## About The Pull Request
[Fixes static lights not
moving](ffef43c05a)
Worked fine when the owner moved, but if the owner was inside something
else, it would try and trigger an update on the PARENT's lights, which
are obviously not us.
[Renames MOVABLE_LIGHT and STATIC_LIGHT to better describe what they
do](de73a63bd4)
People keep trying to change the lighting system of lamps and it makes
me mad.
I choose OVERLAY_LIGHT and COMPLEX_LIGHT here, I couldn't figure out a
better name for turf matrix lighting. Suggestions welcome
## Why It's Good For The Game
Closes#80005
Hopefully improves understanding of lighting at a glance
## Changelog
🆑
fix: Fixes fancy lights not updating their source location when picked
up and moved
/🆑
## About The Pull Request
This refactors how machines are deconstructed in the following ways
- You can no longer override `obj/machinery/deconstruct()`. If you want
customized behaviour then override `on_deconstruction()` instead.
This comes with the added benifit of no longer needing to check for the
`NO_DECONSTRUCTION` flag because the machine base proc does that for us
& if it finds that flag it won't proceed to call `on_deconstruction()`
meaning no machine will have a chance to spawn anything which is the
current behaviour.
This is required to make #81290 work for all machines at least so that
machine can send the `COMSIG_OBJ_DECONSTRUCT` signal without subtypes
overriding & forgetting to call the parent proc
- `dump_contents()` only gets called when the machine is deconstructed
not destroyed thus not leaving behind any of its contents inside. Fixes
https://github.com/tgstation/tgstation/pull/81290#issuecomment-1925752583
## Changelog
🆑
fix: machines that should not drop contents when deleted no longer do.
refactor: refactors how machines are deconstructed. report bugs on
github.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
This adjusts some of the techweb stuff related to security implants. I
meant to do this in the original PR but got LAZY because I wanted to
push it out the door, and then the feature freeze happened.
Teleport Blocker and Beacon implants have been moved from cargo to the
departmental lathe, printable at (where else?) security. **They can no
longer be purchased from cargo.** They are behind a new research node,
which requires Subdermal Implants and Miniature bluespace research. This
node costs 2500 points.
Exile implants can now be printed from the security lathe.
Security Implants now have their own lathe category.
This also slightly adjusts the descriptions for the implant case designs
to reflect their contents.
## Why It's Good For The Game
First and foremost -- I really had meant to do this in the original PR.
Throwing these implants into cargo was intended to gate access to them
until later in the round. In hindsight, cargo doesn't really accomplish
that in the way I'd hoped. It's still available roundstart, and no price
will change that. Having these be handled by science is a much more
sound idea.
(Also security already has enough to be ordering from cargo, and not
nearly enough reasons to be yelling at science!)
Exile implants should be easier to access, especially for how little
impact they actually have. The simple convenience may be the difference
between a peaceful resolution or being beaten to death in the back of
the brig.
Adjustments to the lathe categories, descriptions are for slightly
better UX.
## About The Pull Request
This employs a formula that creates a relationship between total stacks
of material used & the machines active power consumption
- When inserting/ejecting a full stack of materials, lathes use 1% of
the machine active power usage. To put it in player terms if your apc
has a normal high capacity power cell it will use 2% of power when
inserting a full stack(50 sheets) of material or when ejecting a full
stack of materials
- Fixes#81366. When printing multiple items that would require a full
stack of materials (50 sheets or roughly 5000 matter units) It now uses
5% of the machine active power usage. To see the comparision we will see
the same examples used in the issue
**Old Behaviour**
- Printing 10 large beakers for tier 1 lathe would consume 48% of apc
cell
- Printing 1 circular saw for tier 1 lathe would consume 32% of apc cell
**New Behaviour**
- Printing 10 large beakers for tier 1 lathe now consumes just 5% of apc
cell
- Printing 1 circular saw for tier 1 lathe now consumes just 1% of apc
cell
- Higher tier parts will consume more power to compensate for the lower
material costs because the machines active power usage increases with
higher tier parts, assuming your apc has a normal high capacity power
cell
- Printing 10 large beakers for tier 4 lathe now consumes 12% of apc
cell
- Printing 1 circular saw for tier 4 lathe now consumes 5% of apc cell
This formula is experimental and i just made it up so let's see how this
plays out
## Changelog
🆑
fix: lathes now use moderate power for printing operations
/🆑
## About The Pull Request
Currently the only way to get a barcode scanner is by spawning as a
Curator, this is lame and prevents people to job change into a
librarian, so now it can be printed like basically all other service
job's tools.
Part of computer tech

## Why It's Good For The Game
You no longer have to spawn as a Curator to be able to work in the
Library, and Curators can now replace their otherwise completely
irreplaceable equipment.
## Changelog
🆑
qol: The barcode scanner is now part of computer tech and can be printed
at the service techfab.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
1. **Qol Stuff**
- Screentips & examines for screwdriver, crowbar acts, multiool &
wirecutter Also for Alt click
- Techfabs can now also use the Mouse drag functionality to set drop
target for items
- Lathe printing animation now plays on loop instead of just flicking
once till printing is finished for more visual feedback
2. **Code Improvements**
- Merged `start_making()` with `do_make_item()`. That proc was like only
3 lines long and used only in 1 place so let's just move that code to
`ui_act()`
- Merged `user_print_item_id()` with `ui_act()`. Again was used only in
1 place so let's just move that code in to save some proc overhead
- Sets `processing_flags` for autolathe to `NONE` cause we don't use
`process()`
- Autodocs vars such as `hacked` , `shocked` etc & procs
- `maxmult` is now computed client side saving backend bandwidth,
`construction_time` is removed from lathes which did not use it
- Removed all usages of lathe taxes and their related vars, removed
engineering lathe no tax from ice moon, replaced with normal engineering
lathe
3. **Fixes**
- Lathe sheet insertion animations are now linked & work again for all
material types inserted via remote silo/local storage,
silver/titanium/plastic all play the same animation(that is
`protolathe_shiny` overlay). Other materials have their own respective
overlays
- Fixes#81243. Calling `update_static_data_for_all_viewers()` is too
expensive for the UI. We should instead use `SStgui.update_uis(src)`
which will report the `busy` status to the UI more immediatly
- Fixes#81236. Some problems with the params passed to the timer
callback. It should now print the correct number of requested items
- Fixes#81192. `design.materials` would runtime for custom material
items as they were list of texts not materials. We have to pass our
manually parsed list of materials for an specific item to ensure they
are set & used correctly. Same fixes apply for techfabs as well
## Changelog
🆑
qol: adds screentips & examines for screwdriver & crowbar acts & alt
click.
qol: techfabs can now use the mouse drop functionality to set drop
target.
qol: lathe printing animation plays on loop while printing rather than
flicking once for more visual feedback
fix: lathe sheet insertion animations are now linked & work again for
all material types inserted via remote silo/local storage
fix: printing custom materials items from autolathe works again.
fix: printing multiple items from lathes will actually print that
correct quantity of items requested.
fix: printing items the 2nd time around from lathes won't cause the UI
to reload each time.
code: autodoc for some vars & procs, merges procs.
refactor: Optimized code for autolathe & techfabs in general. Report
bugs on github
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
We currently have a list of point types that is meant to be
list(``DEFINE`` = name) but it's completely useless since the define is
just the name anyways. It's not used for anything, it has no purpose to
be this way. It seems more like a holdover from when there were multiple
types of research points (it was made for that purpose, even before
nanite points were a thing) but even for that, it serves no purpose.
