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6508994fdf Cabbage's Armory (#5757)
## Main Additions and Modifications
This PR adds in a quite a few new things.
### Overview
**WT-550 "Enhancements"** - made available via research. These
modifications retain the full-auto capability of the WT-550 to varying
degrees. Additionally a compressed WT550 magazine is available via
research. It contains 40 weaker bullets compared to the normal
magazine's 20. It is only allowed to contain compressed bullets to avoid
cheesing, and requires bluespace to fabricate. It is designed as a
sustained dps ammunition as opposed to a high dps ammunition
**WT-550-B** - Shoots in bursts with decent recoil and slightly higher
dps.
**WT-550-C** - Shoots slower but has a higher damage and projectile
velocity along with a scope.
**Sawn-off WT-550** - Is smaller but has egregious recoil and spread.
**.38 BR** - A simple but slightly less powerful alternative to the
NT-38 battle rifle. Craftable via a kit obtained from research.
**Stunstaff** - A weapon that is available via crafting and functions as
an alternative to a baton and riot shield. A heroic variant exists
within the code but the recipe can only be learned from a book that
sometimes spawns in the armory contraband closet.
**Advanced Energy SMG** - A hybrid of a disabler SMG, laser carbine, and
advanced energy gun. Does exactly what you think it does. Obtainable via
crafting.
**Stingballer** - A rifle that rapidly shoots stingballs. Direct damage
is lesser than a stingbang. Purchasable from cargo.
**Security Juggernaut Suit** - A heavily armoured suit that severely
cripples your mobility in exchange for very high protection. Crafting
kit is printable from a technode.
**Horizon Beam Rifle** - Damage is now 110 with 35 armor piercing, and a
demo mod of 2. Upon contact with walls, it destroys them like how a
pulse laser does.

### Crafting
WT-550 weapons can all be made with just the gun and the kit.
The sawn-off WT550 can be made by taking a saw to the WT550.
The .38 BR requires an NT-38 battle rifle along with a multitool and a
screwdriver.
The Advanced Energy SMG requires a disabler smg, laser carbine, and an
advanced energy gun.
The Stunstaff requires two security batons, some plasteel and some
cable, along with a welder and wrench.
The Heroic Stunstaff requires some other ingredients.
The Security Juggernaut suit requires a full toolbox of tools as well as
the armor plates, a full coil of cable, a pair of magboots, a swat
helmet, a swat suit, and two seclites.
Stingbangs can be prepared into stingball canisters with a screwdriver
and some wirecutters. Each contains 25 rounds are are used to fill the
stingballer.

### Cargo
**Stingballer** - Armory crate - Contains one stingballer. - 4500
credits.
**Grenade Launcher** - Armory crate - Contains one grenade launcher and
a box of flashbangs. - 15000 credits.
**Kiboko Grenade Launcher** - Armory crate - Contains one Kiboko grenade
launcher. - 7500 credits.

### R&D
The **"Ballisitic Research"** technode has been removed and dragon's
breath shells have been moved to the illegal technology node. The node
remains within the code though if more exotic ammunition is developed
and requires an additional research node for it.
New **"Advanced Ballistics"** technode contains the part kits for the
WT-550 modifications and NT-BR simplification kit and requires Exotic
Ammunition to research.
New **"Advanced Armor"** technode contains the Security Juggernaut
Plates and requires Riot Suppression and Gas Compression to research.

### Code
Adds to the buckling system where if something has TRAIT_NO_BUCKLE, it
cannot be buckled at all.
Adds to the vehicle system where if something has TRAIT_NO_VEHICLE, it
will be flung off the vehicle it attempts to move the vehicle
themselves.
Adds to the chair system where if something has TRAIT_NO_VEHICLE, it
will destroy the chair.
Adds to the movement system where if something has TRAIT_LARGE_CLOTHES,
TRAIT_BULKY_CLOTHES, or TRAIT_HUGE_CLOTHES, it will incur a 3, 4, and 5
move speed multiplier when pulling that thing. If anyone can help me do
this more modular, please reach out, I have no clue how.
Edits the equipment slowdown system to properly apply a special slowdown
that cannot be negated by anything. Requires the TRUE_IMMUTABLE_SLOW
bubber_obj_flag to be present. IMMUTABLE_SLOW is still required for red
potion immunity.

### Other Misc. Changes
The WT-551 has been effectively rendered impossible to get. This
decision stems from the fact that the WT-550 and the WT-551 were
functionally identical when used in-game. Instances of the 551 have been
replaced with the 550.
Skyrat's renaming of /tg/ bullets has been completely removed. Some
descriptions have been kept and altered because they were kinda neat.
.460 Ceres -> .45
.416 Stabilis -> .50 BMG
8mm Usurpator -> 4.6x30mm
.454 Trucidator -> .50 Action Express
.277 Aestus -> .223

## Statistics For New Additions
**Stunstaff**
<img width="32" height="32" alt="image"
src="https://github.com/user-attachments/assets/0e1c2a1a-20ba-47a9-91f1-e63ca11b5e43"
/>
- Two-handed, bulky. Fits on the back and an armor vest.
- 65 stamina damage
- 20 stun armour penetration
- 14 force
- 8 throw force
- 50 block chance
- 20 effective block vs tackles
- 10 effective block vs projectiles

**Heroic Stunstaff**
- 24 stamina damage
- 0.5 second stun
- 4 times the cell charge consumption
- No cooldown between stuns
- 35 stun armor penetration
- 15 force
- 10 throw force
- 75% throw stun chance
- Can be thrown like a boomerang
- 75 block chance
- 30 effective block vs tackles
- 50 effective block vs projectiles

**WT-550-B**
<img width="32" height="32" alt="image"
src="https://github.com/user-attachments/assets/56fea4dd-9b0c-4e06-93a7-b0389f3d32c9"
/>
- Bulky sized, small weapon weight, dual wielding.
- 2 round burst every 0.5 seconds
- 0.25 recoil
- 3 spread
- Can be suppressed

**WT-550-C**
<img width="48" height="32" alt="image"
src="https://github.com/user-attachments/assets/bd80570d-3e70-463d-8b6b-7cefcb1d54e6"
/>
- Bulky sized, heavy weapon weight, no dual wielding.
- Half fire rate of normal WT (0.6 compared to 0.3)
- 1.5x damage multiplier
- 1.5x projectile speed multiplier
- +5 projectile wound bonus
- Can be Suppressed
- Mediocre Scope

**Sawn-off WT-550**
<img width="32" height="32" alt="image"
src="https://github.com/user-attachments/assets/6d786022-2d93-42da-9dcc-fe6dfadbbce1"
/>
- Normal sized, light weapon weight, dual wielding
- 10 spread
- 20 dual wielded spread
- Sawn-off recoil (high)

