## About The Pull Request
99% of all code was stolen completely from @MrMelbert, like I spent more
time waiting for the plant to grow for the video than actually
contributing to this
Adds a new tree mutation to the shrub (from exo crate)
It has a High Complexity Gene, which halves the harvest and blocks
pollination benefits. It produces podperson organs and limbs. Limbs are
twice as likely to drop as organs (because there's a lot more organs).
It can also drop plant meat.
https://github.com/user-attachments/assets/88bb89dd-4cd7-4bc9-ac2f-f4c67a5ea9ff
(Yes the sprite is mine please don't bully Melbert for it)
Podpeople now also have their own set of organs, which are mostly just
standard organs but colored green.
## Why It's Good For The Game
Gives us another source of organs and limbs besides the limb grower,
exosuit fab and medical protolathe. Those only produce organic and
robotic organs and limbs, but now we can also produce plant organ and
limbs! (Without committing horrible crimes). This also synergizes well
with #89306 , which makes it so plant bodyparts have actual unique
benefits (more than just a fashion statement).
## Changelog
🆑 MrMelbert, Time-Green
add: Adds an organ tree as a mutation of shrubs (from the exotic seeds
crate)! Spare organs have never been so green!
/🆑
---------
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
This allows you to use a fishing rod during the "manipulate organs" step
of the aforementioned surgery to snatch organs from a target.
Unlike other fish sources, this one has a negative fishing difficulty of
-20, which when summed with the default minigame difficulty should still
result in a negative difficulty. In layman terms, this means the
minigame is skipped here (unless you're wearing some clunky stuff like
insulated or boxing gloves). It also has a wait time of 8 to 13 seconds
versus the more random standard 3 to 25 seconds.
A small side-effect of this is that explosions during the "manipulate
organs" step will basically disembowel you, but it kinda fits anyway.
By the by, because of this, there is a tiny chance bluespace fishing
rods can yield you random organs. Worry not, they're newly generated, so
you won't be snatching it from another player by accident (at least for
now).
## Why It's Good For The Game
It adds more possible weird and rare shenanigans involving surgery.
## Changelog
🆑
Add: You can use a fishing rod to snatch organs during organ
manipulation surgery
/🆑
## About The Pull Request
Soooooooooooooooooooooooooooooooo tasting code has been jank for a good
damn while, and with this we aim to fix that- let's start from the
beginning.
Earlier when I was making a food item, I noticed that it'd never
actually have the taste I gave it, just tasting indescribable as things
without tastes do.
Weird, cause it definitely has a taste set, and plenty of nutriment
subtype reagents!...
When looking into it, I noticed that we only copy the tastes to
*specifically* the base nutriment and the vitamin subtype:
57b718ad20/code/datums/components/food/edible.dm (L215-L216)
But! Surely the other reagents should have tastes, right?.... No:
57b718ad20/code/modules/reagents/chemistry/reagents/food_reagents.dm (L119-L120)
we were always returning the tastes data, but never actually setting it
except for those two reagents, overriding any and all tastes.
This caused the non-taste of the proteins and fats to override the food
taste applied to the vitamins with their volume.
So, to fix this, we replace these hardcoded ids with a check for
`carry_food_tastes` on the nutriment reagent, such that each can
individually define whether they carry food tastes. This lets oils have
their own tastes, while letting all other nutriments carry the tastes.
We then make `get_taste_description(...)` return the base flavour if no
special flavour is found, and add base flavours to proteins and vitamins
based on what pure proteins/vitamins with no further additives would
roughly taste like.
This fixes our issue!....... Except, we now always taste something "rich
earthy pungent" when we eat. Looking into it, that's the organ tissue
reagent, used in our stomachs:
57b718ad20/code/modules/reagents/chemistry/reagents/food_reagents.dm (L232-L236)
....Because whenever we ingest something, we taste the contents of our
stomach. This was previously less noticeable, as while it *did* count,
it only added a weight for _no flavour_.
To fix this we just, well, make it so you taste what you're eating and
not the container itself.