I reworked it now to be the abbreviated name of the research point type,
de-hardcoding techwebs a little bit and removing the need for
downstreams to edit the techweb UI.
## Why It's Good For The Game
This at least looks better and makes more sense at people just looking
over it.
## Changelog
No player-facing changes.

## About The Pull Request
This project rewrites experimentor UI from browser to TGUI. Refactored
`ejectItem`, moved experiment handling logic out of `ui_act` and
reordered proc calls, thus fixing a null reference runtime during
attempt to unlock any techweb node. In addition, removed
`checkCircumstances` due to being unused.
## Why It's Good For The Game
The New UI is more responsive and displays much more information in a
more organized fashion. Also, it removes `updateUsrDialog` and helps to
bring https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA to a closure.
## Changelog
🆑
refactor: refactored experimentor UI to TGUI.
/🆑
check for area.requires_power
## About The Pull Request
If the area is supposed to not require power, we should respect that
Also it doesnt make sense to use all the power at once even though we
print items in series not parallel
fixes#81155
## Changelog
🆑
fix: lathes now respect always-powered areas
balance: lathes now use power as they print instead of all at once
/🆑
## About The Pull Request



With the merge of #78524, we have a significant amount more control over
how many materials are entering the round, as if it's overtuned, we can
adjust the mineral spawning percentages, and if it's undertuned we can
do vice-versa. Similarly with ore vents, we can adjust how much of every
resource will spawn, allowing for items that can be printed via the
lathe to have a significant more impact on how much they cost depending
on round balance.
Going forward, this data can be found using the mineral logging and
graphing tool found in `tools\silo_grapher\silo_graph_script.py` to make
future balance decisions. These tools combined allow for a full suite of
resource controls going in and out of the round for decisions to be made
on item printing.
## Why It's Good For The Game
We needed better control on resources going in and out of the round for
the massive, massive quantity of items in game limited by being
extremely cheap to print on the lathe.
We have those resource controls now, and the tools to adjust the balance
as necessary. Therefore, I'm fine with us axing this.
Fixes#67009, and fixes#66601.
I would wait out the last bit of the freeze but ahh fuck it I don't see
why not to do it now
## Changelog
🆑
del: The lathe tax on printing items has been removed from the game for
both humans and silicons.
/🆑
## About The Pull Request
Fast little PR, with the autolathe and design datum time changes, I saw
that we didn't have design datums moved over to using time defines
uniformly, and in a few cases the times were using material quantity
defines (oops!), so I've quickly moved those over to using our correct
time defines as guided by common sense.
## Why It's Good For The Game
Cleans up the code for this section going forward so that when everyone
copypastes a new design datum for the next feature at least we're using
consistent and correct standards.
## Changelog
No player facing changes.
## About The Pull Request
Fixes thermoelectric generators so they work again
Pipes can be connected to it, the machine can be rotated
Adds the ventcrawl movement flags as a defined bitfield
I also gave it a TGUI menu, it was small so it is pretty insignificant.
I added a little bit more text to error messages to make it clearer why
the thermoelectric generator isn't functional.
I also repathed generator to thermoelectric_generator because
'generator' is a keyword and is highlighted in green which makes people
using vscode a little confused what it's meant to be.
Old

New
https://github.com/tgstation/tgstation/assets/53777086/064a5dda-5407-4817-b090-d22eb6c4aab8
## Why It's Good For The Game
This is one of the things I had to move to TGUI in
https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA
I was originally gonna remove it, but in the spirit of feature freeze I
thought I should at least give it a try.
This fixes many issues with it and gives it a new better UI that won't
stop updating easily so you can actually watch the changes as it
happens.
The TEG may not be obtainable in-game but it can still be mapped in or
give by admins, letting it function as intended is still a massive
benefit.
Closes https://github.com/tgstation/tgstation/issues/75738
## Changelog
🆑 JohnFulpWillard, Unit2E teaching me the TEG
fix: The TEG now works again (still unobtainable by regular means
though).
fix: the TEG and its circulators can now be rotated counterclockwise
again.
refactor: The TEG now uses a TGUI interface rather than the old HTML
one.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
This is an improvement on #80839 regarding how custom materials are set
on items, it's based on the following findings.
1. `set_custom_materials()` proc already comes with an prebuilt
`multiplier` var
1e8d511946/code/game/atom/atom_materials.dm (L11)
This means we can pass the machine's cost coefficiency directly to this
proc rather than creating our own list of materials with their values
scaled by the factor like so
1e8d511946/code/game/machinery/autolathe.dm (L192-L193)
We can instead just do `set_custom_materials(design.materials,
material_cost_coefficient)` without ever needing this list, thus making
code cleaner, with that the changes propogate to how `has_materials()` &
`use_materials()` procs are also used as we can now use their
`coefficiency` param rather than seeing it go to waste
2. All items custom materials will now always be integer values. With
this `SSmaterials.FindOrCreateMaterialCombo` now has better performance
because when computing the key for caching values like `1.5` or `1.7` it
will become just `1` and will point to the same cache thus reducing
memory usage
3. Materials are now uniformly split among all the contents of a printed
item from techfab or autolathe. What this means is items like the foam
ammo box printed from autolathe will have both the ammo case and their
40 bullets each set with custom materials such that their final sum
becomes equal to the design cost. For info on how that's done see the
documentation of `split_materials_uniformly` proc.
One downside of this proc is when items have a very small amount of
`custom_materials`(less than 2). In that case values like `0.8` or `1.5`
or `1.7` ends up getting rounded to 1 which means you end up getting
less materials when recycling than what you used for printing that item.
In this case You get 0.48 iron from both the box & it's ammo instead of
0.79 iron used for printing in tier1 autolathe(Or 0.50 for tier4
autolathe).
This shouldn't be an issue as you still can't make any profits from this
but at least everything in the box is now recyclable.
## Changelog
🆑
fix: items that contain recursive contents inside them (like foam dart
boxes from autolathes) now have their custom materials set to match with
its design cost rather than being nullified, meaning they are now
recyclable.
code: all custom materials are now integer values. Improved code for how
materials are used in techfab & auto lathe for printing
/🆑
This one's not like the last one, so much so that I'm not even going to
outsource the PR description to a robot this time!
