## About The Pull Request
For an undisclosed period of time since the addition of MOD suits, the
death commando name 'A whole bunch of spiders in a SWAT suit' located in
`strings/names/death_commando.txt` has been factually incorrect. I am
fixing the discrepancy that has breached my immersion so many times.
## Why It's Good For The Game
Fixes the codebase.
## Changelog
🆑
fix: 'A whole bunch of spiders in a SWAT suit' to 'A whole bunch of
spiders in a MODsuit'
/🆑
## About The Pull Request
Closes#80406
This was accidentally caused by #72517 and the holograms still trying to
read from the file
## Why It's Good For The Game
Holograms are meant to show the card
## Changelog
🆑
fix: Made Syndicate Stormtrooper and Nuclear Operative TGC card
holograms visible again
/🆑
## About The Pull Request
So after getting feedback on fitness I've decided to make some balance
changes:
- ~~Every level of fitness now increases max hp. At max legendary
fitness, all the hp bonuses combined results in a total of +25 max hp~~
- Fitness now decreases the time it takes to firemany carry by 0.33
seconds per level. (At max fitness, this means a decrease of 2 seconds)
- Exercise status effect triggers the exercise mood event and goes away
when the exercise status effect is gone
- The better your fitness level, the more happiness you gain from the
mood event
- Decreased the fitness timers and effects by half and tweaked a few
other values
- Increased the nutrition cost of working out
- Removed doubles metabolism exercise effect
I'd also like this test merged to see if anymore minor tweaks need to be
made.
## Why It's Good For The Game
Fitness effects on gameplay were pretty underwhelming. This was
deliberate since there is a concern about prisoners being able to abuse
it in quite a lot of scenarios. ~~Adding a small boost to max hp is nice
given that the downside is a bigger target.~~
Another problem was that the double metabolism rate resulted in a lot of
the diet effects being metabolised before you could convert them into
exercise gains. So this was removed.
People would also hit their bench max rather quickly and then spend a
long duration sleeping. Ideally I wanted people to spend more time
working out than sleeping, so I halved the duration values so it takes
them longer to achieve maxxing out.
## Changelog
🆑
balance: Fitness level decreases the time it takes to firemany carry
someone. Fitness level determines how much of a positive mood the
workout grants. Working out is now more difficult and requires more
nutrition.
balance: Exercise no longer triggers double metabolism.
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
If the station rolls the "Cargo Gorilla" trait, a button will now be
visible on the lobby.
Clicking on this button before the round has started will add you to a
list of participants, one of whom will be selected to become a gorilla
when the round begins.
If nobody signs up (because they're really boring I guess) the job will
instead appear on the latejoin menu.
Once someone has become the gorilla the button will disappear.

While implementing this I noticed that an inverted check means we were
never populating the "GLOB.cargo_sloth" field which means the station
trait wasn't even working.
BEHIND THE SCENES
This also adds a generic "job station trait" which can be expanded in
the future.
Future developers can extend this to add other "rare jobs" with relative
ease.
By default I have made it so all subtypes of this trait are mutually
exclusive, only one can roll at a time.
This also means that I have converted "cargo gorilla" into a job, which
applies most of the code previously located in the mob's typepath or in
the station trait.
The fact that it is a job means that **admins** can enable any number of
gorillas to be present on the latejoin menu (but not the roundstart one,
as it is not possible to add Cargo Gorilla to your occupation
preferences) if they so desire.
The random beurocratic station trait, event, and traitor item (and the
job console) are not able to add gorilla slots.
Because I changed "Cargo Gorilla" to a job it now no longer exists on
the map until a player gains the role, and there wasn't a non-hacky way
to copy the name of this round's cargo sloth. Instead I just added a
small cargo gorilla name list.
## Why It's Good For The Game
Makes the presence of a fun trait more visible to players.
Means that people who aren't observing get a chance to be a monkey.
This is a framework several other people have wanted to exist for their
own features.
## Changelog
🆑 Jacquerel and Fikou
qol: If the station rolls the "Cargo Gorilla" station trait. you will be
able to sign up for the role from the game lobby.
qol: If nobody signs up to be the Cargo Gorilla then you can select it
from the Late Join menu and arrive on the arrival shuttle.
fix: The Cargo Gorilla will actually spawn.
/🆑
## About The Pull Request
As requested by the administrative team; ocky icky phobia has been
updated with some all new lingo
Please give more ideas in the comments if you feel like something is
missing!
Full list of words added:
"amogus",
"chat",
"c*der",
"coder",
"coders",
"erp",
"joever",
"kys",
"lmao",
"lol",
"mapper",
"muderbone",
"murderboning",
"powergame",
"rp",
"sprite",
"spriter",
"sus",
"tide",
"ur",
"5head"
## Why It's Good For The Game
The ocky icky phobia is currently out of date with the hip and cool
lingo the kids are using nowadays, this updates it for any admin feeling
like granting a smite to an intrepid twitch user who is attempting to
emote twitch emotes ic.
This improves the game because it allows for the currently very un-used
ocky icky phobia smite to be more relevant in our current day and age.
## Changelog
🆑
admin: Updates the admin smite "Ocky icky phobia" with some new words
/🆑
## About The Pull Request
Adds in a new Bitrunner domain called Abductor Ship which is an
assault-type domain themed as an abductor mothership. It adds in a new
Abductor simplemob, gives them enemy AI almost identical to the
Syndicate Assault mobs and then sets them up in a new modular Domain map
fit with a custom Safehouse and multiple enemy types.
The domain is the same reward and difficulty level as the Syndicate
Assault mission and can be easily compared to it, while also being fresh
and having a cool themed map to run around in and blast aliens. I don't
know, I think it's cool...
