## About The Pull Request
Fixes the message saying someone is deaf having 2 spaces in it.
## Why It's Good For The Game
minor typo.
## Changelog
🆑
spellcheck: Removed a double space in health analyzer's message telling
you someone is deaf.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
This should fix#81560 and fix#81561,
## Why It's Good For The Game
Oh no, another invisibility exploit.
## Changelog
🆑
fix: fixed an issue with tactical appearance (potted plants / cardboard
cutouts) not going away after giving the item to someone else.
fix: Fixed slaughter demon cutouts being invisible. Also fixed another
issue with the tactical appearance not going away when the cardboard
cutout is pushed down.
/🆑
## About The Pull Request
- Fixes#81511. BBQ ribs can be grilled again and takes anywhere between
30 to 40 seconds to get proper grilled ribs or turn into a mouldy mess.
20 seconds would only yield lightly grilled ribs and that's not good.
- Grill checks if the item got deleted to avoid runtimes. Also cook time
is set based on the individual items type & not a constant of 20 seconds
## Changelog
🆑
fix: Grill checks if the item got deleted to avoid runtimes. Also cook
time is set based on the individual items type & not a constant of 20
seconds
fix: BBQ ribs can be grilled on a grill but now takes anywhere between
30 to 40 seconds to get proper smoked ribs and not lightly smoked ribs
or turn into a mouldy mess on a girddle. Delicious.
/🆑
---------
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
## About The Pull Request
**1. Qol**
- Adds screen tips & examines for screwdriver & crowbar acts on BRM,
Refinery & Smelter
- Adds examines to display number of boulders stored inside a refinery &
maximum number of boulders it can hold. Right click screentip to remove
boulders
- Adds examines to display maximum number of boulders than can be
teleported by a BRM & screentips for interacting with wires
- More audio & visual feedback for refinery processing. If a boulder
requires multiple steps you will get a balloon alert saying "crushing"
for refineries & "smelting" for smelters along with a sound per process
tick(which is every 2 seconds so no need for cooldown) giving you a
better idea of what's happening in the pipeline
- BRM now will display all lights when the "Automatic boulder retrieval"
is on & turn off the lights when disabled along with examines giving you
a visual indicator of its state
**2. Code Improvements**
- Splits types of boulders into its own file `boulder_types.dm` for easy
maintainability
- Moves beacon for refinery machines into its own file
`boulder_processing/beacon.dm` for easy maintainability
- Moves the cooldown for processing a boulder `processing_cooldown` into
the refinery machine itself. Since 100's of boulders can be created per
round this var can take up memory quickly so by moving them into the
refinery machine it gives us some savings
- Compressed & merged procs such as `create_mineral_contents()` ,
`flavour_boulder()` etc with the vent code. These procs were only used
by the vent 1 time & by merging the code we removed if conditions to
check if a parent vent was passed or not(since now that's always the
case). Helped in removing boilder plate code
**3. Fixes**
- **Fixes vents always spawning "Small size boulders" & not medium, nor
large boulders.**
Once a vent generates a boulder it calls `flavour_boulder()`
084f56938c/code/game/objects/structures/lavaland/ore_vent.dm (L385)
however this proc also accepts 2 more params `size` which would always
default to `BOULDER_SIZE_SMALL` and `is_artifact` which is simply unused
in the proc
fb83617ff9/code/modules/mining/boulder_processing/boulder.dm (L219)
Therefore vents would always generate small boulders giving us no
varity. Now the boulder size is set depending on the vent size &
durability for each boulder is set to a random value between 2 & the
boulder max size giving us the flavour we actually wanted
- **Fixes "Expanded Gulag boulders" using "normal gulag material list"
when setting its custom materials.**
If you look at the `add_gulag_minerals()` proc it always picks from the
`gulag_minerals` list & accepts no params
fb83617ff9/code/modules/mining/boulder_processing/boulder.dm (L235-L236)
So when we try to pass params to this proc which in reality doesn't
accept any we were wasting our time doing this
fb83617ff9/code/modules/mining/boulder_processing/boulder.dm (L274)
And for our case `expanded_gulag_minerals` list was simply unused
because our proc doesn't care about it and it went back to just using
`gulag_minerals` list thus ignoring our list
fb83617ff9/code/modules/mining/boulder_processing/boulder.dm (L282)
As i said in the "Code Improvement` section when i moved boulder types
into it's own unique file this was fixed & now expanded gulag boulders
actually has a chance to spawn with bluespace crystals inside them
- **Fixes manual tapping of ore vents by hand not using a cooldown**
`produce_boulder()` accepts a cooldown var for when you need to manually
tap the vent by hand.
e8b5b52d54/code/game/objects/structures/lavaland/ore_vent.dm (L374)
This var was always set to FALSE because we never passed `TRUE` into it.
Not once here
e8b5b52d54/code/game/objects/structures/lavaland/ore_vent.dm (L124)
Nor here
e8b5b52d54/code/game/objects/structures/lavaland/ore_vent.dm (L131)
Now we just pass `TRUE` so tapping these vents by hand have a cooldown
- **Fixes BRM off icon state never being used**
When the room ran out of power it would still look on. Now we use that
state correctly
- **Fixes Automatic Boulder Retrieval by the BRM not actually being
automatic**
You must have noticed that once you do "Right click" and wait for all
the boulders it can teleport (determined by `boulder_processing_max`) to
be teleported it stops permanently after that. Even if more boulders get
generated it won't do anything, You have to again "Right click" &
retoggle automatic boulder retrieval on again, thus forcing someone to
stand there & monitor the BRM
Now once you set Automatic Boulder Retrieval on you can leave & forget.
It will teleport boulders as & when available thus enabling automation
properly.
- **Fixes boulders ejected from refineries via right click from getting
teleported back into the machines loc**
Fixes
https://github.com/tgstation/tgstation/pull/78524#issuecomment-1911666995.
The problem is refinery machines & the BRM keep track of all the
boulders that entered into it via the `boulders_contained` list.
