* Fix balloon alert runtime(timer added on deleted object) when spider webs are destroyed by hand (#76255)
## About The Pull Request
**Reproduction**
- Spawn a spider web
- Try destroying it with a wire cutter or any other object, but it must
be by hand
- If you are lucky (50% probability as the web uses the prob() proc) at
the moment the web is destroyed a balloon alert at the same time "stuck
in web" gets called causing the runtime because it added a timer on the
deleted spider web
**Solution**
Use loc for balloon alerts as that does not get deleted.
## Changelog
🆑
fix: fixes balloon alert runtime when spider webs are destroyed.
/🆑
* Fix balloon alert runtime(timer added on deleted object) when spider webs are destroyed by hand
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Expanding the Experimental MODsuit Bepis Node with three new modules. (#75801)
## About The Pull Request
So, I've had this idea to make a contribution to the Bepis feature with
some modsuit stuff. The gimmicky stuff is ok and a good way to even out
the better content since it has game of chance design it has (you can
find those disks in space anyway so...). However, the Experimental
MODsuit node feels very underwhelming right now, compared to how big
that feature is.
This PR adds three MOD modules to the Experimental MODsuit node, plus
two more:
- Magneto Charger: While the Modsuit is activated, each step the user
takes will charge the installed power cell by a tiny bit, enough to
sustain a standard modsuit of generic slow speed with only a few, easy
modules installed. It won't work in zero G, while flying, pulled by
someone else, on a conveyor belt, riding a vehicle or crawling on the
floor, though.
- Recycler: It collects (most) garbage and casings off the ground and
recycles them into material sheets that can be dispensed on an adjacent
location or storage with with Middle Mouse Button. Doesn't clean debris,
and scuffed because most trash doesn't yield material anyway.
- - It also has two subtypes, unbound from the node: one that dispenses
riot foam darts and can be found on the black market, and another that
dispenses the more innocuous foam darts, rarely found in maints.
- Shooting Assistant: A configurable module. On Stormtrooper mode, it
will give the user a faster fire rate (the double tap trait) at the cost
of accuracy. On Sharpshooter mode, it will improve the user accuracy and
make their shots ricochet against walls at least once (if the hit atom
allows that, that is, e.g. lasers don't ricochet against iron walls), at
the cost of movement speed. Both modes also prevent the user from dual
wielding guns.
To make the Stormtrooper mode stackable with the poor aim quirk and
refrain from making a new trait for the sharpshooter mode, the gun
spread code in gun.dm has also received a little refactor and cleanup.
Also, it's been tested.
## Why It's Good For The Game
The Experimental MODsuit node is quite shabby and could use something
extra to make it more appealing to MODsuit enjoyers.
Also doubles down as a small addition to the black market and maint
loot, and code cleanup, since gun code gives off some garbled vibes.
## Changelog
🆑
add: Expanded the Experimental MODsuit Bepis node with three new
modules: Magneto Charger, Recycler and Shooting Assistant.
add: Added a Riot Foam Recycler module to the black market, as well a
more innocuous version as maint loot.
/🆑
* Expanding the Experimental MODsuit Bepis Node with three new modules.
* update modular, I hate this file btw
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Maptext 2023 tweaks [NO GBP] (#76397)
## About The Pull Request
- In PR https://github.com/tgstation/tgstation/pull/76356 missed a few
bits of maptext around, such as shuttle signs and the supermatter. Small
text adjustments/fixes here.
- Large amount of feedback about the context tooltips. Increases size,
lightens default color as to not be too imposing.
🆑 LT3
qol: Context tooltip size increased
fix: Fixed remnants of old maptext code on various things
/🆑
* Maptext 2023 tweaks [NO GBP]
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Makes decals only caught on mapload & removes turf_loc_check (#76130)
Theres one player-facing change in this PR and it's that I removed human
gibs from being valid in space turfs, making it more consistent with the
other gib decals.
I've cleaned up many instances of decals spawning in bad turfs on
mapload in https://github.com/tgstation/tgstation/pull/75189, but making
it error anytime in-game a decal is put over an invalid turf is bad as
it punishes contributors for not optimizing their decals properly.