It's as simple as separating the tasting code from the reagent holder,
and making the tasting that happens on ingest exposure use that logic
instead.
We keep the old logic for the INTJ skillchip and tasting machine, just
re-routed through this, and split up some procs to avoid too much
duplication.
This fixes our issue! Though, there's still some minor issues.
This lets us add organ tissue instead of nutriment to other organs so
they no longer taste indescribable, as it actually works properly now,
but letting organ tissue hold flavours would risk having the stomach
organ tissue permanently leech the flavours of the organ tissue you eat.
So we make a subtype of organ tissue for the stomach, stomach lining,
which cannot hold flavours.
This lets us apply the base organ tissue to all other organs without
risking stomach contamination.
## Why It's Good For The Game
It's jank to taste your stomach contents.
It's jank for organs to taste like nothing.
It's jank for reagents with flavours to never taste like anything.
It's jank for tasteless reagents to block out food flavours.
It's jank for organs to only sometimes contain organ tissues.
yeah.
## Changelog
🆑
refactor: Refactored tasting code. Please report any jank tasting
behaviours.
fix: You taste what you eat instead of the contents of your own stomach.
fix: Other basic nutriment subtypes also carry food flavours, instead of
outweighing the food flavours with their lack of flavour.
fix: Basic nutriment subtypes have a flavour they default to, in case of
not carrying any food flavours.
fix: Oils taste like oil instead of tasting indescribable.
fix: Clothing eaten by moths actually carries its flavours instead of
tasting indescribable.
fix: Organs use organ tissue instead of nutriment.
fix: You can actually taste organ tissue.
qol: Mineral slurry tastes like minerals instead of tasting
indescribable.
fix: Tasted flavours can actually be "strong" in addition to mild or "a
hint of", as intended.
qol: Flavours are only strong when their percentage of what you're
tasting is more than 4x taste sensitivity instead of 3x, for most
default tongues being 60% and lizards 40% of the drink.
qol: Tasted flavours are sorted by strength, stronger flavours coming
first.
qol: Tasted flavours are grouped into "strong", "mild", and "hint" in
the message, replacing "You can taste a hint of bitterness, alcohol, a
hint of sweetness, and a hint of cola" with "You can taste alcohol and a
hint of bitterness, sweetness, and cola".
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.
This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).
And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.
## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.
Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.
Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

## Changelog
🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
## About The Pull Request
123 changed files and multiple crashes after writing broken regex, I
replaced most remains of direct spans with macros. This cleans up the
code and makes it easier to work with in general, see justification for
the original PR. I also fixed a bunch of broken and/or unclosed spans
here too.
I intentionally avoided replacing spans with multiple classes (in most
cases) and spans in the middle of strings as it would impact readability
(in my opinion at least) and could be done later if required.
## Why It's Good For The Game
Cleaner code, actually using our macros, fixes borked HTML in some
places. See original PR.
## Changelog
Nothing player-facing
## About The Pull Request
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
## About The Pull Request
ethereal cell is now stored in contents instead of nullspace
## Why It's Good For The Game
i mostly made this because i realized that the recharging function of
relics doesn't actually work on these, and i found out it's because this
isnt in contents but nullspace
seems kind of lame for a cool interaction i hoped for (ethereal charging
via relic) and possibly other interactions in the future as well
it might cause a disaster somehow. but let's yolo it and revert if it
causes anything awful
## Changelog
🆑
fix: The recharging relics now work on ethereal cells.
balance: EMP now affects ethereal's hunger.