**Compressed WT-550 magazine**
- 40 capacity
- 12 damage (20 for normal rounds)

**Stingballer**
<img width="32" height="32" alt="image"
src="https://github.com/user-attachments/assets/de30bda5-9e0b-44da-8097-ca9827d3d8c8"
/>
- Bulky sized, normal weapon weight, no dual wielding.
- 8 rounds per second
- 7.5 spread
- 50 round capacity
- 1.5 damage
- 4 stamina damage
- Embed chance at close range
- Bouncy projectile
- Low effective range

**.38 Battle Rifle**
<img width="48" height="32" alt="image"
src="https://github.com/user-attachments/assets/24a9a257-97fe-4313-ba39-93d17230f1b4"
/>
- Overall same statistics as the NT-38 Battle Rifle except for
- 1.0x damage multiplier (compared to 1.2x)
- 1.0x projectile speed multiplier (compared to 1.2x)
- 25.0% faster rate of fire (1.5 compared to 2)
- No degradation mechanics
- No scope

**Advanced Energy SMG**
<img width="32" height="32" alt="image"
src="https://github.com/user-attachments/assets/2671009a-a994-4054-92ff-4db2959501e8"
/>
- Bulky Size, no dual wielding.
- 0.8x damage multiplier (12 on kill, 12 on disable)
- 1.2x projectile speed multiplier
- 40 shots on kill, 40 shots on disable
- Charges about half as fast as the regular advanced energy gun.
- Same fire rate as the disabler SMG
- 2 spread

**Security Juggernaut Suit**
<img width="32" height="32" alt="image"
src="https://github.com/user-attachments/assets/5de0a084-4a07-4d8f-88a3-d9996de41010"
/>
- Built in helmet
- Helmet protects head from flashes, loud noises, impacts and
pepperspray
- Full temperature and pressure protection
- Helmet has powerful flashlight mounted
- Takes 12 seconds to put on, 15 to put on someone else
- Slows you down everywhere
- Slows you down when in-hand
- Slows down someone who's dragging you
- Prevents aggressive grabs against you when worn
- Prevents combat-mode pushing against you when worn
- Prevents shove knockdowns when worn
- Prevents gravity effects when worn
- Prevents buckling when worn
- Cannot be red potion'd.
- Does NOT protect against batons or knockdown.

Current Armor values:
- melee = 80
- bullet = 80
- laser = 70
- energy = 60
- bomb = 100
- bio = 100
- fire = 100
- acid = 100
- wound = 30

## Why It's Good For The Game

This PR adds in quite a few items that fill certain role archetypes
within security while allowing them to still use equipment that security
would already have.

## Proof Of Testing

Testing overall has been completed.

Testing left to do:
- [x] Cargo Orders

## Changelog
🆑
add: Added a bunch of alternative additional weapon and equipment
upgrade options to security, allowing a little bit of difference in the
late-game arsenal or general armament.
add: Adds the WT-550-B and WT-550-C, upgrades to the classic autorifle.
add: The WT550 can now also be sawn-off.
add: Adds the Stingballer, a close range weapon that rapidly shoots
stingballs.
add: Adds the Stunstaff, an aura-farming alternative to the classic
baton and shield.
add: Adds the Advanced Energy SMG, an a modified AEG that gains
rapid-fire capabilites.
add: Adds the Security Juggernaut suit, an impossibly slow suit that
hinders your movement but has some of the best armour you'll ever see.
add: Adds the .38 battle rifle, a simplified NT-38 Battle Rifle. Lacks
the combat improvements, but does not degrade.
balance: The Horizon Beam Rifle's performance has been tweaked. Damage
is now 110, with 35 armor penetration and a demolition mod of 2, as well
as the ability to destroy walls like pulse rifles.
add: The Kiboko and pneumatic grenade launcher can be bought from cargo
now.
del: The WT-551 has be completely removed and replaced with the WT-550
del: Any instances of Skyrat's ammunition naming system have been wiped.
Please report any inconsistencies you may find.
/🆑

---------

Co-authored-by: Cabbage <supredoode@gmail.com>
Co-authored-by: Mathilde <146444134+ibexgoetia@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2026-07-19 12:24:29 -07:00
The Sharkening 4a5104e4a0 Turns janitor borgs into walking crew operated vacuum cleaners. (#96724)
## About The Pull Request
Allows people to detach a cleaner and vacuum (uses the trash bag) from
janitor borgs. This option uses zero water management and doesn't create
slip tiles.

The module can be locked with alt click.

<img width="342" height="681" alt="image"
src="https://github.com/user-attachments/assets/0fe53f8b-d850-4354-aa70-382ca40dcd37"
/>

<img width="590" height="581" alt="image"
src="https://github.com/user-attachments/assets/70fea653-ad20-479a-8986-fed0e15af4b1"
/>


https://github.com/user-attachments/assets/ff81a214-1bfb-4a33-a660-ccb563e310af

Sounds are from soundsnap and properly licenced.
https://soundsnap.zendesk.com/hc/en-us/articles/115003916431-Legal


## Why It's Good For The Game

I think co-op mechanics are fun. If you manage to get a friend, this is
an option with zero water management. I feel like janitor borgs don't
really have much the way to cooperate with their base mechanics. You can
walk into a department and clean it wordlessly. This gives the option
where you can clean with your friend (or the crime scene you're trying
to scrub)

## Changelog
🆑 StrangeWeirdKitten, Toriate (sprites)
add: Janitor borgs now have a crew operated end that allows their
squishy overlords to do some cleaning themselves.
/🆑
2026-07-12 10:50:41 -06:00
Roxy de4c3b255d Merge branch 'master' of github.com:tgstation/tgstation into upstream-2026-06-23 2026-06-23 15:51:55 -04:00
castawaynontandGitHub 8f10b2af19 chuunicasting notifies when healing is on cooldown (#96620)
## About The Pull Request
now notifies in chat when your chuuni heal on spellcast fails due to the
cooldown
## Why It's Good For The Game
clarity good, theres no indication of the healing cooldown anywhere else
## Changelog
🆑 xyc
fix: chuuni casting now notifies you when the healing on spellcast is on
cooldown
/🆑
2026-06-23 16:46:01 +02:00
SmArtKarandGitHub 61dddb6d80 Buffs goliaths and goldgrubs as mounts (#96540)
## About The Pull Request

Goliaths now continuously accelerate as long as you keep moving in the
same direction while riding, up to 4 times their normal speed. Changing
directions or stopping movement resets the speed boost, but slow turns
(such as north -> northeast) only drop your speed by half, which lets
you preserve your momentum by "drifting"


https://github.com/user-attachments/assets/19cd3081-8afb-404c-b4ed-f083286d0aa8

Goldgrubs are already pretty decent mounts, but still could use a bit of
a buff to compete with green raptors, so I've changed them to reset
their movement cooldown when mining, which should slightly boost their
speed when mining soft rocks.