Now we directly check `contents` for boulders so we don't have to
maintain 2 seperate lists to keep track of boulders. It also now uses
`processed_by` var of boulders to ensure refinerries don't retake in the
same boulder it just processed. Not sure where exactly the problem got
fixed but implementing these 2 measures fixed it regardless.
- **Fixes boulders with 0 durability[a.k.a steps] from getting ejected
out**
Fixes
https://github.com/tgstation/tgstation/pull/78524#issuecomment-1914551952.
So inside `process()` we constantly decrease the durability of the
boulder till it becomes 0.
0a496f180c/code/modules/mining/boulder_processing/_boulder_processing.dm (L159)
When it reaches 0 it calls `breakdown_boulder()`
0a496f180c/code/modules/mining/boulder_processing/_boulder_processing.dm (L164-L165)
This proc has a chance to reject the boulder if it could not process any
materials
0a496f180c/code/modules/mining/boulder_processing/_boulder_processing.dm (L219-L222)
**"Without resetting its durability"** over here
0a496f180c/code/modules/mining/boulder_processing/_boulder_processing.dm (L241)
So it ends up rejecting a "0" or worse -1 durability boulder. Now we set
the durability in `remove_boulder()` so regardless of what circumstances
the boulder is ejected it always gets a positive durability
- **Fixes BRM & Refinery from rapidly spitting out boulders in their loc
which causes lag in the long terms**
Fixes#81404. Basically even if there is 1 boulder sitting at a BRM's
loc or an refineries loc. Operations are haulted i.e. the BRM will not
teleport any more boulders & the refinery will keep their already
processed boulders inside till their locs are cleared from boulders.
This prevents large number of boulders from pilling up in long rounds
- **[Priority : High] Fixes refineries incorrectly removing materials
from processed boulders**
Fixes#81109. This bug is quite serious because it can't literarily
affect any random item with custom materials in game. This one line of
code over here can break the entire material economy as we know it
0a496f180c/code/modules/mining/boulder_processing/_boulder_processing.dm (L217)
**"DONT DO THIS"**. The `custom_materials` list is a **"read only"**
list & if you ever want to change it call the `set_custom_materials()`
proc with your new values but do not edit this list manually as it is
done here.
All lists related to materials are cached by the `SSmaterials`
subsystem. List values are cached & shared across multiple objects so
when you edit those values like here, you might end up effecting an
item/multiple items in some random corner of the map that shares this
list.
This also causes boulders with empty list of materials to get spawned at
random so yeah again plzz don't do this
**4. Refactors**
- Repathes `obj/machinery/boulder_processing/brm` -> just
`obj/machinery/brm`.
Even though semantically it looks nice that the brm is a subtype of
`obj/machinery/boulder_processing` from a code & operation perspective
they have 0 similarities.
1) The BRM does not accept boulders feed into it from a conveyer belt
unlike a refinery but instead picks boulders from `SSore` subsystem &
put it on the conveyer belt. This means procs for accepting boulders
such `CanAllowThrough()`, `breakdown_boulder()`, `accept_boulder()` etc
have no use in the BRM. Their just code clutter at this point
2) The BRM overrides `process()` & does not call its parent proc making
that code wasted
3) It has no use for silo materials & mining points making those vars go
to waste
With so much wasted code its better to just let go off all of it & just
make it a basic instance of `obj/machinery` making maintainence easy
- BRM now teleports boulders in a batch (batch size determined by
`boulders_processing_max` max value from upgraded parts is 7) with a
boulder appearing every 1.5 seconds rather than spawning all at once.
After a batch is processed it has a cooldown of 3 seconds before
repeating the process if automatic boulder retrieval is on. This stops
the conveyer belt from getting crowded with boulders and makes the
refining process more efficient.
With this BRM wires are removed because only it had only 1 wire
responsible for toggling boulder retrieval but now since this process is
automatic, we have true control over the timing of boulders spawned &
don't want to leave it in the hands of players
## Changelog
🆑
qol: adds examines & screentips for crowbar, screwdriver acts to BRM &
refinery machines
qol: adds examines about the number of boulders stored & processed to
BRM & refinery machines
qol: BRM now has its lights turn on/off depending on wether automatic
boulder retrieval is on/off for visual clarity along with examines
qol: refinery machines now display ballon alerts & plays sounds more
frequently when processing boulders for better feedback
fix: vents now spawn boulders of all sizes & not just small ones
fix: expanded gulag boulders now have correct materials in them.
fix: manual tapping of vents now has a cooldown applied as intended.
fix: BRM has its light turned off when area power goes off
fix: boulders ejected from refineries by hand no longer teleport all
over the place occasionally.
fix: refineries no longer eject boulders with 0 durability
fix: Boulders & refineries no longer pile up on top of BRM's &
refineries in long rounds. Their locs have to be clear of boulders
before they spit out more boulders to prevent a large pile of boulders
from causing lag
fix: sheets ejected from lathes no longer get rejected when inserted
back which could happen at random, no more boulders with empty materials
code: splits boulder types into its own file along with other items
code: merges & autodocs procs, vars related to boulders
refactor: repaths BRM to a simpler subtype
refactor: BRM now spawns boulders in batches(batch size can be increased
with upgraded parts) with a boulder appearing every second. After a
batch is processed a 3 second cooldown is applied to stop the conveyer
belt from clogging up, With this BRM wires are removed as there is no
need for timers to be attached to wires which intefers without our batch
processing timings.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Basically, this means players holding cardboard cutouts will now assume
their appearance, just like for potted plants. Good for pranking.
I've had to tweak the tactical component and the waddling element a bit
to get them to work as intended while dealing with the multiple sources
of the waddling element.
## Why It's Good For The Game

## Changelog
🆑
add: Players holding cardboard cutouts will now assume their appearance,
just like for potted plants.
/🆑
## About The Pull Request
1. paper's examine was defined twice, which made spacemandmm throw a
minor notice about
2. paper's altclick had a second arg for some item, which would never be
the case because that's not a real arg
3. there was a check for src's type, now just removed to the type's
altclick
4. some papercode was sitting in paper plane code file, now moved
the rest is misc changes such as replacing camelCase and using SECONDS.