/🆑
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Removes mutant bodyparts and external organs from the game completely
Digitgrade behaviour was mutant bodypart for no reason
Cat ears now work with the bodyparts overlay system, same as all the
other external organs (since all their behaviour is now just on /organ
It doesn't remove all the /external types, but moves all behaviour to
/organ. I'll follow up with a PR wiping all the /external organ types,
but it's just conflict heaven so not this PR
I've also streamlined a lot of duplicate/weird species regeneration code
Melbert did the same PR as well but due to a lack of time (?) I have
absorbed his PR to double nuke mutant bodyparts
## Why It's Good For The Game
Frees us from the chain of unmodular code, and kills my greatest nemesis
(after the shuttle meteor murder bug)
## Changelog
🆑 Time-Green and MrMelbert
Refactor: External organ behaviour has been moved to /organ, ears now
use the same system as the other organs
Refactor: Mutant bodyparts are dead! This likely does not mean much to
the average person but it's very dear to me
code: Improves digitgrade handling in preference code
/🆑
I have absorbed #85126, using Melberts code to improve and add some
missing changes. Mainly improving the functioning of preferences and
digitgrade legs. I didn't take over the hairstyle improvements.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Vomiting caused by disgust now deducts 50 disgust from you. This should
prevent chainvomiting causing infinite knockdowns and slowdowns.
## Why It's Good For The Game
This is primarily intended as a nerf to rust heretics, although it also
serves as semi-balance/qol to other sources of disgust. Rust tiles apply
10 disgust per tick with blade applying 50/100 on detonation, which
leads to chain vomiting resulting in endless knockdown.

Statistics also support this, as rust is currently the strongest heretic
path to go down, both pickrate and (almost) win % wise. Initial rework's
author also supports this change, as chain vomit knockdowns were not
intended to be this prevalent or strong.
## Changelog
🆑
balance: Vomiting from disgust now removes 50 of it from you.
/🆑
## About The Pull Request
As the title says. A standard power cell now only stores 10 KJ and
drains power similar to how it did before the refactor to all power
appliances.
The new standard megacell stock part stores 1 MJ (what cells store right
now). APCs and SMESs have had their power cells replaced with these
megacell stock parts instead. Megacells can only be used in APCs and
SMESs. It shouldn't be possible to use megacells in any typical
appliance.
This shouldn't change anything about how much 'use' you can get out of a
power cell in regular practice. Most should operate the same and you
should still get the same amount of shots out of a laser gun, and we can
look at expanding what can be switched over to megacells, e.g. if we
want mechs to require significantly more power than a typical appliance.
Thanks to Meyhazah for the megacell icon sprites.
## Why It's Good For The Game
Power cell consumption is way too high ever since the power appliance
refactor that converted most things to be in joules. It's a bit
ridiculous for most of our machinery to drain the station's power supply
this early on.
The reason it's like this is because regular appliances (laser guns,
borgs, lights) all have a cell type that is identical to the APC/SMES
cell type. And it means that if we want to provide an easy way to charge
these appliances without making it easy to charge APCs/SMESs through a
power bug exploit, we need to introduce a new cell type to differentiate
between what supplies power and regular appliances that use power. This
is primarily what the megacell stock part does.
This moves us back to what it was originally like before the power
refactor, where recharging power cells wouldn't drain an exorbitant
amount of energy. However, it maintains the goal of the original
refactor which was to prevent people from cheesing power generation to
produce an infinite amount of power, as the power that APCs and SMESs
operate at is drastically different from the power that a regular
appliance uses.
## Changelog
🆑 Watermelon, Mayhazah
balance: Drastically reduces the power consumption and max charge of
power cells
balance: Added a new stock part called the battery, used primarily in
the construction of APCs and SMESs.
add: Suiciding with a cell/battery will shock you and potentially dust
you/shock the people around you if the charge is great enough.
/🆑
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
## About The Pull Request
Disgust vomit knocks you down rather than stunning you.
Mitogen Metabolism Factor knocks you down rather than stunning you.
## Why It's Good For The Game
> Disgust vomit knocks you down rather than stunning you.
With the recent update to rust causing disgust on tiles, you end up
vomiting, getting stunned, accruing even more disgust on the tile,
vomiting again. An endless cycle of misery. Vomits should suck, but I
don't think they should stunlock.
> Mitogen Metabolism Factor knocks you down rather than stunning you.
Similarly, Mitogen Metabolism Factor makes you vomit when overdosed.
This is normally fine, but fermichem always finds a way to ruin things -
it can be made via inverse Probital and is a guaranteed chain-stunner
for far too little effort.