Basically, **You should read the PR body before assuming that everything
is the same as last time. It's not.**
## Video Summary
Click the link below to see a video summary of the main features of this
pull request.
https://youtu.be/Aho2omR0mjY?feature=shared
## About The Pull Request
This pull request serves as a large rework of minerals produced by
mining, and by extension mining itself. I'll try and list each change
and it's associated nuance here.
### Ore Vents
The biggest addition to the game with ArcMining is **Ore Vents**. Ore
vents spawn as a ruin on the map, placing a randomized ore vent onto map
generation. Ore vents spawn in 3 different sizes, **Small, Medium, and
Large**. These vents will pick from a pool of materials they can
generate, and will hang out across the map. A player can use a mining
scanner to discover an ore vent, granting a small quantity of **mining
points** to begin with. Once scanned, ore vents will show what minerals
that ore vent will generate after they're fully tapped.
Scanning the vent again will trigger the extraction process. A small
drone will fly down, called the NODE drone, and buckle onto the vent.
Your job during wave defense is to protect the drone and to defeat waves
of randomly spawning mobs (dependent on if you're on lavaland or on
icebox). The quantity, duration, and time between waves is scaled to the
size of the vent you're protecting. Starting by scanning and protecting
lower tier vents earlier in the shift is a safer bet than doing a large
vent in the first few minutes. The drone has 500 health, and can take a
good few hits, but leaving it alone will cause it to meet an unfortunate
end quite quickly.
Cooperation can be your best asset, as mining with allies can greatly
help with wave defense, and mineral points are granted to anyone who
helps with defending the ore vent equally (So 500 * size tier,
regardless of how much help you receive). Once complete, the ore vent
will have a mining machine constructed on top of it, and will start to
dredge up **Boulders** from the earth automatically. More on boulders
later.
Ore vents can be located based on your mining scanner, and will provide
an appropriate audio cue based on if the ore vent has been discovered or
not, and once processed will no longer alert you to it's presence.
**Each station comes with a free vent that produces exclusively iron and
glass, free of charge.** This is to help with shifts where the station
may not have shaft miners to produce minerals, and to provide the
station with a baseline amount of minerals where none may exist
otherwise.
### Mineral Generation
Mineral generation has been completely reworked. Previously, Mineral
Generation had a flat 13% spawn rate in-game. Once minerals spawned,
they would also have a chance to propagate their minerals to nearby
tiles, resulting in a rather massive pool of minerals that could spawn
throughout lavaland on the whole.
This tweaks that, by making minerals in walls spawn based on their
proximity to ore vents on maps that use cave generation. Both the
probability, and quantity of ores spawning in walls is scaled based on
distance, with ore vents looking like large caches of ores found in
walls. This makes following ores found in walls and checking their
quantity of minerals spawned a good indicator of how close you are to a
nearby vent in-round.
This means you can collect some points form both discovering ore vents
first, as well as collecting their surrounding ores, turn those in for
mining points, and then trading them in for gear upgrades to more
effectively take on ore vents. As a result of tweaking the balance of
this, the total amount of ores spawned in walls overall has been
decreased. However, by making more of the process time based, we still
result in a mostly balanced finished product.
### Boulder Processing
On station, there are now three new machines. These are the BRM, the
Refinery, and the Smelter.
- The BRM acts as a teleporter. Instead of needing to carry boulders
back to the station, you can activate the BRM, and it will automatically
pick boulders to teleport back to itself. You can use this to teleport
boulders dredged up from lavaland onto the station for processing. **The
BRM will only lock on to boulders that are resting on an ore vent.**
Moving boulders back by hand will mean you'll have to haul it back by
hand.
- The refinery processes the non-metallic materials out of boulders.
This process sends the materials straight to the ORM, and collects
mining points from the ores smelted in the machine. Swiping with an ID
card lets you withdraw those points for your own personal account, but
remember that these points are for your whole team to share from. The
**Mining points obtained from this process is only 75% of the amount an
equivalent amount of ores would provide.**
- The smelter works nearly identically, however the smelter produces
metallic materials out of boulders instead.
- Once a boulder has had all of it's materials extracted, it's broken
down and deleted from the line. Otherwise, the boulder is spat out for
the next machine to process it (either the refinery or smelter).
- Once there's no minerals left in a boulder of any type, the refinery
or smelter will break the boulder down.
- Boulders **do not stack onto tiles with each other**, so they'll block
each other when pulled or when moving on a conveyor belt.
Boulders can also be processed by hand. Using a mining tool on a boulder
with right click will allow you to break down a boulder into it's
composite ores, but limits you to a maximum of 10 ore per boulder, where
the full amount can be extracted using the proper processing machines.
Also, processing by hand does deal small amounts of stamina damage over
time, do breaking a full large boulder can be particularly taxing.
Additional Boulder Processing Machines can be built, with the BRM board
being obtained from the Protolathe, while the Smelter and Refinery
boards being obtainable from the Autolathe instead. A _boulder
processing beacon_ can also be obtained from the mining points vendor as
a reward to assist with boulder processing. Boulder processing beacons
can be used to spawn in a new BRM, refinery, and smelter on the tile the
user is standing on, however **you'll still need to link them to the
ORM**!
All three machines can be upgraded with Stock Parts, allowing for **more
boulders to be processed at a time**. It does not, however, increase the
amount of minerals received from boulders, or points earned.
### Mining Borg Tweaks
Mining borgs have been given some minor adjustments to compensate for
the changes to mining. Their mineral scanner, which now has an active
component to gameplay, is now a module as opposed to built into the mob.
This module allows for the same ability to discover and start waves of
monsters to fight.
Mining modules will find that their PKA now has a total of 90% mod
capacity as compared to the 80% they had before, to allow for more
robust defense of ore vents.
In addition, all borgs and AIs can interact with the BRM for boulder
collection.
### Mining Mech Tweaks
Mining Mechs have had their utility tweaked as a result of these changes
as well. Mineral scanners to be used on mining mechs now have a larger
radius by comparison to their handheld cousins. Similarly, it now has an
active scanning button, which will actively discovery nearby ore vents.
To begin wave defense, you will need to hop out and scan a second time
however, so that you can properly accept the risks of drawing a horde of
bloodthirsty wildlife towards you and your companions.
Mechs can also manually process boulders, similar to mining tools using
their drill.
### Golem Tweaks
Golems, being more gentle and less aggressive than humans, while being
made out of LITERAL ROCKS, have a greater need to secure access to ores
and minerals to eat. As such, they have adapted to be able to do two new
things:
- Golems may now right click ore vents to be able to manually haul a
boulder out of the vent. This costs a hefty amount of stamina, but it
allows for golems to avoid combat during regular gameplay.