## Why It's Good For The Game

Goliaths are atrocious as mounts and haven't been relevant since raptors
were introduced, and this adds a fun little gimmick to them. The
goldgrub buff should let them be slightly more useful as dedicated
digging mobs.

## Changelog
🆑
balance: Saddled goliaths now accelerate if you keep moving in the same
direction
balance: Goldgrubs now can move instantly after digging a rock
/🆑
2026-06-22 23:22:41 +02:00
TimandGitHub 2034800f3a Refactor VIM vehicles into mech (#96571)
## About The Pull Request
- Fixes https://github.com/tgstation/tgstation/issues/96553

This refactors the VIM vehicles used for pets and critters into a
functional mech. It also fixes the vehicle missing a sealed air
compartment, which meant they weren't initially spaceproof despite using
spacesuits for their crafting recipe and apart of their sprite.

The VIM mech features:
- No arms and thus cannot be equipped with any weapons
- Room for 1 armor module
- Room for 3 utility modules (jetpack, radio, etc.)
- Cannot be used by silicons, AI, carbon mobs, or large mob types. (only
small-sized simple/basic mobs)
- Can pass underneath mobs and tables since it is tiny
- Can only be crafted via the crafting recipe (cannot be made from
robotics fab or researched)

## Why It's Good For The Game
<img width="1920" height="1080" alt="WIyLe0jcll"
src="https://github.com/user-attachments/assets/b642ba87-d09d-488b-92eb-dc0d3df41122"
/>

The cat NTOS theme is so cute. 

## Changelog
🆑
fix: Fix VIM not being spaceproof
refactor: Refactor VIM vehicles into mech
/🆑
2026-06-21 19:39:10 +00:00
GhomandGitHub fb7d60156e [NO GBP] Fix the prayer callback for listen_prayers component using wrong args list (#96496)
## About The Pull Request
Cinema. The arguments list was there but args was passed down instead.
## Why It's Good For The Game
That's why santa couldn't hear my prayers 😢 Christmas is ruined and it
isn't even July yet.
## Changelog
N/A
2026-06-20 16:46:14 -06:00
GhomandGitHub 52e7062fa7 You can now kiss that pizza toilet with the chef kiss skillchip to add "love" to its reagents. (#96547)
## About The Pull Request
De-hardcodes food/crafting complexity (the stuff responsible for food
buffs) from food items and gives the var to the edible component, so
that objects crafted with pizza or meat sheets can have it as well.
Renamed TRAIT_FOOD_CHEF_MADE to TRAIT_HANDMADE now that it's also given
to the item when crafted through either the stack recipe UI or crafting
UI.

## Why It's Good For The Game
See title. In all seriousness though, it's more flexible code.

## Changelog

🆑
refactor: Refactored a couple things around food/recipe complexity (what
food buffs depend on). Technically, you can now kiss that pizza toilet,
which you crafted (right?), with the chef kiss skillchip enabled to add
"love" to its reagents.
/🆑
2026-06-19 12:15:00 -06:00
191bff42d3 fixes transforming weapons throwspeed when turned off (#96579)
## About The Pull Request

Fixes transforming weapons inheriting `throwforce_off` as their throw
speed when off.

## Why It's Good For The Game

I don't think I'm supposed to be throwing disabled energy swords with
enough force to embed.

<img width="669" height="184" alt="image"
src="https://github.com/user-attachments/assets/eca912cc-85d8-4094-ae75-ac80f469f12e"
/>


## Changelog

🆑
fix: Inactive transforming weapons should now use their base throwspeeds
properly when turned off.
/🆑

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2026-06-19 19:45:23 +02:00
33824ac7c1 TTS 3.0: Blips Rework, Radio TTS, Unknown Languages are Blips now (#95369)
## About The Pull Request

Re-did blips to be significantly nicer sounding and way better. Alien
speech you don't understand now comes through as Blips. If you have TTS
entirely disabled, you won't hear blips. Blips also now include more
customization options, and a dedicated Blips preview button by clicking
the leaf icon.

<img width="1749" height="354" alt="ApplicationFrameHost_5nKJEvaNV1"
src="https://github.com/user-attachments/assets/ef6c6b61-7c22-4a87-94c9-be50e89c65bb"
/>


https://github.com/user-attachments/assets/8cab7e55-6370-4e4e-99ba-ea2475569453

Radio TTS has been implemented. By default, you will hear all TTS over
the radio, but will not hear yourself over the radio. You can configure
this in Game Settings.


https://github.com/user-attachments/assets/94a44d84-17a9-4e6e-ac5c-3b800b11c159

<img width="743" height="193" alt="chrome_MOIcXaC2gh"
src="https://github.com/user-attachments/assets/907379b7-0689-486c-b29c-9be0a2259b05"
/>

The new TTS stack is located at
https://github.com/Iamgoofball/tgtts-qwen3 and is AGPLv3 licensed. The
new blips design was inspired by
https://github.com/joshxviii/animalese-typing.

The configuration to disable TTS on whispering has been removed, as it
is no longer needed and also interferes with radio TTS functioning
properly.

The Tram now utilizes TTS, and has had a general audio tune-up.


https://github.com/user-attachments/assets/f532d002-939c-43a1-95d0-0f0c43048997

TTS audio is now 3D and in space, see attached.


https://github.com/user-attachments/assets/b00df49a-9d1d-4b27-a8a0-d103099f5c7e

## Why It's Good For The Game

Quality of life improvements to the TTS system, long overdue. Also, TGMC
can migrate to this new method of doing radio audio so they aren't
sending double the TTS requests anymore.

## Changelog

🆑
add: Added support for Radio TTS. You will now hear players over the
radio via the TTS system.
add: Configure this in Game Options under the Sound tab.
sound: Re-did blips to be significantly nicer sounding and way better. 
sound: Alien speech you don't understand now comes through as Blips. If
you have TTS entirely disabled, you won't hear blips.
sound: The Tram and Computers now utilize the TTS system. Configs have
been added to set a consistent voice.
sound: TTS audio now utilizes 3D audio; you can now walk away from
people saying stupid shit and it gets quieter.
sound: Blips also now include more customization options, and a
dedicated Blips preview button by clicking the leaf icon.
del: The configuration to disable TTS on whispering has been removed, as
it is no longer needed and also interferes with radio TTS functioning
properly.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2026-06-15 18:54:24 -04:00
SmArtKarandGitHub f0f1659fb7 Fixes weather on multi-z maps (#96514)
## About The Pull Request

Particle weather changes for additional optimization on
hide_weather_planes broke non-particle weather rendering on multiz maps.
Oops.

