It was removed in https://github.com/tgstation/tgstation/pull/27799
because the spear was broken and the Flans' AI sucked with not-great
sprites and was all just one big reference. Original addition:
https://github.com/tgstation/tgstation/pull/22270
This re-adds it, updates the map (now using airless turfs) with extra
ambiance, using ash whelps (lavaland variation of ice whelps) instead of
Flans, re-adds the spear, and adds armor as well this time around.
The spear gives you a jump ability to crash down upon a player below
you, rather than teleporting to wherever you throw the spear at. You
can't attack while mid-air, you can go through tables but not
walls/doors, and you also can't un-dualwield or drop the spear mid-jump.
Landing on a mob deals double damage to them (36 to unarmored people),
while landing on objects deals 150 damage to them (taken from savannah's
jump ability, which was in turn taken from hulk's punching)
It's also got some extra throw force (24 compared to default spear's 20)
The armor has basic security-level armor but covers your whole body.
Does not include space protection, and can be worn by Ian.
Video demonstration
https://github.com/user-attachments/assets/a77c3a0d-17d2-4e8d-88b6-cdbca8b1f2c3
New sprites demonstration
https://github.com/user-attachments/assets/0e465351-5484-406f-8adc-ffa1ac180daf
Armor demonstration
https://github.com/user-attachments/assets/abdfcac6-65bf-443c-bde2-27d157ee3a80
Map

With the changes in https://github.com/tgstation/tgstation/pull/90771 I
had to mess with ash whelp abilities a bit, I decided to make them use
cold fire instead of hardcoding blue color on top of the fire sprites,
and it now acts accordingly too
https://github.com/user-attachments/assets/cfca0d70-d13d-4c73-996d-2d4a7519866d
The jump was taken from Savannah Ivanov, and Goof's bunny jumping.
This Re-implements a old spear that got removed for its buggyness/bad
mapping and on the authors request as well not wanting to deal with it.
Re-introduces the SkyBulge as a space ruin, referencing Dragoons from
Final Fantasy. this just like any normal spear, but using the savannah
jump mechanic, this allows you to close distances with the spear
avoiding ranged projectiles in the jump, and if you directly land on
your target you will do double the damage.
🆑 Ezel/Improvedname, Toriate, JohnFulpWillard
add: Re-added the Dragoon Tomb lair, now has a Skybulge spear and
Drachen armor.
balance: Ice whelps now spit out cold fire.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Adds a space ruin revolving around a studio where ghost roles can
provide entertainment to the station, the studio has a bunch of
construction stuff and costume vendors to create any set and portray any
character you'd want. Features 3 stages and a radio station (neutral
aligned syndie comms agent?) there's a total of 4 ghost roles, 3 actors.
1 director.

Studio also has a sizable living quarters and a mini-medbay for basic
provisions. a couple of paper fluff texts are strewn about on the
noticeboards
The cast:

In terms of things that can be balance-breaking, I can only name the gas
masks and agent ID actors/directors spawns in. But I think its a
necessary sacrifice for them to play "characters"
I think too many of the ghost roles have too little interactions with
the main station, this is for good reasons obviously, balance and
metagrudges and all that. But, say. what if we can have a ghost role
that interacts and give something to the station besides being their own
little isolated game? it can't be anything material of course. so what
if we have the ghost role centered around giving entertainment? which is
how this PR came to be
🆑
add: After some light bit of restructuring, the local TV station,
serving SPACE SECTOR 13 has opened up again!
/🆑
## About The Pull Request
https://github.com/tgstation/common_core/blob/master/Technology%20and%20Science/Communications.md
I was playing Starsector shortly before I read through this lore blurb
and realized that simple Comms Buoys would be easy little ruins to make.
Then I decided to make NT's extra-special because NT is always leading
in tech innovation.
Adds 2 "low-tech" Comms Buoy ruins (**no local comms**, these are just
little fluff things):
<details><summary>Kosmokomm Communications Buoy</summary>
</details>
<details><summary>Pirated Communications Buoy</summary>
</details>
The majority of the PR is the "high-tech" Nanotrasen Extraorbital
Bluespace Communications Buoy
<details><summary>The NT-EBCB Model 7 (ignore the parallax i couldnt get
it all in one screenshot)</summary>

