, but only for the
robotic versions of those steps. Their suitability remains 55% for
organic organ manipulation.
In other words, augged people can get frills, antennae, wings, tails,
etc. attached to them now.
## Why It's Good For The Game

Previously, augged and robotic characters had no way of adjusting their
external organs, as the external organ manipulation surgery defaults to
being organic-only. Lizards couldn't reattach their tails, moths
couldn't reattach their wings, etc. Now they can!
Mechanical organ manipulation being a series of engineering tool steps
followed by one surgical tool step (with the engineering tool
equivalent, the crowbar, being the ghetto option that the surgical
console doesn't mention) always felt odd to me. I'm not as attached to
this part of the PR, and can undo it if maintainers request it.
## Proof of testing
(moth's head is augged)



(I then put the antennae back in)

## Changelog
🆑 ATHATH
add: Adds a variant of the external organ manipulation surgery for
robotic body parts, similar to the robotic version of the internal organ
manipulation surgery. It uses the same procedure as non-head/torso
prosthetic organ manipulation.
add: In layman's terms, augged people can get frills, antennae, wings,
tails, etc. attached to them now.
qol: The suitability of crowbars in the "manipulate organs" and
"manipulate features" steps has been boosted from 55% to 100%, but only
for the robotic versions of those steps. Their suitability remains 55%
for organic organ manipulation.
/🆑
## About The Pull Request
Reverses the logic of an early return in the EMP proc of arm implants.
Rather than returning if the implant is robotic, it returns if it is
organic.
## Why It's Good For The Game
It appears arm implant emp act was broken for about...like 2 years? But
today, I discovered that my vorpal scythe was EMP vulnerable.
I thought 'Oh someone didn't do a proper check that's an easy fix'
Turns out, robotic implants were immune to EMPs this whole time, but the
very few organic arm implants were vulnerable instead!
Well, it's fixed now. I blame the penguin maint.
## Changelog
🆑
fix: Arm implants properly handle EMPs depending on whether it is
robotic or organic. No longer can you EMP an organic organ!
/🆑
## About The Pull Request
Title.
I saw a comment on psyker code complaining about these species traits
(which admittedly, they suck) and heeded the call to turn all of this
crap into something defined almost entirely by the head bodypart.
## Why It's Good For The Game
Potential to simplify species code further in the future, by delegating
more visuals to bodyparts, which is where most of them should be
handled.
## Changelog
Should not be player facing, unless I fucked up.
---------
Co-authored-by: Time-Green <timkoster1@hotmail.com>
adds the Vorpal Scythe, a special chaplain null rod variant, replacing
the Reaper Scythe, a not so special null rod variant.
When you choose the vorpal scythe, it comes as a shard that you implant
into your arm, similar to a cursed katana.
Once implanted, you can draw it at any time like an arm implant.
However, sheathing it again presents some problems. (Also, implanting
the organ gives you ``TRAIT_MORBID``, which I'll explain in a bit)
The Vorpal Scythe has 10 force, one of the weakest null rod variants for
force that isn't a joke null rod. However, it has exceptional armor pen
and also has 2 tiles of reach. So quite unique.
It also has a special beheading ability when you right-click someone.
This borrows some code from amputation shears, functioning pretty
similarly, except with a few additional ways to speed up the action and
restrictions. (It takes 15 seconds baseline to behead someone standing
and conscious, and speeds up or slows down based on factors such as
incapacitation and whether or not our scythe is already empowered)
When you successfully behead someone with a mind, the vorpal scythe
gains 20 force and can be safely stowed and drawn for 2 minutes.
Performing more death knells like this will reset the timer.
If it has not performed its 'death knell', or you haven't hit a living
mob, then it will cause severe damage to you if you ever try and stow it
(or its forced back into your arm). Just hitting a mob with the scythe
will sate it for 4 minutes. Unless it is a non-player monkey. Horrible
things. Just hitting mobs does not reset the timer on empowerment.
What this means is that the chaplain may be more hesitant to simply draw
their weapon on people. It also means that potentially, the chaplain
will not always have magic immunity, since they may end up stowing the
weapon away and be reluctant to draw it on a whim without either taking
damage for sheathing it without hitting something, or dealing with
having one less hand up until they can.
While empowerment only happens when you behead mobs with a mind,
beheading monkeyhumans and other mindless humans subtypes causes their
heads to become haunted! It's mostly harmless and largely just SpOoKy.
We don't want heads with actual players in them to go floating off to
space. (Does not work on monkey heads for sanity reasons)
When you have the Morbid trait, you think creepy stuff is cool and hate
saving peoples lives. You get a mood boost from graverobbing, autopsies,
dissections, amputations (including beheadings with the scythe and
amputations with the shears) and revival surgery. However, you get a
mood penalty when you tend wounds on the living, as well as a hefty
penalty when you perform CPR or defibrillate someone. I was thinking
Victor Frankenstein when I was choosing which actions had an associated
moodlet, so anything that I might have missed would be appreciated.
You also count as potentially cool with regards to haunted objects.
Ghosts think you're neat. (Revenants probably will still kill you if
they had the chance)
## About The Pull Request
Title.
Brute modifier and burn modifier are now handled by bodyparts. Cold
modifier and heat modifier are still handled by species, though
mmmmmaybe I'll make a PR addressing those later, yes?
## Why It's Good For The Game
Medical abominations will have even more consistent behavior!
Also bloating the species datum less is kinda good.
## Changelog
🆑