## Why It's Good For The Game
Fun alien destruction, more Bitrunner content. Can you really go wrong
with that? It seems like bitrunning becomes dry when you've exhausted
all your domain options and have gotten used to them.
## Changelog
🆑
add: Added new modular Assault-Type domain "Abductor Ship"
add: Added new simple mob abductor agents team
/🆑
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request process. -->
## About The Pull Request
Does what it says on the tin. We don't have any "special" sources of
clone damage left in the game, most of them are rather trivial so I
bunched them together into this PR.
Notable things removed:
- Clonexadone, because its entire thing was centered around clone damage
- Decloner gun, it's also centered around cloning damage, I couldn't
think of a replacement mechanic and nobody uses it anyways
- Everything else already dealt clone damage as a side (rainbow knife
deals a random damage type for example), so these sources were removed
<!-- 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
Consider the four sources of normal damage that you can get: Brute,
Burn, Toxins and Oxygen. These four horsemen of the apocalypse are very
well put together and it's no surprise that they are in the game, as you
can fit any way of damaging a mob into them. Getting beaten to death by
a security officer? Brute damage. Running around on fire? Burn damage.
Poisoned or irradiated? Toxin damage. Suffocating in space? Brute, burn
and oxygen damage. Technically there's also stamina damage but that's
its own ballpark and it also makes sense why we have a damage number for
it.
Picture this now: We have this cool mechanic called "clone pods" where
you can magically revive dead people with absolute ease. We don't want
it to be for free though, it comes at a cost. This cost is clone damage,
and it serves to restrain people from abusing cloning.
Fast forward time a bit and cloning is now removed from the game. What
stays with us is a damage number that is intrinsically tied to the
context of a removed feature. It was a good idea that we had it for that
feature at the time, but now it just sits there. It's the odd one out
from all the other damage types. You can easily explain why your blade
dealt brute damage, but how are you going to fit clone damage into any
context without also becoming extremely specific?
My point is: **clone damage is conceptually a flawed mechanic because it
is too specific**. That is the major issue why no one uses it, and why
that makes it unworthy of being a damage stat.
Don't take my word for it though, because a while ago we only had a
handful of sources for this damage type in the game. And in most of the
rounds where you saw this damage, it came from only one department. It's
not worthwhile to keep it around as a damage number. People also didn't
know what to do with this damage type, so we currently have two ways of
healing clone damage: Cryotubes as a roundstart way of healing clone
damage and Rezadone, which instantly sets your clone damage to 0 on the
first tick. As a medical doctor, when was the last time you saw someone
come in with clone damage and thought to yourself, "Oh, this person has
clone damage, I cannot wait to heal them!" ?
Now we have replacements for these clone damage sources. Slimes? Slime
status effect that deals brute instead of clone. Cosmic heretics? Random
organ damage, because their mechanics are already pretty fleshed out.
Decloning virus? The virus operated as a "ticking timebomb" which used
cloning damage as the timer, so it has been reworked to not use clone
damage. What remains after all this is now a basically unused damage
type. Every specific situation that used clone damage is now relying on
another damage type. Now it's time to put clone damage to rest once and
for all.
Sure, you can technically add some form of cellular degradation in the
future, but it shouldn't be a damage number. The idea of your cells
being degraded is a cool concept, don't get me wrong, but make it a
status effect or maybe even a wound for that matter.
<!-- Argue for the merits of your changes and how they benefit the game,
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probably isn't good for the game in the first place. -->
## Changelog
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🆑
del: Removed clone damage.
del: Removed the decloner gun.
del: Removed clonexadone.
/🆑
<!-- 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
I've stumbled across this enough to finally go through the entire
codebase and fix it. I left out changelogs simply because rewriting
history logs is bad.
## Why It's Good For The Game
I find it pretty annoying because I stumble across words that are
misspelled for a few seconds, and I'm likely not the only one who feels
like this. Less spelling mistakes in code are better.
## Changelog
🆑
spellcheck: Occurrences of "recieve" has been changed to "receive".
/🆑
Introducing new inverse reagents for existing superior healing
medications! This push includes...
**Benzoic Acid** : Inverse of Salicylic Acid. Robust fertilizer that
provides a decent range of benefits for plant life.
**Oxymetholone** : Inverse of Oxandrolone. Anabolic steroid that
promotes the growth of muscle during and after exercise.
**Bamethan** : Inverse of Salbutamol. Blood thinner that drastically
increases the chance of receiving bleeding wounds.
**Pendetide** : Inverse of Pentetic Acid. An unusual bioradioactive drug
that purges basic radiation healing chems. Also increases the severity
of radiation poisoning.
**Hyoscyamine** : Inverse of Atropine. Heals heart and stomach damage,
and slowly removes minor toxin damage.
**Ammoniated Sludge** : Inverse of Ammoniated Mercury. A ghastly looking
mess of mercury by-product which causes bursts of manic hysteria.
**Inreziniver** : Inverse of Rezadone. Makes the user horribly afraid of
all things related to carps.
This is an effort to add more variety to the existing inverse reagent
system within chemistry. Not only should this variety serve to provide
additional options for a Chemist to experiment with, they should also
broaden the possibilities for already existing strategies.
## About The Pull Request
A few roundstart tips erroneously referred to suit-slot clothing as
"exosuits". I've changed the wording to refer to the suits and the suit
slot properly.
## Why It's Good For The Game
In-game, "exosuit" refers solely to mechs, i.e. the exosuit fabricator
and exosuit equipment. Using this term for suit clothing muddles the
actual meaning of these roundstart tips.
