## About The Pull Request
Basic Mobs used to always trigger cooldown on clicks. This resulted in
missed attacks causing you to have a delay before you could attack
again, this makes it really punishing to play as a basic mob.
To resolve this I did a mini-refactor on basic mob's attack chain to
allow for the return values to determine whether we go on cooldown or
not. Preventing attacks that did nothing (due to not passing checks, or
simply not having any behavior) from causing cooldown.
This fixes#95605
## Why It's Good For The Game
being able to perform melee with the same rules as /human is only fair
## Changelog
🆑 DresserOnFire
fix: Fixes a bug where player-controlled basic mobs would get a cooldown
when their attacks miss
refactor: basic mob attack chain can now decided whether an attack
resulted in a cooldown or not.
/🆑
## About The Pull Request
Removes Station-Time entirely
Server Time is now NST (Nanotrasen Standard Time). SS13 takes place
exactly 540 years in the future of the current day, so every second is 1
second in-game.
Round Time is now PT (Pay-Time), how Nanotrasen keeps track of how long
the current rotation of Employees has been working for.
Telecomms uses NST due to its importance of being the communication to
the blackbox.
Autopsy report, clocks, scientific reports and requisitions use both
timestamps due to them being more official documents that NT may need to
know beyond just the current round (just for flavortext).
Pretty much everything else (Det scanner, PDA, IC logs, Time-of-Death,
AI law changes, Cyborg file downloading) uses PT
PT
<img width="305" height="217" alt="image"
src="https://github.com/user-attachments/assets/cef73025-6292-4f9c-8565-197397bda2ca"
/>
<img width="168" height="59" alt="image"
src="https://github.com/user-attachments/assets/a99db568-045d-45fc-8206-0d9a7b13c7d2"
/>
<img width="308" height="122" alt="image"
src="https://github.com/user-attachments/assets/37ca6f17-8916-4af2-9c91-0f0707038ca5"
/>
https://github.com/user-attachments/assets/29445051-c98b-4af3-a657-812083aab91a
Clock (Literate)
<img width="748" height="292" alt="image"
src="https://github.com/user-attachments/assets/c824e812-91b5-4737-858d-768336e9a7c4"
/>
Clock (Illiterate)
<img width="446" height="94" alt="image"
src="https://github.com/user-attachments/assets/90d5ea0d-eaff-4ced-aa31-ffdf0b4832a5"
/>
New paperwork time working properly
<img width="311" height="190" alt="image"
src="https://github.com/user-attachments/assets/6d048926-db61-4c91-893b-ce93e1ea7775"
/>
NST
<img width="800" height="115" alt="image"
src="https://github.com/user-attachments/assets/35ffde49-13c1-4ce7-ab24-858e48b608bd"
/>
<img width="1288" height="142" alt="image"
src="https://github.com/user-attachments/assets/40c30d16-e0de-4efc-b460-9486eeb901d6"
/>
# Other changes
1. Circuit time checker will now get the value of the given input (Hour,
Minute, Second) rather than the full dedisecond time converted into
hour/minutes/seconds
<img width="270" height="67" alt="image"
src="https://github.com/user-attachments/assets/097440cc-1c45-447f-9976-18de7f9c722c"
/>
2. Turns nightshift into a round event that'll last approximately 22
minutes
3. 12-hour pref (doesn't apply to the stat panel because it's global
info) & removal of "TCT" time
<img width="569" height="440" alt="image"
src="https://github.com/user-attachments/assets/d39083b1-d248-41c0-9a1c-b2398ca203a7"
/>
4. The chocolate pudding negative moodlet is now based on the server's
IRL time.
5. Admins can now use ``class``, ``style`` and ``background`` (they were
already given perms to use ``img`` so hiding background, which was
removed to prevent image embedding, is pointless)
6. Also fixes ``year`` being off on localhost.
## Why It's Good For The Game
Server Time is approximately 1s = 12s converted, not including it
desyncing from lag (I believe?).
This makes it pretty much impossible for people to actually use this as
a unit of measurement for in-game actions.
Different things also uses different timestamps which is a bit more
confusing.
The main change here is for accessibility and, hopefully, using time as
a source of immersion. "20 minutes ago" is no longer OOC, they're just
speaking in PT. There's no timezones in space, Nanotrasen Standard Time
is the closest there is, but Pay Time is how NT considers when you get
your paychecks, so it's what is more commonly used.
It also fixes major inconsistencies between "IC time" and "Station
time", things like breakfast moodlet was the first 15mins of the round
despite the round starting like 7 hours in? Nukies with an L6 SAW firing
down the halls was shooting like 1 bullet every 3 seconds (assuming 4
bullets per second), overall there was just a disconnect between how
long time actually is in the universe.
The secondary reason for this change (though it is what pushed me to
actually get around to making this change) is the greater stat-panel
removal. This hopes to lessen the dependence on the stat panel for
station-time by making it easier to understand, and the end-goal I have
is for this information to be limited to Admins & the AI (AI will get
the IC version with the accurate year), so until that happens I would
like to improve the use of station-time by making it consistent (for
example, you should only care for PT for IC, which is also what your PDA
displays), so that when it gets removed it won't leave players timeless.