This changes it so it only errors if it's on mapload, unit testing or
not.
I've also removed ``turf_loc_check`` and replaced instances of it with
overwriting ``NeverShouldHaveComeHere``, which gives us greater control
of where decals can be placed.
This let me remove 2 subtypes that were made to have decals in specific
places (which then got placed elsewhere, ruining it all).
Mappers are still able to set decals to be placed anywhere, they just
need to add it as a valid turf for that decal.
* Makes decals only caught on mapload & removes turf_loc_check
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Optimizes timer insertion by 80% (W QDEL_IN micro) (#76214)
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## About The Pull Request
[Reduces timer insertion cost by
80%](c9e5b285ed)
Timer name generation involved a LOT of string shit, some in ways where
the string only existed for a moment.
This costs a good bit of time, and can be reduced with only minimal
impacts on the end product, so let's do that. Includes a compile flag to
flip it back if we ever have trouble in future.
This is about 0.1s off init, since we do a lot of timer stuff then too
[Removes STOPPABLE flag from QDEL_IN, moves it to a bespoke
macro](e7a5d7f2a7)
Its a waste most of the time, tho I would LOVE to analyze at compile
time to work out if we care
## Why It's Good For The Game
I like it when we don't spend all of our cpu time just setting the name
var on timers. that's good and not bad.
This saves time fucking everywhere. 15% off explosions, 0.1 seconds off
init, bunch of time off foam. it's just good.
Cherry picked out of #76104 since that was too cluttered (sannnnnn)
<!-- Argue for the merits of your changes and how they benefit the game,
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* Optimizes timer insertion by 80% (W QDEL_IN micro)
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Lighting object oddities (#76009)
## About The Pull Request
Fire stacks status effect no longer uses a weakref for the mob light, I
am pretty sure there was no real reason to use a weakref there.
Deleted weird luminescent glow dummy, now it just uses the standard
moblight obj.
Put all /obj/effect/dummy/lighting_obj together in a single file and
added a comment explaining why they exist.
(I severely dislike the /obj/effect/dummy typepath, but I am very much
unsure if just replacing all of them with /obj/effect/abstract would
break shit)
## Why It's Good For The Game
Code organization good
* Lighting object oddities
* Update kindle.dm
---------
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* The Forbidden Tuna Can (#76064)
## About The Pull Request
This PR was made to replace the well known uglymine sprite with
something that doesn't look like a coder-sprite filler and instead looks
like an actual landmine. Simple as that, there's not really anymore meat
to this PR.

## Why It's Good For The Game
Replaces an older, depreciated sprite with something that has needed an
upgrade for quite a long time now.
## Changelog
🆑
image: Added a new Land Mine sprite
/🆑
* The Forbidden Tuna Can
* update modular
---------
Co-authored-by: Youtubeboy139 <jared.klaas@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Stops particle holders from appearing on context menu (#76006)
## About The Pull Request
Basically, due to carbons using KEEP_TOGETHER, particles were appearing
on the context menu which is annoying. I have no idea why it behaves
like this.
Buuut, giving particle holders the KEEP_APART flag does fix this.
closes https://github.com/tgstation/tgstation/issues/75641
## Why It's Good For The Game
Bugfix good
## Changelog
no
* Stops particle holders from appearing on context menu
---------
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
* Fixes hungover closet spawner? (#76003)
## About The Pull Request
I don't have proof this is bugged, but does anyone have any memory of
this actually working?
`in contents` doesn't work? It's a landmark? There are no closets in the
contents of the landmark? Surely it should be looking at the contents of
the turf?
## Why It's Good For The Game
Makes this thing work?
## Changelog
🆑 Melbert
fix: Fix hungover people never spawning stuck in closets
/🆑
* Fixes hungover closet spawner?
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Proper broken tiles (#75623)

## About The Pull Request
The current broken tiles have some visual issues:
- There is an ambient occlusion shade when it touches normal tile
- It has a layer higher than it should be which leads to things that are
normally above the floor layer, render below it. Such as atmos
machinery, cleanable overlays, etc.
This PR makes the render on a proper layer and work like a partially
destroyed floor tile that can be reclaimed with crowbar.