refactor: Species brute and burn damage modifiers are now handled by
bodyparts, instead of being universal. Go ham at the surgical bay.
/🆑
## About The Pull Request
Removes some boilerplate from transforming component, uses traits in a
similar way to the two-handed component
Also fixes#74955 (If it's still broken?)
## Why It's Good For The Game
Makes it a bit cleaner to work with. Cause I wanna do something with
this in the future maybe.
## Changelog
🆑 Melbert
fix: Fixed e-cutlasses and bananium swords having invisible inhands
code: Removed boilerplate from transforming component
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
This PR is way less than the file changes make it seem like it is.
Okay, first, the boring part:
- Picking up burning items is now a signal registered on the burning
component itself, instead of being a direct /obj/item/attack_hand()
check
- Sear sound now has an SFX define for convenience, since it is very
commonly used
- Fire stacks when extinguished on mobs will no longer clean acid on
items (WTF?)
## About The Pull Request
Assistants get a new liver trait, maintenance metabolism. This trait
only lets them process maintenance drugs, grey bull, and pump-up for 20%
more time and gives them a probably-positive 2 minute moodlet when
ingesting these.
The officer's sabre has gained a small amount of bloodthrist for
assistants!
Fixed liver masters being unable to inspect the liver of scientists.
## Why It's Good For The Game
> Assistants get a new liver trait, maintenance metabolism. This trait
only lets them process maintenance drugs, grey bull, and pump-up for 20%
more time and gives them a probably-positive 2 minute moodlet when
ingesting these.
This trait is pretty much entirely here for the actual
liver-identification of assistants the sabre uses, though I didn't want
to just add an empty trait so I gave it the above effects as pretty damn
harmless effects. I'm sure the maints will dislike even this so I'm open
to anything.
> The officer's sabre has gained a small amount of bloodthirst for
assistants! Or at least their livers.
I find the concept of the sabre having a bane against assistants
amusing, and it wouldn't hurt to give them something that may help
against tiders. As a smidgen of fairness, the detection is tied to the
liver - if they want to take less damage they can have it replaced,
though the captain can also help with that by disemboweling organs. The
liver being used for something that isn't reagents processing might be a
bit controversial, but like I said, I'd rather have that than have it
permanently, intrinsically tied to a job.
> Fixed liver masters being unable to inspect the liver of scientists.
Ballmer metabolism quacks like a duck, traits like a duck, and thus
should be able to be duck inspected by the duck master, since there is
no practical difference between it and other 'official' metabolisms.
## Changelog
🆑
add: Assistants get a new liver trait, maintenance metabolism. This
trait only lets them process maintenance drugs, grey bull, and pump-up
for 20% more time and gives them a probably-positive 2 minute moodlet
when ingesting these.
add: The officer's sabre has gained a small amount of bloodthrist for
assistants!
fix: Fixed liver masters being unable to inspect the liver of
scientists.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Currently the reviver implant stops working the first tick the player is
above hard crit, meaning it leaves them right on the border between soft
crit and hard crit. This, of course, means the player then falls right
back into hard crit. And then the implant kicks in for a very short
time, looping the player between hard and soft crit.
## Why It's Good For The Game
It doesn't seem like this could possibly be intended, so, bugfix that
prevents the player from looping between soft and hard crit
indefinitely.
closes https://github.com/tgstation/tgstation/issues/75139 (Thanks
Sealed101 and timothymtorres)
## Changelog
🆑
fix: The reviver implant will no longer leave its user looping between
soft and hard critical states.
/🆑
Fixes some problems that seem to have originated from #73325, allowing
you to once again reattach severed monkey limbs and heads to monkey
torsos.
At time of writing, humanoid limbs are the ONLY candidates for
prosthetic replacement surgeries on monkeys. This includes arms and
heads which as far as I can tell is an unintended level of body horror.
This continues to let monkeys be given humanoid legs since the
previously mentioned pr explicitly added support and tests for such.
## About The Pull Request
Right now you can cull the entire station by releasing a few moles of
tritium in a hall.
This amount is non-scrubbable, invisible and people don't get any
notification that they're choking, they just silently take 1 toxin
damage with each breath. Air alarms do not consider this amount as
dangerous either.
People just start vomiting for unknown reason and eventually die if they
won't figure out that it's due to air being bad.
This PR makes it so that take damage only when tritium is visible in the
air.
## Why It's Good For The Game
Prevents easy silent murdering. I'm not sure that it's good actually.
Fixes#74760
## Changelog
🆑
fix: You receive damage from tritium only when there are enough moles to
make it visible
/🆑
## About The Pull Request
While being godmode'd prevents you from taking damage and suffering
wounds from normal attacks, you're still able to suffer forced wounds
from things like Heretic. This makes it so Godmode now flatly denies the
ability to be wounded.
## Why It's Good For The Game
Godmode more consistent
## Changelog
🆑 Ryll/Shaps
fix: Godmode now prevents people from suffering forced wounds
/🆑
## About The Pull Request
golems get the NOAUGMENTS species trait (stops augmentation surgery)
amputation surgery checks for TRAIT_NODISMEMBER when finishing
## Why It's Good For The Game
goofy ahh whip and naenae armor
i shit you not i watched 5 people one with a desword and several with
rather good weaponry take 25 seconds to kill a stunned golem with
augments
## Changelog
🆑
balance: You can no longer augment golems
balance: You can no longer amputate undismemberable traits
/🆑