## Changelog
🆑
spellcheck: Some roundstart tips have been made clearer regarding
"suits" vs. "exosuits".
/🆑
## About The Pull Request
Nuclear operatives now receive an alias for their first name, instead of
a default human name. This alias is randomly selected, or can be set in
your name preferences.

This does not affect Operative Leaders selecting the team's last name.
This means that **operative names are now "[Alias chosen by player]
[Team name chosen by leader]".**
There is a list of default aliases, in case no alias has been selected.
I randomly came up with a bunch of stuff from the top of my head and put
it in a text file. If you think of something better, choose it yourself!
**OH, ALSO:**
There's some hair dye in the Firebase dorms now. Useful if you want to
further differentiate between your Operative/Crew characters, or just
look pretty.
## Why It's Good For The Game
No longer shall nukies be "your character but with a different name".
Now you can give yourself a bit more identity instead of just a random
name.
More customization options means more opportunities for people doing
interesting stuff, and to branch away from the beaten path of boring
meta strats.
## Changelog
🆑 Rhials
add: Nuclear Operatives, in an attempt to appeal to the more "tacticool"
members of their cause, have begun using callsigns to designate
themselves. Check your preferences to set your Operative Alias!
qol: At the request of the more vain members of the cause, hair dye has
been added to the Operative Firebase dorms.
/🆑
## About The Pull Request
Fixes#79485Fixes#77552
Converts Guardians (aka Holoparasites) into Basic Mobs.
Changes a bunch of their behaviours into actions or components which we
can reuse.
Replaces some verbs it would give to you and hide in the status panel
with action buttons that you may be able to find more quickly.
They _**should**_ work basically like they did before but a bit
smoother. It is not unlikely that I made some changes by accident or
just by changing framework though.
My one creative touch was adding random name suggestions.
The Wizard federation have a convention of naming their arcane spirit
guardians by combining a colour and a major arcana of the tarot. The
Syndicate of course won't truck with any of that mystical claptrap and
for their codenames use the much more sensible construction of a colour
and a gamepiece.
This lets you be randomly assigned such creative names as "Sparkling
Hermit", "Bloody Queen", "Blue World", or "Purple Diamond".
You can of course still ignore this entirely and type "The Brapmaster"
into the box if so desired.
I made _one_ other intentional change, which is to swap to Mothblocks'
nice leash component instead of instantly teleporting guardians back to
you when they are pulled out of the edge of their range. They should now
be "dragged" along behind you until they can't path, at which point they
will teleport. This should make the experience a bit less disorienting,
you have the recall button if you _want_ to instantly catch up.
This is unfortunately a bumper-sized PR because it did not seem
plausible to not do all of it at once, but I can make a project branch
for atomisation if people think this is too much of a pain in the ass to
review.
Other changes:
- Some refactoring to how the charge action works so I could
individually override "what you can hit" and "what happens when you hit"
instead of those being the same proc
- Lightning Guardian damage chain is now a component
- Explosive Guardian explosive trap is now a component
- Added even more arguments to the Healing Touch component to allow it
to heal tox/oxy damage and require a specific click modifier
- Life Link component which implements the Guardian behaviour of using
another mob as your health bar
- Moved some stuff about deciding what guardians look and are described
like into a theming datum
- Added a generic proc which can return whether your mob is meant to
apply some kind of damage multiplier to a certain damage type. It's not
perfect because I couldn't figure out how ot cram limb modifiers in
there, which is where most of it is on carbons. Oh well.
- Riders of vehicles now inherit all movement traits of those vehicles,
so riding a charging holoparasite will let you cross chasms. Also works
if you piggyback someone with wings, probably.
## Changelog
🆑
refactor: Guardians/Powerminers/Holoparasites now use the basic mob
framework. Please report any unexpected changes or behaviour.
qol: The verbs used to communicate with, recall, or banish your Guardian
are now action buttons.
balance: If (as a Guardian) your host moves slightly out of range you
will now be dragged back into range if possible, rather than being
instantly teleported to them.
balance: Protectors now have a shorter leash range rather than a longer
one, in order to more easily take advantage of their ability to drag
their charge out of danger.
balance: Ranged Guardians can now hold down the mouse button to fire
automatically.
balance: People riding vehicles or other mobs now inherit all of their
movement traits, so riding a flying mob (or vehicle, if we have any of
those) will allow you to cross chasms and lava safely.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Improves penlight sprite and code.
A new type of pen has been introduced - the Security Pen. This pen is
red and can create a holograph around a person, similar to a medical
penlight. The holograph prompts the person to surrender for 30 seconds,
and the holograph itself is visible for 5. There is a 30-second cooldown
between usage.
Holosign itself does nothing except be visual, just like medical
holosign **(DO NOT MISTAKE HOLOSIGNS FOR HOLOBARRIERS)**
https://github.com/tgstation/tgstation/assets/42353186/1ee5f794-7218-4e52-b04f-3ebb50bd224a
Now every Security member spawns with a Security Pen in their PDA.
Now you can print Security Pens at Security Techfab, and Penlights at
Medical Techfab.
## Why It's Good For The Game
The only way to prompt someone to perform the surrender emote is by
holding them up with a gun. However, this mechanic can be quite
unreliable, even after updates, especially if the person is moving. As a
result, many players are unaware of how to prompt the surrender emote or
even about its existence, so they don't know they can trigger it
themselves by typing "*surrender".
This enables non-lethal arrests without stun batons or other tools.
Sprites are a significant improvement as the previous penlight sprites
were outdated.