If you haven't already, and is interested in helping remove the stat
panel, every entry that needs to be removed can be found here -
https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view
Closes https://github.com/tgstation/tgstation/issues/94988
## Changelog
🆑
del: Removed Station Time, now we use NST (Nanotrasen Standard Time),
which is IRL server time +540 years, and PT (Pay Time), the amount of
time since the round has started.
del: Station nightshift is now a Station event rather than being based
on Server time.
balance: Time circuit's Unit of Measure now tells the amount of time in
hour/minute/seconds rather than giving the whole time translated to
hours/minutes/seconds.
qol: Added a 12-hour clock pref for people who prefer it.
qol: Hovering over NST timestamps on official documents will now
translate how much it is in PT/Shift Time.
admin: Admins can now use style/class/background in their papercode.
/🆑
---------
Co-authored-by: Isratosh <Isratosh@hotmail.com>
## About The Pull Request
this PR refactors beepskies and ED209s into basic mobs. ive also added a
few features for the ed209 because i cant keep my hands to myself:
ED bots can now wear hats! a few hats give them some new unique
dialogue. Putting a cowboy's hat on an ED will have it acting like a
town Sherrif
EDs are now rideable when emagged. theyll still be shooting people while
ridden. youll also have the ability to charge at people full throttle
running them over
ive also added a new Nukie variant, purchasable from the uplink. These
versions come fitted with an LMG and will patrol the station and shoot
all walks of life. If emagged, theyll blow up people with (weaker)
rockets (im still working on balancing this). they are rideable but i
highly suggest against it; youll be caught in the crossfire. (i
understand if ud prefer i atomize this feature)
## Why It's Good For The Game
gives some personality to EDs, as well as updating all these bots to the
cool new ai system
## Changelog
🆑
refactor: beepskies, and ed209s have been refactored. please report any
bugs
add: ed209s can now wear hats! some hats give them new dialogue
add: emagged ed209s are now rideable!
add: added evil versions of the ed209s to the syndie uplink
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Refactor the majority of the current gasmix mole change use cases into a
proc called adjust_gas which simply adds the designated mole count of
the species into the gas mix while also handling asserting the gas and
garbage_collect()
I also added adjust_multiple_gases and convert_gas() for modifying
multiple gases and within a gasmix
## Why It's Good For The Game
Lemon wanted this to be done as part of the air group refactor
## Changelog
🆑
refactor: refactored majority of gas_mix mole change into adjust_gas()
proc
/🆑
## About The Pull Request

This PR adds 16 more wands to the game, try and guess what they all do!
I finished coding this PR 6 weeks ago but it turns out I had to sprite
16 wands after that before I could PR it.
<details>
**Wand of Animation**- It's like the Staff of Animation but doesn't
recharge itself, obviously.
**Rod of Babel**- Grants victims a new random spoken language and then
removes all of their other languages.
**Shearing Rod**- It renders you bald. If you are covering your hair
with a helmet, it pops the helmet off (possibly its most useful effect).
If you're already bald, your bald head will shine brightly and blind
nearby people.
**Party Wand**- Fires projectiles that are incredibly alcoholic. Two of
them will destroy the livers of most targets and kill them (although it
gives them a good leadup time to get that fixed before dying of alcohol
toxicity), so try one at a time if you're just there to have fun.
**Wand of Ice**- Freezes people temporarily, making them really cold and
unable to move. It also spawns slippery ice on impacted tiles.
**Wand of Chaos**- Forces targets to hallucinate from a curated list of
hallucinations. It looks and is named sort of like the Staff of Chaos
just in the hopes that people are more likely to believe that the wizard
did actually just instantly kill them, set them on fire, or turn them
into a demon. Even if it doesn't, a lot of these cause you to stop
moving or be temporarily knocked down or in some other way disoriented.
**Lifting Rod**- Removes gravity from a target for two minutes, which
funcionally immobilises them if they're in the middle of a room or you
can use on yourself to cross big pits.
**Rod of Compassion**- Heals you and your target a little bit, and also
gives you both Pacifism for 30 seconds. This gives you time to talk out
your problems, or deliver a monologue.
**Wand of Snacking**- Turns things into pizza. If fired at a mob, will
put some pizza in their hands and force them to start eating it.
Unlikely to be deadly, but it might spawn mouldy pizza, a food they are
allergic to, ethereal battery acid pizza, or pizza which dismembers you.
**Pestilent Wand**- Confers a transmissible plague which causes you to
periodically cough out vermin of various degrees of danger and hostility
depending on disease level, treated via traditional methods of exorcism.
**Wand of Pratfalls**- Slips and pies the target as well as creating
small amounts of lube foam.
**Wand of Rebellion**- Removes a limb from the target, then animates
that limb. Stop hitting yourself.
**Rod of Repulsion**- Throws things you shoot away from you.
**Switching Rod**- Swap places with the hit atom, as with the spell
Swap.
**Restraining Rod**- Summons a tentacle from the ground to grasp the
target, immobilising them for 20 seconds or until someone helps them.
**Wand of Zapping**- Briefly locks up the target's nerves with lightning
(it's secretly a classic ss13 taser).
</details>
They are available to wizards via the new option "Wand Assortment
(Bargain Bin)" which only costs a single spellbook point, but gives you
an assortment of 6 wands picked at random from this list of new wands
and some of the existing ones.
If you buy two or more sets of wands (and are wearing the wand belt from
the first one) then instead of spawning wands in a belt it will spawn
them in a bandolier, which fits into your backpack or can be worn on a
suit slot.
Wand bandoliers in a suit slot will automatically replace an empty wand
you try to fire with a wand that still has ammo in it.
