TG Update b3042a1 [IDB IGNORE] [MDB IGNORE] - #367
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## About The Pull Request When pirates have a leader (all types of pirates besides greytiders), prioritize spawning the "leader" type from the ghost poll Also makes Heavy Pirates admin-configurable (Light Pirates already were) ## Why It's Good For The Game Pretty small cosmetic change (well except for the medieval pirates where the leader is a hulk) but idk it feels weird for the one labeled "leader" to wake up 30 minutes later and have to ask the crew what's going on ## Changelog :cl: PapaMichael balance: Pirates prioritize spawning their leaders admin: Admins can configure Heavy Pirates /:cl:
## About The Pull Request Organ exports were designed so that human organs were meant to sell for amounts like 40-20 credits when they come from human sources, like monkeys. On live, however, organs are selling for 1 credits. They also have a mechanic that multiplies the value of the exported organ if it's sold and it originally belonged to a roundstart human. This didn't work! It may have never worked, or it stopped working at some point. Now it properly grabs the value of the organ, against the roundstart value of the organ. This means that on the high end, a roundstart heart is worth 400 credits. Roundstart, regular human organs are also worth about 200 credits each. Now, this has a knock on effect with the other organs in this folder. I don't think we considered that when it was originally implemented, as lizard tails, cat tails, and cat ears are subtypes with this same behavior. Do with this what you will. I'm leaving it alone because I think it'd be fucking hilarious. ## Why It's Good For The Game Technically fixes an issue that everyone knew existed, but nobody wanted to resolve for some unknown reason. ## Changelog :cl: fix: Selling organs in cargo once again works properly. As a reminder, Normal human organs sell for 20 credits. The organs of a roundstart human are worth 10x as much, however. /:cl:
…g (#97171) <!-- 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 We need to call update_hair() and update_eyes() in update_body_parts when creating a mob because a lot of code relies on it and doesn't explicitly call those updates, and head is no longer keyed by hair/eyes so it doesn't trigger an update. Also mob spawners were not assigning skin color ## 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 its 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. --> :cl: fix: Fixed cardboard cutouts having an incorrect assistant sprite fix: Fixed some effects not updating hair when they should /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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
fixes this runtime i saw in CI:
```
[18:45:50] Runtime in code/modules/mob/living/basic/lavaland/mook/mook_abilities.dm,59: Cannot execute null.is blocked turf().
proc name: launch towards target (/datum/action/cooldown/mob_cooldown/mook_ability/mook_leap/proc/launch_towards_target)
src: Mook leap (/datum/action/cooldown/mob_cooldown/mook_ability/mook_leap)
call stack:
Mook leap (/datum/action/cooldown/mob_cooldown/mook_ability/mook_leap): launch towards target(Dark Wizard (/mob/living/basic/dark_wizard))
/datum/callback (/datum/callback): InvokeAsync()
Timer (/datum/controller/subsystem/timer): fire(0)
Timer (/datum/controller/subsystem/timer): ignite(0)
Master (/datum/controller/master): RunQueue()
Master (/datum/controller/master): Loop(4)
Master (/datum/controller/master): StartProcessing(0)
```
also some minor improvements to the code in general
## Why It's Good For The Game
runtime fix good
ci failure bad
## Changelog
no user-facing changes, this really only visibly matters in CI
## About The Pull Request It's an `attackby()` to `item_interaction()` conversion issue, again, but this one was only like, three-fifths my fault. I didn't make this one. unit test covers unlocking, opening, placing a cookie within, and closing a locked crate, and opening, placing a cookie within, and closing a bodybag. ## Why It's Good For The Game You figure it out ## Changelog :cl: fix: You can place items within bodybags by clicking on them again /:cl:
## About The Pull Request - Renames "Hot Chili" to Chili Con Carne, moves it to the Mexican cuisine category - Renames "Cold Chili" to Chili Frio, moves it to the Mexican cuisine category - Moves "Chili Con Carnival" to the Mexican