Also, the cleanables are now on FLOOR_CLEAN_LAYER to make dirt appear
above catwalks and these new tiles.
And the flat dirt now has 4 variants of sprites, while dust uses the old
dirt sprite. It seems like dust was just dirt with different description
before.
## Why It's Good For The Game
A broken tiling with no visual bugs and proper floor-like logic.
## Changelog
🆑 MTandi, Borbop
fix: Dust now has dust icon, instead of dirt icon. Dust on all maps
replaced with dirt
image: Flat dirt now picks from 4 new sprites
refactor: Made broken tiling work more like tiling and have
corresponding visuals. Added directional mapping variants.
fix: Cleanables now use FLOOR_CLEAN_LAYER to make sure that trash is
visible above catwalks
/🆑
* Proper broken tiles
* Update north_star.dmm
* Update north_star.dmm
---------
Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* No more un-pulsable syndicate anomalies (#75723)
## About The Pull Request
Prevents anomalies from spawning with the frequency 121.3, which you
can't select using signalers since it's a syndicate frequency. Switches
to using the sanitize_frequency proc since it covers this and the "only
uneven frequencies" check.
Alternatively, it might make sense to remove the frequency limitation
with signalers, as I don't believe there's any non-radio devices that
rely on signals on the syndicate frequency, and it's rather unintuitive
to have a frequency that just can't be selected without any feedback.
But I don't know enough about the relevant functionality to know if that
might break something.
## Why It's Good For The Game
Fix bugs. We can't let the syndicate keep getting away with this.
## Changelog
🆑
fix: Anomalies shouldn't spawn with frequencies that can't be selected
on signalers anymore
/🆑
* No more un-pulsable syndicate anomalies
---------
Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
* Adds a variable that allows invisible portals (#75712)
## About The Pull Request
Adds simple var that allows a portal to be without the spark effect
## Why It's Good For The Game
Because I am going to make an noneuclidean station with portals, and
sparks make it too obvious
## Changelog
🆑
qol: Admins can make a portal not spark when teleporting
/🆑
* Adds a variable that allows invisible portals
---------
Co-authored-by: Kubisopplay <38842052+Kubisopplay@users.noreply.github.com>
* Removes poseur tag graffiti (it's been dead for ~6 years Edition) (#75689)
## About The Pull Request
The _poseur tag_ graffiti option was not removed in the gang gamemode
removal back in #30056. Back then it would have chosen one of the gangs'
tags to mimic. Now, if selected, it will create an empty graffiti. This
will also apply to any mapped/generated graffiti. This sucks and this
derailed me from my other thing I was doing in the crayons.dm vicinity.
## Why It's Good For The Game
Removes a 6-year-old non-functioning graffiti option.
## Changelog
🆑
fix: exorcised a ghost of the gang gamemode from graffiti
/🆑
* Removes poseur tag graffiti (it's been dead for ~6 years Edition)
---------
Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
* Adds Ethereal Drinks (#75487)
## About The Pull Request
Adds 3 new electric-themed drinks for ethereals. They count as food for
etherials, (not much, one glass is about equivelant to a plasma burger),
but humans can drink them as well, among other effects.
## Why It's Good For The Game
As an ethereal player, I do feel while our food is convenient, that we
miss out on the RP other species get from going to the bar. This allows
for etherials to order drinks from the bartender. All effects work on
all races, with the hunger satiation as the exception.
## Changelog
🆑
add: Voltaic Yellow Wine - New "base" drink, found in booze-o-mat. No
special effects besides acting as a weak ethereal food. Not very potent
in terms of alcohol.
add: Telepole - New mixed drink themed after thunderstorms, gives the
same shock-resist grey bull does. Made from 1 part Voltaic Wine, 1 Part
Sake, and 2 parts Dark & Stormy. Moderately potent.
add: Pod Tesla - New mixed drink, themed after the old removed tesla
engine (the singulo gets a cocktail, it should too!) Grants a brave -
bull phobia resist, and a stronger grey bull shock resist allowing you
to (temporarily) resist tesla arcs from reactive armor and the SM's
tesla coils. Gives a pleasant thought to whoever drank it, because this
thing is a pain to make. Made from 5 parts admiralty, 5 parts telepole,
and 3 parts brave bull. Highly potent.