## Changelog
🆑
qol: There is now a more convenient way to prompt surrender to emote -
the Security Pen. Each officer is equipped with one in their PDA. Simply
click someone with it to prompt a 30-second surrender. They are
printable at Security Techfab as well.
qol: Penlights now are printable at Medical Techfab.
image: Penlights got a new cleaner sprite to replace its ancient one
code: The code for Penlight's holographic sign has been improved.
/🆑
## About The Pull Request
Adds a Syndicate Monkey Agent beacon uplink item. It spawns a dapper
monkey that must follow your orders.
Added a monkey gun case to the uplink, which contains monkey guns!
Though they aren't very powerful.
Added a more modularlike subtype for antagonist spawners to reduce
future hardcoding.
Gave the syndicate turtleneck a monkey sprite, from SS14!
## Why It's Good For The Game
I want to see the clown driving security insane with 2-3 monkeys and an
incredible amount of pranking. Or an assistant killing everyone with his
monkey friends while wearing a monkey suit. Or a geneticist sending out
mutated monkeys to kill people. Or a scientist equipping his monkeys
with bombs or xenobiology equipment and sending them out to wreak havoc.
6 TC is only enough for two monkeys, but you can get a third if you
finish any kind of objective.
> Added a monkey gun case to the uplink, which contains monkey guns!
Though they aren't very powerful.
We can't have the monkey mafia without guns, come on. The guns are weak
and only usable by monkeys. Additionally, they're restricted to
entertainment only.
Credit to SS14 for the monky turtleneck sprite.
## Changelog
🆑
add: Adds a Syndicate Monkey Agent beacon uplink item. It spawns a
dapper monkey that must follow your orders.
add: Added a monkey gun case to the uplink, which contains monkey guns!
Though they aren't very powerful.
refactor: Added a more modularlike subtype for antagonist spawners to
reduce future hardcoding.
sprite: Gave the syndicate turtleneck a monkey sprite, from SS14!
/🆑
---------
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Now we can make basic mobs with hands easily so I did, they don't
actually use their hands for anything with AI.
In the future we can come back and share the monkey AI where they pick
up items to hit people with, but frankly few weapons are more deadly
than a gorilla's fists.
IIRC I didn't really change their behaviour much, this is mostly just a
straight conversion. Main difference is that they will prioritise eating
nearby bananas and fruit salads over punching people.
When I make these conversions nowadays I need to decide between "does
this attack at the speed that it did as an NPC mob or the speed it did
as a player?"
I am arbitrarily deciding that gorillas are usually not players and
electing for the former, but tell me if you disagree.
I also made "show basic inhand sprites" into a component shared by
Gorillas, Drones, and Dextrous Guardians (all also now available to
become basic, once I get around to it),
And I added an AI behaviour to run a basic emote. This is similar but
different to "random speech", which kind of sucks and needs rewriting
anyway.
Gorillas don't speak, only ooga.
## Why It's Good For The Game
https://www.youtube.com/watch?v=npuuTBlEb1U
## Changelog
🆑
refactor: Gorillas now use the basic mob framework. Please report any
unusual side effects.
/🆑
## About The Pull Request
For the hard-working tradesperson who's in the middle of nowhere and
just wants to warm up their pastry-based savoury item purchased from an
overpriced vending machine, introduces the engineer themed wireless
microwave.
No more going hungry in a pinch, this variant uses changeable power
cells instead of APC power. Can be built normally or printed with a
furnishings-upgraded RCD.
The other upgrade now available: PDA charging. Upgrade the capacitors in
the microwave to add a Charge mode for your portable device!
Also cleans up microwave code a bit and adds much needed context hints
for when it's broken, dirty, etc.
Swaps a few break room microwaves to upgraded variants on mapload, adds
a microwave/donks to Birdshot, donks to Tramstation.
## Why It's Good For The Game
Slap together a semi-portable microwave with your components on hand,
have an engineering picnic in space or wherever else the day takes you.
With increased PDA drain, adding another option to charge your PDA in
common areas is useful. Microwaves are already strategically placed
around the station. Please ensure the model you're using has the
charging feature before operating.


## Changelog
🆑 LT3
add: Introducing Nanotrasen Wave! A Nanotrasen exclusive, Waveallows
your PDA to be charged wirelessly through microwave frequencies. You can
Wave-charge your device by placing it inside a compatible microwave and
selecting the charge mode.
add: Microwaves can be upgraded to add wireless charging
add: Cell-swappable microwave for the engineer on-the-go
add: Microwave now has a wire to swap charge/cook modes
add: Furnishings RCD upgrade now includes wireless microwave
add: Tramstation and Birdshot engineering break rooms now have microwave
and donk pockets. Some microwaves come pre-equipped with wireless
charging and an upgraded cell.
fix: The microwave in the snowdin ruin is now real, not a fluff prop
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
you now put the jsons into the folder at strings/exoadventures
no adventures have been lost i think
also deletes the example_adventures folder since theyre just duplicates
of the adventures in the other folder now
## Why It's Good For The Game
having it database based meant you had to ping someone with database
access to add it which isnt exactly optimal for contributions
## Changelog
🆑
code: exploration drone adventures are now file-based and not
database-based
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Replaced a tip of the round about using fleshmend/carpotoxin to heal
scars after regenerating with a similar but better scar-related
changeling tip
## Why It's Good For The Game
Carpotoxin no longer removes scars (#59382), so that's misleading and
nobody cares about regenerate leaving scars after wounds just like
normally-healed wounds do. Knowledge about scars transferring after
transformation is more useful in my opinion
## Changelog
🆑
spellcheck: Replaced an irrelevant tip of the round about scars with a
better one
/🆑
## About The Pull Request
Based on an old PR from citadel:
Citadel-Station-13/Citadel-Station-13/pull/7690
It also comes with a tip.