cuisine category - Moves "Chili Sin Carne" to the Mexican cuisine category - Allows you to make "Ghost Chili Con Carne" and "Ghost Chili Sin Carne" by replacing the chili in the recipe with ghost chilis. The recipe is otherwise identical. ## Why It's Good For The Game Renames: Done for consistency. We had "Hot Chili" and "Chili Sin Carne". Category shuttle: For consistency again. All of them are in the Mexican category now. Easier to find (and Vegan Chili is not particularly Mothic) Recipe: I found it a little silly that I couldn't make hotter chili with the hotter chili. Now you can make even hotter chili. ## Changelog :cl: Melbert spellcheck: Renames "Hot Chili" to "Chili Con Carne" spellcheck: Renames "Cold Chili" to "Chili Frio" qol: Chili Con Carne, Chili Sin Carne, Chili Con Carnival, and Chili Frio are now all in the "Mexican" cuisine category qol: You can now use ghost chilis in the chili recipes, making "Ghost Chili Con Carne" or "Ghost Chili Sin Carne". /:cl:
## About The Pull Request Nightwatcher's Lantern, in Ash Path, is free to research, which is an oversight Mask of Madness costed 2, so it only makes sense for Nightwatcher's Lantern, which takes its place, to cost 2
## About The Pull Request Adds the icon state for the lionhunter ammo box without ammo ## Why It's Good For The Game Closes #97215
…nestly I'm surprised no one has said anything (#97213) ## About The Pull Request yeah I think the title explains this one pretty thoroughly ## Changelog :cl: Melbert fix: Fix slot assigned job saving /:cl:
## About The Pull Request Revenant movement costs as much as all other client inputs in a tick combined due to them updating all of their abilities every time they move. In practice they don't need to update anything except said ability's color, and we can run the density check once rather than separately for each ability and share the result when checking for castability from a forced update (nor do we need to do said checks if any other check, like cost, fails to pass). ## Changelog :cl: code: Optimized revenant abilities /:cl:
## About The Pull Request Goes over Kilostation and redoes the lighting to be a more ambient and moody, removing a lot of excess lighting (overlighting) <Details> <Summary> Some example shots </Summary> <img width="737" height="712" alt="image" src="https://github.com/user-attachments/assets/9d82d76a-299d-4304-b3a2-785bb86300da" /> <img width="1081" height="533" alt="image" src="https://github.com/user-attachments/assets/554c5fe3-57de-491d-be14-0948774fb9aa" /> </Details> Also just cleans up random stuff while I'm looking at the entire map - largely minor stuff like pipe runs and decals ## Why It's Good For The Game Overlighting can spoil the otherwise excellent moody ambience of a map ## Changelog :cl: Melbert map: [Kilostation] Redid lighting over the whole station to be more ambient/moody and less overlit map: [Kilostation] Many small tweaks and nudges, primarily with decals or pipe runs /:cl:
## About The Pull Request Atmos tanks are one of the hottest machine procs by both self and total time consumed due to incredible overlay churn each one of them does. <img width="583" height="35" alt="image" src="https://github.com/user-attachments/assets/d1382bde-a2ef-4689-8705-61664cb6f9b7" /> <img width="780" height="26" alt="image" src="https://github.com/user-attachments/assets/2a5b2385-4ad9-4b15-bb00-7ed61b8c9153" /> Instead of constantly churning appearances each tick, gas tanks can use vis_contents similarly to how turfs display their gases via an intermediate that holds gases, and a second object that displays the window as to render ontop of them. <img width="1282" height="378" alt="image" src="https://github.com/user-attachments/assets/edbe2027-3ceb-4b54-9d69-f903e008bedc" /> We can't use original gas overlays as BYOND's render stack prioritizes planes over identity, so for ``KEEP_TOGETHER`` on the gas holder to work (and thus share the alpha filter) we need to create copies of all relevant overlays with ``VIS_INHERIT_ID | VIS_INHERIT_PLANE`` so they render within it and get properly masked. ## Changelog :cl: code: Improves gas tank window performance /:cl:
…7201) Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
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Brings us up to tgstation/tgstation@b3042a1
Doing this one earlier than normal because it lets me add a behavior tree for eggbug and that is CODECON 1 top priority