Easy, cheap, hard-to-escape stunlocks are bad.
## About The Pull Request
Fixes many instances of things not charging ethereals properly. Scales
all things that are meant for charging/taking from the ethereal stomach
by STANDARD_CELL_CHARGE, so we never run into this issue again. Ethereal
stomachs now store a cell inside them, and uses that for the charge
instead of tracking a variable. Fixes recharging stations not being able
to charge ethereal stomachs. The ethereal signal proc attempted to feed
a callback datum to adjust_charge(), which caused a runtime. Changes
that by invoking the charge_cell callback instead.
Also fixes recharge station charging speed. They weren't converted
correctly. Also formats their charging speed in their description, and
displays power rather than referencing cycles.
## Why It's Good For The Game
So ethereals charge properly.
Closes#82470
## Changelog
🆑
fix: Fixes many instances of energy sources for ethereals supplying a
thousand times less energy than intended.
fix: Fixes recharging stations not being able to charge ethereals.
fix: Fixes recharge stations charging too fast.
qol: Recharge stations display their recharging speed in formatted
power, rather than unformatted energy per cycle.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Ethereals use energy as 'food', so of course #81579 had to touch them.
To bring them in line with the new standard, the Ethereal charge levels
were updated to be in megajoules.
466b3df048/code/__DEFINES/mobs.dm (L292-L299)7fa8daad63/code/__DEFINES/mobs.dm (L285-L292)
However! This forgot to update the rate at which Ethereals passively
discharge.
7fa8daad63/code/modules/surgery/organs/internal/stomach/stomach_ethereal.dm (L11-L14)7fa8daad63/code/__DEFINES/mobs.dm (L437)
Meaning it's effectively a thousand times less with the new charge
levels.
So we simply update this define to be in kilowatts.
```dm
#define ETHEREAL_CHARGE_FACTOR (0.8 KILO WATTS) //factor at which ethereal's charge decreases per second
```
## Why It's Good For The Game
Fixes issue with ethereal hunger caused by #81579.
## Changelog
🆑
fix: Ethereal starvation has been updated to the new joules/watts
standard. Congratulations Ethereals! You can starve again!
/🆑
## About The Pull Request
Removes all arbitrary energy and power units in the codebase. Everything
is replaced with the joule and watt, with 1 = 1 joule, or 1 watt if you
are going to multiply by time. This is a visible change, where all
arbitrary energy units you see in the game will get proper prefixed
units of energy.
With power cells being converted to the joule, charging one joule of a
power cell will require one joule of energy.
The grid will now store energy, instead of power. When an energy usage
is described as using the watt, a power to energy conversion based on
the relevant subsystem's timing (usually multiplying by seconds_per_tick
or applying power_to_energy()) is needed before adding or removing from
the grid. Power usages that are described as the watt is really anything
you would scale by time before applying the load. If it's described as a
joule, no time conversion is needed. Players will still read the grid as
power, having no visible change.
Machines that dynamically use power with the use_power() proc will
directly drain from the grid (and apc cell if there isn't enough)
instead of just tallying it up on the dynamic power usages for the area.
This should be more robust at conserving energy as the surplus is
updated on the go, preventing charging cells from nothing.
APCs no longer consume power for the dynamic power usage channels. APCs
will consume power for static power usages. Because static power usages
are added up without checking surplus, static power consumption will be
applied before any machine processes. This will give a more truthful
surplus for dynamic power consumers.
APCs will display how much power it is using for charging the cell. APC
cell charging applies power in its own channel, which gets added up to
the total. This will prevent invisible power usage you see when looking
at the power monitoring console.
After testing in MetaStation, I found roundstart power consumption to be
around 406kW after all APCs get fully charged. During the roundstart APC
charge rush, the power consumption can get as high as over 2MW (up to
25kW per roundstart APC charging) as long as there's that much
available.