Screenshot of what it looks like more or less (a smidge outdated):

## Why It's Good For The Game
This should help new players and not learn and memorize these five
simple terms often used in station area names.
## Changelog
🆑 Ghommie (Based on an old PR by Trilbyspaceclone from Citadel)
qol: The notepad app now includes basic nautical directions in its
default message.
qol: A tip about nautical directions, too.
/🆑
## About The Pull Request
Heavily refactors wounds AGAIN.
The primary thing this PR does is completely change how wounds are
generated and added - while the normal "hit a guy til they bleed" stuff
works about the same, asking for a specific type of wound, say, like how
vending machines try to apply a compound fracture sometimes, isnt going
to work if we ever get any non-organic wounds, which the previous
refactor allowed.
With this PR, however...
* You can now ask for a specific type of wound via
get_corresponding_wound_type(), which takes wound types, a limb, wound
series, etc. and will try to give you a wound fitting those
specifications - but also, a wound that can be applied to a limb.
* This will allow for a vending machine to apply a compound fracture to
a human, but a collapsed superstructure (assuming my synth wounds go in)
to a robot
There are now new "series types" and "wound specific types" that allow
us to designate what series are "mainline" and randomly generatable, and
what are "alternate types" and must be generated manually - you can see
the documentation in wounds.dm.
The behavior of limping and interaction delays has been abstracted to
datum/wound from bone wounds to allow just, general ease of development
Pregen data now allows for series-specific wound penalties. Example: You
could set a burn wound's series wound penalty to 40, which would make
wound progression in the burn category easier - but it would not make it
any easier to get a slashing wound. As it stands wound penalties are for
wounds globally
Scar files are now picked in a "priority" list, where the wound checks
to see if the limb has a biostate before moving down in said list.
Example: Wounds will check for flesh first, if it finds it - it will use
the flesh scar list. Failing that, they then check bone - if it uses
that, it will use the bone scar list. This allows for significantly more
modular scars that dont even need much proc editing when a new wound
type is added
Misc changes: most initial() usage has been replaced by singleton
datums, wound_type is now wound_types and thus wounds can accept
multiple wound types, wounds can now accept multiple tool behaviors for
treatment, wounds now have a picking weight so we can make certain
wounds rarer flatly,
This PR also allows for wounds to override lower severity wounds on
generation, allowing eswords to jump to avulsions - but in spirit of
refactoring, this has been disabled by default (see pregen data's
competition_mode var).
## Why It's Good For The Game
Code quality is good!
Also, all the changes above allow wounds to be a MUCH more modular
system, which is one of its biggest problems right now - everything is
kinda hardcoded and static, making creative work within wounds harder to
do.
## Changelog
🆑
refactor: Refactored wounds yet again
fix: Wounds are now picked from the most severe down again, meaning
eswords can jump to avulsions
fix: Scar descs are now properly applied
/🆑
## About The Pull Request
Instead of a supernatural phobia, sacrificed people will now get a
HERESY phobia, which specifically targets heretic stuff, instead of all
of magic. Other heretics, however, do not get this, but instead get
knowledge points sapped from them, as their mind is ruined in a
different way than normal people. This comes with different flavour text
and a harsher but shorter lasting mood debuff. Also fixes some
"knowlege" code typos and places the star gazer and fire shark all in
under heretic_summon
## Why It's Good For The Game
Heretics, Wizards, Chaplains and Cultists will now be able to keep
playing the game after getting sacrificed without overdosing on
psicodine, while still retaining the phobia's original design purpose.
placing the fire shark and star gazer under the same type also is useful
as they share a lot of values. typos bad.
## Changelog
🆑
add: Sacrificed heretic targets will now receive a phobia of heresy
instead of a phobia of the supernatural. Sacrificed heretics will not
get this phobia, but will lose knowledge points instead.
/🆑
Huge thanks to Helg2 for doing the original PR and helping me with this
one, couldn't be done without them
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
## About The Pull Request
Removes a sillytip flashbangs no longer do damage to blob since
https://github.com/tgstation/tgstation/pull/30862
## Why It's Good For The Game
So people will no longer think flashbangs can kill blob(i died due to
this)
## Changelog
🆑
fix: removed a false silly tip about blob taking damage from flashbangs
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
In the code description for the `ORGAN_ROBOTIC` flag, it says that
robotic organs are not supposed to decay or regenerate health. I went
and fixed this and added some more "robotic" behavior.
New changes for robotic organs:
- No longer heal damage passively
- No longer gain health from revival
- No longer heal in the smart organ fridge
- No longer heal from pluoxium
- Robotic ears no longer heal from ear healing items (earmuffs, etc.)
- Robotic eyes are immune to changeling blind stings
- Robotic eyes no longer heal from occuline
New changes for diseases:
- Some diseases now require an organ to work. A robotic organ will give
immunity to the disease symptom unless the disease has "Inorganic
Biology".
- The transmission methods for diseases require organs to work but
robotic organs are immune. (except inorganic biology) Airborne disease
transmission require lungs. Ingested (drunk or eaten) disease
transmission requires a stomach. Blood (inject or patch) disease
transmission requires a heart.
- Organs removed from a mob that is afflicted with a disease will be
infectious while handling or transplanting it. (again, robotic organs
are immune unless inorganic biology is present) Certain admin spawned or
special diseases are exempt from this transmission method.