Several of these wands' projectiles are now also possibilities from
firing the Staff of Chaos (making it more chaotic) and some of them also
have their own Magicarp types.
Also I made it so that if you animate an animating weapon then it
focuses on animating more things instead of shooting its animating bolts
at mobs that are already animate. I could do this for more specialty
wands too at some point (door wand projectiles don't exactly hurt
anyone) but if I do that it'll probably be in a different PR.
## Why It's Good For The Game
A good number of these wands come from a downstream antagonist that's
essentially a lower-threat wizard. I thought these were all fun or funny
effects to have in the game upstream but also not ones that people would
typically want to buy as a dedicated spell (or alternately, that would
be pretty good as a dedicated spell but quite boring), so instead
they're limited use spells that you get in bulk for cheap.
I didn't think we'd really want to bulk up the spellbook with several
different kinds of themed bundle though (and frankly, they don't share
themes), so it's a blind box instead.
The bandolier was added to compensate people for buying random wands
multiple times, so they can have more of a wand-based playstyle.
Now you can spend all of your points on 60 wands (maybe more if you take
the gambling trait...) and be a sort of wizard cowboy, or split them
among your apprentices, or just leave them everywhere like candy and see
whether the crew fuck things up for themselves with their new power I
guess.
## Changelog
🆑
add: Adds 16 more wizard wands to the game, which wizards can buy
cheaply but randomly, or are available via Summon Magic.
add: If a wizard buys more than one set of wands they will receive a
"Wand Bandolier" holster which fits in the backpack or, if worn in the
suit slot, will automatically exchange an expended wand for a full one.
balance: Staffs (and wands) of animation that are animated will try to
animate other objects instead of firing at living mobs, which are
already animated.
balance: Animating a wand of nothing will turn it into a wand of
animation (and animate it).
balance: The staff of chaos can now do more things.
balance: Magicarp now additionally come in Babbling, Frigid, Quantum,
and Weightless varieties. Collect them all!
/🆑
## About The Pull Request
When a mob enters a tile above the vent its top half (and the rig, if
the vent has been tapped) will turn transparent and clickthrough. The
bottom half residing on the tile below is still clickable.
https://github.com/user-attachments/assets/5ed1cd3a-4f33-4692-adce-471eb2942d45
Same applies to ore type overlays. Also I've cleaned up ore vent code a
bit.
## Why It's Good For The Game
During combat some mobs, especially legion skulls, can end up hiding
behind the vent and be extremely hard to hit, requiring the player to
pull up the alt click menu to dispatch of them. This should resolve that
issue.
## Changelog
🆑
qol: Ore vents now turn transparent and clickthrough when a mob enters
the tile above them. The bottom half of the vent is still clickable.
code: Cleaned up ore vent code
/🆑
## About The Pull Request
this translates some various
- `FLOOR(x, 1)` -> `floor(x)`
- `CEILING(x, 1)` -> `ceil(x)`
- `SIGN(x)` define is gone, just uses the native BYOND `sign()` now.
Also, the `MODULUS` define is just a wrapper for the [BYOND `%%`
operator](https://ref.harry.live/operator/modulomodulo) now.
would be nice if someone double checked to make sure there's no
potential subtle oddities resulting from this.
## Why It's Good For The Game
These procs presumably did not exist whenever the defines were written -
and they are BYOND builtins, meaning it will just be, say, one `sign`
instruction, instead of two comparisons and a subtraction.
## Changelog
no player-facing changes
## About The Pull Request
Removes Object tab, which didn't work as it required a whole reload of
your verbs to update to what verbs would show up in it (which is very
hard to actually trigger as a player), but leaves the verbs that had
them show in the dropdown menu.
Removes the Point-To and Examine verbs from the Stat panel, now it's
commandbar only. Originally only did Point-To, but because the stat
panel sorts itself by the category of the item, then the order of the
name, I had to remove Examine's category so it would remain sorted the
same.
bruuuuuh
<img width="1259" height="985" alt="image"
src="https://github.com/user-attachments/assets/ea89db24-fafd-41d6-939e-4dbc7bbf3828"
/>
<img width="309" height="244" alt="image"
src="https://github.com/user-attachments/assets/3b8d9c52-056b-44ce-8ee8-051439a2fa51"
/>
Removes Server tab for players (not Admins) by moving Show Map Vote
Tallies to the OOC tab, as that was the only verb there.
Activate Held Object has been moved to IC since it's a roundstart verb,
I thought I should leave it be (do we have numbers on how many people
use these? Why would someone use the verb over clicking on the item
in-game or Z? Should I remove this too?).
Admin's Object Possession verbs are now in Admin Fun instead of Object.
Player stat panel
<img width="299" height="194" alt="image"
src="https://github.com/user-attachments/assets/8a3c9ad0-514a-44c5-b023-f71e57de4758"
/>
Admin stat panel
<img width="581" height="224" alt="image"
src="https://github.com/user-attachments/assets/7232485f-af41-469e-abfd-fce066816eec"
/>
<img width="624" height="297" alt="image"
src="https://github.com/user-attachments/assets/6eb540be-4912-44f6-be36-5fe3a74b7f19"
/>
## Why It's Good For The Game
We have 2 tabs that exists for a total of 3 procs, 2 of them fit
elsewhere and the last one doesn't work at all. Most verbs here don't
show up in the stat panel at all for the vast majority of players due to
the stat panel not actually loading them in when it's available, which
to me shows that it's a feature that isn't really cared about anyways.