qol: Unsure if this counts as QOL or balance, but the fact sol dry is in
3 different cocktails but the bartender has to buy 30u cans of it made
me feel it deserved being added to the soda dispenser.
image: Added graphics for the above drinks, shown below, from left to
right: Pod tesla, Voltaic Yellow wine, Telepole, Voltaic Wine (bottle)
<img width="171" alt="image"
src="https://github.com/tgstation/tgstation/assets/69398298/901b2f64-1723-44b6-8f78-ef21bd477d96">
/🆑
---------
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* Adds Ethereal Drinks
---------
Co-authored-by: KingkumaArt <69398298+KingkumaArt@users.noreply.github.com>
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* Fixes moveloop shit (#75675)
## About The Pull Request
I was using the step_x procs when I should have been using get_step_x
and Move()
This was causing some mob behavior to not properly respect things like
gravity or potentially entered/exited signals.
Also ensures we pass direction into Move consistently, and deletes a
function that was meant to like, use step_to but with directions? Was
never actually used properly
I forgot to properly respect the "don't change dir" flag
Closes#75673🆑
fix: Mobs will fly around space... less
/🆑
* Fixes moveloop shit
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Massive Spraycan and Crayon Powercreep: smaller graffiti cost less to draw. (#75588)
## About The Pull Request
Currently, drawing a small circle on the floor consumes as much charge
as any other drawable but the larger horizontal ones that cost five
times as much, which is a bit dull for non-cyborg players, having to
burn through a ton of spraycans just to cover the floor in several small
dots if ever attempting to do some floor art.
This PR aims to reduce the cost of some of the smaller drawables, like
"shortline", "smallbrush", "pawprints" etc., in virtue of the smaller
area they cover. The balances changes may seem bit of an arbitrary and
not include ones that are a bit on the edge between "small" and not
"small", but I'd rather keep it simple than have other values such like
"semi-small" integrated and snowball this balance PR into a more
finnicky, disputable or not agreeable with version of itself.
This also covers re-coloring and existent graffiti. Currently it always
costs 2 charges to change its color regardless if it costed 1 or 5 to
spray in the first place. With this PR, the costs should match that of
when they were drawn. To boot, It also takes into account the tagger
quirk now.
Code had to be cleaned up and improved a bit for a smoother
implementation of these changes.
A fairly unrelated but small change: Trying to suicide with an empty
spraycan will now fail, because it's empty. It's that simple.
## Why It's Good For The Game
Enables non-cyborg players to engage in jolly floor-vandalizing-art in a
more consistent, slightly more enjoyable way.
## Changelog
🆑
balance: Drawing small graffiti like paw/foot/claw prints, small brush
dots and short lines should cost half as many charges off your spraycan
or crayon.
balance: The cost of recoloring graffiti decals is now consistent with
that of drawing them.
balance: Trying to suicide with an empty spraycan will now fail, because
it's empty. It's just that simple.
/🆑
* Massive Spraycan and Crayon Powercreep: smaller graffiti cost less to draw.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
The anomaly research ruin spawns bluespace anomalies, but those
anomalies can teleport without bumping if you just walk past them. This,
combined with the ruins plasma river, makes them unfairly lethal for
explorers
Co-authored-by: Time-Green <timkoster1@hotmail.com>
Lowers the cooldown from 25 seconds to 15 seconds
Lowers the power drain from 25 to 20
Sonar visuals now move for the duration of their existence (see below)
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Fixes posters not fitting in the boxes they spawn in (#75366)
## About The Pull Request
This makes posters, such as from the Poster Boy quirk or the syndicate
objective, able to fit back into the boxes the spawn in.
## Why It's Good For The Game
It just seems odd that posters can't fit back into the boxes they come
in, particularly when every other art supply fits just fine (and can
even be placed in the same boxes as the posters before you've taken them
out).
If it's this way for balance reasons then I don't want to argue that
change and will close the PR (or feel free to close it for me). But it
feels like it's just an oversight and I don't think it really has
balance implications?