- A stomach is required for nebula nausea, gastritium, carpellosis,
metabolic boost, vomit, weight loss, death sandwich poisoning,
- Lungs are required for choking, asphyxiation, cough, cold9, oxygen
restoration, sneezing, flu, cold, spanish flu, tuberculosis
- A liver is required for tissue hydration, plasma fixation, parasitic
infection
- Ears are required for deafness, sensory restoration
- A heart is required for toxolysis, heart failure
- Eyes are required for sensory restoration, hyphema
- A tongue is required for voice change, parrot possession, pierrot
throat
- Wizarditis no longer requires a head (wtf?) to function
## Why It's Good For The Game
Robotic organs should behave as intended. Not naturally healing (like
organic organs) was supposed to be their downside to counteract their
their ability to not decay upon death.
## Changelog
🆑
fix: Fix robotic organs to not gain health passively, from revival,
smart organ fridge, pluxium, occuline, and earmuffs.
add: Some diseases now require the appropriate internal organ to work. A
robotic organ will give immunity to the disease symptom unless the
disease has "Inorganic Biology".
add: Disease transmission methods now require an internal organ to be
successful. Robotic organs give immunity. (except inorganic biology)
Airborne disease transmission require lungs. Ingested (drunk or eaten)
disease transmission requires a stomach. Blood (inject or patch) disease
transmission requires a heart.
add: Organs removed from a mob that is afflicted with a disease will be
infectious while handling or transplanting it. (again, robotic organs
are immune unless inorganic biology is present) Certain admin spawned or
special diseases are exempt from this transmission method.
add: A stomach is required for nebula nausea, gastritium, carpellosis,
metabolic boost, vomit, weight loss, death sandwich poisoning
add: Lungs are required for choking, asphyxiation, cough, cold9, oxygen
restoration, sneezing, flu, cold, spanish flu, tuberculosis
add: A liver is required for tissue hydration, plasma fixation,
parasitic infection
add: Ears are required for deafness, sensory restoration
add: A heart is required for toxolysis, heart failure
add: Eyes are required for sensory restoration, hyphema
add: A tongue is required for voice change, pierrot throat
bal: Remove head requirement for wizarditis disease
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
A couple of new classics from the admin forums.
The first one gave me brain rot and I can't stop saying it, the second
one made me make a long noise so it goes in too
## About The Pull Request
This adds the healing bonuses from sleeping effects (mood, pillow,
sleeping in darkness, etc.) and applies it to organs natural healing
regeneration. The regen rate is very low, so I added a heavy x5
multiplication rate to all the sleep bonuses for organs specifically.
If an organ is dying or robotic then the effects don't apply.
## Why It's Good For The Game
More benefits to sleeping after injuries. This encourages patients to
rest properly after revival or major surgery.
## Changelog
🆑
add: Add healing boost to organs while mob is sleeping (does not apply
to robotic or dying organs)
/🆑
## About The Pull Request
Post revs win now ends the shift.
Does some misc code cleanup of stuff that annoyed me while I was reading
code.
Implements revs win ending the shift via a new global used in
`/datum/game_mode/proc/check_finished(force_ending)` that is set to TRUE
when revs win.
The rev station charter has been removed (for lack of anywhere else good
to put it trivially).
The bedsheet has been incorporated into the Post-Revolutionary Fervor
station trait. It replaces Captain bedsheets when this station trait
rolls.

**This is all untested, and I'm not sure if I'm able to test this on
local. Please carefully review code changes or consider testmerging over
fullmerging.**
## Why It's Good For The Game
Quoting myself from
https://tgstation13.org/phpBB/viewtopic.php?f=85&t=33860
> I have no issues with post-revs loss. It's simple, everyone knows
where they stand and it works well. Please keep it.
>
> I have issues with post-revs win. Too complex; not intuitive; too many
factions; no way to identify which faction a player belongs to ICly;
difficult to administrate as a result.
>
>...
>
>Without a good code solution improving post-revs win, I would remove it
while retaining current post-revs lose if such an option was available
to me as headmin.
>
>If my quibbles with it were dealt with, I would happily vote in favour
of re-introducing post-revs win. It's not an ideologicial opposition,
just a practical one.
This can really be summarised as: Revs refuses to end even after the
revolution wins and the revolution is over.
There's exiled heads, the sec team, mindshielded non-revs, non-revs,
ex-revs and ex-headrevs. Generally exiled heads and the sec team buddy
up as a single faction. Ex-revs and ex-headrevs are the same.
But mindshielded crew and non-mindshielded crew sit in an awkward limbo,
where mindshielded crew aren't anti-revs, and the non-mindshielded
non-rev crew aren't rev-sided. Mindshields also do nothing about the
ex-antag status.
Since the simplest solution to this problem is ending on post-revs win,
that's the one I've gone for.
## Changelog
🆑
del: Revolution has been reverted back to old behaviour. The round once
again ends when the revolution is successful. The round continues as
normal if the revolution fails.
add: When the station is rolled in a state of Post-Revolutionary Fervor,
the Captain will find their bedsheets replaced with an anti-Nanotrasen
variant.
/🆑
It seems the station has attracted the attention of a local polity! They
have sent a friendly reminder to pay their taxes, should the station
respond not in time or refuse to pay their taxes the polity will send a
heavily armed vessel to ensure they would pay their taxes. peacefully or
otherwise.
Gameplay aims: A different playstyle of pirates. most pirates (with the
exception of the greytide) have the same gameplay loop of raiding
vulnerable spots within the station and scurrying away and waiting out
their cooldown in the relative safety of their ship with turrets and
space to hamper the crew's attack my intention of this pirate variation
is to force them to actively fight the crew by making their armor
non-space worthy instead of hiding behind the wall of space
breaching shells for the space IRS to use and recode ammo box code to be
less snowflakey. Also my English isn't the very best and I wrote most of
it at 1AM. please point out any messages that feel strange or out of
place.
