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Incoming Cit-RP pull #3

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merged 157 commits into from
Feb 1, 2024
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Updates to latest Cit-RP master.

TheKnightofAura and others added 30 commits November 8, 2023 13:24
Updates Service Borg to have slightly more ingredients, now that more
exotic ones have been added to make bar-tending complicated

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## About The Pull Request
Gives Grenadine and Cream to the borg drink maker
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## Why It's Good For The Game
Grenadine and cream are two broadly used ingredients in drinks, far more
common then some of the ones already available to borgs. We've had a lot
of new niche ingredients added, and there's also still a lot of
specialty ingredients that are a pain for our mechanical bartending
friends to access if we want that artificial difficulty.

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## Changelog

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:cl:
add: Added two existing reagents to borg machine
/:cl:

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## Why It's Good For The Game

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:cl:
fix: hammer heads are no longer called forks
/:cl:

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## About The Pull Request

Did you know this is pointless to have?


[docs.github.com/en/actions/managing-workflow-runs/skipping-workflow-runs](https://docs.github.com/en/actions/managing-workflow-runs/skipping-workflow-runs)
## About The Pull Request

adds generic system for atom health / integrity / damage

everything that isn't flagged with not-bludgeonable can, well, now be
bludgeoned.

## Why It's Good For The Game

more interactive game world through the means of making people able to
break Everything.

## Changelog

:cl:
add: atom damage - (almost) everything is now breakable.
refactor: new /atom level materials system
refactor: a lot of the combat system / click code
refactor: melee attack styles
/:cl:

---------

Co-authored-by: silicons <no@you.cat>
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## About The Pull Request

This adds several new types of heavily replika-inspired bodysuits, a
uniform with a few variants, a NT patch (designed for use with the
aforementioned uniform), a hat, an alternative type of replikant stilt
leg prosthetic and two pairs of leg markings (designed for use with the
aforementioned alternate stilt legs), as well as loadout Selections for
the uniform bases and bodysuits. Lore on these is simple and somewhat
placeholder while the lore team considers definitive lore
implementations.

Four body-armor items are also added, however there is no way to obtain
these at the moment except for adminspawn, since these warrant more of
an open discussion regarding what the best way to implement them would
be, (sec armor/cargo/cosmetic attachments/etc.)

Thank you to TrojanCoyote for the base LSTR/ARAR/FKLR and armor sprites,
help with descriptions.


Some previews:

Replikant apparel:

![uniformpreview](https://github.com/Citadel-Station-13/Citadel-Station-13-RP/assets/33434925/081a3a97-1aaf-4e47-bc2e-444d2a582c84)

Replikant armor:

![armorpreview](https://github.com/Citadel-Station-13/Citadel-Station-13-RP/assets/33434925/ba900c26-eb51-4cef-a00a-42dc05a93120)

Overview of all uniform parts for "STAR":

![starparts](https://github.com/Citadel-Station-13/Citadel-Station-13-RP/assets/33434925/0c62b91f-a656-412b-b28e-b44876a38319)

Sleek Uniform (Skirt base + accessories / Sleeveless base):

![sleekuniform](https://github.com/Citadel-Station-13/Citadel-Station-13-RP/assets/33434925/ab3b7a7f-d3ee-4daa-a79e-e1f116391748)
(Also has a long sleeve version with pants in both male and female
version)

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## Why It's Good For The Game

Beyond the increase of Replikant players recently, who have been having
to resort to a lot of markings and underwear and custom loadout items to
approximate their uniforms, in the future these may serve as an in-game
presence to Replikant lore should they become a minor race (Lore
currently WIP). In which case a second pass on the descriptions should
be expected.
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:cl:
add: Added 8 Replikant bodysuits and side cap.
add: Added 4 Sleek uniforms, a jacket and NT patch.
add: Added 4 variants of Replikant armor.
add: Added Gen 2 Replikant leg prosthetics.
add: Added two pairs of Replikant leg markings.
/:cl:

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Marking for a humanoid's forehead that's 3 dots in a triangle. Alternate
version is flipped upside down.
## About The Pull Request

Adds replika armor to the loadout area as statless accessories.