</details>
This is a medium ruin that's more lore heavy than loot heavy - though
that doesn't mean there's no danger. NT wouldn't want you walking in and
reading all their communication logs after all.
<details><summary>SPOILERS INSIDE</summary>
**Hazards:** 2 Laser Turrets (in a titanium room, so they reflect off
walls)
**Loot:** 2 Experimental Tool spawners, 2 NT Private Security bodies, 3
space suits, 1 of each tcomm component, 2 RTGs (can these even be taken)
The majority of the sat is for lore. It has 3 paper notes and 5 consoles
(1 broken, 1 dupe, so 3 unique consoles)
All lore will be here to show how formatting appears in-game.
<details><summary>Airlock Note: "Page 33: NT-EBCB Model 7"</summary>
This one gives a quick summary of what to expect inside - consoles and
defense turrets. Of course, players won't have the special ID (and
couldn't use it anyways, the guys inside covered it in blood)

</details>
<details><summary>Pinned Note: "Table of Contents: NT-EBCB Model
7"</summary>
A page out of the manual. Rest of manual not included. (Names the
different parts of the buoy)

</details>
<details><summary>Main-Dish Note: "Spinward-NT-EBCB Inspection
Report"</summary>
An inspector left behind a few notes during pre-deployment. Sure hope no
important security risks were missed!

</details>
<details><summary>Console 1: "Satellite Dish Operations
Terminal"</summary>
This one's mostly just a tie-in with the "story", don't know how
necessary it is but it filled the empty spaces.
This console has a spare in the Main Dish (as its prone to breaking from
the turrets)

</details>
<details><summary>Console 2: "Blackbox Transcription Terminal"</summary>
The "local" side of the story. This console monitors the Local-Space
Comms, and managed to log the repair team's activity.

</details>
<details><summary>Console 3: "Long-Range Interstellar Relay Operations
Terminal"</summary>
Here's the big lore thing for freaks like me who love lore being shown
in-game.
It's got a lot of random-made-up-science-bullwhizz relating to the
ongoing NT research mentioned in the plasma_exposure lore blurb.
Granted, the guy's a bit biased in his ex-partner's work.


</details>
</details>
## Why It's Good For The Game
A) Everybody loves new space ruins, even small fluff ones. I hope.
B) Lore integration is cool. Aside from the obvious 'Comms Buoys being a
thing you can find', it also makes mention of the Gateway system/Port
Ellis and a certain lore blurb involving plasma (albeit under more
severe, and biased, testing)
## Changelog
🆑
add: 3 new Space Ruins: two small Comms Buoys (fluff) and an NT
Bluespace Comms Buoy. Employees are asked not to touch vital components
when nearby this critical infrastructure.
/🆑
## About The Pull Request
https://github.com/tgstation/common_core/blob/master/Technology%20and%20Science/Communications.md
I was playing Starsector shortly before I read through this lore blurb
and realized that simple Comms Buoys would be easy little ruins to make.
Then I decided to make NT's extra-special because NT is always leading
in tech innovation.
Adds 2 "low-tech" Comms Buoy ruins (**no local comms**, these are just
little fluff things):
<details><summary>Kosmokomm Communications Buoy</summary>
</details>
<details><summary>Pirated Communications Buoy</summary>
</details>
The majority of the PR is the "high-tech" Nanotrasen Extraorbital
Bluespace Communications Buoy
<details><summary>The NT-EBCB Model 7 (ignore the parallax i couldnt get
it all in one screenshot)</summary>

</details>
This is a medium ruin that's more lore heavy than loot heavy - though
that doesn't mean there's no danger. NT wouldn't want you walking in and
reading all their communication logs after all.
<details><summary>SPOILERS INSIDE</summary>
**Hazards:** 2 Laser Turrets (in a titanium room, so they reflect off
walls)
**Loot:** 2 Experimental Tool spawners, 2 NT Private Security bodies, 3
space suits, 1 of each tcomm component, 2 RTGs (can these even be taken)
The majority of the sat is for lore. It has 3 paper notes and 5 consoles
(1 broken, 1 dupe, so 3 unique consoles)
All lore will be here to show how formatting appears in-game.
<details><summary>Airlock Note: "Page 33: NT-EBCB Model 7"</summary>
This one gives a quick summary of what to expect inside - consoles and
defense turrets. Of course, players won't have the special ID (and
couldn't use it anyways, the guys inside covered it in blood)