- Golems may now left click a boulder with an open hand in order to
manually process a boulder like a pickaxe. While not faster, it is
consistent and prevents golems from starving if they have access to a
vent, but no ores, somehow.
### Gulag Tweaks
The labor camp, being a camp for rehabilitation and ~~excessive manual
labor~~ has been tweaked. Boulders now replace the random minerals
located on their island, and to acquire their prizes inside, much be
excavated and then broken out of the rock. Now YOU TOO can excavate
minerals and become a true mineral hero by working your way to freedom.
### Mining Point Changes
As a result of fewer mining points being available across the map due to
the new ore spawning mechanics, and the shift in how and when ores will
be coming in, almost every progress based mining point cost has been
reduced by around 10-20%. Many numbers are still subject to change at
present, but the idea is that core progress unlocks should be made a bit
more available earlier in the round before players can start to solo or
duo larger or more difficult ore vents, after which they'll be rolling
in ores.
### Rarities
Every once in awhile, an unusual boulder will get hauled up from the
mineral rich depths of lavaland. These **Artifact boulders** can
occasionally produce rare items, but for now they've mostly just been
pulling up **Strange objects** for science. Nanotrasen Natural Sciences
department will reward you extra points to be collected by boulder
processing machines for successfully extracting one. In the future, this
opens up a passive reward space that mining can reward to the station,
like providing cytology DNA samples, ancient seeds, or other artifacts.
### Misc notes
- Boulders can be stored in all varieties of ore boxes (ground, mech)
should you choose, however as mentioned it's best to leave them where
they spawn and teleport them to the station for convenience.
- Maps that are not subject to cave generation will find that they are
largely untouched in terms of mineral balance.
- Future or existing ruins can now be tweaked to have a mineral balance
cost, as the ore vent ruin does. This will allow us to spawn in more
interesting ruins for pre-made combat challenges.
- There are unique ore vents that spawn across the map, that will summon
a boss mob relevant to that map. If the boss mob is defeated, that vent
will spawn large boulders pulling from every possible ore type that can
spawn. Not for the faint of heart!
- Similarly, the number of ore vents and mineral budget is now
adjustable in the cave generation procs, so maps may spawn with more or
less ore vents as desired for balance.
- Artifact boulders opens up a LOT of room for possible future content
like archaeology, xenoarch, artisci, and other design spaces!
- Megafauna STILL SPAWN ON THE MAP. They just happen to spawn in
addition to boss ore vents.
- **I'll add more to this as I get asked questions and remember things,
this is a huge PR and I'm confident I've missed at least something**
## Why It's Good For The Game
I outlined a lot of this in #78040, so I'll try and keep this relatively
snappy this time, while noting that I've made some concessions to make
the whole system a lot more playable while not trying to break out
design decisions that are at the end of the day, better for the game and
the overall resource balance in round.
Minerals are a very poorly balanced system, and have been since their
inception many years ago. We heavily rely on mineral balance in round,
and yet we've really only balanced it by introducing so much supply that
there's no equivalent exchange for materials that doesn't just heavily
flood the exchanged material. For example, items printed from materials
that are otherwise considered "rare" on master exist in such quantities
and they'll never practically run out in our allotted 90 minute time
slot design. This PR adjusts how ores spawn to a point where we can
minimize the amount of ores that need to exist on the map for mining to
be able to progress, while still providing enough resources for the
station that it covers the needs of the station adequately.
Miners will need to be more strategic about what resources they've
collected, and be able to make decisions about which vents are worth the
risk of attempting to fight, how to prepare for a wave defense, and when
to head back up for upgrades, while finally giving them at least some
kind of incentive to work together and use different equipment.
Resonators make cleaning up the caves around vent easy, sandbags set up
easy defenses for your vent, mechs can serve as a wider range radar
while mining, all while still providing a new gameplay loop to mining.
By limiting the amount of ores that can enter the round from the
massive, massive amounts that were coming into the round beforehand (see
#78346 ), we can make ore processing more meaningful by adding more
gameplay to the processing of minerals. I have some plans for that,
however this PR already got bloated really REALLY badly due to scope
creep and the number of intersecting systems that rammed into each other
to make this PR possible. So that'll be next. Plus, as I've mentioned,
we open up places for ore processing to find fossils, relics, and other
things that can implemented down the line.
Overall, I don't expect this PR to save or kill ore balance, but we gain
a LOT more control over it through the use of our mining defines
attached to this PR, and at the end of the day, that's a great place to
start off of.
## Changelog
🆑
add: Added ore vents. Scanning them with mining scanners shows what
minerals they contain. Scan again to fight off a horde of beasts as your
drone assistant excavates the vent, so the ore vent will produce mineral
boulders!
bal: Ores that spawn in walls now spawn based on their proximity to ore
vents, with their chance to spawn and their minerals contained scaling
from low to high.
add: Added the BRM, Refinery, and Smelter. These pieces of equipment are
used to process ore boulders into minerals for the station. Stock Part
upgrades allow more boulders to be processed at one time. They collect
mining points as well, to be redeemed with an ID card swipe.
add: Boulders are teleported to the station via the BRM if left
untouched. Boulders can also be cracked open for a reduced amount of ore
using pickaxes or golems hands.
add: All stations come equipt with a pre-excavated ore vent, which
produces a basic supply of iron and glass only. Scan other vents for
your critical resources!
add: Look there's a shit ton of changes on mining, for more detail check
out the Pull Request: https://github.com/tgstation/tgstation/pull/78524.
sound: New sounds and noises for your high octane factorio-like
gameplay!
image: All new boulder sprites for the new minerals and rocks added to
the mining gameplay loop, as well as mining machines!
image: Overlays appear over vents when scanned to let you know their
contents at a glance when actively scanned with any mining scanners.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Situation: areas have a list of all turfs in their area.
Problem: `/area/space` is an area and has a 6 to 7 digit count of turfs
that has to be traversed for every turf we need to remove from it. This
can take multiple byond ticks just to preform this action for a single
space rune
Solution: split the list by zlevel, and only search the right zlevel
list when removing turfs from areas.
replaces `area.get_contained_turfs()` with a few new procs:
* `get_highest_zlevel()` - returns the highest zlevel the area contains
turfs in. useful for use with `get_turfs_by_zlevel`
* `get_turfs_by_zlevel(zlevel)` - returns a list of turfs in the area in
a given zlevel. Useful for code that only cares about a specific zlevel
or changes behavior based on zlevel like lighting init.
* `get_turfs_from_all_zlevels()` - the replacement for
`get_contained_turfs()`, renamed as such so anybody copying/cargo
culting code gets a hint that a zlevel specific version might exist.
Still used in for loops that type checked so byond would do that all at
once
* `get_zlevel_turf_lists()` - returns the area's zlevel lists of lists
but only for non-empty zlevels. very useful for for loops.