Notable Equipment list:
Combat:
1. 2 WT-550's with 6 normal mags + 6 AP
2. M911 with 2 mags
3. 2 combat knifes and a telebaton
4. breaching shotgun with breaching shells
5. Grenade launcher with 6 smoke shells and flashbangs
Armor:
2 Highly armoured sets of tactical vests and helmets and 3 EVA suits for
emergency
Engineering:
1. Sandbags
2. Jaws of Life
3. Syndicate toolbox
Medical:
1. Surgery tools and disk
2. Variety of medkits
3. Blood packs
Other pr had some weird check failure, making a new pr to see if it
fixes it.
## About The Pull Request
After he ended up finishing his pirate pr before I could, SethLafuente
graciously offered to let me roll my in-progress pirate pr into his
overall pirate expansion project.
This pr essentially adds a new faction of pirates, along with a new
subspecies of Ethereals a-la silverscales.
- The Lustrous:
A unique subspecies of Ethereal, with years of exposure to bluespace
dust mutating them into crystalline abominations sporting a new pointy
head, pressure resistance, and a permanent bluespace prophet brain
trauma. They're still as fragile as ever, but far more capable of
getting in and out of sticky situations.
- Geode Pirates:
A hollowed out asteroid manned by three Lustrous, equipped with
switchblades, traitor PKAs, jump boots, two teleporting turrets, and an
upgradable bluespace launchpad.
However, they lack proper armor and ship defenses, forcing them to adopt
a coordinated hit-and-run playstyle.



## Why It's Good For The Game
When I started working on this project, I wanted to implement this
faction to cover for the loss of psykers and as a means of creating a
"rock-paper-scissors" system to how standard pirate playstyles would
work; with default pirates being offensive, Silverscales defensive, and
Lustrous mobile.
With Seth's pr, things are a little different now, but I still believe a
glass cannon mobility-focused pirate faction would be a welcome addition
to the pirate roster.
## Changelog
🆑
add: Adds the Lustrous, ethereal pirates in a big bluespace geode!
sound: Unique scream sound for the Lustrous species.
image: Unique head icon for the Lustrous species.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
Tip tells people that touching SM with telepathy will result in
disintegration, while it's impossible to actually "touch" the SM with
telepathy. Telekenesis, however, will dust your brain if you click on
the SM. First PR, so if something is messed up don't be suprised.
## Why It's Good For The Game
Lying to people is bad. Warning people not to dust themselves on the SM
is good.
## Changelog
🆑
fix: Tips now mention telekenesis dusting you when used on the SM, not
telepathy.
/🆑
---------
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
This adds two new dropdown menus for AI preferences with holograms and
status displays. It also sets these preferences if admins transform a
player into an AI.
## About The Pull Request
Plastic sheets chemist tip is more in-depth and clear
Added holy explosion chemist tip
## Why It's Good For The Game
Tips good!
## Changelog
🆑
qol: Plastic sheets chemist tip is more in-depth and clear
qol: Added holy explosion chemist tip
/🆑
## About The Pull Request
Alphabetises some lists, json, and type paths related to phobias
## Why It's Good For The Game
It's neat and tidy
## Changelog
Not player facing
<!-- 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
BLOK -> BLOX
<!-- 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

<!-- 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
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
spellcheck: BLOX is the name and posibrain is the game.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
<!-- 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 fixes a hidden side effect of the "refactor" in #73147 that
actually caused ALL existing suffocation damage dealing/healing
chemicals to not work on species that breathe gases other than oxygen.
This is also good for future code since if you want a chemical to not
affect a specific species or such, you should explicitly define that, it
shouldn't be implicitly done for you in the background with 0
implication.
Also reverts #74247 since it's no longer needed.
<!-- 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
First off, the change was unintended. It was intended to be a refactor.
Second, the change is unfun and isn't explained anywhere. It isn't very
fun to sit on the floor in medbay while even the most experienced
doctors can't figure out why the strongest suffocation healing chemicals
in the game aren't working. Cue this on repeat for 30 minutes. I've
personally experienced this like 10 times now and even I didn't know why
it was happening.
Even if you know the change exists, it's still extremely convoluted to
get around. You have to do CPR on a plasmaman at the speed of an average
cheetah or abuse the brute/burn revival method.
<!-- 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
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
fix: Suffocation-handling reagents work on all species once more.
spellcheck: Added a previous tip for handling plasmaman suffocation back
into the game.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
## About The Pull Request
See title.
## Why It's Good For The Game
"As a Medical Doctor, treating plasmamen is not impossible! **Salbutamol
stops them from suffocating** and showers stop them from burning alive.
You can even perform surgery on them by doing the procedure on a roller
bed under a shower."
This is no longer the case, as for some reason, someone specifically
went out of their way to make most methods of healing oxyloss not work
on plasmamen and other humanoids that don't breathe oxygen. Why? I
dunno, but it makes this tip outdated (and dealing with certain
conditions way more annoying).
Lowkey, if I got maintainer support for it, I wouldn't mind sitting down
to make a PR to completely excise required_respiration_type from the
game. I don't really see what it adds to the game, other than creating
these edge cases where plasmamen (and nitrogen breathers downstream) get
extra-fucked over by certain mechanics.
🆑 ATHATH
spellcheck: Tweaked an outdated doctor tip to reflect that fact that
salbutamol can't heal plasmamen (outside of very specific edge cases).
/🆑
## About The Pull Request
New DLC bout to drop.