</details>
<details><summary>Pinned Note: "Table of Contents: NT-EBCB Model
7"</summary>
A page out of the manual. Rest of manual not included. (Names the
different parts of the buoy)

</details>
<details><summary>Main-Dish Note: "Spinward-NT-EBCB Inspection
Report"</summary>
An inspector left behind a few notes during pre-deployment. Sure hope no
important security risks were missed!

</details>
<details><summary>Console 1: "Satellite Dish Operations
Terminal"</summary>
This one's mostly just a tie-in with the "story", don't know how
necessary it is but it filled the empty spaces.
This console has a spare in the Main Dish (as its prone to breaking from
the turrets)

</details>
<details><summary>Console 2: "Blackbox Transcription Terminal"</summary>
The "local" side of the story. This console monitors the Local-Space
Comms, and managed to log the repair team's activity.

</details>
<details><summary>Console 3: "Long-Range Interstellar Relay Operations
Terminal"</summary>
Here's the big lore thing for freaks like me who love lore being shown
in-game.
It's got a lot of random-made-up-science-bullwhizz relating to the
ongoing NT research mentioned in the plasma_exposure lore blurb.
Granted, the guy's a bit biased in his ex-partner's work.


</details>
</details>
## Why It's Good For The Game
A) Everybody loves new space ruins, even small fluff ones. I hope.
B) Lore integration is cool. Aside from the obvious 'Comms Buoys being a
thing you can find', it also makes mention of the Gateway system/Port
Ellis and a certain lore blurb involving plasma (albeit under more
severe, and biased, testing)
## Changelog
🆑
add: 3 new Space Ruins: two small Comms Buoys (fluff) and an NT
Bluespace Comms Buoy. Employees are asked not to touch vital components
when nearby this critical infrastructure.
/🆑
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
Improves readability and user experience.
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
* Donk Co Interstellar Trading Post 6016 (#83075)
## About The Pull Request
Adds a new space ruin to the pool. It's the haunted trading post. It is
a whiteship dock with a large (safe) common area. The back rooms contain
loot and danger. Here are a few 'teaser' images.
https://i.imgur.com/M1te9Ha.pnghttps://i.imgur.com/SF3bJ62.pnghttps://i.imgur.com/i9xeUFP.pnghttps://i.imgur.com/UBwpJAM.png
Notable treasures: Cash, Donk Co merch, Donk Co guns, Donk Co Donk
Pockets, Donk Co vendors, Donk Co ID Cards, and the Donk Co Secret
Recipe.
Oh yeah the secret documents teach you how to make three prototype
variants of Donk Pockets. There is no limit to the amount of times it
can be read, so if you want to corner the market remember to lock up the
documents. Or you can share them with your friends.
**Now COMPLETE!**