The area contents unit test has been rewritten to ensure any improper
data triggers failures or runtimes by not having it use the helpers
above (some of which ensure a list is always returned) and access the
lists directly.
## About The Pull Request
Refactors underlying autolathe code, mostly about how it prints items
Items are now printed sequentially
Items now have their custom materials set to the the materials actually
used to create them
Items are now printed based on their design construction time instead of
a default 3.2 seconds per item always
Closes https://github.com/tgstation/tgstation/issues/80755
## Changelog
🆑
fix: Autolathes no longer allow you to duplicate materials at higher
levels of stock parts
qol: Autolathes now show name instead of typepath when selecting a
custom material
qol: Autolathe now print out items one by one instead of waiting for all
of them to print at once
/🆑
## About The Pull Request
If you grow a queen bee using cytology, it will make the bee object but
NOT the mob. I just changed the typepath to the one you get out of
cargo.
## Why It's Good For The Game
If you want to make a bee paradise in charlie, its kind of hard to make
one without a queen.
## Changelog
🆑
fix: Queen bee's made with cytology now work
/🆑
## About The Pull Request
Goes through and changes some `in area` / `in a` loops to use
`get_contained_turfs` to cut down on `in_world` loops. Saves some free
lag.
## Changelog
🆑 Melbert
fix: Some things which affect everything in an area are less laggy, the
"all lights are broken" station trait especially
/🆑
## About The Pull Request
- **Removed attack_slime**. Most of the attack_slime content has been
moved to a proc that signs up for COMSIG_LIVING_UNARMED_ATTACK. Its
ugly, but will make converting slimes to a basic mob easier. They now
use attack_animal for now, which might cause some unexpected
interactions. Hopefully when they are converted to basic mobs, these can
be cleared up properly.
- This caused some issues with cyborgs, who used to get only half damage
dealt to them. As refactoring this would have been too much of a
difficult task without much real gain, after much pondering, I have
decided that since slimes can always flash cyborgs with each of their
strikes, maybe cyborgs should only fear slimes that have electric
charges in them. In addition, slimes electric charges decrease now after
they successfully zap an cyborg, making them more consistent with the
zaps that affect carbons. AIs are still fully immune to slimes.
- The slime.dm and slime.life files were extremely bloated, and
unorganized. I have created two new files, defense.dm and ai.dm. I have
moved the various attack_by/attack_hand/etc procs to defense.dm. Ai.dm
now contains every single proc the slime's "AI" uses; this should help
getting a clearer picture of the current functionality, which should aid
with basic mob conversion and decision tree creation. The remaining
files have been slightly organized, with overrides in front, and new
procs at the back.
- Created a proc for swapping out Adult and Baby states of a slime.
Previously, attack_slime was in many cases ignoring fields like
melee_damage_lower and melee_damage_upper, replacing it with magic
numbers based on the slime's lifestate. Now these values are hard set by
these procs. This has caused slimes to be more consistent, though baby
slimes might do a bit less damage on the low end. I am tempted to turn
these in datums in the future, or as part of this PR.
- Removed baby slime's chance to accidentally attack a window/grille by
bumping into it, they had 0 object damage anyways, unlike adult slimes,
so there was no reason not to early return.
- The proc of `handle_feeding` assumed adjustBruteLoss and adjustToxLoss
return positive values when damage has been done, when in reality, it
returns the total health change along with its direction. This meant
slimes would fell off simple or basic mobs after a single bite. This has
been fixed.
- Also updated the warning before the slime type defines, as they were
out of date.
- I have removed the bespoke spacewalk override for slimes, which should
allow them to drift, should gravity go out.
- The nutrition stats are assigned only once, when the slime grows up,
instead of compared to being an adult every life tick
## Why It's Good For The Game
Less duplicated code.
This refactor should help in the basic mob conversion process.
Cyborgs have an easier time wrangling slimes, who could previously kill
them in three hits, if charged. They are mostly encased in metal, they
should feel fine when not hit with electric attacks.
Lets slimes feast on delicious corgis.
## About The Pull Request
Got the idea from #80682. A lot of parent procs don't do anything, some
are just formatted in a bad way, and others early return and do no ops,
it's bad in general but this should give us a head start.
Some good overhead saved here
## About The Pull Request
1. Removes material breakdown flags i.e. all flags with the format
`BREAKDOWN_XXX`. These flags do nothing, there are no special checks to
transform materials based on these flags, they are passed around just
because certain procs require them for syntax purposes only.
Apparently there were plans to make these flags do something special
from the comment
302247c0d1/code/__DEFINES/construction/material.dm (L43)
But nobody got any ideas for years now. The only special thing we can do
with them now is remove them and reduce code clutter, so let's do that
The only flag that ever did something was the
`BREAKDOWN_INCLUDE_ALCHEMY` flag. This only worked when coupled together
with `TRAIT_MAT_TRANSMUTED` trait(which is only used by the reagent
metalgen) and when both this trait & flag are combined together... they
still do nothing
302247c0d1/code/game/atom/atom_materials.dm (L41-L42)
Yup they cancel out each other to prevent returning an empty list, the
traits only job was to prevent materials from being recycled (like why?
what's the benefit of that? nothing) and the flag was meant to bypass
this restriction so both the trait & the flag cancel out each other
therefore doing nothing meaningful. Best remove them both and call it a
day.
2. Fixes an error in displaying number of sheets inserted into a mat
container when that sheet is made up of alloy materials. it would count
as 2 or more because it would take the sum of total material amount
inserted and not the actual sheets. That's fixed now.
3. Remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag
4. Adds helper proc to insert materials via the remote material
component with proper context
## Changelog
🆑
fix: mat container displays correct number of sheets inserted for alloy
materials.
fix: remote materials now properly respect the `MATCONTAINER_NO_INSERT`
flag.
code: removes material breakdown flags and related traits.
code: adds helper proc to insert materials via the remote material
component with proper context.
/🆑
## About The Pull Request
This PR _should_ remove the 0.5 sheets of bluespace crystals and
diamonds required in the "Medical Bed (Emergency)" recipe.
## Why It's Good For The Game
The roller bed just seems like an ordinary item, it IS an ordinary item,
and functions like an ordinary item. I see no reason that it would
require bluespace crystals, since it doesn't use any sort of bluespace
wizardry. SURE it would make sense.. if you could fit 5 patients in one
roller bed and then fold it then fit it in your bag, but right now?
Yeah, it doesn't. Besides: It's already locked behind Research, and
bluespace crystals are already a valuable enough resource.
and then we have the diamonds. Why does a **roller bed** require
diamonds? Sure, titanium makes sense, for the integrity of the roller
bed, but... Diamonds? It's already a scarce enough material that runs
out pretty quickly, and it's not so much better than wheelchairs (5
Iron)
## Proof of Testing
<details>
<summary>Screenshots/Videos</summary>



</details>
## Changelog
🆑 KannaLisvern
qol: Removed Bluespace Crystals and Diamonds from medical emergency
bed's recipe.