It also helps newer players because there's less tabs to navigate and
less verbs to sift through, we have a ton of verbs that basically don't
need to exist and they only exist to make looking for the important
verbs a larger hassle.
## Changelog
🆑
del: Deleted Object tab, and Server tab for players. Activate Held
Object verb is now in the IC tab. Examine and Point To was removed from
the stat panel.
admin: Object possession verbs have been moved to Admin Fun.
/🆑
## About The Pull Request
If you orbit a recovered crewmember or thanatorenasia body situated in a
morgue, the indicated will change from red to green, indicating the body
is revivable
Additionally, orbiting a recovered crewmember or thanatorenasia body
will cause morgues or bodybags to shake. This is an extension of the
existing behavior where orbiting the body causes it to twitch.
## Why It's Good For The Game
Allows doctors to store bodies in a safe place while they wait for a
ghost to occupy it, also means you don't have to repeatedly defib them.
## Changelog
🆑 Melbert
qol: Recovered crew/Thanatorenasia bodies in morgue trays change the
indicator to green when a ghost is orbiting them (to allow ghosts to
signal they want it to be revived)
qol: Recovered crew/Thanatorenasia bodies now cause morgue trays /
bodybags to shake when orbited, much like how the body itself shakes
when orbited (to allow ghosts to signal they want it to be revived)
/🆑
## About The Pull Request
Pass `amount` to `use_tool()`
## Why It's Good For The Game
fixes#95519
## Changelog
🆑
fix: You can no longer create infinite plasteel with girders
/🆑
## About The Pull Request
- Fixes#95310
- Depends on #95319
## Changelog
🆑
fix: you cannot install infinite water recyclers in the sink frame
fix: you can attach sink frames to walls in most cases regardless of
what's on the wall(except when there is already a light fixture, camera
or another sink)
/🆑
## About The Pull Request
1. Underclothes have all been repathed as
`/datum/sprite_accessory/clothing`
2. Underclothes now have support for GAGS. Currently it ONLY supports
static GAGS colors, ie only preset colors, however prefs support could
easily be added in the future
3. Uses the GAGS support to implement the existing digitigrade
templating system for some undergarmants - lizards will use a generic
template for their underclothings when applicable
Example
<img width="169" height="124" alt="image"
src="https://github.com/user-attachments/assets/30b6689b-13a4-4cf9-811c-0d5d0bd5da59"
/>
## Why It's Good For The Game
Existing undergarmants look really jank on lizards
<img width="170" height="140" alt="image"
src="https://github.com/user-attachments/assets/de0704e0-d403-4bdb-a4c5-432d704b9c99"
/>
<img width="118" height="102" alt="image"
src="https://github.com/user-attachments/assets/7ec47327-c2a9-4a90-aab5-fb57105d5111"
/>
I would like to solve this, and well... the two solutions are "we force
lizards to run around naked" or "we use the cool templating system". The
latter seemed preferable
<img width="165" height="125" alt="image"
src="https://github.com/user-attachments/assets/6a8e4225-10a4-4044-9a12-c220713cd613"
/>
I did yoink the template from the jumpsuit template so it might look too
similar, might need to tweak it
## Changelog
🆑 Melbert
add: Some undergarmants will now use a generic replacement on lizard
body shapes that fit more appropriately
refactor: Refactored how undergarmants generate their icons, report any
oddities with that
/🆑
## About The Pull Request
[Adds a visual tick helper, integrates it into SSmove and
such](https://github.com/tgstation/tgstation/commit/e97035f9f74fad5c67c5bf19d8d5d3bb4bd476b4)
Basically, if we do "stuff" during verb time then the next chance
clients have to actually see it is on the next visual tick (rather then
the normal "this tick"). This is cause clients get their next frame
during maptick, and maptick runs before verbs.
We want to be able to handle this properly because if you say, create an
object and then move it on the same VISUAL tick (NOT game tick), it will
just teleport instead of playing out the move. I don't want this for
stuff like sparks, so we need a way to work around it.
[Moves most users of the _FAST flag to
_INSTANT](https://github.com/tgstation/tgstation/commit/6f96daac00519c69adc7554f52114798a65f3ad5)
These are the kids that don't immediately spawn something and the move
it, and we want to allow them to move actually as soon as possible
(important for stuff like space)
[Improves basic effect systems, makes their products delete when they
stop
moving](https://github.com/tgstation/tgstation/commit/172cb25d80ed34e1ec523172a1677fb524239fba)
Moves some stuff out to getters or vars so children can better decide
how long effects should last/how fast they should move. Uses this to
clean up weird dupe code used by explosions.
Makes all these effects delete on contact with something that stops
them. I'm doing this because an effect just hanging in the air looks
really really odd. Does have consequences for sparks that are already
moving at a wall though, might need a better way to handle that.