## Why It's Good For The Game
None of this is player-facing but it's updating some rather old code to
more modern code standards.
## Changelog
Nothing player-facing.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
assembly bombs are bulky
(the like ones you make with a tank and an igniter and some other thing)
## Why It's Good For The Game
these things can (and usually do) gib people, are REALLY easy to
massproduce and you can also fit several in a bag
while still easier to use to gib people than TTVs
at best i think making them bulky should prevent some dude from carrying
like 8 bombs in his backpack and whipping them out and throwing without
any warning because they would have to carry it (or invest in BoH but
thats sci anyway so)
## Changelog
🆑
balance: assemblybombs are bulky
/🆑
---------
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
## About The Pull Request
You can now carry combat or survival knife in your mouth, to look like a
pirate or a comando or a moron

It has 20% chance of cutting you when you pull them out, and clumsy
people have 20% chance to accidently swallow the knife and choke when
putting it in a mask slot
## Why It's Good For The Game
Upgrades the coolness of the game
## Changelog
🆑
add: Your mouth now fits combat or survival knives(it's totally safe)
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
it's already done in wardrobe_removal() there is no need for this check
## Changelog
🆑
code: removed redundant check for plasmamen in survival box code
/🆑
## About The Pull Request
The cargo lockboxes didn't update iconstates when locked. Seems like an
oversight given that their parent object does this and there's unused
sprites for this behaviour in this item, so this enables it to use those
sprites that are already in code.
## Why It's Good For The Game
It's hard to know if someone has taken their items or not because an
unlocked case looks identical to a locked one. Also fixes an oversight
idk.
## Changelog
🆑
fix: cargo lockboxes update iconstates correctly now
/🆑
## About The Pull Request
[Fixes static lights not
moving](ffef43c05a)
Worked fine when the owner moved, but if the owner was inside something
else, it would try and trigger an update on the PARENT's lights, which
are obviously not us.
[Renames MOVABLE_LIGHT and STATIC_LIGHT to better describe what they
do](de73a63bd4)
People keep trying to change the lighting system of lamps and it makes
me mad.
I choose OVERLAY_LIGHT and COMPLEX_LIGHT here, I couldn't figure out a
better name for turf matrix lighting. Suggestions welcome
## Why It's Good For The Game
Closes#80005
Hopefully improves understanding of lighting at a glance
## Changelog
🆑
fix: Fixes fancy lights not updating their source location when picked
up and moved
/🆑
## About The Pull Request
It doesn't need to exist, I killed see_in_dark so we can always see shit
emissives.
## Why It's Good For The Game
Cleaner code
## About The Pull Request
Adds 3 new masks:
* Kitsune mask
* Facescarf
* Rebellion mask
All masks (and facescarf) are recolorable. And also thanks to Kovac for
the scarf sprites
## Why It's Good For The Game
Cool masks for make character style more unique. All are recolourable.

## Changelog
🆑
add: 3 new masks for your characters (thanks to Kovac for the scarf
sprites)
/🆑
---------
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
## About The Pull Request
Removes RNG items from the possible pool of items that gets given to
contractors when they buy their kit.
Contract kit:

## Why It's Good For The Game


The idea is that contractors should have the things they need in order
to begin contracting in the first place.
They are given thermals + SyndEye to find targets.
Modsuit/Contractor Suit/Chameleon mask+jumpsuit to conceal/disguise
their identity.
Their Jammer + Baton in order to pull off successful abductions without
getting dogpiled by the entire station.
In their current state, contractors are too weak, when at the end of the
day, the most harm they are doing is temporarily removing a crew member
for like 5 minutes. They should have a bit more power now in order to
have a bit more impact into the round.
## Changelog
🆑
balance: Contractor kit no longer gets RNG items, it's a specific pool
now
/🆑
## About The Pull Request
It was dumb. LITERALLY just a proc.
So let's replace it with a proc then, as a helper at least. I'll take
this chance to disambiguate tail code to make it a bit less messy, and
hand back usable args in case we want to react to our change in tail
status
## Why It's Good For The Game
Code's less shit (slightly)
## About The Pull Request
This refactors how machines are deconstructed in the following ways
- You can no longer override `obj/machinery/deconstruct()`. If you want
customized behaviour then override `on_deconstruction()` instead.
This comes with the added benifit of no longer needing to check for the
`NO_DECONSTRUCTION` flag because the machine base proc does that for us
& if it finds that flag it won't proceed to call `on_deconstruction()`
meaning no machine will have a chance to spawn anything which is the
current behaviour.
This is required to make #81290 work for all machines at least so that
machine can send the `COMSIG_OBJ_DECONSTRUCT` signal without subtypes
overriding & forgetting to call the parent proc
- `dump_contents()` only gets called when the machine is deconstructed
not destroyed thus not leaving behind any of its contents inside. Fixes
https://github.com/tgstation/tgstation/pull/81290#issuecomment-1925752583
## Changelog
🆑
fix: machines that should not drop contents when deleted no longer do.
refactor: refactors how machines are deconstructed. report bugs on
github.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
adds a new gateway map, the Nanotrasen Museum it is filled with
""""Mannequins"""" and Common Core lore
im not putting the preview here because you really should explore it
yourself but if youre that curious i think the Checks tab in mapdiffbot
would have it
this gateway map contains no combat unless you count falling into chasms
because you did not carry a light
or going into the boarded room with no loot or any incentive with
obvious signs that there is the sole enemy on the map in there
the loot is the lore ok thanks
also makes mines detonate if theyre detonated by a non-mob im pretty
sure this couldnt have been intentional
trams stop chasms
and also the relevant items
<details>
<summary>on second thought if you want spoilers check this</summary>

</details>
## Why It's Good For The Game
more gateway maps = good
## Changelog
🆑
add: nanotrasen museum gateway map
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
This makes the energy cake deal its damage/effects AFTER being fed,
instead of before.
It also adds combat logging to force-fed energy cakes, just in case.
Also, this adds a balloon alert to the pacifist check. Cool!