## Why It's Good For The Game
This ruin is a multi-room dungeon with multiple solutions to each room.
It has plenty of action from mobs, traps and hazards. Each room has some
form of treasure or unique item in it. There's a boss at the end with
great rewards for fighting it, including a cool gun (slightly worse
variant of laser carbine).
This ruin is also a whiteship dock and space base. The public area is
entirely safe: stick to the well lit sector and don't trespass in the
employees only areas and you won't be harmed. There is a variety of
vendors to resupply at (including a brand new Donk Co snack vendor) but
unlike most other space ruins you do have to pay. A whiteship can dock
at this ruin if you have one, so you can bring groups of people to party
or attack the dungeon together.
## Changelog
🆑
add: Adds the Haunted Trading Post space ruin.
add: Adds 10+ unique items for the Haunted Trading Post
add: Adds 5 dangerous mobs for the Haunted Trading Post
add: Adds 4 new types of hazardous traps for the Haunted Trading Post.
/🆑
---------
Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Donk Co Interstellar Trading Post 6016
* [MIRROR] Donk Co Interstellar Trading Post 6016 [MDB IGNORE] (#3943)
* Donk Co Interstellar Trading Post 6016
* i'd rather a pepsi
---------
Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
---------
Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com>
Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
## About The Pull Request
Adds a new space ruin to the pool. It's the haunted trading post. It is
a whiteship dock with a large (safe) common area. The back rooms contain
loot and danger. Here are a few 'teaser' images.
https://i.imgur.com/M1te9Ha.pnghttps://i.imgur.com/SF3bJ62.pnghttps://i.imgur.com/i9xeUFP.pnghttps://i.imgur.com/UBwpJAM.png
Notable treasures: Cash, Donk Co merch, Donk Co guns, Donk Co Donk
Pockets, Donk Co vendors, Donk Co ID Cards, and the Donk Co Secret
Recipe.
Oh yeah the secret documents teach you how to make three prototype
variants of Donk Pockets. There is no limit to the amount of times it
can be read, so if you want to corner the market remember to lock up the
documents. Or you can share them with your friends.
**Now COMPLETE!**