Makes all these effects use _FAST loops so they don't just hang in the
air for a second on spawn
Adds a setter proc on sparks for their duration, gonna use this to
improve their effects some
[Refactors overlay lights, adds support for animating their
images](https://github.com/tgstation/tgstation/commit/3ad0083cf2b536df51a6d93dca40eac20c1d62d1)
Implements light_render_source and relevant setters, this allows us to
replace the components of an overlay light with basically whatever we
want
Refactors overlay lighting to handle its images more consistently,
allowing us to hook into an image being modified
Combining the two of these will allow us to consistently copy a light's
image, modify it in some way, and then relay that modification back
down. Allowing us to animate it or do more advanced effects painlessly
Also, fixes ranges of 1 or less not rendering at all on initial set
(thank you kapu)
[In which I get fed up and add a macro helper for UID
generation](https://github.com/tgstation/tgstation/commit/aab48b03d407104d4f9cf9acb034494237def911)
[adds vv hooking for all existing lighting
vars](https://github.com/tgstation/tgstation/commit/b81c6200a0d74c36b440aa3f4c1f22c422090a2d)
[Upgrade effect system's dir picking to avoid duplicates when
possible](https://github.com/tgstation/tgstation/commit/18b622586b509c6be4c4bca4e3e7c175ad75fe91)
[Uses the technique described above to animate spark's lights out as
they
move](https://github.com/tgstation/tgstation/commit/67ba177982213799984a70e89536c5efb3d17e14)
This is a decently nice effect imo, it allows us to bump their power
(read, alpha) since it'll get animated away. I try to sync the animation
to the actual icon state's flow (it's 0.7s long). I also sped them up
somewhat to hopefully have a nicer looking effect? we'll see.
[Abstracts away intercepting overlay lights into a holder
datum](https://github.com/tgstation/tgstation/pull/95362/commits/b3f1fe74f2c3bab1d8912ab8a666bd05677ad032)
This should make it far easier to reuse this pattern!
[Fixes overlay lights flashing to double intensity when picked up off
the
ground](https://github.com/tgstation/tgstation/pull/95362/commits/1d83f2031fa2b33312b2aea4359c0c37c9d04ac7)
We needed to clear out their underlays BEFORE the animation
[Adds a flickering effect to flares and their
children](https://github.com/tgstation/tgstation/pull/95362/commits/b7a858e04a607c58b6c7fbe1476ffe2239e63bde)
I'm still not 100% happy with this, I was trying to avoid it feeling
like a heartbeat with random noise and I.. THINK it worked? it's
honestly quite hard to tell
[Adds the same flickering to lighters, welding tools and life
candles](https://github.com/tgstation/tgstation/pull/95362/commits/3ec44027e17835ae96702cec5f0b12d1f4deb32b)
Also, updated light candles to mirror the appearance of normal candles
and use overlay lighting
EDIT:
I realized while working on flares that I accidentally double applied
color, so if you saw the sparks animations before now it was different
(less vibrant). IDK if I like this better or worse but it is RIGHT and
that's what matters.
## Why It's Good For The Game
I got mad about how bad these looked, and this is a start at improving
them.
Also, adds a framework for more dynamic effects applied to overlay
lights (you could use this to apply a sort of "emergency rotating"
effect, or flicker/buzz for example).
<details>
<summary>Before</summary>
https://github.com/user-attachments/assets/66437f27-ee3c-4f14-a7ee-4a1c3e68533ahttps://github.com/user-attachments/assets/ed14fff8-a7eb-47fe-bab5-9a490ac96629
</details>
<details>
<summary>After</summary>
https://github.com/user-attachments/assets/fb24ff2e-c745-42a5-8e11-c8a1eeef35a5https://github.com/user-attachments/assets/fd8c2116-cb92-4fe6-ad3e-786a6538e52a
</details>
## Changelog
🆑
add: Reworks how sparks render. They're now a bit brighter, will fade
out as they move/if they hit something, will stack with each other less
and also won't start hang in the air on spawn.
add: Added a flickering effect to lighters, welding tools, flares,
torches and candles (since they're flames).
fix: Overlay based lights (think flashlights) will no longer flash to
double intensity while being picked up.
refactor: Reworked how some effects (explosion particles, sparks, some
reagent stuff) function, report any bugs!
/🆑
## About The Pull Request
Revenants, even while invisible, can be seen in the reflection of
mirrors
<img width="231" height="254" alt="image"
src="https://github.com/user-attachments/assets/135341b8-192c-4f9b-b9c3-0da2c96c6fac"
/>
They have an ethereal, ghostly effect applied to their reflection while
invisible (it's an animation so you can't see it in the picture), this
effect is removed if they become visible. It also doesn't apply when
reflecting in a magic mirror.
Additionally, "Defile" will now break mirrors, though not magic mirrors.
Also, Revenants no longer elevate over tables. They're ghosts after all.
## Why It's Good For The Game
It's a thematically appropriate way for a Revenant to reveal themselves
to the crew without, well, outright revealing themselves.
Also there's a hypothetical world where Medbay puts mirrors everywhere
to catch a Revenant.
## Changelog
🆑 Melbert
add: Revenants are always visible in mirror reflections, even while
invisible.
add: Revenant "Defile" now shatters mirrors.
qol: Revenants no longer elevate over tables.
/🆑
## About The Pull Request
Two main items:
1: Admins can now use the new "Create new Blackmarket Item" verb, which
prompts them about the item, price, quantity, name and description of
the item they'd like to list. If successful, the item will be listed to
the black market, available to purchase by the crew.
Prices can be set very, very high, though I've limited the available
quantity to 100 per listing as a nice middle-ground value. The verb can
be used any number of times, allowing for admins to use the black market
to run events, as such. Of note, this verb will spawn a fresh typepath
of the object listed, so it cannot be used to list var-edited objects
as-is, but it's still quite useful for offering unique or rare items to
the crew based on the needs of the round.