Closes #96527

## Changelog
🆑
fix: Fixed weather on multi-z maps
/🆑
2026-06-15 21:58:04 +02:00
GhomandGitHub 3c485aa614 Santa Claus can now hear prayers that mention him or christmas. (#96406)
## About The Pull Request
Santa Claus can hear prayers that contain the words "santa", "claus",
"christmas" or "xmas". Prayers containing the word "satan" have a 40%
probability to being "erroneously" relayed to Santa instead. Talk about
a terrible typo. I'm toooootally sure nobody will do it on purpose
(totally forced joke ik ik).
Santa cannot know who the person praying is if not told inside the
prayer itself, however he can tell if the person is naughty (either
antag or has the evil trait) or not, so be mindful of that. If tired or
harassed by unwanted prayers, Santa can also click an action button at
any time to silence them. The prayers will still be sent to admins, they
just won't be heard by Mr. Claus.

This PR comes with a new component and a mild refactor of prayers. For
admins, the message from the pray verb is now wrapped in boxed message
spans. This will make prayers a bit easier to notice, since the lack of
message box coupled with lack of sound (for now, unless it's the
chaplain praying) makes them easy to miss.

Also tinfoil hats prevent you from hearing prayers, Santa (redundant
with the action button, this is just a little touch).

## Why It's Good For The Game
Early Christmas PR ! Yeah, I know, headsets exist and Santa Claus is
very capable of wearing one, but he's the same guy who rides a flying
sleight, climb down chimneys (notwithstanding his corpulent body). The
prayer thing makes a bit sense if you think of the more religious roots
of the character, though our Santa Claus is a bit more secular ya know,
and this is more of an excuse to give him something extra.

Oh, yeah, if people will abuse the feature, I guess I could add an
incapacitated check for the praying mob so that Santa won't hear prayers
from people dying or restrained, or remove the tidbit that says if the
person who sent the prayer is naughty or not.

## Changelog

🆑
admin: Prayers from players are now boxed (like examine messages and
some health readouts for example), making them easier to tell apart from
the constant stream of text in your chat tabs.
add: Santa Claus can now hear prayers that mention him or Christmas. He
won't know who's praying unless told, though he can tell if they're
naughty.
/🆑
2026-06-12 06:44:04 +03:00
TimandGitHub d4aa3fb202 Add keypad sounds to secure safes (#96412)
## About The Pull Request
This adds the typing/keypad sound used on many consoles when you
interact with a secure safe.

## Why It's Good For The Game
Better sounds.

## Changelog
🆑
sound: Add keypad sounds to secure safes
/🆑
2026-06-11 03:27:04 +02:00
TimandGitHub 5c16d8d75e Walking Aid Component (#96294)
## About The Pull Request
So I saw someone was adding a limping quirk in
https://github.com/tgstation/tgstation/pull/96200 and I had tried to do
the same back in https://github.com/tgstation/tgstation/pull/71470 a few
years ago. The codebase has evolved enough to support this behavior that
was not present initially during my first attempt. One of the big
features of my old PR was to add cane-like behavior to a bunch of other
pole objects.

This PR introduces a new modular `/datum/component/walking_aid`
component, moving canes/crutches away from hardcoded object behavior.
This component is now attached to the following items:
- Brooms
- Mops
- Staves
- Scythes
- Spears
- Canes
- Crutches

There are also some notable changes I made to how things work, detailed
below:
- Walking aid objects must be held on the same side as the affected leg
(if your right leg is missing, you need to be holding crutches on your
right arm)
- Objects lose their ability as a walking aid while being wielded with
two hands (ex. spears)
- Limping/Limbless are now both affected by a walking aid, where before
only crutches helped assist limbless mobs
- "Walking Aid" examine tag when the walking aid object is examined

All walking aids (except crutches) reduce limbless slowdown by 40%, and
completely ignore any limping penalties. Crutches reduce the limbless
slowdown by 60% and are much faster.

## Why It's Good For The Game
1. Mah Immersion
2. More modular code
3. Examine tags are peak
4. Assistants can now justify carrying spears as medical equipment
5. Cane/Poles should help with limblessness, but not as helpful as
crutches

While I wanted pole items to offer mobility support, they needed to
remain less effective than dedicated medical crutches. During testing, I
found that a 40% reduction is the point where the benefit becomes
noticeable.

## Changelog
🆑
add: Pole objects like mops, brooms, staves, scythes, and spears can now
be held in a hand to act as walking aids, mitigating limping from
fractures and reducing missing-leg slowdowns.
balance: Walking aids must be held in the hand on the same side as the
injured or missing leg to provide support, and lose their effectiveness
if actively wielded with two hands.
balance: Objects with the walking aid reduce limbless slowdown by 40%,
while dedicated medical crutches reduce it by 60%.
refactor: Refactor cane and crutch code logic into a modular walking aid
component
/🆑
2026-06-08 16:13:05 +02:00
67bbc096a8 Introduces particle weather, converts rain and ash storms to it (#96297)
Co-authored-by: Lucy <lucy@absolucy.moe>
2026-06-06 19:33:45 -04:00
MrMelbertandGitHub 0d71bd9daf Fix moth flight in space (#96353)
## About The Pull Request

Fixes #96344

The `if(!continuous_move && movement_dir)` did not respect whether the
"jetpack" was usable or not, allowing you to free-float regardless of
context.

I wrapped them in the same check and it seems to work fine in both
contexts (stabilizers on or actively moving).

I presume this affected more than just moth wings (empty jetpacks,
probably) but I'm not going to check

## Changelog

🆑 Melbert
fix: Fix moths being able to fly in space
/🆑
2026-06-06 18:43:56 +02:00
Leland KembleandGitHub 8d8a56cbb3 Material spears do not erroneously drop force_unwielded (#96321)
## About The Pull Request

Change var when changing to not null

## Why It's Good For The Game

14 damage weapon that attacks two tiles away:

## Changelog
🆑

fix: Material spears no longer partially avoid the force malus from
being unwielded

/🆑
2026-06-04 00:14:06 +02:00
shayoki f601a6ddaf Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 2026-06-03 01:23:54 -05:00
TheRyeGuyWhoWillNowDieandGitHub dbb16259cf it's no longer possible to craft the jaws of recovery out of the jaws of recovery (#96300)
## About The Pull Request

i thought this was some sort of strange balance change at first but no
it's definitely not intended, this crafting recipe is supposed to
basically just be a reskin ability to turn a normal jaws of life into a
jaws of recovery. you're not supposed to be able to roundstart shrink
the jaws of recovery down to normal size and make them silent and let
you break into the pharmacy through the windoors

## Why It's Good For The Game

its kinda cringe man
2026-06-01 23:03:10 -05:00
necromanceranneandGitHub 2275e1958e Adds deep lore to some pistols, and partially rewrites the baton lore. Repaths some items. (#96056)
## About The Pull Request

Moves the deep lore proc to the parent for guns. 

