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## About The Pull Request makes medical record console use dropdown with all bloodtypes list. also closes #97013 <img width="883" height="597" alt="image" src="https://github.com/user-attachments/assets/319fd9c0-56ea-47fe-95af-6c308cec93b9" /> ## Why It's Good For The Game i *wanted* to just edit "reject_bad_name" proc but i think having to choose bloodtypes instead of manually typing is cooler and less time-consuming. also prevent bullshit bloodtype names (yes probably removes fun but who cars)
… you to use a plunger (#97462)
… Golem hunger buffs. (#97467) Look at me go, making species changes as a maintainer, not something I do everyday. ## About The Pull Request This PR hits a few pain points of playing as a golem. Some of this may still be too short, but qualitatively, this should help to make playing golem feel far less like a death sentence. First: The golem ship now has shutters on it's windows, and mapped in shutter buttons in both the bedroom as well as the main shuttle hull. This helps to protect the golems inside from being attacked by brimdemons and goliaths from inside the safety of their own ship. These shutters are, however, mapped open, but require no access to drop the shielding. I've also added a box of spare lights, though since the light fixtures come unwired (for some reason?) that's probably not moving the needle on anything. Golem food has 2 different buffs (One of them is more of a fix than a buff): 1. The golem food buffs now have different nutrient values based on the material that they're spawned from. Previously, every material was only offering 2 nutrition, every single time, as the nutrition value from the golem food buff datum was never accessed. In addition to the old values, that should now work as expected, here are all the values, including the ones that have been changed: - Glass (0.5) - Iron (3) - Uranium (5) (Also has a status effect that pauses hunger anyway, unchanged) - Silver (4) - Plasma (6) - Plasteel (7) - Gold (5) - Titanium (5) - Bananium (10) - Lightbulbs (0) - Gibtonite (5) - Bluespace (10) Additionally, eating any golem food item that's been processed into a sheet offers an additional 1.3x multiplier on the amount of nutrition a single sheet will offer. As a reminder, if a golem hits 0 nutrition at any point, they will near-instantly die, but can be revived by simply being fed additional minerals. 2. I've decreased the golem stomach's metabolism rate from 10x higher than human to 8x. This may be a half-measure, and while still high, isn't necessarily a huge step down. ## Why It's Good For The Game First off, we discovered that golems literally get the same amount of nutrition from every mineral, regardless of processing requirements and rarity, only granting them different powers. Ironically enough, it meant that uranium was the only effect that golems were using, because it was the only effect that let them survive for _longer than 5 minutes_ at a time. By offering additional value based on the quality of food and the amount of effort being put into obtaining them, we can incentivize golem players to use different types of golem forms, including ones out of pure necessity. Not to mention, golems getting better food from processing ores gives them an incentive to head back to their base on occasion to more efficiently heal & eat. The decrease to the golem stomach's metabolism is an attempt to also help curb their hunger issues, as it should ideally be a constant concern as per the original design, it shouldn't be so bad to the point that you'll starve yourself the moment you start fighting mobility heavy mining mobs like bileworms or goliaths. Fixes #95044. We'll want to follow up on this afterwards, as this is likely a start in the right direction, but I'm confident this won't solve **every** issue specific to golems as well. ## Changelog :cl: balance: Golems now have slightly less aggressive metabolism. fix: Golem foods now offer different levels of nutrition! Finally! balance: Golems now offer more nutrition from rarer ores. balance: Golems now get further additional nutrition from eating processed ore sheets instead of raw ore. map: The free golem ship now has shutters to block wildlife from attacking while inside. /:cl:
## About The Pull Request Recently on Bee I had to jump head first into techweb code and it nearly destroyed me, so I've decided to rebuild the majority of it from the ground up while I PR it here first so I can take advantage of a greater quantity of competent reviewers. So, what's wrong with `SSresearch`? Primarily, it's the `id` var on techweb nodes & designs. This var exists as a, well, unique identifier for each individual node/design, but guess what? Every single datum in the game already has a unique identifier, **it's called a typepath**. A big benefit in replacing ids with typepaths is that we can get rid of nearly all safety checks. With strings you can refer to a node/design which doesn't exist, but of course in the case of typepaths, you can't use a non-existant typepath. Aside from this variable which never should've existed, the code quality was poor. The vast majority of it has been rewritten and since I love assoc list loops, they have been implemented everywhere. ## Why It's Good For The Game Techweb code is so incredibly convoluted and confusing.
Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
…s that spawn naturally. (#97486) ## About The Pull Request Earthcrackers no longer spawn with a baseline alpha of zero, instead spawning with full alpha, but setting their alpha to 0 before then animating to full, which was the intended effect. This worked well enough for weakpoints that were spawning in front of you, but caused weakpoints spawning under floors or when affected by their turf changing to remain invisible forever. This resolves that issue. Also, this PR adjusts the number of weakpoints that spawn on maps as a baseline from 3 to 5, while stations spawning with the weakpoint trait to result in between 6 to 12 to spawn instead. Lastly, mostly for testing and admin tracking purposes, all weakpoints spawned are added to a global list, allowing you to quickly find any weakpoints that naturally spawned/were spawned by players without issue. ## Why It's Good For The Game Weakpoints are intended to be rare occurances in rounds, but with them more often then not spawning and becoming completely invisible, they were pretty much pure chance to interact with one on any given round. Beyond that, they're also consistently rare enough that naturally occurring weakpoints were not factoring into the outcomes of rounds often if at-all. This should allow them to at least show up slightly more often, though not by such a major degree that you'd be seeing them every other round. ## Changelog :cl: fix: Weakpoints, and weakpoints spawned by weakpoints being detonated, should no longer be spawning invisible. balance: The number of weakpoints that spawn on regular maps has increased from 3 to 5. balance: The number of weakpoints that spawn on the "Structural Weaknesses" station trait now spawns 6 to 12, instead of 4 to 8 weakpoints. /:cl:
## About The Pull Request I forgot to convert the designs from strings to typepaths
## About The Pull Request
Makes most items that start with "MOD" improper nouns. Improper nouns
show up differently in inspect text ("This is MOD core." versus "This is
a MOD core.").
MOD items were marked as proper nouns because the first letter of their
name is capitalized, so appending the name with \improper switches it
back to an improper noun.
Also changes the commented-out example module addition to use \improper.
This PR should have the grammar and formatting tag but I don't know how
to add that tag without putting it in the changelog.
<img width="519" height="84" alt="image"
src="https://github.com/user-attachments/assets/ebc03611-cc93-4e8b-85d9-6f9661adf0b9"
/>
## Why It's Good For The Game
MODs aren't proper nouns, and neither are any of their related items.
Fixing this will make the game look better.
…up the fallout from it (#97487)
…ME.md (#97454) ## About The Pull Request Improves visibility of CONTRIBUTING.md for new developers in the README.md ## Why It's Good For The Game New contributors and also even old contributors have expressed to me they routinely miss the CONTRIBUTING.md because it's hard to find unless you click tiny links on the sidelines of the PR process or click the "hey there's a guide to contributing btw" button by the time you're opening your first PR, at which point you've probably already broken the style guide and contributing rules. This should help matters as most our new developers tend to not find it, and also the new developer prompt making the popup occur apparently is kinda broken these days. ## Changelog N/A, not an in-game change, github docs.
## About The Pull Request Goldgrubs no longer spawn eggs when eating bluespace crystals unless hand-fed them, rather than doing so even when eating ore off the ground ## Why It's Good For The Game While the removal does somewhat impact the sandbox element of the game, current behavior also results in goldgrub digging parties at untapped ore vents, as they crack open boulders and eat (guaranteed) bluespace crystals from them, spawning more goldgrubs which do the same, spawning even more goldgrubs, etc. Wild breeding in general is risky for CPU time, so its probably best to remove this behavior regardless of the issue describing above. ## Changelog :cl: del: Goldgrub no longer reproduce unless hand fed ores /:cl:
## About The Pull Request Lights have an rng chance to be broken on init ## Why It's Good For The Game fixes #97583 ## Changelog No player facing changes
## About The Pull Request They just keep finding new ways of doing it <img width="1616" height="558" alt="firefox_nFVVPV3P1x" src="https://github.com/user-attachments/assets/056ee1ed-f3ea-4258-8065-5c4e837642aa" /> ## Why It's Good For The Game Less flaky failures ## Changelog Not player facing
## About The Pull Request `owner` is not necessarily guaranteed to be what we need it to be here, it should be using the passed-in parameter `remove_from` instead. This can result in the mob's ref being hung by the action, which is not good. ## Why It's Good For The Game Fixes a source of mob hard deletes. ## Changelog Not player facing
Co-authored-by: l0 <--> Co-authored-by: Lucy <lucy@absolucy.moe>
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resolves #198
🆑 MassMeta
add: Upstream 2026-08-23
fix: Починено заполнение data для ExosuitFabricator.tsx
/:cl:
conflicts: README.md
code/__DEFINES/research/techweb_nodes.dm
code/controllers/subsystem/minor_mapping.dm
code/modules/research/techweb/nodes/engi_nodes.dm
code/modules/research/techweb/nodes/medbay_nodes.dm
code/modules/research/techweb/nodes/research_nodes.dm
code/modules/research/techweb/nodes/robo_nodes.dm
code/modules/research/techweb/nodes/security_nodes.dm
code/modules/research/techweb/nodes/service_nodes.dm
code/modules/vehicles/mecha/mech_fabricator.dm