## Why It's Good For The Game
Fixes a wacky combat bug, and adds some minor adjustments made along the
way.
Closes#81351.
## Changelog
🆑 Rhials
fix: The Energy Cake slice now does its on-eat effect AFTER being eaten,
instead of before.
/🆑
## About The Pull Request
- Freedom Implant will un-knot knotted shoes.
- Biodegrade will melt knotted shoes.
## Why It's Good For The Game
Just a niche interaction idea I had. Knotted shoes are, obviously,
obstructing your movement so these two tools that aim to un-obstruct
your movement should do something about it, right?
Also it would be funny to see a Ling melt their own shoes. Biodegrade
prioritizes handcuffs over anything else so it shouldn't be of great
concern.
## Changelog
🆑 Melbert
add: Freedom Implants and Biodegrade can you free you of the shackles of
knotted shoes.
/🆑
## About The Pull Request
Adds a signal when someone buys an item from the uplink and removes
single-letter vars from the ``spawn_item`` proc, and adds/standardizes
add/removing of telecrystals from uplinks (and admin setting how much TC
they have) to ensure the UI always has the right amount of telecrystals
displayed in it.
## Why It's Good For The Game
There are reasons why someone would want to hook up to a traitor's
uplink and listen to items they purchase to do any special effect
on-purchase, so this adds support to do anything in the future with it.
Also tells players how much TC they actually have without forcing them
to close/reopen the UI every time they insert some TC in it by hand.
## Changelog
🆑
fix: Uplinks now update their UI when you add telecrystals in them, so
you don't need to close and reopen it.
/🆑
## About The Pull Request
Health analyzer includes a blood alcohol content if the scanned target
is inebriated.
## Why It's Good For The Game
It's useful to know, sometimes their blood is filtered, stomach pumped,
but this effect will still be in action.
## Changelog
🆑 LT3
qol: Health analyzer will now display blood alcohol content
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
I recently played a game where I rotated my skeleton model while
rotating my own character at the same time and it being in sync gave me
the realization on how cool it would be if the Coroner was able to
simply control the skeleton body.
I find skeleton displays very funny and I want to see more funny things
happen with them, so I thought this would be a good place to start, with
the benefits that it also works on mannequins and statues too so they
aren't left out.
Basically, while it is unanchored, if you have a statue/mannequin
grabbed, it will change its direction as you do, and speak the same
words you do. Your own messages can only be heard if the person is
directly next to you, revealing that it was you talking through it all
along.
I was originally gonna add this to the simple rotation component but
moved off when I decided to add talking through it, I left in the code
improvements I made to the component though since it is one of the
oldest components and hasn't been touched in a while.
Video demonstration (before I added the person also talking, just ignore
that missing)
https://github.com/tgstation/tgstation/assets/53777086/27242fc3-9649-418d-95cb-b31619319e97
While fixing the Toilet bong's rotation stuff I noticed a lot of it
wasn't up to proper code standards so I went over it and fixed issues I
had with it. It now doesn't give text saying you found something nasty
to species that still likes mice (like flypeople), and fixed its update
appearance to match the codebase standard set by the introduction of
``update_appearance`` many years ago.
## Why It's Good For The Game
It's a funny small idea I had and got inspired to add, it's a niche
mechanic that I think fits the aesthetic I am going for with Coroner and
also give a funny interaction with the human-like inanimate objects.
## Changelog
🆑
fix: Species that can eat mice don't get disgusted from seeing one in
the toilet bong.
add: Grabbing an unwrenched statue/mannequin/skeleton model will now
move its direction as you move yours, and you can talk through it.
/🆑
## About The Pull Request
1. **Qol Stuff**
- Screentips & examines for screwdriver, crowbar acts, multiool &
wirecutter Also for Alt click
- Techfabs can now also use the Mouse drag functionality to set drop
target for items
- Lathe printing animation now plays on loop instead of just flicking
once till printing is finished for more visual feedback
2. **Code Improvements**
- Merged `start_making()` with `do_make_item()`. That proc was like only
3 lines long and used only in 1 place so let's just move that code to
`ui_act()`
- Merged `user_print_item_id()` with `ui_act()`. Again was used only in
1 place so let's just move that code in to save some proc overhead
- Sets `processing_flags` for autolathe to `NONE` cause we don't use
`process()`
- Autodocs vars such as `hacked` , `shocked` etc & procs
- `maxmult` is now computed client side saving backend bandwidth,
`construction_time` is removed from lathes which did not use it
- Removed all usages of lathe taxes and their related vars, removed
engineering lathe no tax from ice moon, replaced with normal engineering
lathe
3. **Fixes**
- Lathe sheet insertion animations are now linked & work again for all
material types inserted via remote silo/local storage,
silver/titanium/plastic all play the same animation(that is
`protolathe_shiny` overlay). Other materials have their own respective
overlays
- Fixes#81243. Calling `update_static_data_for_all_viewers()` is too
expensive for the UI. We should instead use `SStgui.update_uis(src)`
which will report the `busy` status to the UI more immediatly
- Fixes#81236. Some problems with the params passed to the timer
callback. It should now print the correct number of requested items
- Fixes#81192. `design.materials` would runtime for custom material
items as they were list of texts not materials. We have to pass our
manually parsed list of materials for an specific item to ensure they
are set & used correctly. Same fixes apply for techfabs as well
## Changelog
🆑
qol: adds screentips & examines for screwdriver & crowbar acts & alt
click.
qol: techfabs can now use the mouse drop functionality to set drop
target.
qol: lathe printing animation plays on loop while printing rather than
flicking once for more visual feedback
fix: lathe sheet insertion animations are now linked & work again for
all material types inserted via remote silo/local storage
fix: printing custom materials items from autolathe works again.
fix: printing multiple items from lathes will actually print that
correct quantity of items requested.
fix: printing items the 2nd time around from lathes won't cause the UI
to reload each time.
code: autodoc for some vars & procs, merges procs.
refactor: Optimized code for autolathe & techfabs in general. Report
bugs on github
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
You got no idea how many times I've had to go to VV and set command=1
because the fucking Interns don't read chat.