## Why It's Good For The Game
This ruin is a multi-room dungeon with multiple solutions to each room.
It has plenty of action from mobs, traps and hazards. Each room has some
form of treasure or unique item in it. There's a boss at the end with
great rewards for fighting it, including a cool gun (slightly worse
variant of laser carbine).
This ruin is also a whiteship dock and space base. The public area is
entirely safe: stick to the well lit sector and don't trespass in the
employees only areas and you won't be harmed. There is a variety of
vendors to resupply at (including a brand new Donk Co snack vendor) but
unlike most other space ruins you do have to pay. A whiteship can dock
at this ruin if you have one, so you can bring groups of people to party
or attack the dungeon together.
## Changelog
🆑
add: Adds the Haunted Trading Post space ruin.
add: Adds 10+ unique items for the Haunted Trading Post
add: Adds 5 dangerous mobs for the Haunted Trading Post
add: Adds 4 new types of hazardous traps for the Haunted Trading Post.
/🆑
---------
Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
This is not player-facing, however it's a good QOL that i made for
downstream modular ruins. The pick-list of maps makes it a bit..
annoying to really grab a ruin quickly - so all this does is add an ID
to the front of them for Space, Lava and Ice respectively.
## Why It's Good For The Game
## Changelog
:cl:Zergspower
admin: renames ruin names to have an identifier in front of it
refactor: converts map plate and jump to ruin to tguilist
/🆑
* Adds garbage dumpster ruins (#79446)
## About The Pull Request
Adds 4 small space ruins. Each is a dumpster in space containing hostile
mobs to fight and items to bring back to the station. There's a
decommissioned garbage truck pulling each dumpster which acts as a
staging area before you take on the mobs inside.
All the fights are in cramped dark areas with full pressure, air is
breathable but sometimes has miasma in it so beware of getting sick. So
you can drop your space suit and put on armour, but PKAs won't fire at
full power and keeping a gas mask on is recommended.
Also all the dumpsters look the same from the outside so you gotta crawl
inside to know what's inside. And no you can't metagame it with mesons
either.
Comes in the following flavours:
Food Waste
Full of trash from kitchens, and food. Some of the food is still edible.
There's a lot of territorial rats. You can chop them up into meat if you
want more food. The big prize is a big vat of cooking oil.
Medical Waste
Spare organs, cyberorgans and almost a full set of old surgical gear.
There's a syndicate agent here up to no good and he has a GUN. The gun
blows up when the agent dies so you can't get it. There's a few corpses
of different species in bodybags and some spare corpse parts so you can
bring them back to the station and give them to the coroner. Also a
single use eyestealer in a safe (the cool way to do surgery) and a bug
from the old traitor objective that doesn't do jack but can probably
still get you thrown in perma.
Construction Garbage
Tools and construction materials here, including a cool hammer that fits
in a tool belt and can function as a crowbar. There's also a drug lab
with plenty of weird pills to eat, cigarettes to eat and an angry
russian drug dealer who will stab you if he sees you. He has a badass
lighter and a flamethrower you can take after you kill him. Setting fire
to things in here is not recommended because of all the welding fuel.
Mall Trash
Action figures, trading cards, Christmas crackers and other trash the
local mall tossed out. Also a mothman used to live here but he got eaten
by giant spiders so you can grab his stuff, including snacks and a
civilian modsuit with no mods (wow). You can cut through the webs to
kill the spiders or let them eat you too if you want.
## Why It's Good For The Game
More content for space explorers.
More variety to the potential dangers of space, now u can get sick and
die or get eaten by rats (this is hobo RP)
Better environmental storytelling. Now instead of players left asking
"what happens to the garbage when it goes into space" they can rest
assured that there's busted ass garbage trucks in space. All their
questions are answered.
Loot that encourages working with people on the station. Raw food for
the kitchen, rats for genetics, organs for the coroner, etc
## Changelog
🆑
add: 4 new space ruins
/🆑
* Adds garbage dumpster ruins
* Update belt.dmi
* Fixes Jacked Up LF/CRLF issuess
---------
Co-authored-by: DaCoolBoss <142358580+DaCoolBoss@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Adds 4 small space ruins. Each is a dumpster in space containing hostile
mobs to fight and items to bring back to the station. There's a
decommissioned garbage truck pulling each dumpster which acts as a
staging area before you take on the mobs inside.
All the fights are in cramped dark areas with full pressure, air is
breathable but sometimes has miasma in it so beware of getting sick. So
you can drop your space suit and put on armour, but PKAs won't fire at
full power and keeping a gas mask on is recommended.
Also all the dumpsters look the same from the outside so you gotta crawl
inside to know what's inside. And no you can't metagame it with mesons
either.
Comes in the following flavours:
Food Waste
Full of trash from kitchens, and food. Some of the food is still edible.
There's a lot of territorial rats. You can chop them up into meat if you
want more food. The big prize is a big vat of cooking oil.
Medical Waste
Spare organs, cyberorgans and almost a full set of old surgical gear.
There's a syndicate agent here up to no good and he has a GUN. The gun
blows up when the agent dies so you can't get it. There's a few corpses
of different species in bodybags and some spare corpse parts so you can
bring them back to the station and give them to the coroner. Also a
single use eyestealer in a safe (the cool way to do surgery) and a bug
from the old traitor objective that doesn't do jack but can probably
still get you thrown in perma.
Construction Garbage
Tools and construction materials here, including a cool hammer that fits
in a tool belt and can function as a crowbar. There's also a drug lab
with plenty of weird pills to eat, cigarettes to eat and an angry
russian drug dealer who will stab you if he sees you. He has a badass
lighter and a flamethrower you can take after you kill him. Setting fire
to things in here is not recommended because of all the welding fuel.
Mall Trash
Action figures, trading cards, Christmas crackers and other trash the
local mall tossed out. Also a mothman used to live here but he got eaten
by giant spiders so you can grab his stuff, including snacks and a
civilian modsuit with no mods (wow). You can cut through the webs to
kill the spiders or let them eat you too if you want.
## Why It's Good For The Game
More content for space explorers.
More variety to the potential dangers of space, now u can get sick and
die or get eaten by rats (this is hobo RP)
Better environmental storytelling. Now instead of players left asking
"what happens to the garbage when it goes into space" they can rest
assured that there's busted ass garbage trucks in space. All their
questions are answered.
Loot that encourages working with people on the station. Raw food for
the kitchen, rats for genetics, organs for the coroner, etc
## Changelog
🆑
add: 4 new space ruins
/🆑
* new space ruin, the biological research outpost (#79149)
## About The Pull Request