## Changelog
🆑
qol: Posters can now fit back into the boxes they come in.
/🆑
* Fixes posters not fitting in the boxes they spawn in
---------
Co-authored-by: YehnBeep <86855173+YehnBeep@users.noreply.github.com>
* Spiderlings can cross webs (#75404)
## About The Pull Request
Reliable web traversal is now governed by a trait instead of a type
check.
Spiderlings have that trait.
## Why It's Good For The Game
Spiderlings are spiders and shouldn't get stuck in webs.
Turning this into a trait means that we can make more things apply the
trait in future if we want, without having to expand a list of allowed
mobs.
## Changelog
🆑
fix: Spiderlings no longer get stuck in webs
/🆑
* Spiderlings can cross webs
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Fixes ghosts & AI's detonating landmines, and jaunting mobs setting them off without first stepping on them (#75362)
Fixes#75049🆑 ShizCalev
fix: Ghosts & camera mobs (ie blobs & AI's) will no longer set off
landmines.
fix: Jaunting mobs will now only set off landmines if they stepped on
them BEFORE jaunting.
fix: Flying mobs will no longer detonate landmines that were not first
stepped on.
/🆑
* Fixes ghosts & AI's detonating landmines, and jaunting mobs setting them off without first stepping on them
---------
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Fixes a runtime with stable / "hollow" anomalies (#75334)
## About The Pull Request
Setting `aSignal = null` wasn't the most proper way to make an anomaly
not drop a core, `drops_core` should've also been set to `FALSE`.
Changed it to set `drops_core = FALSE`. Also changed it to `QDEL_NULL`
the core rather than just null it. Adds a better stack trace and did a
minor cleanup thing.

## Why It's Good For The Game
Runtimes
## Changelog
🆑 Melbert
fix: Runtime from neutralizing "hollow" anomalies
/🆑
* Fixes a runtime with stable / "hollow" anomalies
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes a runtime from foam in a weird loc / improves the stack trace (somewhat) (#75281)
## About The Pull Request
- Fixes a runtime from foam being created inside plasmamen, instead of
at the plasmamen's loc, from the clown plasmaman suit

- Adds a stack trace for mobs having foam created inside of them
- So, in the past foam would runtime if created in a non-turf at all,
mobs or otherwise. I changed it so it creates a more helpful stack
trace.
- While tackling this, however, I realized that we may want to support
foam in non-turf, non-mob locs? Like closets? That is to say, if you
release a foam reaction while stuck in a locker and it floods the
locker, it would stay in the locker until it is opened, and affect other
people in the locker itself? Unsure, so I left it as an option, albeit
it may not function entirely correctly.
- This may also false-positive in some places, such as a mob within mob.
I'm unsure if it should have its own case, or of it should act like
closets are implied to do above? But that may produce some silent
errors. So eh.
## Why It's Good For The Game
Less runtimes, more intended code.
## Changelog
🆑 Melbert
fix: Fixes a runtime with plasmaman clown suit lube spray
/🆑
* Fixes a runtime from foam in a weird loc / improves the stack trace (somewhat)
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Makes industrial gold and regenerative gold spawn random coins. Also adds chococoin to coin spawner. (#75199)
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## About The Pull Request
So they just had list from 6 coins and not random picking of coins, so
now its random.
It will also spawn chococoin because it's a coin too.
But won't spawn `coin/gold/debug` because it's debug and eldritch coin
because comxy asked about it.
Added chococoin to `/obj/effect/spawner/random/entertainment/coin` and
holdables list of wallet.
<!-- Describe The Pull Request. Please be sure every change is
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merging your PR! -->
## Why It's Good For The Game
Random is funny.
<!-- Argue for the merits of your changes and how they benefit the game,
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🆑
add: Indusrial Gold and Regenerative Gold extracts now spawn random
coins and not just list of 6 coins. But no mythril as it has miserable
chance to have summoning effect which have even more miserable chance to
spawn something dangerous and not just mice.
add: Chococoin now has a chance to spawn wherever the coins are used to
spawn (wallets, greed ruins, deltastation bar)
/🆑
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---------
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Makes industrial gold and regenerative gold spawn random coins. Also adds chococoin to coin spawner.