2: This PR does a few tweaks to the "launch" shipping option on the
black market. The text displayed when having an object launched to the
station has been adjusted to reduce some ambiguity on if the item is
potentially deleted when launched. The launch behavior has not been
modified in this way, as the object is still launched at the station
using similar logic as before.
**However**, the item is now launched to the station in a faux-energy
bubble, which destroys itself and empties it's contents when it makes
thrown impact or is opened by hand. In practice, this is only noticeable
if you were outside when the order is launched at the station, or if the
crate makes impact with you. This allows for black market objects that
create spawners to arrive at the station harmlessly, which also
potentially reducing some of the randomness of an object being thrown at
the station, and then leaving the z-level immediately based on the extra
collision involved. Additionally, I've lowered the **shipping cost to
0** of launched items.
Misc:
Did some code cleanup by adding defines for each of the categories of
black market items, and a list-define for every category together.
## Why It's Good For The Game
I've wanted to have the option for admins to be able to list things for
the crew to buy for quite awhile now, without requiring them to barter
by hand or through a reliable means that can't be bypassed by 3
assistants with baseball bats. This offers that option, while also
having some flavor of being offered on the black market, if that's
desirable. Otherwise, it's no impact on the average round as it's
admin-only.
Regarding the launch options, this started as a grammar tweak as I was
talking with Arm on discord and the lack of clarity raised the whole
shipping option to our attention. After confirming that launching things
to the station was NOT, in fact a literal noob trap, just an awful
choice, I started work on the shield-bubble idea in an attempt to see if
I could try and reduce some of the randomness involved with that
shipping option. It already sucks due to the risk of going out into
space, there's no need to make it suck worse by potentially losing any
of the cooler items available on the black market at the same time. So,
price down and a mild consistency up. I also ran into #95183 while I was
testing all of this, so this should fix#95183.
Lastly, code cleanup. Made a few things look 3% nicer.
## About The Pull Request
`shock` was copy pasted across a bunch of base types
I needed the behavior unified and it was fairly trivial to do
So now we have `/obj/proc/shock` which all the old implementations call
## Changelog
🆑 Melbert
refactor: Made some minor changes to how things like airlocks, vendors,
and autolathes shock you. Report any wierdness with that
/🆑
## About The Pull Request
``get_temperature()`` returns a value in kelvins, not a boolean. Trying
to treat it as such will result in ***any*** item with a thermal value,
like condensers, being treated as a lighter.
## Why It's Good For The Game
Consistency, allows us to have actually functioning cooling items that
don't act like lighters all the time.
## Changelog
🆑
fix: Condensers can no longer be used to ignite things
/🆑
## About The Pull Request
passes `user` in the `open()` for when someone attempts to leave an
unlocked, unwelded container such as a bodyag. The reason for the bug
was attempting to give a null user the pinned piece of paper.
Also adds an exception for no user being passed into `open()` for the
sake of revenant's defile & likely other things in the future.
Also fixes an unrelated bug where the reason that taking off the pinned
paper from a bodybag would stop it opening was a runtime rather than
returning false. Behaviour remains identical.
## Why It's Good For The Game
fixes#95247
## Changelog
🆑
fix: Pieces of paper no longer make bodybags inescapable
/🆑
## About The Pull Request
Add a new button to the fun tab of admin secrets that taps every ore
vent
## Why It's Good For The Game
Quick button to get steady stream of ore flowing into the station is
nice
## Changelog
🆑
admin: added tap all ore vents button to secrets panel
/🆑
## About The Pull Request
Fixes infinite `do_after()`s making infinite machine guns by making the
`do_after()`'s `target` the relevant machine gun.
## Why It's Good For The Game
fixes#95218
## Changelog
🆑
fix: Fixed infinite machine guns
/🆑
`togglelock` is called in both tool_interact and attack_hand. Aborting
on the first success here prevents the double toggle
🆑
fix: Fixed right clicking a closet with an ID in hand toggling locks
twice in one tick
/🆑
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
## About The Pull Request
That's all.
The sprites clearly have a pedestal which is attached to the floor. They
shouldn't behave as if they are free floating wash basins.
<details><summary>example: a barber shop</summary>
<img width="614" height="818" alt="StrongDMM_ahHbCymkjR"
src="https://github.com/user-attachments/assets/aeee4090-e209-4ad7-8d1d-fef9dcbb36e2"
/>
</details>
Also runs the UpdatePaths script so it can collapse some duplicate tiles
which have been annoying me with diffs each time it's run.
## Why It's Good For The Game
More mapping flexibility for bathrooms and medical spaces.
## Changelog
🆑
code: sinks can be mounted to floors
/🆑
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
## About The Pull Request
This PR refactors ``effect_system``s to be a bit easier to use by
getting rid of ``set_up``, allowing ``attach()`` to be chained into
``start()`` and refactoring most direct system usages in our code to use
helper procs.
``set_up`` was unnecessary and only existed to allow ``New``'s behavior
to be fully overriden, which is not required if we split
sparks/lightning/steam into a new ``/datum/effect_system/basic`` subtype
which houses the effect spreading behavior. This allows us to roll all
logic from ``set_up`` into ``New`` and cut down on code complexity.
Chaining setup as ``system.attach(src).start()`` also helps a bit in
case no helper method exists
I've added ``do_chem_smoke`` and ``do_foam`` helpers, which respectively
allow chemical smoke or foam to be spawned easily without having to
manually create effect datums and reagent holders.