## Why It's Good For The Game

They can be worn on their own in the suit slot, as an accessory to
undersuits OR normal suits (armor, voidsuits, ect) as well as carry
accessories themselves, when worn alone.
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## About The Pull Request

1. **Adds Replika Body/Groin Synthskin Marking.**

## Why It's Good For The Game

1. _Extant Ward Spirit panels insufficient for design, too subtle. Adds
new larger skintone paneling._

## Changelog

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:cl:
add: Adds Replika specific body markings.
/:cl:

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Move() already calls it, so we were double calling

Co-authored-by: silicons <no@you.cat>
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## About The Pull Request
Funny enough, it was being overridden by the correct one

https://github.com/Citadel-Station-13/Citadel-Station-13-RP/blob/a5ada8e75e396738fb53a1cad39e7d5122f49f79/code/game/objects/items/storage/backpack.dm#L64-L70
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## About The Pull Request

I kept putting off the gamemode removal (and eventual rewrite). This is
a good way to start

<details>
<summary>POV</summary>


![image](https://github.com/Citadel-Station-13/Citadel-Station-13-RP/assets/34761877/2dbb9b26-4728-49d3-b066-55a7014fe4f4)


</details>
…nced Voidsuit (#6126)

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## About The Pull Request

1. *Fixes Bug With Corporate Crates, Subtypes Them.*
2. *Removes Varedited Biohazard Bin and Places Normal Biohazard Bin.*
3. *Changes Advanced Voidsuit Name to Advanced Hardsuit.*

## Why It's Good For The Game

1. _I received reports of one specific corporate crate not rendering
properly when opened. As I inspected it, I realized it would be more
efficient to subtype all corporate crates, so I did that. HOWEVER, this
did not repair the initial bug. For some reason the crate was not
rendering its 'aethersecureopen' state, even though all variables and
code seemed to be working properly. No other crate exhibited this issue.
I discovered that by changing the name of the icon state from
'aethersecureopen' to 'aethersecopen', the state began to enforce and
render properly. I suspected it might be a name length issue, but tests
with other equally long icon states in the crate section disproved this
theory. This may warrant further investigation._
2. _This one avoided detection during my initial sweep through. Can't
remember who just went in and tried to varedit bins to fix biohazards,
but hopefully this is the last one they touched._
3. _This has been driving me crazy for a few days, and yesterday
especially. The Advanced Voidsuit is clearly misnamed, as it is in fact
a Hardsuit. When I tried to order these yesterday I overlooked this
cargo entry twice because I was looking for a hardsuit, not a voidsuit.
This just fixes the name._

## Changelog

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:cl:
add: Adds Corporate Crate Subtype, Reassigns Corporate Crates to It.
fix: Fixes incorrectly mapped biohazard bin.
tweak: Changes Name: Advanced Voidsuit to Advanced Hardsuit.
/:cl:

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## About The Pull Request

1. **Remaps Alarms on Multiple Shuttle Submaps.**

## Why It's Good For The Game

1. _Some shuttle submaps are not using hidden alarms. This is gonna take
a little live testing and stuff._

## Changelog

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:cl:
fix: Replaces shuttle submap alarms with hidden variants.
/:cl:

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## About The Pull Request

Puts all the missing backpacks (default versions) into the utility tab
for matrix recoloring. Equipping a backpack from the loadout and setting
yourself to spawn with the same backpack in the main screen will
overwrite, and autoequip the backpack+equipment.

Adds security backpack to role restricted section.

## Why It's Good For The Game

You can now matrix default backpacks automatically at round start.