---------
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Converts Spiderlings from Structures to Basic Mobs (#75001)
If I could've made this more atomic, I would have in a heartbeat, trust
me.
## About The Pull Request
Hey there. People were mocking us for having spiderlings still be a
subtype of `/obj/structure`. I decided to take a lot of time to fix
that. A lot of behavior it was implementing was just pseudo-mob stuff,
so it was actually easier than it looked for the raw conversion. A lot
of the footwork on spider stuff in the basic framework was already done
previously by Jacquerel, so that was pretty nice.
However, there are two new things that weren't introduced in the code
that had to be put in.
A) A component to handle growth and differentiation into a mob. This may
have already existed, no clue. If it does (and it's NOT
evolutionary_leap), let me know.
B) AI Behavior to handle seeking out a vent, entering a vent, and then
exiting out of a different vent. I may have gone a bit wacky on the
code, but it certainly works as expected (spiderling goes in one vent,
exits the other). Let me know if you can think of a way it can be better
optimized, but it was deliberately written to be very failsafey in case
shit goes yonkers.
One fundamental difference between structure spiderlings and basic mob
spiderlings (beyond the AI and not just a random prob() check for
movement) is the fact that they had vent movement coded in... but we
_really_ don't need stuff like that for our intents and purposes. If the
range turns out to be too OP in the current framework, we can always
change it up a bit, but also there's a _lot_ of vents we can end up in
the station (my testing had one spiderling end up in the AI sat to get
obliterated).
## Why It's Good For The Game
Spiderlings aren't structures! They behave like a mob should! Players
can possess spiderlings! They work seamlessly with differentiating into
a giant spider! Better AI! More room for people to add into this very
under-utilized buggers!
## Changelog
🆑
refactor: Spiderlings are now basic mobs, report any complete
weirdness/deviation from known behavior. They should be a lot more
intelligent now though.
add: AI Spiderlings are super fragile, but they're also super fast,
especially when they get into a vent. Once they're in circulation, they
could end up everywhere! Maybe in the armory, maybe in a locked closet
in maintenance. Be sure to be vigilant and splat them whenever you can
to save the station from a whole lotta heartache!
/🆑
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Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Converts Spiderlings from Structures to Basic Mobs
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Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Audio File Cleanup (#74863)
## About The Pull Request
Removes a bunch of sound files that we don't use and moves some sound
files into better locations. I'm hoping to get an archive repo for
sounds going, much like the
[map_depot](https://github.com/tgstation/map_depot) and
[SS13-sprites](https://github.com/tgstation/SS13-sprites).
EDIT: The old sound files are being moved here:
https://github.com/tgstation/SS13-sounds
Also increased the volume of the clownana rustle sound and clipped off
some dead air from shockwave_explosion
## Why It's Good For The Game
Removes a total of 1.95MB worth of unused sound files from the codebase.
## Changelog
🆑 Tattle
soundadd: increased the volume of the clownana rustle
/🆑
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Co-authored-by: tattle <article.disaster@ gmail.com>
* Audio File Cleanup
* Fixes the missing sound files ;)
---------
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Stops the base random poster spawner from spawning traitor posters (#74868)
## About The Pull Request
When the syndicate posters were added, they were intended to be a
traitor objective. To quote from the original PR:
>"If you start seeing red posters then you know there are traitors
somewhere."
As an unintended consequence of how poster randomization works however
they are able to spawn from the base random poster mapping object,
defeating the purpose. They should only be able to be placed by actual
player traitors (or a deliberate mapping decision).
This PR just removes them from the pool of posters to select from when
using `/obj/structure/sign/poster/random`. You can still use
`/obj/structure/sign/poster/traitor/random` to spawn random traitor
posters both when mapping or ingame via commands.
This will close https://github.com/Skyrat-SS13/Skyrat-tg/issues/17956.
## Why It's Good For The Game
More control over mapping poster placement.
## Changelog
🆑
fix: traitor objective posters will no longer be able to spawn from
general random poster spawners.
/🆑
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Co-authored-by: san7890 <the@ san7890.com>
* Stops the base random poster spawner from spawning traitor posters
---------
Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>