Because of the absurd potential power consumption of charging APCs near
roundstart, I have changed how APCs decide to charge. APCs will now
charge only after all other machines have processed in the machines
processing subsystem. This will make sure APC charging won't disrupt
machines taking from the grid, and should stop APCs getting their power
drained due to others demanding too much power while charging. I have
removed the delays for APC charging too, so they start charging
immediately whenever there's excess power. It also stops them turning
red when a small amount of cell gets drained (airlocks opening and shit
during APC charge rush), as they immediately become fully charged
(unless too much energy got drained somehow) before changing icon.
Engineering SMES now start at 100% charge instead of 75%. I noticed
cells were draining earlier than usual after these changes, so I am
making them start maxed to try and combat that.
These changes will fix all conservation of energy issues relating to
charging powercells.
## Why It's Good For The Game
Closes#73438Closes#75789Closes#80634Closes#82031
Makes it much easier to interface with the power system in the codebase.
It's more intuitive. Removes a bunch of conservation of energy issues,
making energy and power much more meaningful. It will help the
simulation remain immersive as players won't encounter energy
duplication so easily. Arbitrary energy units getting replaced with the
joule will also tell people more meaningful information when reading it.
APC charging will feel more snappy.
## Changelog
🆑
fix: Fixes conservation of energy issues relating to charging
powercells.
qol: APCs will display how much power they are using to charge their
cell. This is accounted for in the power monitoring console.
qol: All arbitrary power cell energy units you see are replaced with
prefixed joules.
balance: As a consequence of the conservation of energy issues getting
fixed, the power consumption for charging cells is now very significant.
balance: APCs only use surplus power from the grid after every machine
processes when charging, preventing APCs from causing others to
discharge while charging.
balance: Engineering SMES start at max charge to combat the increased
energy loss due to conservation of energy fixes.
/🆑
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Adds in a new trait to handle the tackle defense bonus that was
previously granted by `TRAIT_FAT` to solve a few problems that were
occurring downstream, this new trait is handled by the stomach organ and
handles it all automatically. Also edits the lipoplasty check to see
that the target is fat from eating too much.
## Why It's Good For The Game
No functions will have their results altered by the change and it will
help solve some some issues downstream.
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
That's it really.

It's supposed to have a `shock_source` arg, but 2/3 of the procs that
are registered to this signal don't include that in their args list.
## Why It's Good For The Game
Out of order positional args = bad.
## Changelog
Nothing player facing (probably)
<!-- 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. -->
closes#53931, #70916, #53931
## About The Pull Request
Organs were previously stored in nullspace. Now they are stored in their
prospective bodyparts. Bodyparts are now stored in the mob.
I've also had to refactor a lot of code concerning organ movement.
Previously, organs were only moved into bodyparts once the bodyparts
were removed. To accomodate this change, two major distinctions have
been made:
**Bodypart removal/insertion**
Called only when an organ is taken out of a bodypart. Bodypart overlays,
damage modifiers or other changes that should affect a bodypart itself
goes here.
**Mob insertion/removal**
Called when an organ is removed from a mob. This can either be directly,
by taking the organ out of a mob, or by removing the bodypart that
contains the organ. This lets you add and remove organ effects safely
without having to worry about the bodypart.
Now that we controle the movement of bodyparts and organs, we can fuck
around with them more. Summoning someones head or chest or heart will
actually kill them now (and quite violently I must say (chest summoning
gibs lol)).
https://github.com/tgstation/tgstation/assets/7501474/5efc9dd3-cfd5-4ce4-b70f-d0d74894626e
I´ve also added a unit test that violently tears apart and reconstructs
a person in different ways to see if they get put toghether the right
way
This will definitely need a testmerge. I've done a lot of testing to
make sure interactions work, but more niche stuff or my own incompetence
can always slip through.
## Why It's Good For The Game
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
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probably isn't good for the game in the first place. -->
A lot of organ work is quite restricted. You can't C4 someones heart,
you cant summon their organs and a lot of exceptions have to be made to
keep organs in nullspace. This lets organs (and bodyparts) play more
nicely with the rest of the game. This also makes it a lot easier to
move away from extorgans since a lot of their unique movement code has
been removed and or generalized.