I would have just made it a selection for all types, but there are some
that aren't meant to be accessed based on role and faction. I don't want
to bloat the role restricted section THAT much, yet.
## About The Pull Request

Makes hypokits able to be put on the belt slot

## Why It's Good For The Game

First aid kits already do this. If we were worried about abuse via belt
storage we'd prevent kits from accepting vials.
see files changed:

- fixes lowwalls clickblocking
- pipes are now smaller
- fxies some table stuff
- air alarms
- buffs scrubbers
- buffs protean blob structure damage again are you happy now
@Ghostcoffeee
- both buffs and nerfs metal foam
- nerfs inflatables
- fixes weather

---------

Co-authored-by: silicons <no@you.cat>
- fixes some grammar issues with nodrop
- fixes messages for 'reconsider xyz' calls

Co-authored-by: silicons <no@you.cat>
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## About The Pull Request

- All ores have been converted to become stacks.
- Various for loops have been destroyed due to ore stacks now existing.
- Bluespace crystals is detyped from being ores (request of Sili)
- Mining satchels have been recoded to be more like ore boxes (there's
an update I'd like to do to them later that will include even bigger ore
satchels so I decided this was necessary) and their capacity has been
buffed to carrying 200 ores instead of 50. People can now shove up to 7
ore stacks into their backpack with this update, so I decided that made
sense.
- .dm file containing ore box code was renamed.
- fixed a bug that allowed you to dupe ores using the ore box ("take"
was called twice when inserting ores by hand)
- Some minor polishing of ore box code, particularly examine code,
interaction feedback, and allowing you to climb onto boxes.
- Ore boxes when destroyed will drop all of their ores, unless there's
too much ore (up to 200 stacks will be dropped). It'll also drop 5
hardwood planks. People who accidentally shoot their box with their PKA,
rejoice.
- You can craft ore boxes using 5 hardwood planks.

## Why It's Good For The Game

Having ores be stackable will greatly reduce lag. Otherwise, QoL changes
good.

## Changelog

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:cl:
add: You can climb ore boxes.
qol: Ore boxes will drop their contents when destroyed. You can also
craft ore boxes using hardwood planks now.
balance: Mining satchels can now carry 200 ores instead of 50.
fix: Ore box examines look proper now.
fix: Fixed a bug that allowed you to dupe ores using the ore box.
imageadd: stacks_ore.dmi was added. It holds ore stack stuff.
code: Orebox DM file renamed to ore_box.dm
code: Bluespace crystals are detyped from being ores.
refactor: Ore is now stackable. This will reduce lag when miners are out
causing havoc or shoving ore onto conveyor belts.
/:cl:

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## About The Pull Request

1. **Removes Carpotoxin from Fish-Based Dishes.**

## Why It's Good For The Game

1. _It's easy to forget about this and poison the crew. Carpotoxin in
these foods made sense when we only had poisonous space carp, but now
that we have a broad fishing system it doesn't do anything for us to
have noob trap food items on the menu._

## Changelog

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:cl:
del: Removes carpotoxin from fish-based dishes.
/:cl:

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## About The Pull Request

1. **Fixes Broken Empty States for Various Guns.**

## Why It's Good For The Game

1. _Guys please report these when you notice them. I could've fixed all
of these the day after my initial change PR was merged. Fixes empty
states for: p90, wt274, and JSDF battle rifle._

## Changelog

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:cl:
fix: Fixes missing icon sprites for empty ballistics.
/:cl:

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This pull request updates the TGS DMAPI to the latest version. Please
note any breaking or unimplemented changes before merging.

Co-authored-by: tgstation-server <tgstation-server@users.noreply.github.com>
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## About The Pull Request
idk why they have to use the cycler at all but there we go
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## Why It's Good For The Game
wearing hardsuits is good, especially when your body type / sprite sheet
is identical to normal humans
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## Changelog

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:cl:
fix:auril castes not being able to wear hardsuits
/:cl:

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## About The Pull Request
@granodd @Keekenox helped a TON in making these sprites! Actually most
of the credit goes to them.