Adds deep lore to some of the pistols.

Rewrites the deep lore for the stun baton and contractor baton.

Repaths the Liberator pistol to a more sensible path name.

Rechambers the Regal Condor to .45, because I was today years old when I
learned that the Tiger Cooperative are _[radical Christian
extremists](https://github.com/tgstation/common_core/blob/cf1edb9f770e7d3c38ca894e951ab5ac50395a47/Governments%20and%20Organisations/Corporations/The%20Syndicate/The%20Syndicate.md?plain=1#L73)_.
I just thought they were nutso about changelings, I didn't know they
also think they're God's ubermensch. Anyway, that freak who started the
cult would chamber their relic pistol in .45 and you know it.

## Why It's Good For The Game

I love dumping large amounts of text into the code base that will
rarely, if ever, be noticed by the player. It's also the means by which
I can summon forth my good friend Hatterhat to contribute to this
codebase. Like a carrot on a stick.

If I post enough, one day he'll PR flashforge mines like he promised me.
2026-06-01 20:33:27 -05:00
79a48b063a Runescape hitsplats (Redux) (#95959)
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
2026-05-27 23:53:47 -04:00
John WillardandGitHub 751bfc08bb Removes the IC tab (#95893)
## About The Pull Request

Removes the IC tab in its entirety

- Some mobs (Blob Minion & Lightgeist) had manually removed the "pull"
verb, this replaces it with taking away their pull force.
- Lightgeist had their "Me" verb manually removed, this is replaced by
giving them Emotemute trait (the same that mime's bane gives)
- Floor Changer: You can now RMB the arrow buttons to look in a
direction w/o moving. Added a tip to help with this.
- Exit Hivemind: Already an action button and was removed without
further edits

### Removed entirely

Rest
Resist
Look Up/Down
Move Upwards/Down
Activate Held Object
Open Language Menu
Memories
View Skills

### Moved to command bar (secret verb ooh) because I am biased

Sleep
Navigate

### Martial Arts

Martial Arts had a button to see your current skills & the ability to
cycle between artstyles. This was replaced with 1 action button that
does both of these.

<img width="317" height="148" alt="image"
src="https://github.com/user-attachments/assets/afed910f-b6b6-441d-86cb-dade0e253044"
/>


Name auto-updates as you swap artstyle to whatever help verb the current
style uses. Mention of RMB in the name is only there if you have more
than 1 martial art, but the desc will remain just so players can see it
even if they only have one, for future reference.

## Why It's Good For The Game

Brings greater visibility to Martial Art stuff, and especially since the
stat panel is being made optional we should not be hiding ANYTHING in
there.

This also helps me with my project listed in
https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view

And also fixes some sorta-removed features due to removing verbs not
matching people's actual powers due to new features like "Custom Me" and
"Ctrl Clicking".

## Changelog

🆑 SirNightKnight (sprites), JohnFulpWillard
del: Deleted the "IC" tab of the stat panel.
fix: Lightgeists can't emote or pull as intended.
fix: Blob minions can't pull again.
qol: Martial Art users now have an action button for their
artstyle-related businesses, rather than it being in the stat panel.
qol: You can now right-click the move up/down UI buttons to look in the
direction without moving.
/🆑
2026-05-26 16:27:09 -07:00
MrMelbertandGitHub b69267ab8c Spacer's drift speed bonus doesn't stack with jetpack speed (#96169)
## About The Pull Request

Splits `inertia_move_multiplier` in two,
`inertia_move_multiplier_passive` and `inertia_move_multiplier_active`
When calculating drift speed, only the better of the two is used.* 
Spacer now buffs the former, jetpacks now buff the latter

In short, the bonus to drift speed applied from being a spacer no longer
applies multiplicatively with the bonus to drift speed from jetpacks.

**(If we want further nuance we'd probably have to look at something
like movespeed modifiers. But in the meanwhile this aims to
differentiate "this atom innately drifts faster" and "something is
making this atom drift faster".)*

## Why It's Good For The Game

The 0.75x modifier from Spacer combined with the 0.66x modifier jetpacks
apply ultimately comes out to a bonus of like 0.5x, or in other words, a
2x speed bonus which is a liiiiiiiiiiittle ridiculous. Jetpack jousting
is chaotic enough as-is.

With the changes Spacers will still get mileage out of especially poor
jetpacks (i.e. improvised jetpacks), but with a normal or advanced
jetpack, they'll go as fast as anyone else does.

## Changelog

🆑 Melbert
balance: Spacer: Bonus to drift speed no longer stacks with jetpack
speed - only the greater of the two effects is applied.
/🆑
2026-05-24 17:27:31 -06:00
7cf1670987 Mirrors can trap dormant revenants (#95942)
## About The Pull Request
If glimmering residue (revenant ectoplasm) is scattered in the vicinity
of a mirror, the revenant will be trapped inside it instead.
-When mirrors are cursed in this way, the reflections are shifty and
distorted, like the revenant's reflection when it's alive.
-In this state, the revenant may only communicate via telepathy with
people reflected in the mirror (it's more like "standing close to it",
but that's probably ok).
-If the mirror is broken, the revenant will reform. If it's catatonic, a
new candidate will be pulled, much like with ectoplasm reforming.
-If the mirror is destroyed in another way, the revenant will be
destroyed as well.
-There is a 1/500 chance that a mirror will be haunted roundstart
## Why It's Good For The Game
You can now torment the revenant by eternally trapping it if it really
pissed you off

## Changelog
🆑
add: you can now trap dormant revenants in mirrors
add: haunted mirrors may very rarely appear roundstart
/🆑

---------

Co-authored-by: l0 <-->
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2026-05-24 12:10:35 +02:00
MrMelbertandGitHub 8c45d65c4a State based digi and snout bodyshape (#96030)
## About The Pull Request

Digi and snout bodyshape are added and removed if digi or snout is
hidden
There now also exists a digitigrade bodytype which is not removed if the
bodyshape his

Bodyshape is solely used for determining how the body is shaped for
rendering
Bodytype is used for checking stuff like "can digis wear shoes" 

This lets us clean up rendering code a bit, allowing us to pass around
bodyshape rather than needing to check our wearer for digi and whatnot

Digi itself is now a component for legs that tracks - on item equip or
unequip - if said items squish the legs.

