- spider webs / vines should never have been effects in the first place
- spiderlings should probably just be mobs at some point lol
---------
Co-authored-by: Zandario <zandarioh@gmail.com>
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## About The Pull Request
port genisis proc from tg, also tracy & debugger is boxed in their own
datums.
also explode world.dm
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merg
https://github.com/Citadel-Station-13/Citadel-Station-13-RP/pull/7495
and
https://github.com/Citadel-Station-13/Citadel-Station-13-RP/pull/7497
before this one
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## About The Pull Request
title, robots also get to see the blueprints now
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## Changelog
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🆑
tweak: updated blueprints, engi module robots now get blueprints as well
/🆑
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- processing subsystems now declare time as second intervals
- adds missing stat tag
- MC now respects abstract type for subsystems (even if we don't use it
lol)
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## About The Pull Request
update time related procs & glob too (i was originally targeting that
lmao).
also **stop** using byondtime for sql stuff, we have `NOW()`!!
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## Why It's Good For The Game
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## Changelog
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- separates the composition of cyborgs into modules, iconsets, chassis,
upgrades
- modules / chassis atm can provide items, so can upgrades; in the
future we will want to probably generalize the item API a bit so
components can work
- chassis now can (unimplemented) easily be made to give different stats
- reorganizes all the cyborg sprites
- adds generalized item mounts with redirection support and tears out
legacy cyborg items
- entirely rebalances modules & writes some new lawsets in for future
use
---------
Co-authored-by: silicons <silicons@silicons.dev>
- all cells in the game are now small, medium, large
- super, hyper capacity cells, device, and weapon cells are all removed
- cells now have standardized variants, some of which are printable by
R&D
- energy weapons rebalanced
- **advanced energy guns and stun revolvers removed** - use the new
modular weapon system and microfission cells.
---------
Co-authored-by: silicons <silicons@silicons.dev>
## About The Pull Request
add support for holiday locked vending machine products
also removes the old holiday system, moving all holidays in it to the
newer system
and lets you set if a holiday should be announced or not
## Why It's Good For The Game
someone asked for it
## Changelog
🆑
add: add support for holiday locked vending machine products
🆑
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## About The Pull Request
This PR will make the cargo ordering terminal alphabetize the categories
and the items in those categories. Since its really awkward to look for
items in a randomly sorted list.
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## Why It's Good For The Game
Cargo ordering speeds up 400%
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## Changelog
-Alphabetizes cargo order categories and items
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🆑
code: adds a string sort to the cargo order subsystem to sort the
categories and items.
/🆑
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## About The Pull Request
[2025-10-14T16:36:49] Runtime in code/controllers/subsystem/playtime.dm,
line 48: bad index
proc name: flush playtimes impl
(/datum/controller/subsystem/playtime/proc/flush_playtimes_impl)
src: Playtime (/datum/controller/subsystem/playtime)
call stack:
Playtime (/datum/controller/subsystem/playtime): flush playtimes impl()
Playtime (/datum/controller/subsystem/playtime): flush playtimes()
Playtime (/datum/controller/subsystem/playtime): fire(0)
Playtime (/datum/controller/subsystem/playtime): ignite(0)
Master (/datum/controller/master): RunQueue()
Master (/datum/controller/master): Loop(4)
Master (/datum/controller/master): StartProcessing(0)
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## Changelog
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🆑
fix: fixed a runtime in the playtime subsystem
/🆑
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changes:
- Glass turfs now actually work properly.
- `hard_reset()` now resets harder.
- ZM now avoids some redundant lighting copies.
- `update_above()` will now force a discovery if the movable is
undiscovered.
- `NO_SHADOW` is more reliable.
changes:
- Recursive mimic now actually works (broken by 2.5zm / Season Pass 1).
Update order is important for discovery, and it was being done
backwards.
I'm still looking into fixing issues related to lighting overlay updates
and floor glass, but those fixes are independent from these ones.
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## About The Pull Request
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## Changelog
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🆑
fix: fix delayed reboot happening immidetly
/🆑
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## About The Pull Request
Turns out the Gateway is supposed to pick a random away mission at the
start of every round. You know that stargate rip off in the back of
explo?
Looks like it's been loosely broken since #2917 4 years ago. Though I
don't remember anybody ever using the gateway since before that.
This PR fixes the system and simplifies it quite a bit.
code/modules/awaymissions/zlevels.dm is now gateway_maps.dm
The method for loading and picking a map has been reduced to a hardcoded
list in gateway_maps.dm instead of using a hardcoded txt file loaded
using a bunch of nonsensical string processing.
There are 4 functional maps I've fixed and added back in:
Carpfarm
Listening post
Snowfield
Snow outpost
Zoo would be really nice to have but it has a number of issues that are
outside the scope of this PR so I've set it as a TODO.
Similarly I'm sure a bunch of the archived missions might be quite fun.
For those unfamiliar with the gameplay loop of the Gateway (considering
its never worked):
1. The gateway has a ~30 minute timer roundstart where it is performing
"warpspace triangulation". (Click on it it will tell you)
2. After that timer is over you can activate the Gateway and walk into
it.
3. This will teleport you to the Gateway mission level randomly.
4. Find the Gateway in the mission level and smack it with a multitool
to calibrate it and return.
5. Once you calibrate the return gateway you can teleport between the
two freely.
!!All of these maps are explo HARDCORE mode and will absolutely kill
you. This ain't miaphus!!
Devdocs:
If you want to make a gateway map it's extremely simple!:
1. Build a gateway, It's like 8 separate pieces just copy one from a
station map.
2. Set the gateway console center bit to a:
/obj/machinery/gateway/centeraway.
3. Sprinkle your map with /obj/landmark/gateway_scatter.
- Players will be randomly teleported to these while the gateway is
uncalibrated. Consider them your starting spawns.
5. Add a /datum/map_level/gateway/[mapname] and a
/datum/map/gateway/[mapname] to your maps .dm file
- See maps/away_missions/carpfarm_140/carpfarm.dm for example.
6. Add the /datum/map/gateway/[mapname] path to the
potentialGatewayLevels list in
code/modules/awaymissions/gateway_maps.dm.
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## Why It's Good For The Game
I don't particularly want the Gateway to even exist from a lore and game
design standpoint.
But content today is better than content tomorrow.
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## Changelog
-Rebuild gateway away mission maps
-Rebuild gateway away mission selection at roundstart
-Touch up away_mission folders and names
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🆑 Shadowcat
refactor: refactored gateway mission code
fix: Fixed gateway random mission picker
fix: Fixed a few gateway missions to actually work
/🆑
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## About The Pull Request
title, gc gets a new queue that lasts 1s for objects that got cleanly
deleted (https://github.com/tgstation/tgstation/pull/62969), adds the
findref ci test