adds this ruin to space ruin pool
this is a shady (as NT always is) bioresearch outpost that got fucked up
by an experiment
this has like some puzzle aspect to it since you gotta find keycards and
shit and press buttons to unlock shield gates
this ends with you fighting a heart which if you defeat, destroys the
blockade that prevents you from entering the outpost vault
also you can no longer literally just cut indestructible grilles or
unanchor indestructible windows
### new puzzle elements or something idk
variant of pressure plate that you cannot remove and it sends a puzzle
signal
cooler red puzzle doors that look very foreboding or something idk
theyre for this ruin
also puzzle blockades, which are indestructible dense objects that are
destroyed if they receive a puzzle signal
and also buttons and keycard pads for puzzles
https://github.com/tgstation/tgstation/assets/70376633/c98807ec-1e7b-49c4-a757-cdbb76a1b566https://github.com/tgstation/tgstation/assets/70376633/9d5d9dd1-5868-44e6-a978-5ea57b30c298
stuff that throws electric shocks in a pattern, ignores insuls and only
knocks down, and no you cannot just run past
https://github.com/tgstation/tgstation/assets/70376633/5772917c-a963-48a4-a743-b0f610801d25
### enemies
living floor, it can only attack stuff on top of it and it attacks until
the victim is dead
it is invincible to all but a crowbar, and it cannot move, and it
remains hidden until a victim is in range
https://github.com/tgstation/tgstation/assets/70376633/aa1d54f6-b259-4e58-9d44-e393d2131acf
living flesh, it can replace your limbs with itself
the conditions for that are; the limb must have 20 or more brute, victim
must be alive and dismemberable, the limb may not be torso or head, or
the limb may not be living flesh
alternatively it can replace a missing limb
these are all checked with every attack
they have 20 hp
the limbs in question will sometimes act up, while passively draining
nutrition, arms will randomly start pulling nearby stuff, legs may step
randomly
limbs when detached, turn into mobs and reactivate AI 2 seconds later.
if the host is shocked, all living flesh limbs will detach, or if the
host dies they will also do that
https://github.com/tgstation/tgstation/assets/70376633/765cc99e-c800-4efb-aabe-d68817bbd7ae
## Why It's Good For The Game
ruin variety is cool i think
also the other things i added should be useful for other mappers for
bitrunning or whatever
also bug bad for that one fix
## Changelog
🆑
add: living floor, living flesh, and other stuff for the bioresearch
outpost ruin
add: bioresearch outpost ruin
fix: you may not defeat indestructible grilles and windows with mere
tools
/🆑
---------
Co-authored-by: Jacquerel <hnevard@ gmail.com>
* new space ruin, the biological research outpost
---------
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
## About The Pull Request

adds this ruin to space ruin pool
this is a shady (as NT always is) bioresearch outpost that got fucked up
by an experiment
this has like some puzzle aspect to it since you gotta find keycards and
shit and press buttons to unlock shield gates
this ends with you fighting a heart which if you defeat, destroys the
blockade that prevents you from entering the outpost vault
also you can no longer literally just cut indestructible grilles or
unanchor indestructible windows
### new puzzle elements or something idk
variant of pressure plate that you cannot remove and it sends a puzzle
signal
cooler red puzzle doors that look very foreboding or something idk
theyre for this ruin
also puzzle blockades, which are indestructible dense objects that are
destroyed if they receive a puzzle signal
and also buttons and keycard pads for puzzles
https://github.com/tgstation/tgstation/assets/70376633/c98807ec-1e7b-49c4-a757-cdbb76a1b566https://github.com/tgstation/tgstation/assets/70376633/9d5d9dd1-5868-44e6-a978-5ea57b30c298
stuff that throws electric shocks in a pattern, ignores insuls and only
knocks down, and no you cannot just run past
https://github.com/tgstation/tgstation/assets/70376633/5772917c-a963-48a4-a743-b0f610801d25
### enemies
living floor, it can only attack stuff on top of it and it attacks until
the victim is dead
it is invincible to all but a crowbar, and it cannot move, and it
remains hidden until a victim is in range
https://github.com/tgstation/tgstation/assets/70376633/aa1d54f6-b259-4e58-9d44-e393d2131acf
living flesh, it can replace your limbs with itself
the conditions for that are; the limb must have 20 or more brute, victim
must be alive and dismemberable, the limb may not be torso or head, or
the limb may not be living flesh
alternatively it can replace a missing limb
these are all checked with every attack
they have 20 hp
the limbs in question will sometimes act up, while passively draining
nutrition, arms will randomly start pulling nearby stuff, legs may step
randomly
limbs when detached, turn into mobs and reactivate AI 2 seconds later.
if the host is shocked, all living flesh limbs will detach, or if the
host dies they will also do that
https://github.com/tgstation/tgstation/assets/70376633/765cc99e-c800-4efb-aabe-d68817bbd7ae
## Why It's Good For The Game
ruin variety is cool i think
also the other things i added should be useful for other mappers for
bitrunning or whatever
also bug bad for that one fix
## Changelog
🆑
add: living floor, living flesh, and other stuff for the bioresearch
outpost ruin
add: bioresearch outpost ruin
fix: you may not defeat indestructible grilles and windows with mere
tools
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
#481 Yeah I fucked up and my original PR closed.