## Why It's Good For The Game

Right now we do some super jank stuff like updating body every time we
update our jumpsuit which is obviously a bit wasteful
This should make things easier to manage and work with (and maybe more
performant?)

## Changelog
🆑 Melbert
refactor: Refactored how digitigrade and snouts render, report any
oddities with that
/🆑
2026-05-23 19:28:07 +02:00
SmArtKarandGitHub cc34f01082 Fixes plumbing ducts having weird shadows (#96102)
## About The Pull Request

UPDATE_ICON is needed rather than UPDATE_ICON_STATE to update the
emissive blocker
Closes #96076

## Changelog
🆑
fix: Fixed plumbing ducts having weird shadows
/🆑
2026-05-23 17:17:12 +02:00
SmArtKarandGitHub f9da025c38 Fixes custom pizzas having broken sprites and not preserving their ingredients when sliced (#96106)
## About The Pull Request

- Closes #95030
- Closes #96081
Removed raw pizza subtype as it is unused and does not function properly
anyways

Also makes pizzas preserve their fillings when sliced

## Changelog
🆑
fix: Fixed custom pizzas having broken sprites and not preserving their
ingredients when sliced
/🆑
2026-05-23 17:16:33 +02:00
Leland KembleandGitHub 61fb177584 Fixes several ways you could become permanently immobile (#96112)
## About The Pull Request

When the `force_move()` component is applied, it registers two signals
on the involved mob, to stop it moving, and a third one on the
`move_loop` it's created. The signal on the created loop is there so
that when the loop ends, the `force_move` component can delete itself
and free the user. However, there are no checks for whether the
`move_loop` was successfully created(which isn't the actual problem,
although I have made it runtime there so it is easier to catch in the
future). The issue is that when creating two identical moveloops, it
cancels the creation of the loop, returning nothing even though there is
a loop in effect. The fix was to return the existing loop in this
scenario, because it's identical to what would have been made had there
not been a loop already.

## Why It's Good For The Game

fixes #96069 - Certain raptors transfer hits to their owners, and (this
seems like an oversight in and of itself) piercing projectiles thus hit
twice, which in the case of the honk staff does two slips, two
`force_move`s, two loops, and triggers our identical loop problem.
fixes #88352 - The issue report is vague and lacking in specific
scenarios, but the mention of slipping again fixing it(which it does
with this bug, as the new `force_move` component deletes the broken one)
makes me pretty sure it's the same bug
fixes #95994 - I'm not certain on this one because I don't know how the
Parade works internally, but it seems likely that it could cause two
slips on the same tile
fixes #94515 - I'm just assuming this is the same bug based on it having
the same symptoms

## Changelog
🆑

fix: Several ways you could become permanently immobile, primarily based
around lube & other methods of slipping, have been fixed

/🆑
2026-05-23 17:13:25 +02:00
SyncIt21andGitHub eaba74a2eb Fixes for boulder processing machines (#96033)
## About The Pull Request
- Opening the panel of a boulder refiner machine or un-wrenching it now
turns off its environment light
- The boulder refiner machine has reagent holder of type
`/datum/reagents/plumbing` which fixes rounding errors & has other
plumbing optimized features
- The boulder refiner machine now only takes in booster reagents & only
outputs waste reagent. This means even if you have a tank with random
reagents attached to it, it will only take in booster reagents if
present & exclude the rest thus saving you time & space from taking in
other reagents
- booster reagents is now a static list shared by all machines thus
saving memory
- Removed `supply_offset` & `demand_offset` vars from core plumbing
component. These vars were making the pipes extend outside the tile
causing it to overlap with adjacent tile machine pipes making everything
ugly. Now the pipes are perpendicular to the conveyer belt sprite and
will only take in boulders from the conveyer belt direction


https://github.com/user-attachments/assets/5583a790-32b6-40df-a414-1602dd84fefd




- Map edited smelters so the conveyer belt is in the direction of the
refiner


## Changelog
🆑
fix: opening panel of boulder refinery with screwdriver or un-wrenching
it turns of its light
fix: boulder refinery only takes in booster reagents and excludes others
and only outputs waste chemicals as intended
fix: boulder refinery machines outputs waste reagents without rounding
errors in them
qol: removed conveyer sprite from boulder smelter & pixel shifts the
refiner so you can see it's plumbing pipes properly
sprite: smelters will now only take in boulders in the direction of its
conveyer belt. It's plumbing pipes are perpendicular to its conveyer
belt
/🆑
2026-05-22 14:58:52 -04:00
MrMelbertandGitHub ed31561817 More cuffed item fixes (#96086)
## About The Pull Request

1. Picking up both items someone has cuffed to them no longer breaks the
link after dropping the first item.

2. Picking up two items linked to two separate people no longer works.
You are forced to drop the item (or if nodrop is somehow applied, the
cuffs are broken.)

3. If the beam is broken (such as by changing z-level), it will
re-instantiate.

## Changelog

🆑 Melbert
fix: Fixed issues that arise from picking up two items cuffed to the
same person
fix: Fixed issues that arise from picking up two items cuffed to two
different people
fix: Fixed issues that arise from traveling z-levels while having a
cuffed item
/🆑
2026-05-20 18:41:23 +02:00
John WillardandGitHub 3ea6c1ddea Fixes tempbody taking aghosted bodies (#95996)
## About The Pull Request

If you're an adminghosted body, you will no longer be sent back to your
corpse afterwards. The Mind will still move over, but you wont
immediately re-enter your body.

Just as an example, an Admin is aghosted on Centcom after testing some
stuff, plays a round of Mafia, then is suddenly back in their body in
Centcom.

Also fixes temp body not working for Mafia (due to the corpse locking)

## Why It's Good For The Game

You're going to the THUNDERDOME.

## Changelog

🆑
fix: Mafia players now get sent back to their bodies again post-game.
admin: Admin players aren't forcefully put back into aghosted bodies
after using a temporary body spawner.
/🆑
2026-05-20 18:15:17 +02:00
tontyandGitHub 960d0a7278 Removes /proc/type2parent, replaces it with ::parent_type (#96155) 2026-05-20 17:49:32 +02:00
SyncIt21andGitHub 003102864d Plumbing nit picks & Qol (#96123)
## About The Pull Request
- 1 variable removal & comment correction which i found when looking
over the files
- Increases plumbing assimilator heating to that of tier 3 heating chem
heater