With this PR, we no longer have to manually set that crap and can scream
into the Intern's ears in big letters with less steps.
The only outfits that use this type of headset are the CC Commander,
Special Ops Officer, Soviet Admiral, Debug Outfit, and Admin Outfit, so
I think it's cool
## Changelog
🆑
qol: You no longer need to manually set the CC Commander's Headset to
high-volume.
/🆑
## About The Pull Request
During the feature freeze someone pointed out that it was weird that
mothic rations can get dirty if dropped on the floor, as they're
supposed to be inside wrappers.
I added a trash type to them, which has the added side-effect of the
game assuming that if it leaves trash it probably doesn't get dirty when
dropped on the ground.
I also changed the colour of the text on the wrapper from black to very
very dark brown because I didn't like drawing it in black on the
wrapper.
## Why It's Good For The Game
More immersive. More Janitor content.
## Changelog
🆑
add: Mothic Fleet Rations now no longer get dirty or decompose if left
on the floor, due to their wrappers.
/🆑
## About The Pull Request
- Large amount of storage datum cleanup.
- Documentation.
- Maybe more consistent use of parent vs real_location.
- Removes the weakrefs, replaces it with just references.
- These were already managed references anyways so why bother?
- Removes a bunch of arguments no one used and would ever used so only
the most useful args are left.
- Some bugfixes.
## Why It's Good For The Game
Aiming to make storage easier to work with. The whole intent of this was
to bugfix the whole "weight class" thing that keeps popping up but I had
to do this first.
## Changelog
🆑 Melbert
fix: When placing an item into storage (such as backpacks), all nearby
mobs now get a message, rather than just the first mob.
fix: TGC decks of cards should act a bit less odd when looking inside.
refactor: Refactored a bit of storage, cleaned up a fair bit of its
code. Let me know if you notice anything funky about storage (like
backpacks).
/🆑
## About The Pull Request
you may no longer rip out the tag with the power of your mind at range
## Why It's Good For The Game
bug bad
## Changelog
🆑
fix: you may no longer rip pillow tags at range without telekinesis or
crit or any other time you shouldnt be capable of it
/🆑
## About The Pull Request
im getting tired of writing this but you may no longer altclick to
unanchor or anchor when crit or at range or otherwise
## Why It's Good For The Game
bug bad
## Changelog
🆑
fix: you may no longer altclick ethereal disco balls while unconscious
to anchor/unanchor
/🆑
## About The Pull Request
you can no longer altclick them at range to play them
## Why It's Good For The Game
bug bad
## Changelog
🆑
fix: you may no longer altclick tape recorders at range to play them
/🆑
## About The Pull Request
What it says on the tin. To fit with the description of volume 1 ("The
pages don't make any sound when turned."), they now use the sound of
faint rustling instead of the default page-turning sound effect.
Pictured below (you may wish to turn up your volume):
https://github.com/tgstation/tgstation/assets/80640114/e9867815-8e33-47a5-83e2-19fc979e15d6
## Why It's Good For The Game
Makes the book's behaviour consistent with their description, plus it's
just fitting, isn't it?.
## Changelog
🆑
sound: The Guide to Advanced Mimery book series now only make a very
faint noise when turning their pages, in order to match their
description
/🆑
## About The Pull Request
- Kicks Martial Arts out of the attack chain.
- All Martial Arts attacks are now handled via unarmed attack or grab
signals
- This means all martial arts are now technically on the living level,
allowing any mob that can unarmed attack to martial arts. Sort of. YMMV.
- All martial arts block checking is now handled by the arts themselves,
meaning you can selectively decide for a martial arts strike to not be
blocked. Maybe good for the future.
- A comprehensive cleanup of all existing martial arts. Improving var
names, code, adding some missing animation calls, etc.
Fixes#74829
## Why It's Good For The Game
Untangles the mess that is martial arts, making it a lot easier to work
with the attack chain and making it overall a ton more consistent.
## Changelog
🆑 Melbert
refactor: Big martial arts refactor, they should now overall act a ton
more consistent. Also technically any mob can do martial arts. Let me
know if something is funky.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
This gives the mounted RCD the same functionality as the handheld
version, from upgrades to destruction scanning. Upgrades can be
installed by using them on either the mech or the equipment item, and
both the scanner and RCD menu can be accessed in the equipment's menu.
Because mechs don't have different left/right click actions,
deconstructing is toggled in the menu as well.

## Why It's Good For The Game
Gives exosuits more things to do that aren't combat-related, which I
feel is lacking currently.
## Changelog
🆑
add: Exosuit-mounted RCDs now have the same functionality as the
handheld version.
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
This PR increases cuff time to 4 seconds, but adds a trait for gloves
that makes you cuff 1 second faster. Currently this is placed on black
gloves, the captain's gloves and any other gloves which are used for
combat (like krav maga, any tacklers, and combat gloves). Chameleon
gloves also have this trait so that traitors have a glove choice other
than the somewhat conspicuous combat gloves to help them with
kidnapping, something they may do for objectives or contracting.
It also makes nitrile and latex gloves hide your fingerprints once
again.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Latex gloves not hiding fingerprints was basically done purely for
balance reasons to make them not a direct upgrade over black gloves,
however it bothered me that this made little sense logically and is very
unintuitive and not something that's easy to tell in game. I've
personally arrested multiple people while playing sec using finger print
evidence they didn't even realize I could possibly have because they
thought their gloves would protect them.
Also I don't like playing against shove cuffing, dying because you dared
to stand within 1 tile of a wall or table and got shoved once is unfun
and takes basically zero effort or preparation and is one of the most
effective things you can do to fight someone, it discourages RP because
literally anyone can just turn on combat mode, walk you into the wall
while you're typing and kill you with nothing but a pair a cable cuffs.