Updates Skrell & Skrell Hair sprites:

![image](https://github.com/Citadel-Station-13/Citadel-Station-13-RP/assets/11361525/50931595-a881-47cb-82c5-303c3d1c2f17)

Adds 3 Skrell-specific markings (feel free to use them on others but
like might be ugly):

![9Al8mjVhRP](https://github.com/Citadel-Station-13/Citadel-Station-13-RP/assets/11361525/150b2dd8-7f6e-4bbc-9c26-8147969a249b)

Base mannequin with all markings applied:

![image](https://github.com/Citadel-Station-13/Citadel-Station-13-RP/assets/11361525/8a896c48-7ccf-418f-ae3b-d4d8ac0ae1a0)

This also changes the Skrell stats:
- gives them darksight level 2
- gives them slightly more speed
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## Why It's Good For The Game
no more androgynous barrel sprites
all hail fidelity
all hail thin waist
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## Changelog

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:cl:
tweak:skrell sprites
/:cl:

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## About The Pull Request

As title.

## Why It's Good For The Game

What even is water? Apparently, our characters don't know. Now they do.

## Changelog

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:cl:
qol: Gave water a cup name so cups of water now appear as "cup of water"
instead of "cup of.. what?"
/:cl:

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## About The Pull Request

Adds a voiced mar emote, ported from
VOREStation/VOREStation#7944. That PR has a
handful of other emotes that we don't have either, if anyone else feels
like porting other new ones too.


https://github.com/Citadel-Station-13/Citadel-Station-13-RP/assets/25853190/38bb1580-6560-4c53-aa22-5aa46f3f244f

## Why It's Good For The Game

Mar. Good for shadekin.

## Changelog

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:cl:
add: Mar.
/:cl:

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silicons and others added 29 commits January 14, 2024 20:53
## Changelog

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:cl:
add: Added second mime slot
/:cl:

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…e, etc (#6262)

Co-authored-by: silicons <no@you.cat>
Co-authored-by: Zandario <zandarioh@gmail.com>
Co-authored-by: silicons <no@you.cat>
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## About The Pull Request
Totally fixes a game breaking issue.
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## Why It's Good For The Game
They're blue not red, clearly that's why redshields are a thing
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## Changelog

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:cl:
tweak: Changes the blueshield tag from 'red' to 'blue'
/:cl:

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## About The Pull Request
In the old version Airlock controllers used a badly implemented system
for determining what to do.
This PR reworks that system to use a set of defined states, in which the
airlock can be.
There is two kinds of states, stable and transforming. 
Stable states stay the same unless an order is given.
Transforming states are actively altering the contents of the airlock
chamber, like pressurizing.
This system allows for for more reliable and predictable behaviour of
airlocks.
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## Why It's Good For The Game
A key system for Space stations should be reliable and behave
predicatable. The system that is replaced in this PR was not
predicatable.
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## Changelog

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:cl:
code: Airlocks now use properly implemented statemachines
/:cl:

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## About The Pull Request
Adds a way for abilities to be targetable, including range.

![dreamseeker_LdiPg2xAvH](https://github.com/Citadel-Station-13/Citadel-Station-13-RP/assets/11361525/9ce5cb7c-c326-4683-ab80-36c65a8aa12a)

Currently works using a carbon/human datum that is used as a middleman
between the abilities and the clicks. Currently no ability uses it.
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## Why It's Good For The Game
Ability versatility! 
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## Changelog

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:cl:
add: Ability targeting
/:cl:

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## About The Pull Request

As title. I scrolled through and fixed things that were bothering me.

Main points:

1. Most drinks now have a bit of nutritional value. Some have a lot. No
more are the days when you could drink 50 peanut butter milkshakes and
not get fat.
2. Alcoholic drinks were largely rebalanced. I didn't get to all of
them, mostly ignored the ones that seemed made-up, but for real ones, I
tried to give them strengths that actually line up with their contents.
I don't know why wine was stronger than whiskey, but it suuuure was.

## Why It's Good For The Game

Mechanics should at least _sorta_ line up with expectation. The fact
that a drink described as "Tyrmalin grog aggressively blended with
unfiltered absinthe" was one of the weakest in the game was... weird.