/🆑
## About The Pull Request
This PR makes weapon rechargers boards available at sec techfab.
## Why It's Good For The Game
I think it is obvious that sec should have this at their techfabs,
becuase it is literally designed for them.
## Changelog
🆑
add: Added weapon recharger boards to designs available to print on sec
techfab.
/🆑
## About The Pull Request
This PR makes several changes to how circuit action buttons work:
- The MOD action and BCI action components have been merged into a
single component.
- MOD circuit actions can be pinned from the configuration menu. This
works the same way as pinning individual modules, and can be done both
by the wearer and a suit AI.
- Action components have an output pin for the user of the action. This
allows MOD module circuits to distinguish between the wearer and an AI.
- Creates a supertype for `/datum/action/item_action/mod/pinned_module`
named `/datum/action/item_action/mod/pinnable`, which implements common
functionality for pinned modules and pinned circuit module actions.
## Why It's Good For The Game
The prior functionality of circuit MOD actions was somewhat unintuitive,
requiring the user to select an action from a radial menu *after*
activating the module, whether from a pinned action or from the module
radial. Providing similar pinning functionality to modules themselves
makes MOD actions more readily usable.
Merging the two different types of circuit components into one was made
with the idea that adding new types of shells with equipment actions
would inflate the number of subtypes of
`/obj/item/circuit_component/equipment_action` without adding much
meaningful functionality.
## Changelog
🆑
qol: MOD wearers and internal AIs can pin the individual actions in a
MOD circuit module in a similar way to how they can pin modules. Circuit
module actions can be pinned from the configuration menu of the circuit
refactor: The MOD action and BCI action components have been merged into
one component - the Equipment Action component.
/🆑
## About The Pull Request
Allows engineering to print/order engi inducers instead of science ones.
They have their own type of inducer, so its weird that the amount of
them is finite.
## Why It's Good For The Game
I thought this was the case when I made my crossbow PR, and it only is
craftable with an engineering one. Turns out engineering quickly ran out
of inducers to make them with since they only get three. Oops.
As for the science inducer charge buff, around half of my 400ish hours
in ss13 is engi, and not once have I been asked by a scientist if they
could have a better inducer. 500 charge vs 1000 charge is only a change
of clicking an apc again and waiting an extra second. Plus, the reason I
picked inducers as the item that the crossbow required in the first
place is that 95% of rounds they never once moved from the closet (and
people most certainly open said closet, since the insuls are almost
always gone.)
## Changelog
🆑
qol: Engineering now can print/order engi inducers instead of science's
purple ones.
bal: Sci inducers now recharge 1000 charge per go, just like engi ones
do.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Doing experisci experiments after their tech is researched gives the
full 100% point amount, up from 66%
## Why It's Good For The Game
This encourages actually doing the tedious helpful experiments (like
upgrading the chem dispensers, cryo cells, SMES, etc.) that give a low
point bonus (1.5K pts, etc.) which helps other players. Also, the
scientist doing experiments has zero control over who is researching,
they might be just about to finish the 10K pts HyperNob gas shells
experiment and a random dude walks in and buys T4 lasers for 15K pts
anyway. So now the experiment is worth 3400 pts less for no reason
## Changelog
🆑
balance: Doing experiments AFTER their tech is researched now gives full
100% points instead of 66%.
/🆑
<!-- 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
Replaces "Exosuit Materials 2: Excessive Damage Test" with "Exosuit
Materials 2: Load Strain Test". Rather than building and then destroying
two exosuits, you now equip them with any two (compatible) main
equipment pieces. Once the experiment is done, you'll have two exosuits
still, so consider making exosuits that you can donate to other crew
afterwards.
Note that the exosuit *has* to be built by the crew. Round-start
exosuits (or those obtained through other means like the nuke ops'
uplink) will not work.
<!-- 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
The idea of creating and destroying a few rounds of mechs sounds like a
neat concept. But in practice, it burns through station resources for no
real good reason, and is somewhat antithetical to the idea of robotics
making mechs for other departments. With this change, you're still
required to make the two mechs if you want the discount, but now they'll
be available afterwards. If someone has requested a mech for their
department, for example, you can now accomplish that and part of this
experiment simultaneously.
<!-- 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. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
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🆑
add: Adds a new discount experiment for unlocking the combat exosuit
nodes - complete it by scanning two exosuits with equipment in the left
and right hand slots. This replaces the prior discount experiment about
destroying exosuits.
/🆑
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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 accidentally made bot navigational beacons not be buildable by away
lathes, for no real reason. This PR fixes that.
## Why It's Good For The Game
Now folks at Charlie station can make medbots patrol around, should they
desire to do so.
## Changelog
🆑
fix: Away lathes can now print robot navigational beacons
/🆑
## About The Pull Request
I woke up today and thought 'what would be easy thing to do today so I
can say I've done something?'. Then I remembered I saw several gangtool
usages the time I split radio up, and I could remedy those. 7 hours
later, device.dmi is split in a folder of its own, and I've also given
unique sprites to door remotes and landing desginators.
## Why It's Good For The Game
The device.dmi was kind of a mess.
## Changelog
🆑
/🆑
## About The Pull Request
Implements half of this (with some minor changes):

The ultimate goal of this is to split our attack chain in two:
- One for non-combat item interactions
- Health analyzer scanning
- using tools on stuff
- surgery
- Niche other interactions
- One for combat attacking
- Item hit thing, item deal damage.
- Special effects on attack would go here.
This PR begins this by broadining tool act into item interact.
Item interact is a catch-all proc ran at the beginning of attack chain,
before `pre_attack` and such, that handles the first part of the chain.
This allows us to easily catch item interaction and cancel the attack
part of the chain by using deliberate bitflag return values, rather than
`TRUE` / `FALSE`*.
*Because right now, `TRUE` = `cancel attack`, no matter what, which is
unclear to people.
Instead of moving as much as possible to the new proc in this PR, I
started by doing some easy, obvious things. More things can be moved in
the future, or technically they don't even need to move in a lot of
cases.
## Changelog
🆑 Melbert
refactor: Refactored some methods of items interacting with other
objects or mobs, such as surgery and health analzyers. Report if
anything seems wrong
/🆑
<!-- 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
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,
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. -->
🆑
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
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
Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game
Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.
I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️
## About The Pull Request
this pr transforms cats into basic pets! cats now have some new
behavior. they can carry fish and hunted mice in their mouths to deliver
it to kittens, and kittens will eat them.