Lots of new things included:
- New basketball minigame that can be played between 2-7 players
- Crafting recipe for basketballs using leather sheets
- Crafting recipe for basketball hoops using metal, rods, and durathread
- New basketball sounds for the ball and hoops
- New scorecard that can be reset using CtrlClick
- Basketball hoops can be rotated using a wrench and AltClick
- Dunking and shooting animations.
### New basketball mechanics that now utilize stamina:
- Dunking costs large stamina and you must be directly adjacent to the
hoop and click on it.
- Shooting costs medium stamina and uses RMB. Shooting lets you aim the
ball over peoples heads, meaning anyone obstructing your path will be
bypassed. There is a half second delay during shooting where someone can
bump or push to prevent the shot from succeeding.
- Shooting from further away results in less accuracy. If you do not
click directly on the hoop, there is also an accuracy penalty!
- Passing costs no stamina and uses LMB. Trying to score into the hoop
via passing results in a reduced chance.
- Spinning costs medium stamina while holding the ball. It gives a
reduced chance for the ball to be stolen but decreases accuracy for
shooting.
- Pushing a player using RMB will attempt to steal the ball and drain
their stamina.
- The chance to steal the ball is based on the stamina of both players
and the direction they are facing. If the person with the ball is at low
stamina, and the person stealing is at full stamina, they will have a
higher chance. Likewise, if the person with the ball is face to face
with the stealer, then there is a higher chance for the ball to be
stolen. If the person has their back to the stealer, then it's a lower
chance.
- Shooting from more than 2 tiles away, results in 3 points. See below
picture to know the distance.

### Now to introduce the teams:
<details>
<summary>Nanotrasen Basketball Department</summary>

</details>
<details>
<summary>Greytide Worldwide</summary>

</details>
<details>
<summary>Lusty Xenomorphs</summary>

</details>
<details>
<summary>Space Surfers</summary>

</details>
---
Big shoutout to the nukie round a few weeks ago where the nuke ops
challenged the crew (and clown) to a basketball match on their rebuilt
basketball shuttle. The nukies won, but it made me realize that the
basketball mechanics were very raw and needed some polishing.
#### TODO LIST
- [x] Fix bug where ball only goes over peoples heads if they are 1 tile
away
- [x] Remove leftover code comments and procs
- [x] Rebalance stamina values (maybe move this to different ball types)
- [x] Fix basketball stadium template runtiming from wall smoothing
during load
- [x] Fix space surfer stadium having an air breach somewhere
- [x] Add more sounds for when ball is passed, shot, or dunked
- [x] Make it so that holding a ball while on the floor isn't possible
(to avoid those meta cheese strats)
- [x] Drop basketball lets mobs make sounds when spinning (need to
detach signal?)
- [x] Finish adding a simple lobby menu for minigame
## Why It's Good For The Game
_If you can't slam with the best, then jam with the rest._
## Changelog
🆑
add: Add crafting recipe for basketballs (leather sheets) and basketball
hoops (metal, rods, and durathread)
add: Add new basketball minigame for 2-7 players. There are 4 different
courts and teams by default with more planned to be added later.
add: New basketball mechanics that uses stamina. Shoot with RMB, pass
with LMB, and dunk by clicking the hoop while adjacent. Spinning while
holding the ball decreases the chance for someone to steal the ball, but
it decreases your shooting accuracy. Shooting from 2 tiles away lets you
score 3 points.
qol: Basketballs now play a buzzer sound when someone scores. CtrlClick
will reset the scorecard and AltClick with a wrench will rotate the
hoop.
qol: Dunking and shooting animations for basketball.
soundadd: Added basketball bounce sound with credits attribution
imageadd: Added basketball icon to minigames. Move baseball and
dodgeball icons to toy/balls.dmi
/🆑
Reverts tgstation/tgstation#73909
see #73944
secondly it has been reported that deportista is the spanish word for
sportsman and a google translate backs that up.
This whole PR has basically character assassinated someone for no
reason.
## About The Pull Request
Floyd was cringe like usual, while most of the names are bad, deportista
really takes the cake.
## Why It's Good For The Game
Nobody wants another 'meatball' situation happening to the codebase down
the line.
## Changelog
🆑
qol: Mexican tourist bots are slightly less racist.
qol: Japanese tourist bots will no longer request atomic bombs, what the
fuck is wrong with you qust?
/🆑
## About The Pull Request
https://github.com/tgstation/tgstation/pull/73306 removed
mob/animal.dmi, TCG was using it. Updates to the new location.
## Changelog
🆑 LT3
fix: Fixed broken icon path in TCG set
/🆑
## About The Pull Request
Adds a traitor final objective to make the station AI malf. It will give
you a infected law upload that should be used on the AI itself or law
upload console to replace the AI laws with SyndiOS(the person uploading
the laws will be considered as the only syndicate agent), and make it
malfunctional with an objective to protect the uploader(the objective is
cosmetical, since Ai basically is forced to do this by its laws).
Additionaly gives +50 processing time to the malf AI to make things go
faster.
This is tested locally, the objective itself is functionall, as well as
the upload board item.
<details><summary>Screenshots</summary>
<p>


</p>
</details>
Balance-wise this should be okay, since most of the already existing
traitor objectives are more impactful like this(SM cascade, budget
nukies, etc.)
## Why It's Good For The Game
Increases the variety of possible final objectives for traitors to
complete. This one gives fun not only to the traitor themselfes, but
also allows the station silicons to have some fun.
## Changelog
🆑
add: Added a traitor final objective to infect the station AI with a
virus, that turns it malf and fully loyal to the traitor
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>