## Changelog
🆑
qol: plumbing assimilator has higher heating coefficient to that of tier
3 chem heater
/🆑
2026-05-18 08:45:54 +02:00
RoxyandGitHub ccc21d1f30 Lets you wrench plumbing machines on ducts/machinery again (#5577)
## About The Pull Request
TG changed the behavior of the plumbing machinery to not allow it
anymore, much to the chagrin of chem players.
## Why It's Good For The Game
Lets chem players use the setups they have been using, nice and compact.
I have been requested by Several Chem Players to restore it to the old
behavior.
## Proof Of Testing
<img width="216" height="224" alt="afbeelding"
src="https://github.com/user-attachments/assets/6abc548a-a84e-444b-8742-9222afa18161"
/>
<img width="344" height="76" alt="afbeelding"
src="https://github.com/user-attachments/assets/35875eb2-ab37-4a7a-8161-0246146d65cb"
/>
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
balance: You can once more place chemistry machines on
ducts/manifolds/etc
/🆑
2026-05-16 20:28:16 -07:00
MrMelbertandGitHub ea0859d5fe Bane refactor (now uses damage multipliers) (#96003) 2026-05-16 11:41:29 +10:00
+37 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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JinsheeandGitHub 45a5980443 Tele-Port: Ports Telepathy changes from NovaSector (#5531)
## About The Pull Request

This ports changes from
https://github.com/NovaSector/NovaSector/pull/6016 and
https://github.com/NovaSector/NovaSector/pull/6398.

- The quirk no longer automatically applies the Genetics power to the
quirk user. Prior to this PR, communication was mostly anonymized and
only _not_ so when one possessed the gene. This presented a clear
downgrade for individuals who had the genetic variant over the quirk
variant. With this PR, communication through the quirk is not anonymous,
but adding the gene on top of the quirk will allow a user to upgrade it
into being anonymous.
- Every time someone uses the quirk everyone else (in sight) will see
where their attention is sent. This does not add a visual cue besides
the warning in the chat, so it's still somewhat discrete.
- Added a new quirk, Psionic Dampener. This blocks most forms of
telepathic communication.
- Telepathy was made multiline for readability.

## Why It's Good For The Game

Currently, Telepathy as a quirk has a discrepancy where non-synths
receive the mutation Telepathy, while synths receive a different
version. The mechanical differences of these created a problem where,
depending on who was using it, this either did or did not anonymize the
identity of the caster. Additionally, these changes allow the quirk
holder who seeks the genetic variant in-round to properly receive the
benefits of such.

Other changes allow people to opt-out of receiving telepathic messages,
in order to avoid negative interactions from those who abuse it.

Multiline telepathy is a desirable feature for the sake of proof
reading.

## Proof Of Testing

<img width="654" height="279" alt="image"
src="https://github.com/user-attachments/assets/056f4d52-5365-4b5f-a422-40791c5e568d"
/>


## Changelog

🆑
add: Added a new quirk Psionic Dampener, affecting telepathy from
quirks, genetics, slimes, xenomorphs, revenants and so on.
balance: Telepathy (Quirk) no longer automatically gives the gene.
qol: The telepathic communication power granted by the quirk or the
genetic power is only anonymous if the caster has the mutation, not the
target.
qol: Telepathy (Quirk) now shows when the user uses the power and on
whom, but not the contents of the message.
qol: Telepathy is now multiline.
/🆑
2026-05-14 03:07:32 +02:00
Leland KembleandGitHub 7a2854dc0c You can unbuckle people from wheelchairs again (#96047)
## About The Pull Request

`CAN_FORCE_UNBUCKLE` was teeing up the blocking signal rather than
`CANNOT_FORCE_UNBUCKLE`

## Why It's Good For The Game

CAN force unbuckle
2026-05-13 17:58:55 -05:00
SmArtKarandGitHub 479ac46740 Reworks goliaths, slightly changes watchers/legions/brimdemons/lobstrocities (#96028)
## About The Pull Request

Goliaths no longer instantly stun the mobs they hit with their tentacle
for full 10 seconds, instead leashing them to the spot they were grabbed
at or dragging them towards themselves. The ranged tetris-piece attack
has been changed to a full cross which tethers the target preventing
them from moving away more than 1 tile, while the line and the ring
attacks tether the mob directly to the goliath itself and drag them in.



https://github.com/user-attachments/assets/0b566a12-17ae-4a8a-97ac-5734c89c83d4

The tentacles can be manually removed after standing for 6 seconds, or
by hitting them for 75 damage total (3 PKC swings, or 5 bayonet hits).
They also naturally retract after 10/15 (cross/line and ring) seconds
like before.
Goliaths themselves have received a massive speed boost, going from 3
second movement delay to 1.2 seconds (150% buff) and no longer can
friendly fire with their tentacles (and ancient goliaths have their
trophy drop guaranteed)

Brimdemons, lobstrocities, watchers and legions also received some
changes:
- Brimdemons no longer can wound with their beams (they were basically
guaranteed to land a nasty burn wound with the initial blast), but are
now affected by laser armor and their beam DOT (not the initial 25 burn
damage upon firing) has been increased from 5 to 7. Their blasts can now
be interrupted by hitting them from their side or from their back
- Lobstrocities have had their retreat distance decreased from 8 to 6,
making them much less likely to randomly lose aggro on the miner (their
aggro range is 9 tiles, meaning that even a single tile of movement on
miner's part will result in lobsters losing interest in them when on CD)
- Watchers now try to stick to 3-5 (previously 4-6) tiles of distance
between themselves and their target, and legions try to maintain 4-6
tiles of distance as opposed to running away completely. This should
make fighting both of them more interesting and engaging, and make
dealing with them during vents less cancerous.

Sprites for the tentacle item and mob overlay are by thgvr from
https://github.com/shiptest-ss13/Shiptest/pull/2432

## Why It's Good For The Game

Goliaths are extremely outdated in their attack design, 10 second
hardstuns are basically a guaranteed death if there are any other mobs
around and aren't very engaging to fight on their own as they are very
easy to evade with 3 second movement delays.
Change to lobstrocities should just make their AI less jank, and
watcher/legion range changes should make them less slippery when
fighting with PKC or zero range PKA, or during vent defense.

## Changelog
🆑 SmArtKar, thgvr
balance: Goliaths no longer hardstun, but instead bind and drag their
targets in with their tentacles. They are, however, much faster now.
balance: Brimdemon beams can no longer wound, but deal a bit more DOT
damage. Their beams can also be interrupted by hitting them from the
side or back in melee.
balance: Watchers and legions now try to maintain a few tiles of
distance from their targets instead of retreating.
fix: Lobstrocity AI should no longer sometimes flee out of their aggro
range when retreating.
/🆑
2026-05-12 19:16:02 +01:00
MrMelbertandGitHub 18947edfac Cuffing items to you now chains you to the item rather than give you nodrop (shields can be cuffed again) (#95991) 2026-05-09 20:54:17 +02:00
MrMelbertandGitHub 40a55054c0 Ghostrole on revive death examine tweak (#95862) 2026-05-09 13:21:49 +02:00
SmArtKarandGitHub 119c1e9ccc Adds a priority targeting framework, and priority targeting to mining mobs (#95720)
## About The Pull Request

Introduces a new targeting priority strategy system for basicmob AIs,
which allows controllers to decide which mob to prioritize over others.