## Changelog

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:cl:
tweak: Non-alcoholic drinks now generally add some nutriment
tweak: Alcoholic drinks have had their strengths made a bit more logical
/:cl:

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## About The Pull Request

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## Why It's Good For The Game

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## Changelog

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:cl:
fix: fixed two doors appearing above walls, instead of floors
/:cl:

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…… (#6286)

…oduction

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## About The Pull Request

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## Why It's Good For The Game
Gives robots the information they need to know that they can setup
geothermal power as well.
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## Changelog

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:cl:
tweak: tweaked the examine text for geothermal power
/:cl:

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## About The Pull Request

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## Why It's Good For The Game

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## Changelog

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:cl:
fix: fixed access control airlocks not cycling
/:cl:

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…ive signal proc (#6287)

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## About The Pull Request
The portable/huge/stationary/scrubbers dont use power, and essentially
delete the gases they filter out, that is bad.
This PR allows those scrubbers to be replaced for the purpose of
scrubbing. A second PR will follow that will add Heater that the
airlocks can control, so we can rid ourselves from those monstrosities.
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## Why It's Good For The Game
Replaces unrealistic mechanics with more realistic ones
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## Changelog

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:cl:
add: Added mapping helpers for scrubbers in airlocks
/:cl:

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## About The Pull Request

Technically a regression. Smart overlays do not play nice with doors for
reasons unknown.

## Why It's Good For The Game

some overlays actually show up now.

## Changelog

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## About The Pull Request

Adds ["Hush (ft. Mizz Fish)" by
kroh](https://www.youtube.com/watch?v=Qflixb8ss3Q) to the hacked jukebox
songs, under the Electronic tab. It's a secret song since the lyrics
directly reference the Syndicate (although it's not actually technically
our Syndicate), so probably not NT-approved.

## Why It's Good For The Game

It's a cool song. Also the syndicate reference is kind of on the nose.
## About The Pull Request

This PR resolves the issue of the traits attacks not applying as well
rebalancing them to be a meaningful change.

As for the reason as to why: A basic human attack does 5 to 10 damage. A
claw attack does 5 damage. A sharp bite does 3 damage. The numbing bite
injects ~2.5 numbying enzyme per hit with 20 being the OD

So not only would it mean that spending 1 point on sharp attacks would
actually nerf you. But also if you went the extra mile to take the
numbing bite, it would take roughly 8 hits just to reach the OD
threshold. A mere toolbox does 10 damage already, a welder even 15. So
you would be able to put someone into crit with just 7 hits using a
welder. Making the whole trait obsolete by the most basic items.

Instead I have given claws and bites a fixed damage number of 10 with a
slightly better armor rating pierce. Not as powerful as Vox claws but
better. As for the venomous bite, I am a bit undecided with what toxin
to use and the quantity per inject. From a little testing I did,
injecting 2 units of basic toxin is not a whole ton and barely feels
like it has an impact. Yet this also has the potential to be stupid
powerful if tuned up again.
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## About The Pull Request

Before: strength of the booze didn't matter, just how much you took, and
damage went up quadratically with dose. This was mostly because I didn't
understand how the actual dose system worked, ha.

After: damage is 50*species mod*amount metabolized/strength. This is
balanced around 1 tox damage per unit of beer; you get 5x as much from
deathbell, 3.333... times as much from vodka, and so on.

## Why It's Good For The Game

It rarely, if ever, comes into effect, but it's best that it acts in a
way that's predictable.

## Changelog

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:cl:
tweak: Alcohol intolerance damage now makes more sense
/:cl:

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## About The Pull Request

1. **Fixes Pathing Bug With Cow Crates.*

## Why It's Good For The Game

1. _It turns out the crate for furnace grubs had the same path as the
cow crate, overwriting the crate so that cows became unorderable. This
fixes that._

## Changelog

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:cl:
fix: Fixes pathing bug with cow crates.
/:cl:

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## About The Pull Request

Title

## Why It's Good For The Game

Table unflipping failing should fail to unflip the table

## Changelog

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:cl:
fix: Table unflipping now fails if it fails
/:cl:

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This pull request updates the TGS DMAPI to the latest version. Please
note any breaking or unimplemented changes before merging.

Co-authored-by: tgstation-server <tgstation-server@users.noreply.github.com>
@Rykka-Stormheart Rykka-Stormheart merged commit ff000c9 into Emberfall13:master Feb 1, 2024
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