This will make it take a little more prep and make you a little more
conspicuous when you intend to do 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
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
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and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
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🆑
add: Wearing certain gloves (such as black gloves and combat oriented
gloves) allow you to cuff people faster
balance: base handcuffing time is now 4 seconds
balance: latex gloves now hide your fingerprints
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
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<!-- You can use multiple of the same prefix (they're only used for the
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## About The Pull Request
[Converts all manual extraction of rbg with rgb2num. It's just
better](ae798eabd5)
[Yanks out old HSV management, replaces it with list
stuff](4997e86051)
There's this old lummy era clunky code that passed HSV as text
We can now cleanly replace it with passing hsv as lists from a rgb2hsv
proc
So let's just do that.
Also, cleans up spraytan code (and ethereal lighting)
## Why It's Good For The Game
Code better
## About The Pull Request
Assigning a bank account to an ID was moved to alt-right-click but no
examine text indicates this change. Adds examine text and a dialog to
set the bank account from the player's memory if the card is unassigned.
## Why It's Good For The Game
Less screaming at HoP "how I set ID!"
## Changelog
🆑 LT3
fix: ID card examine text shows how to set your linked bank account
fix: ID card withdrawal from an unassigned account will ask if you want
to link an account
/🆑
## About The Pull Request
`healthscan` is a global proc, but if you want to call the proc with a
different scan mode, you can't use the defines as they're def'd and
undef'd in the health analyzer file.
So I moved them to a global define file.
## About The Pull Request
Makes shivs and bone daggers not conduct electricity (i.e. you don't get
shocked from hitting an electrified grill with it).
In #80033 `CONDUCTS_ELECTRICITY` was moved to `obj_flags` instead of the
`flags_1` it was before and given a new constant for it. The author
generally replaced the `flags_1` with `obj_flags` but seems to have
forgotten to do this for the bone dagger and glass shiv `Initialize`
calls, while replacing the flag to the new constant though. Meaning that
they weren't non-conductive anymore.
## Why It's Good For The Game
These aren't meant to conduct electricity, this resolves that issue of
them doing that currently.
## Changelog
🆑
fix: Bone daggers and shivs are now longer electrically conductive
/🆑
## About The Pull Request
Some bug smashing, as well as adding decent values to martian drinks.
This is also my first few ever PRs, so if something goes wrong, yell at
me
## Why It's Good For The Game
This should hopefully make it so that martian drinks appear more at
bars. Also, you can now eat a pesto pizza whole. Yey.
## Changelog
🆑
fix martian drinks give various moodboosts that aren't just "nice" now
fix: pesto pizza (cooked) is no longer raw, and cilbir is meat instead
of fruit
/🆑
## About The Pull Request
Fixes thermoelectric generators so they work again
Pipes can be connected to it, the machine can be rotated
Adds the ventcrawl movement flags as a defined bitfield
I also gave it a TGUI menu, it was small so it is pretty insignificant.
I added a little bit more text to error messages to make it clearer why
the thermoelectric generator isn't functional.
I also repathed generator to thermoelectric_generator because
'generator' is a keyword and is highlighted in green which makes people
using vscode a little confused what it's meant to be.
Old

New
https://github.com/tgstation/tgstation/assets/53777086/064a5dda-5407-4817-b090-d22eb6c4aab8
## Why It's Good For The Game
This is one of the things I had to move to TGUI in
https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA
I was originally gonna remove it, but in the spirit of feature freeze I
thought I should at least give it a try.
This fixes many issues with it and gives it a new better UI that won't
stop updating easily so you can actually watch the changes as it
happens.
The TEG may not be obtainable in-game but it can still be mapped in or
give by admins, letting it function as intended is still a massive
benefit.
Closes https://github.com/tgstation/tgstation/issues/75738
## Changelog
🆑 JohnFulpWillard, Unit2E teaching me the TEG
fix: The TEG now works again (still unobtainable by regular means
though).
fix: the TEG and its circulators can now be rotated counterclockwise
again.
refactor: The TEG now uses a TGUI interface rather than the old HTML
one.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
This one's not like the last one, so much so that I'm not even going to
outsource the PR description to a robot this time!
Basically, **You should read the PR body before assuming that everything
is the same as last time. It's not.**
## Video Summary
Click the link below to see a video summary of the main features of this
pull request.
https://youtu.be/Aho2omR0mjY?feature=shared
## About The Pull Request
This pull request serves as a large rework of minerals produced by
mining, and by extension mining itself. I'll try and list each change
and it's associated nuance here.
### Ore Vents
The biggest addition to the game with ArcMining is **Ore Vents**. Ore
vents spawn as a ruin on the map, placing a randomized ore vent onto map
generation. Ore vents spawn in 3 different sizes, **Small, Medium, and
Large**. These vents will pick from a pool of materials they can
generate, and will hang out across the map. A player can use a mining
scanner to discover an ore vent, granting a small quantity of **mining
points** to begin with. Once scanned, ore vents will show what minerals
that ore vent will generate after they're fully tapped.
Scanning the vent again will trigger the extraction process. A small
drone will fly down, called the NODE drone, and buckle onto the vent.
Your job during wave defense is to protect the drone and to defeat waves
of randomly spawning mobs (dependent on if you're on lavaland or on
icebox). The quantity, duration, and time between waves is scaled to the
size of the vent you're protecting. Starting by scanning and protecting
lower tier vents earlier in the shift is a safer bet than doing a large
vent in the first few minutes. The drone has 500 health, and can take a
good few hits, but leaving it alone will cause it to meet an unfortunate
end quite quickly.
Cooperation can be your best asset, as mining with allies can greatly
help with wave defense, and mineral points are granted to anyone who
helps with defending the ore vent equally (So 500 * size tier,
regardless of how much help you receive). Once complete, the ore vent
will have a mining machine constructed on top of it, and will start to
dredge up **Boulders** from the earth automatically. More on boulders
later.
Ore vents can be located based on your mining scanner, and will provide
an appropriate audio cue based on if the ore vent has been discovered or
not, and once processed will no longer alert you to it's presence.
**Each station comes with a free vent that produces exclusively iron and
glass, free of charge.** This is to help with shifts where the station
may not have shaft miners to produce minerals, and to provide the
station with a baseline amount of minerals where none may exist
otherwise.