if a kitten sees you holding food, it will point at you and meow loudly
until u give it the food.
becareful when putting male cats near each other, there is a small
chance they get into a heated argument and meow loudly at each other
until one of them flees.
also added a new small cat house for cats. cats will use these homes if
u build one near them (using 5 wood planks)

Chefs can craft the cake cat and breadcat. these are useful cats because
they can help the chef around in the kitchen. they will turn stoves and
grills off when food is ready, so they dont burn. and the cake cat will
help the chef decorate his donuts
## Why It's Good For The Game
refactors cats into basic mobs and gives them a deeper ai
## Changelog
🆑
refactor: cats are now basic pets. please report any bugs.
add: the cake cat and bread cat can now help the chef around in the
kitchen
/🆑
## About The Pull Request
I have decided to help out with basic mobbing slimes, and found out,
that this code is ancient and crusty. So I have decided to refactor and
tweak things bit but but, until the moment I will hit AI related stuff.
I might have gone a bit overboard, and performed a melange of fixes. I
have done the following in order:
- Slime colour, core type and mutation list are now held by a single
`slime_type datum`. This means the slime's core is no longer spawned
using text operations on the slime's colour, and the slime's mutation is
no longer a single large switch statement that returns an exactly four
element length array. Icons are still based on the slime's colour
define, but that is now more changeable.
- Autodocced all the slime procs and vars I could find, while also
renamed them to be more descriptive. Also made Booleans actual booleans.
Also added code to confused code segments. For example, did you know
that slimes would forgive all its stacks of Feeling Very Attack Right
Now, if it has exactly one level of Discipline? I didn't, and I almost
turned the 1 in the check into a TRUE before I had a second look.
- Added defines to the slime hunger checks
- Cleaned up a lot of single letter vars in all code that referenced the
now changed variables.
- Large amount of if-chain pyramids have been turned into early returns.
More readable.
- Made the xenobiology camera shortcuts and actions always do the same
thing, though the action buttons still loop through all of the conents.
In addition, after seeing a comment lamenting about varied load orders,
I have made autolinking the monkey recycler is now done in
LateInitialize, which didn't exist when it was made.
- I have included an UpdatePath that changes the colours of premapped
slimes, but I did not do anything for the other values.
- I noticed slimes were unable to attack pacifist humans, due to trait
checking the human instead of the attacking slime. This has been fixed.
- The slime scanner has an examine block, and it now describes your
slimes' "mutation attempt chance", instead of like, performing math in
case the slime's current colour is one of the mutations, or hiding it if
it has none. This value is needed to breed rainbow slimes.
This has been an extremely large scrubbing. I am willing to try rip it
up into smaller chunks, even if most of it is just single letter vars
and if pyramids.
## Why It's Good For The Game
If code is more readable and expandable, it will aid in further
refactors.
## Changelog
🆑
refactor: Slimes's colour, core type and mutation list is now held in a
slime type datum
code: Slime's variables have been documented, and renamed a bit to add
clarity. Please report bugs that might stem from renaming.
fix: Slimes are not longer prevented from attacking pacifist humans.
qol: Slime scans now display the actual amount of genetic instability,
instead of hiding it if a slime doesn't mutate further, or tweaking it
if it might mutate back into itself. This will make it easier to parse
which slime to breed further to get a rainbow slime.
/🆑
## About The Pull Request
Adds an arctangent 2 component (atan2)
## Why It's Good For The Game
It's made to convert offsets into angles, something thats pretty useful
in a coordinate based game
## Changelog
🆑
add: Adds an arctangent2 component to circuitry!
/🆑
- add Internal inducer: An inducer for engi borgs, it uses power from
there own cell to charge other devices
- Buff the RPED module to be onpar with BSRPED in storage(same
otherwise)
- Borg chargers now also draw from powernet like cells do
The RPED buff is more because the standard capacity for parts is really
low, this lets borgs use RPED more hassle free. They still need to
physicaly be next to the machine so its not an insane buff otherwise
## About The Pull Request
Robotics can print Advanced cybernetic arms and legs. These limbs have a
higher max health (though contribute the exact same amount to core
health as normal limbs), higher unarmed damage and higher unarmed
effectiveness than organic limbs.
In addition, Strongarm implants now respect the unarmed potential of the
limb it occupies. This means you can potentially get much higher damage
output if your arm would be capable of higher potential damage and armor
penetration. They also do additional stamina damage (1.5x punch damage)
so that you can capitalize better on unarmed combinations.
Surplus Prosthetic limbs now contribute a total of 250% of their carried
damage against overall health. With only 20 max HP, that means at full
damage, the user suffers 50 damage per limb. They also have terrible
unarmed values.
Cleans up exofabricators a touch and creates some defines for limb
values.
New Sprites


## Why It's Good For The Game
I really want to encourage people to get involved in unarmed combat, so
I want to include some potential ways to seek out improving your unarmed
combat ability. One possibility should be robotics!
Currently, Strongarm implants are....possibly worse than unarmed
attacks? To solve that slightly, they now utilize the attacking limb's
unarmed potential as bonuses to the damage dealt as well as penetrative
power. I don't have a perfect solution for this at the moment, but at
least anyone utilizing this implant isn't unintentionally harming their
unarmed combat potency...too much.
Surplus Limbs are, once again, extremely good at taking damage and have
almost no actual negatives at the moment. I tried to resolve this in
https://github.com/tgstation/tgstation/pull/71739, but the code changes
I added have since become obsolete once again, leaving us once again
with surplus limbs acting as a health _boost_ rather than a health
_malus_. This fixes that issue once and for all, and if you have these
limbs, they're going to fucking _suck_.
## Changelog
🆑
add: The battle against Maint Khan's forces rages on in the periphery
stations of the Spinward Sector. And with it, a new breed of unarmed
warrior has emerged; the cybernetic martial artist. Nanotrasen, rather
than quell the minor maintenance civil war brewing in their sector, have
chosen to exploit this conflict to push their weapons and cybernetics
research to new heights!
add: Advanced cybernetic arms can be printed at the Robotics
exofabricator once researched. They are unlocked by researching the
Advanced Robotics Research node.
add: Advanced cybernetic arms are more durable than standard limbs, and
also have higher unarmed potential.
balance: Strongarm implants now utilize the attacking limb's unarmed
potential to determine damage and potential armor penetration. It also
does additional stamina damage (1.5x punch damage)
balance: Surplus prosthetic limbs contribute more of their carried
damage to overall health (AKA they make you actively more vulnerable to
damage), and deal less damage with unarmed attacks. Take Quadruple
Amputee at your own risk.
/🆑
## About The Pull Request
Recently, I've been trying to unlock the ayy node, but couldn't even
after disassembling an alien tool. Looked into the variables viewer and
saw the node id wasn't set in the `available_nodes` list. It seems there
was no update after it being unhidden.
## Why It's Good For The Game
Fixing an issue with the destructive analyzer, maybe from the new UI
refactor, but I couldn't bother to git blame it.
## Changelog
🆑
fix: Fixed an issue with un-hidden (alien, syndie etc.) nodes not being
researchable.