I don't like making PRs of this size (I'm so sorry reviewers), but I was
in a unique position to replace the entire system in a way I couldn't
have done conveniently in multiple PRs
## Changelog
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🆑
refactor: Your organs are now inside your body. Please report any issues
with bodypart and organ movement, including exotic organ, on github and
scream at me
fix: Cases of unexpected organ movement, such as teleporting bodyparts
and organs with spells, now invokes a proper reaction (usually violent
death)
runtime: Fixes HARS runtiming on activation/deactivation
fix: Fixes lag when species swapping
/🆑
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## About The Pull Request
More code improvements for reagent holder. As you can see it removes a
lot more code than it adds so code savings are significant. This does
not touch on any floating point arithmetic, all that is behind us, this
focuses on removing redundant procs and merging existing procs to
achieve the same functionality so if you do see any changes in reagent
related behaviour it's not intentional and should be reported as a bug
here.
The following code changes can be summarized into points.
**1. Removes procs `get_master_reagent_id()` &
`get_master_reagent_name()`**
Both of these procs have the exact same functionality as
`get_master_reagent()` with the only exception of returning a different
value. Instead we can just call `get_master_reagent()` directly and
infer the name & type of it ourselves rather than creating a wrapper
proc to do it for us, therefore reducing overall code
**2. Removes & Merges `remove_all_type()` proc into `remove_reagent()`**
The proc `remove_all_type()` is highly inefficient, it first uses a for
loop to look for the reagent to remove & then it again calls
`remove_reagent()` on the reagent once it has found it. We can just
embed this functionality directly into `remove_reagent()` by simply
adding an additional parameter `include_subtypes`. This way the
operation is faster, and we reduce the code to get the job done. Also
now `remove_reagent()` will return the total volume of reagents removed
rather that a simple TRUE/FALSE
**3. Removes & Merges `trans_id_to()` proc into `trans_to()`**
Both these procs have the same job of transferring either a single
reagent or all reagents. `trans_id_to()` is a scaled down version of
`trans_to()` because
- It does not have any `method` var. This means if you want to transfer
a single reagent to a mob/organ or any other object it does not have the
functionality to expose the target to that transferred reagent.
- It does not have a `multiplier` var to scale reagent volumes
- It does not have code to deal with organs or stop reactions i.e. it
does not have the `no_react` var.
We can overcome all these short comings by simply adding an extra var
`target_id` to specify what specific reagent to transfer therefore
attaining the same functionality while keeping the benefits of
`trans_to()` proc therefore reducing overall code
**4. Lowers plumbing reaction chamber tick usage for balancing ph.**
Rather than invoking a while loop to balance ph it's much easier for the
player to simply make the reaction chamber wait for e.g. add a reagent
that will never come. This will make the chamber wait therefore giving
the reaction chamber ample time to correctly balance the ph and then
remove that reagent from the list therefore getting correct ph levels.
No need to create code hacks when the player can do it themselves so
the while loop has been removed
## Changelog
🆑
code: removed redundant procs `get_master_reagent_id()` &
`get_master_reagent_name()`
code: merged `remove_all_type()` proc with `remove_reagent()` now this
proc can perform both functions. `remove_reagent()` now returns the
total volume of reagents removed rather than a simple TRUE/FALSE.
code: merged `trans_id_to()` proc with `trans_to()` now this proc can
perform both functions
refactor: plumbing reaction chamber will now use only a single tick to
balance ph of a solution making it less efficient but more faster. Just
make the reaction chamber wait for longer periods of time to accurately
balance ph
refactor: reagent holder code has been condensed. Report any bugs on
GitHub
/🆑
## About The Pull Request
Noticed on a round recently where the warden got the golem stomach that
the message read as "He are as still as a statue!"
Turns out that the "are" wasn't setup in our pronoun system properly. I
think this wasn't noticed before because golems don't have a gender,
maybe?
## Why It's Good For The Game
Grammatical errors? bad!
## Changelog
🆑DATA_
spellcheck: The examine message for a carbon with an empty golem stomach
now properly matches said carbon's gender.