Mining mobs will now focus on the NODE drone unless hit, and will pursue
the attacker for 25 seconds before dropping the aggro. They also get
increased aggro if you've attacked other mobs in their view recently,
and after a few hits will have enough aggro to swap to you from the NODE
drone. Ashwalkers get a reduction in aggro because they live there.
Legion broods and brimdemons will immediately target anyone who attacks
their allies rather than waiting for multiple hits. Broods also now
inherit their parent's targets and retaliation/reinforcements lists.


https://github.com/user-attachments/assets/6baaba8a-8b3c-4b2f-ae8b-842f0b1f2b6d

#### This is a bounty for ArcaneMusic

## Why It's Good For The Game

Makes vent defense mob behavior more predictable and easier for players
to manipulate, allowing them to draw aggro from the NODE drone should
make vents more engaging and less of an AI rng fest

## Changelog
🆑
add: Mining mobs now use priority when choosing their target,
prioritizing NODE drones over miners who haven't attacked them or their
allies
/🆑
2026-05-08 20:40:01 +01:00
BloopandGitHub b39968afde Adds signboards (#95824) 2026-05-06 01:47:27 -04:00
MrMelbertandGitHub cee225fecb Moves hair and eyes into standing overlays (#95781) 2026-05-04 22:50:36 +02:00
Aliceee2chandGitHub a7901ff365 Fixed color matrix not applying in reskinnable item preview (#95919)
## About The Pull Request

#94466 introduced changes for reskinnable items that broke recoloring
for kmaga alt style, this pr supposedly fixes it??

## Changelog

🆑
fix: Fixed color matrix not applying in reskinnable item preview.
/🆑
2026-05-03 16:24:10 +02:00
e06f612296 Style Meter: Smaller Item, Stored Multiplier (#95864)
## About The Pull Request

Style meters now store their permanent multiplier modifier on the item
so it's not lost when unequipped or otherwise disabled. Also makes the
style meter (item itself) a small item, in case you're... shoving it in
your pocket or something.

## Why It's Good For The Game

I think being able to switch to NV mesons without losing my multiplier
carefully obtained from kicking megafauna in the shins is a good thing,
actually.

## Changelog

🆑
qol: The style meter for miners now stores its permanent multiplier on
the meter in case you're switching eyewear. The style meter item is now
small, allowing for easier storage.
/🆑

---------

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2026-05-02 17:08:44 +10:00
MrMelbertandGitHub aae24b1ab2 Sect of the Dream God (#95643)
## About The Pull Request

Adds a new chaplain sect, the sect of the Dream God

This sect gains favor from dreaming and blessing dreamers. 

Their blessing only works on sleeping mobs - hitting a sleeping mob with
your bible will cause it to start dreaming, and if it's already
dreaming, grant favor. Either way, the mob is healed.

For 0 favor, you can **Banish Nightmare** - offering a Nightmare's
corpse rewards favor for banishing bad dreams. If the Nightmare has a
heart, you are rewarded with a special **Sacred Heart** which heals you
while dreaming and sleeping. You can also offer a Nightmare's heart on
its own without the body attached.

For 0 favor, you can **Deaconize Dreamers** - you can deaconize up to 3
dreamers.

For 50 favor, you can have a **Dream Portent** - This rite immediately
makes you fall asleep, and grants you a dream related to something going
on in the round. It may provide insight into something you otherwise
don't know about. If you take damage, the effect ends early.

<img width="374" height="126" alt="image"
src="https://github.com/user-attachments/assets/7c4e12fe-8456-411c-9d39-691e4ac2312d"
/>

For 100 favor, you can **Dream Projection** - this rite allows you to
pick one of your deacons, and forces you to become an imaginary friend
of that deacon. For the duration of the effect you are asleep. If you
are woken up or take damage, the effect ends. If the deacon dies, the
effect ends early.

<img width="492" height="294" alt="image"
src="https://github.com/user-attachments/assets/4e2f6810-15cd-41af-a69f-daa6ddca671a"
/>

For 200 favor, you can give you and your followers **Dream Protection**
- While sleeping and dreaming all damage taken is reduced.

For 200 favor, you can start a **Slumber Party** - All nearby mobs (who
can't block magic and some other asterisks) fall asleep and share a
dream. This form of sleep heals the mob rapidly (also heals holy people
even more).

## Why It's Good For The Game

A new sect for chaplains to sink their teeth into. This one brings a
unique niche, focused around sleeping and fortune telling.

## Changelog

🆑 Melbert
add: Adds the Sect of the Dream God, a new option for chaplains.
/🆑
2026-04-29 00:01:56 +01:00
7763db34a1 Basic beepskies and some ED209 additions (#95783)
## 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>
2026-04-25 00:25:28 +00:00
ArcaneMusicandGitHub 0c91535120 Arcmining: Chemical Boosting (#95530) 2026-04-23 17:46:06 +02:00
BloopandGitHub ce6364b082 Fixes crafting runtime (#95822)
## About The Pull Request

<details><summary> big purple dinosaur clogging up the runtime logs
</summary>

<img width="600" height="400" alt="v7N2LciICX"
src="https://github.com/user-attachments/assets/e9955159-caa2-4e86-862a-43c295bd31be"
/>

</details>

The issue is, the `contents` of items checked by `get_surroundings()`
are assumed to be `/obj/item` which is a false assumption. So this just
adds typechecking so that we don't runtime here and break crafting in
the vicinity.

This is a bad spot to runtime because it will stop materials from being
picked up by the crafting menu, preventing crafting from being possible.

<details><summary> before </summary> 

<img width="1786" height="162" alt="tracy-profiler_Fk2WSoYG5t"
src="https://github.com/user-attachments/assets/dc8f04a5-0f68-41d3-9e90-20e075ef68b4"
/>

</details>

<details><summary> after </summary> 

<img width="1767" height="176" alt="tracy-profiler_gHRDdRMMqo"
src="https://github.com/user-attachments/assets/a50ad290-153f-4ab6-9c6b-74fc43efaa4f"
/>

</details>

I profiled this both before and after these changes in the same exact
spot, surrounded by 70 electrical toolboxes, and the impact is
negligible (actually appears to be ~7.5% faster, interestingly).

## Why It's Good For The Game

## Changelog

🆑
fix: fixes an issue where raptor chicks and other non-items appearing in
item contents would prevent any personal crafting in the vicinity
/🆑
2026-04-22 13:03:04 +02:00