/🆑
## 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
allows the donksoft vendor refill cartridge to be built at the service
lathe
## Why It's Good For The Game
this is good for the game because it now allows you to make both the
donksoft vendor circuit board AND the vendor refill cartridge required
for it to be built without needing to go to engineering.
## Changelog
🆑
qol: the donksoft vendor refill cartridge is now available at the
service lathe
/🆑
## About The Pull Request
I made this to help me move more towards my goals [laid out
here](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA) which currently doesn't
have much interest.
This makes the Destructive Analyzer use a little neat TGUI menu instead
of its old HTML one. I also touch a lot of science stuff and a little
experimentor stuff, so let me explain a bit:
Old iterations of Science had different items that you can use to boost
nodes through deconstruction. This has been removed, and its only
feature is the auto-unlocking of nodes (that is; making them visible to
the R&D console). I thought that instead of keeping this deprecated code
around, I would rework it a little to make it clear what we actually use
it for (unhiding nodes).
All vars and procs that mentioned this have been renamed or reworked to
make more sense now.
Experimentor stuff shares a lot with the destructive analyzer, so I had
to mess with that a bit to keep its decayed corpse of deprecated code,
functional.
I also added context tips to the destructive analyzer, and added the
ability to AltClick to remove the inserted item. Removing items now also
plays a little sound because it was kinda lame.
Also, balloon alerts.
## Why It's Good For The Game
Moves a shitty machine to TGUI so it is slightly less shitty, now it's
more direct and compact with more player-feedback.
Helps me with a personal project and yea
### Video demonstration
I show off connecting the machine to R&D Servers, but I haven't changed
the behavior of that and the roundstart analyzers are connected to
servers by default.
https://github.com/tgstation/tgstation/assets/53777086/65295600-4fae-42d1-9bae-eccefe337a2b
## Changelog
🆑
refactor: Destructive Analyzers now have a TGUI menu.
/🆑
## About The Pull Request
Removes INTERACT_MACHINE_SET_MACHINE on machines that don't use a
non-TGUI UI.
Removes set_machine from TGUI things that forgot to remove them
previously.
Decouples advanced camera consoles from UI procs since it doesn't
actually use one.
## Why It's Good For The Game
TGUI machines don't need to be using these procs and vars, and this
makes it more clear what does and doesn't use a TGUI menu from a glance.
I explain it a bit better
[here](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA) if you're interested.
## Changelog
No player-facing changes.
## About The Pull Request
- Adds a new combat mech, Paddy. Paddy is a modified Ripley MK-I,
intended for use by the station's security force. Like the MK-I, the
Paddy features an open-air cockpit design (and thus does not protect
from ranged weapons), but maintains the speed of the base unit.
Constructing a Paddy is similar to constructing a MK-II, though the kit
requires combat-mech level research. Sprites by
[DrDiasyl](https://github.com/DrDiasyl)
-- The paddy has an internal cargo bay capable of holding up to four
individuals (loaded with a hydraulic claw). If the pilot exits the
Paddy, any loaded individuals are likewise ejected. Individuals can
attempt to resist their way out of the mech, but it requires the mech to
be stationary for 45 seconds. If they do this, all individuals in the
holding cell are ejected.
- Adds a new mech equipment piece, the hydraulic claw. Similar to a
clamp, this Paddy-exclusive item can load mobs into the Paddy's cargo
bay. Humanoid mobs are handcuffed upon loading. The hydraulic claw is
unlocked on the same tech node as the Paddy.
- Adds a round-start Paddy, carrying one peacekeeper disabler and one
hydraulic claw, to each security area on all maps. Round-start Paddys
are also pre-locked with security access. Security now has access to a
mech charger, and a small bay for it all. Map edits were done by
[Maurukas](https://github.com/Maurukas).
- Also did some minor cleanup of various mech-related code. Ripley mech
cargo is no longer stored in the mech, but within the "ejector" object.
This doesn't have any player-facing changes, but it is easier to
organize behind the scenes. additionally, if Ripleys are destroyed now,
they drop their stored objects rather than deleting them.
## Why It's Good For The Game
Playing lone security is probably one of the least fun aspects of the
game. Arresting any assistant is inevitably setting yourself up against
the tide as a whole; You try to stun any one person and they crawl out
of the woodworks to get in your way, drag off the arrestee, and probably
try to steal your gear.
The Paddy is set up to be functional against low-threat targets, but not
particularly good against anything with purpose. The round-start Paddy
carries the disabler equipment, as well as the law claw, to detain
individuals in a *somewhat* safe manner. Being that you're inside an
exosuit, you're immune to shovespam that plagues the halls, and you
don't risk dropping important gear quite as easily.
However, The open canopy gives you no protection at all from ranged
attacks, nor from atmos hazards. Being that you're in an exosuit, you
cannot use other items or equipment. The AI will have trouble finding
you to open a door, due to your name not jumping their camera to your
location.
## Changelog
🆑 Zxaber, DrDiasyl, Maurukas
add: A new security-focused combat mech, the Paddy, has been added,
intended to be particularly helpful for lone sec officers. You will find
one in the Security main office, and a replacement can be built with
late-game mech research.
fix: Ripley MK-I and MK-II mechs no longer qdel their stored items when
destroyed.
/🆑

---------
Co-authored-by: Vire <66576896+Maurukas@users.noreply.github.com>
## About The Pull Request
refactors leapers into basic mobs and adds a new ability for wizards.
for 2 points wizards can buy their own leaper pet. they will get a
contract which lets them pick their pet's name and color

after they sign the contract they will get a frog statue which is used
to contain the leaper. players can use this statue to release or recall
the leaper into the statue. when its in the statue it will slowly regain
health or even revive from the dead, but if it gets gibbed then the
statue will be useless.
also adds a new ai behavior for leapers which lets them go swim in water
(and splash around) for a period of time. i gave this behavior to frogs
and crabs too
when riding the leaper, the players will get access to all its
abilities, it now has new abilities, it can create frog minions that
suicide bomb the enemies and it can also create a shower of poisonous
structures.
https://github.com/tgstation/tgstation/assets/138636438/931aa7b4-09f0-493f-bdb6-f3bdd0915b22
also when riding the leaper, players can point at walls near it so it
will destroy it. alternatively players can give commands to their
leapers to use abilities and to follow them if they are not riding it.
wizards cant be force dismounted from their frogs, and only wizards can
ride the frogs.
this also removes leapers from cytology as they now are much more
dangerous and have a new home
## Why It's Good For The Game
refactors leapers into basic mobs, and gives more gameplay opportunities
for wizards
## Changelog
🆑
refactor: leapers have been refactored into basic mobs please report any
bugs
add: wizards can now summon a leaper pet
removal: removes leapers from cytology
/🆑
## 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.
/🆑