### Mineral Generation
Mineral generation has been completely reworked. Previously, Mineral
Generation had a flat 13% spawn rate in-game. Once minerals spawned,
they would also have a chance to propagate their minerals to nearby
tiles, resulting in a rather massive pool of minerals that could spawn
throughout lavaland on the whole.
This tweaks that, by making minerals in walls spawn based on their
proximity to ore vents on maps that use cave generation. Both the
probability, and quantity of ores spawning in walls is scaled based on
distance, with ore vents looking like large caches of ores found in
walls. This makes following ores found in walls and checking their
quantity of minerals spawned a good indicator of how close you are to a
nearby vent in-round.
This means you can collect some points form both discovering ore vents
first, as well as collecting their surrounding ores, turn those in for
mining points, and then trading them in for gear upgrades to more
effectively take on ore vents. As a result of tweaking the balance of
this, the total amount of ores spawned in walls overall has been
decreased. However, by making more of the process time based, we still
result in a mostly balanced finished product.
### Boulder Processing
On station, there are now three new machines. These are the BRM, the
Refinery, and the Smelter.
- The BRM acts as a teleporter. Instead of needing to carry boulders
back to the station, you can activate the BRM, and it will automatically
pick boulders to teleport back to itself. You can use this to teleport
boulders dredged up from lavaland onto the station for processing. **The
BRM will only lock on to boulders that are resting on an ore vent.**
Moving boulders back by hand will mean you'll have to haul it back by
hand.
- The refinery processes the non-metallic materials out of boulders.
This process sends the materials straight to the ORM, and collects
mining points from the ores smelted in the machine. Swiping with an ID
card lets you withdraw those points for your own personal account, but
remember that these points are for your whole team to share from. The
**Mining points obtained from this process is only 75% of the amount an
equivalent amount of ores would provide.**
- The smelter works nearly identically, however the smelter produces
metallic materials out of boulders instead.
- Once a boulder has had all of it's materials extracted, it's broken
down and deleted from the line. Otherwise, the boulder is spat out for
the next machine to process it (either the refinery or smelter).
- Once there's no minerals left in a boulder of any type, the refinery
or smelter will break the boulder down.
- Boulders **do not stack onto tiles with each other**, so they'll block
each other when pulled or when moving on a conveyor belt.
Boulders can also be processed by hand. Using a mining tool on a boulder
with right click will allow you to break down a boulder into it's
composite ores, but limits you to a maximum of 10 ore per boulder, where
the full amount can be extracted using the proper processing machines.
Also, processing by hand does deal small amounts of stamina damage over
time, do breaking a full large boulder can be particularly taxing.
Additional Boulder Processing Machines can be built, with the BRM board
being obtained from the Protolathe, while the Smelter and Refinery
boards being obtainable from the Autolathe instead. A _boulder
processing beacon_ can also be obtained from the mining points vendor as
a reward to assist with boulder processing. Boulder processing beacons
can be used to spawn in a new BRM, refinery, and smelter on the tile the
user is standing on, however **you'll still need to link them to the
ORM**!
All three machines can be upgraded with Stock Parts, allowing for **more
boulders to be processed at a time**. It does not, however, increase the
amount of minerals received from boulders, or points earned.
### Mining Borg Tweaks
Mining borgs have been given some minor adjustments to compensate for
the changes to mining. Their mineral scanner, which now has an active
component to gameplay, is now a module as opposed to built into the mob.
This module allows for the same ability to discover and start waves of
monsters to fight.
Mining modules will find that their PKA now has a total of 90% mod
capacity as compared to the 80% they had before, to allow for more
robust defense of ore vents.
In addition, all borgs and AIs can interact with the BRM for boulder
collection.
### Mining Mech Tweaks
Mining Mechs have had their utility tweaked as a result of these changes
as well. Mineral scanners to be used on mining mechs now have a larger
radius by comparison to their handheld cousins. Similarly, it now has an
active scanning button, which will actively discovery nearby ore vents.
To begin wave defense, you will need to hop out and scan a second time
however, so that you can properly accept the risks of drawing a horde of
bloodthirsty wildlife towards you and your companions.
Mechs can also manually process boulders, similar to mining tools using
their drill.
### Golem Tweaks
Golems, being more gentle and less aggressive than humans, while being
made out of LITERAL ROCKS, have a greater need to secure access to ores
and minerals to eat. As such, they have adapted to be able to do two new
things:
- Golems may now right click ore vents to be able to manually haul a
boulder out of the vent. This costs a hefty amount of stamina, but it
allows for golems to avoid combat during regular gameplay.
- Golems may now left click a boulder with an open hand in order to
manually process a boulder like a pickaxe. While not faster, it is
consistent and prevents golems from starving if they have access to a
vent, but no ores, somehow.
### Gulag Tweaks
The labor camp, being a camp for rehabilitation and ~~excessive manual
labor~~ has been tweaked. Boulders now replace the random minerals
located on their island, and to acquire their prizes inside, much be
excavated and then broken out of the rock. Now YOU TOO can excavate
minerals and become a true mineral hero by working your way to freedom.
### Mining Point Changes
As a result of fewer mining points being available across the map due to
the new ore spawning mechanics, and the shift in how and when ores will
be coming in, almost every progress based mining point cost has been
reduced by around 10-20%. Many numbers are still subject to change at
present, but the idea is that core progress unlocks should be made a bit
more available earlier in the round before players can start to solo or
duo larger or more difficult ore vents, after which they'll be rolling
in ores.
### Rarities
Every once in awhile, an unusual boulder will get hauled up from the
mineral rich depths of lavaland. These **Artifact boulders** can
occasionally produce rare items, but for now they've mostly just been
pulling up **Strange objects** for science. Nanotrasen Natural Sciences
department will reward you extra points to be collected by boulder
processing machines for successfully extracting one. In the future, this
opens up a passive reward space that mining can reward to the station,
like providing cytology DNA samples, ancient seeds, or other artifacts.