/🆑
## About The Pull Request
Closes#79297Closes#79312
Due to the new cutoff parameter being added to tesla_zap() (from
#78310), and most callers used positional arguments instead of keywords,
the zap flags was getting fed the shocked_targets list and maybe other
junk. This caused a bunch of unusual phenomena. This is fixed by using
keyword arguments.
Tesla zaps that use the grid were significantly weaker in terms of
damage than they're supposed to be. This was a byproduct of trying to
convert everything to joules and removing unnecessary power multipliers.
This is fixed by reverting the damage scaling and zap power of zap
sources that aren't based on grid. Technically this will cause the zaps
from other sources to have less power, but these tend to not be able to
put power on grid, so this wouldn't have any change other than what a
grounding rod displays. Doesn't really matter.
Logs machine explosions from zap_act. Not the most helpful log (would
take a lot of effort to add an extra parameter to pass the source), but
better than nothing.
Probably other stuff I did, lol.
## Why It's Good For The Game
Stops zap fuckery. Admins can now find the explosions when a 9GeV engine
decides to go haywire or whatever.
## Changelog
🆑
fix: Fixes tesla zaps being weird.
admin: Logs explosions from explosive zaps.
/🆑
## About The Pull Request
Zap strength is now measured in joules. Scales everything to account for
this.
NT CIMS will now display the zap power transmission in watts, instead of
a modifier. This will allow you to actually see how much power the
supermatter is generating accurately, without knowledge of hidden
multipliers. NT CIMs will also show the internal energy gain from heat
in eV/K/s, so you can easily figure out how internal energy gain works,
and how much energy gain it actually gives. The internal energy
measurement will also adjust its prefix. Internal energy is now a
measure of internal energy, rather than internal energy density,
removing the "/cm^3".
Here is what it looked like:

This image was created on an earlier commit where the numbers were wrong
due to a hidden multiplier that got removed later, so keep that in mind.
Also fixes inactive supermatters unnecessarily scaling delta time. The
high energy (>5GeV) additional zaps now also scale with delta time.
The code in this PR is absolute garbage trash and there are some major
issues, so I'm drafting this for now.
## Why It's Good For The Game
Makes it more clear what the factors add, and also how much power the SM
is releasing. Zap strength being measured in joules will simplify a lot
of things, making power balance more clear rather than guessimating.
Adjusting the prefix for internal energy is just the natural thing to
do. The per cubic centimeter part of internal energy would imply it is
energy density, however it is functionally not. It would probably
confuse people thinking the volume of the turf or the size of the
supermatter actually matters for what the internal energy does, when it
does not (except for gas absorption I guess, which changes heating/mol
requirements, but nothing else), so I am removing that part.
## Changelog
🆑
qol: NT CIMs shows how much power the supermatter is releasing.
qol: NT CIMs internal energy will adjust its prefix.
qol: Energy displays (such as multitooling grid) will use the full range
of SI prefixes available, up to the peta prefix if you somehow managed
to reach that.
del: Removes the per cubic centimeter part of internal energy.
fix: Fix unnecessary delta time scaling on inactive supermatters.
fix: Fix high energy zaps not scaling with delta time.
fix: Fixes grounding rods lying about potential power you can generate.
code: Convert supermatter_zap() and tesla_zap() zap_str argument unit to
be in joules, and scales everything that uses that argument.
/🆑
## About The Pull Request
Having seven trillion boolean arguments isn't kino nor poggerchampion,
let's adjust it so we use a define flag-based system that works really
nice. I also cleaned up a lot of jank and stuff that simply just never
was meant to work.
We also had sprites for nanite vomit, but this was completely unused!
Since we still have an interaction where you're meant to throw up
nanites, I added that it so it could be leveraged. Neato.
## Why It's Good For The Game
Much easier to pass in the right args or special args to a high-profile
proc.
## Changelog
🆑
image: When you throw up nanites, your vomit should now be appropriately
nanite-colored.
/🆑
Let me know if I glonked anything.
---------
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
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
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>