Also turns out we've had some nonfunctional effect systems which either
never set themselves up, or never started, so I fixed those while I was
at it (mostly by moving them to aforementioned helper procs)
## Why It's Good For The Game
Cleaner code, makes it significantly easier for users to work with. Also
most of our effect system usage was copypasta which was passing booleans
as numbers, while perfectly fine helper procs existed in our code.
## Changelog
🆑
refactor: Refactored sparks, foam, smoke, and other miscellaneous effect
systems.
refactor: Vapes now have consistent rigging with cigs using the new
system.
fix: Fixed some effects never working.
/🆑
## About The Pull Request
TRAIT_DISFIGURED and physical disfiguration are now handled by the head
bodypart rather than being on the mob itself. This is mostly for
internal purposes, but it does mean that:
- Players can now perform plastic surgery on torn off heads.
- Disfigured mobs' heads keep their face hidden, and when attached to a
different body won't magically get repaired and vice versa, attaching a
new head to a disfigured corpse no longer disfigures it.
- Robotic (and other non-huskable) heads no longer become disfigured
from husking
- Also in the rare case of grafting a head torn off from a husk onto
another body, they no longer permanently turn into an Unknown. (lol)
## Why It's Good For The Game
Saner code, we generally want limb-specific behaviors to be on limbs
themselves and not on the mob. Also yeah that one weird edge case.
~~Husks are next on the chopping block~~
## Changelog
🆑
qol: Plastic surgery can now be done on detached heads.
refactor: Refactored how disfiguration is handled to be stored on head's
side
fix: Robotic (and other non-huskable) heads no longer become disfigured
from husking
fix: Attaching a head from a husk to a different body no longer
permanently turns them into an Unknown.
/🆑
## About The Pull Request
Because cable coils are by default 30 cable, what was presumably
intended to drop four cable actually dropped four stacks of cable. This
modifies the deconstruction logic of improvised mounted weapons to spawn
`/obj/item/stack`s once, with their count set in `new()`, rather than
repeatedly spawning single stacks and having them merge, which allows
granularity when it comes to cable.
## Why It's Good For The Game
Unless you're deconstructing something via a wiremill, it shouldn't
produce eight times as much cable as it cost.
## Changelog
🆑
fix: Improvised mounted weaponry now drops a reasonable amount of cable
/🆑
## About The Pull Request
This PR refactors wall construction on girders, wooden barricades and
metal foam to use a centralized element, which listens to item
interaction signals and attempts to make any available wall recipe.
This change is an atomized prerequisite to my blueprinting system, since
that system requires a sane way to dynamically change the speed at which
walls are built.
This PR will later be expanded to refactor girder construction steps in
general.
I also added `proc/valid_typesof(base_type)` as a side effect of my
previous attempts at refactoring this stuff. There's now what amounts to
a code comment easter egg in the same file, because DM is wacko and
you're going to get cursed now too. :)
## Why It's Good For The Game
The old system had ~20 bespoke yet highly similar wall construction
steps. Some of the wall recipes were also concatenated from a string on
the used stack type. To put it bluntly, the code was fucking horrible.
Same thing goes for the rest of the girder construction steps, they were
all bespoke.
## Changelog
🆑
refactor: Refactored girders and wall construction. Report any bugs.
tweak: Some niche wall types might have their wall delay changed by like
2 seconds. This doesn't affect normal walls, reinforced walls,
falsewalls or any other important wall types.
/🆑
## About The Pull Request
**Qol**
- Adds examines & screen tips for washing items in sinks
- Adds examines & screen tips for wall frame items i.e deconstructing
with wrench & what structures you can mount them on
**Fixes**
- Plumbing components inside shuttles now properly reconnect
- Plumbing iv drip has their connectors (red & blue pipes) visible again
- Sinks consume reagents when washing and won't wash when it becomes dry
- Fixes#94942 placing ducts by hand on turf won't run time. Also
Plumbing machinery properly reconnects when un wrenching ducts in
circular connections
- All plumbing machinery now operates in the plumbing subsystem & map
loaded machines begin processing
**Refactor**
- Refactored sink frame into a wall frame item meaning it can now be
carried in hand and mounted on walls
- Refactored the sink attack chain to use `item_interaction()` instead
of `attackby()`
- All sinks are now wall mounted components meaning destroying the wall
they are attached to will cause it to deconstruct
## Changelog
🆑
qol: added examines & screen tips for wall frame items
qol: added examines & screen tips for washing items in sinks
fix: plumbing components inside shuttles reconnect to their machine
counterparts correctly
fix: plumbing iv drip has its red & blue connectors visible again
fix: sinks consume reagents when washing and won't wash when it becomes
dry
fix: map loaded plumbing machines begin processing
fix: placing stack of ducts by hand of ducts works again
fix; plumbing machinery properly reconnects when un wrenching ducts in
circular connections
refactor: sinks are now proper wall mounted components meaning
destroying their attached walls will cause it to get destroyed & sink
frames are wall frame items that can be carried in hand
/🆑
## About The Pull Request
1. Adds stasis bodybags, unlocked with cryogenics tech
These bodybags are portable forms of stasis. However, they wear down
with use, only being able to keep someone in stasis for about 2, 3
minutes before falling apart.
Bodyparts and organs put in the bodybag are also frozen, allowing you to
maintain parts of gibbed people.