### Misc notes
- Boulders can be stored in all varieties of ore boxes (ground, mech)
should you choose, however as mentioned it's best to leave them where
they spawn and teleport them to the station for convenience.
- Maps that are not subject to cave generation will find that they are
largely untouched in terms of mineral balance.
- Future or existing ruins can now be tweaked to have a mineral balance
cost, as the ore vent ruin does. This will allow us to spawn in more
interesting ruins for pre-made combat challenges.
- There are unique ore vents that spawn across the map, that will summon
a boss mob relevant to that map. If the boss mob is defeated, that vent
will spawn large boulders pulling from every possible ore type that can
spawn. Not for the faint of heart!
- Similarly, the number of ore vents and mineral budget is now
adjustable in the cave generation procs, so maps may spawn with more or
less ore vents as desired for balance.
- Artifact boulders opens up a LOT of room for possible future content
like archaeology, xenoarch, artisci, and other design spaces!
- Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in
addition to boss ore vents.
- **I'll add more to this as I get asked questions and remember things,
this is a huge PR and I'm confident I've missed at least something**
## Why It's Good For The Game
I outlined a lot of this in #78040, so I'll try and keep this relatively
snappy this time, while noting that I've made some concessions to make
the whole system a lot more playable while not trying to break out
design decisions that are at the end of the day, better for the game and
the overall resource balance in round.
Minerals are a very poorly balanced system, and have been since their
inception many years ago. We heavily rely on mineral balance in round,
and yet we've really only balanced it by introducing so much supply that
there's no equivalent exchange for materials that doesn't just heavily
flood the exchanged material. For example, items printed from materials
that are otherwise considered "rare" on master exist in such quantities
and they'll never practically run out in our allotted 90 minute time
slot design. This PR adjusts how ores spawn to a point where we can
minimize the amount of ores that need to exist on the map for mining to
be able to progress, while still providing enough resources for the
station that it covers the needs of the station adequately.
Miners will need to be more strategic about what resources they've
collected, and be able to make decisions about which vents are worth the
risk of attempting to fight, how to prepare for a wave defense, and when
to head back up for upgrades, while finally giving them at least some
kind of incentive to work together and use different equipment.
Resonators make cleaning up the caves around vent easy, sandbags set up
easy defenses for your vent, mechs can serve as a wider range radar
while mining, all while still providing a new gameplay loop to mining.
By limiting the amount of ores that can enter the round from the
massive, massive amounts that were coming into the round beforehand (see
#78346 ), we can make ore processing more meaningful by adding more
gameplay to the processing of minerals. I have some plans for that,
however this PR already got bloated really REALLY badly due to scope
creep and the number of intersecting systems that rammed into each other
to make this PR possible. So that'll be next. Plus, as I've mentioned,
we open up places for ore processing to find fossils, relics, and other
things that can implemented down the line.
Overall, I don't expect this PR to save or kill ore balance, but we gain
a LOT more control over it through the use of our mining defines
attached to this PR, and at the end of the day, that's a great place to
start off of.
## Changelog
🆑
add: Added ore vents. Scanning them with mining scanners shows what
minerals they contain. Scan again to fight off a horde of beasts as your
drone assistant excavates the vent, so the ore vent will produce mineral
boulders!
bal: Ores that spawn in walls now spawn based on their proximity to ore
vents, with their chance to spawn and their minerals contained scaling
from low to high.
add: Added the BRM, Refinery, and Smelter. These pieces of equipment are
used to process ore boulders into minerals for the station. Stock Part
upgrades allow more boulders to be processed at one time. They collect
mining points as well, to be redeemed with an ID card swipe.
add: Boulders are teleported to the station via the BRM if left
untouched. Boulders can also be cracked open for a reduced amount of ore
using pickaxes or golems hands.
add: All stations come equipt with a pre-excavated ore vent, which
produces a basic supply of iron and glass only. Scan other vents for
your critical resources!
add: Look there's a shit ton of changes on mining, for more detail check
out the Pull Request: https://github.com/tgstation/tgstation/pull/78524.
sound: New sounds and noises for your high octane factorio-like
gameplay!
image: All new boulder sprites for the new minerals and rocks added to
the mining gameplay loop, as well as mining machines!
image: Overlays appear over vents when scanned to let you know their
contents at a glance when actively scanned with any mining scanners.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
cyborg inducers use the cell of the cyborg instead of the one in the
borg when it was inserted
also minor code cleanup
## Why It's Good For The Game
fixes#80956
## Changelog
🆑
fix: cyborg inducer respects cell changes
/🆑
## About The Pull Request
Fixes#81009.
Trash bags did not have a `worn_icon_state` set, which means that it
tried to use an invalid state when worn while not empty. This is now
fixed.
## Why It's Good For The Game
Missing sprites bad.
## Changelog
🆑
fix: Filled trash bags show up properly when worn.
/🆑
## About The Pull Request
Situation: areas have a list of all turfs in their area.
Problem: `/area/space` is an area and has a 6 to 7 digit count of turfs
that has to be traversed for every turf we need to remove from it. This
can take multiple byond ticks just to preform this action for a single
space rune
Solution: split the list by zlevel, and only search the right zlevel
list when removing turfs from areas.
replaces `area.get_contained_turfs()` with a few new procs:
* `get_highest_zlevel()` - returns the highest zlevel the area contains
turfs in. useful for use with `get_turfs_by_zlevel`
* `get_turfs_by_zlevel(zlevel)` - returns a list of turfs in the area in
a given zlevel. Useful for code that only cares about a specific zlevel
or changes behavior based on zlevel like lighting init.
* `get_turfs_from_all_zlevels()` - the replacement for
`get_contained_turfs()`, renamed as such so anybody copying/cargo
culting code gets a hint that a zlevel specific version might exist.
Still used in for loops that type checked so byond would do that all at
once
* `get_zlevel_turf_lists()` - returns the area's zlevel lists of lists
but only for non-empty zlevels. very useful for for loops.
The area contents unit test has been rewritten to ensure any improper
data triggers failures or runtimes by not having it use the helpers
above (some of which ensure a list is always returned) and access the
lists directly.