You can med scan through the walls of the stasis bag as well. Also you
can med scan through holographics bodybags.
2. Adds triage cards to the medical vendor
Triage cards are small pieces of paper you can write on and stick to
people. They're color coded according to severity, and are intended to
be used in mass casualty events for prioritizing patients.
3. You can pin paper to bodybags
You can pin a sheet of paper to bodybags that people can read, be it
autopsy or whatever.
4. Updates paper interaction code slightly
We have new procs for allowing interactions rather that snowflakes
5. Other forms of stasis apply tumor suppression
Oversight?
## Why It's Good For The Game
I made these a while back to just give medical doctors a few more tools
to play around with beyond the meta tools. Just to get more immersed
into the larp.
Otherwise, stasis bodybags gives Paramedics a tangible upgrade(if you
can call it that), offering a safer way to retrieve patients
## Changelog
🆑 Melbert
add: Adds stasis bodybags, unlocked with cryo tech. They put its
occupants (organ or mobs) in stasis, but wear down over time.
add: Adds triage cards to the medical vendor, a flavor item docs can use
during mass casualty events.
qol: You can pin papers to closed bodybags. Keep organized with your
autopsies.
qol: You can interact with papers in folders and on clipboards
qol: All forms of stasis stop brain tumors
/🆑
## About The Pull Request
#94802 follow up
Dense objects that can pass over tables like microwaves shouldn't block
table construction
## Why It's Good For The Game
It's a bit annoying to have to work around tables for machines made to
be on tables
## Changelog
🆑 Melbert
qol: Objects that can pass over tables don't block table construction
qol: If table construction fails, it tells you what is blocking, rather
than "something is"
/🆑
## About The Pull Request
I thought megafauna were hard to refactor into simple mobs, and they
kinda are, but also enough work has been done on them through various
refactors (e.g. mob abilities) that it's not _too_ bad, but I didn't
really relish working on it.
Regardless, it's refactored! A few more of the ol' simple mobs flushed
down the toilet, with a bunch more features to make porting over more
`megafauna` to the basic mob's `boss` framework even simpler. There's
some weird patterns that are introduced in here to better fit the old
system's parity, but I don't really mind having done that since it's
more important to get stuff out of the simple mob framework and into
something a bit easier to work with and extend.
Here are all of the changes I can recall having made:
* A lot of the documentation regarding the blood drunk miner did not
actually meet reality. The current refactor reflects what the code was
actually doing, not what was documented.
* The code regarding using the saw's `melee attack chain` stuff wasn't
changed. Sorry but I can't even start to unravel that, I just overrode
the whole attack thing because it's not really incorporable from what I
was finding.
* Basic mobs operate differently than simple mobs, thus this mob will be
"harder" for a shorter amount of time as people are not used to the
current timings/pathfinding behavior/cooldowns/etc. of the modern blood
drunk miner. The overall difficulty didn't feel too different to me in
my playtesting, but changes can certainly be made if someone can tell me
which variable to fix.
* Basic Bosses now appear in the orbit menu as mob POIs, parity with
megafauna
* Basic Bosses can now use the boss music component.
## Why It's Good For The Game
Cleans up the code by incorporating it into a modern framework that
already accounts for a lot of the stuff that was taken for granted 8-9
years ago when this was first implemented, and tries to keep any
possible number the same in doing so. Should be much easier to add new
graphics or overhaul the boss's AI to transform it into something even
more interesting should someone choose to do so.
Let me know if I fucked up with signals/ai behavior patterns/etc.
somewhere as it's been a while since I touched this stuff and I had to
clean out a lot of cobwebs in my brain to get to this implementation.
## Changelog
🆑
balance: Miners Beware: Blood Drunk Miners have been refactored into
basic mobs. This means their timings and such may be a bit more
unpredictable than what you're used to. The difficulty should be about
the same, but do approach with caution lest you get devoured...
/🆑
Hopefully more people can pitch in with refactoring megafauna now... not
too bad anymore after I fixed some of the jank...
## About The Pull Request
Fixes#94801 by making table construction closer to other construction
objects and has the same error message as other construction bits,
Checked the logic in crafting for comparison as well and tested the fix
in game.
<img width="371" height="205" alt="Screenshot 2026-01-09 153357"
src="https://github.com/user-attachments/assets/bb17031f-320b-4234-97d7-193762ced721"
/>
<img width="267" height="260" alt="Screenshot 2026-01-09 153424"
src="https://github.com/user-attachments/assets/9f38ece7-328b-4f43-b6d8-9c175f7d5687"
/>
## Why It's Good For The Game
- Fixes unintended exploit method of having all the benefits of surgery
with stasis beds
## Changelog
🆑
fix: Making surgery beds on top of stasis beds no longer possible
/🆑
Co-authored-by: loganuk <falseemail@aol.com>
## About The Pull Request
Void stamp added to bureaucracy loot spawners, a new box that contains a
granted, denied, and void stamp found in the lawdrobe, hop locker,
bureaucracy crate, mod stamper module, and the paperwork implant gets a
stamp that can cycle between 3 different ones like the mod stamp.
## Why It's Good For The Game
Finally the void stamp is obtainable
## Changelog
🆑
add: The void stamp is now obtainable
add: The lawdrobe now sells a box of stamps
add: The head of personnel's locker now contains a box of stamps
fix: The mod stamper module is now visible
/🆑
---------
Co-authored-by: Fghj240 <fakeemail@notrealemail.com>