## About The Pull Request
Replaces Interdyne only on Lavaland with an entirely new syndicate
outpost. It combines what made DS-2 so beloved with Interdyne.
## Why It's Good For The Game
Interdyne is old. It's lived out a good life, and when DS-2 was
remapped, people shifted more towards playing on DS-2. Sadly it was
removed, but I've spent the time to completely map an entirely new ship
that combines both DS-2 and Interdyne. It still takes up relatively the
same footprint. Now, everything is focused internally, with two
bluespace miners that have to be set up, and a prisoner spawner. All and
all, let's try something new and Bubber flavored.
**Edit:** Cybersun is an incredibly shallow ghost role and it only
breeds boredom, which then is sated in two ways:
- Space tide with syndi gear and the syndicate faction tag
- Screw with the station
Neither really is the goal for this server and this is being edited
after discussion with both Cheeto and Ozzo after apparently ruin
blacklist doesn't work on the config.
## Testing / Tour
Raw video. Buttons do work.
https://youtu.be/BHbOIwpqQqY
## Changelog
🆑 Danger Kitten
add: Lavaland has more Syndicate presence. SSV Dauntless has landed.
remove: Cybersun no longer spawns.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 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
Adds an explodable subtype of indestructible walls. Retains most forms
of indestructibility, but a nearby explosion will break it down.
Added an example ruin with a buried ~~supply~~ costume cache to
demonstrate the walls. All the tools to blow it up are concealed around
the ruin.

## Why It's Good For The Game
More options for space ruin puzzles are always good to have.
## Changelog
🆑
add: There's a new space ruin in town, be on the lookout for a hidden
supply cache.
add: Added a new type of wall which can only be destroyed by blowing it
up.
/🆑
* [MDB IGNORE] Angled Lights & Lighting Prototyping Tool (#74365)
## About The Pull Request
Hello friends, I've been on a bit of a lighting kick recently, and I
decided I clearly do not have enough things to work on as it is.
This pr adds angle support to static lights, and a concepting/debug tool
for playing with lights on a map.
Let's start from first principles yeah?
### Why Angled Lights?
Mappers, since they can't actually see a light's effect in editor, tend
to go off gut.
That gut is based more off what "makes sense" then how things actually
work
This means they'll overplace light sources, and also they tend to treat
lights, particularly light "bars" (the bigger ones) as directional.
So you'll have two lights on either sides of a pillar, lights inside a
room with lights outside pointing out, etc.

This has annoying side effects. A lot of our map is overlit, to the
point that knocking out a light does.... pretty much nothing.
I find this sad, and would like to work to prevent it. I think dark and
dim, while it does not suit the normal game, is amazing for vibes, and I
want it to be easier to see that.
Angled lights bring how lights work more in line with how mappers expect
lights work, and avoids bleedover into rooms that shouldn't be bled
into, working towards that goal of mine.
### How Angled Lights?
This is more complex then you'd first think so we'll go step by step

Oh before we start, some catchup from the last time I touched lighting
code.
Instead of doing a lighting falloff calculation for each lighting corner
(a block that represents the resolution of our lights) in view we
instead generate cached lightsheets. These precalculate and store all
possible falloffs for x and y distances from a source.
This is very useful for angle work, since it makes it almost totally
free.
Atoms get 2 new values. light_angle and light_dir
Light angle is the angle the light uses, and light_dir is a cardinal
direction it displays in
We take these values, and inside sheetbuilding do some optional angle
work. getting the center angle, the angle of a pair of coords, and then
the delta between them.
This is then multiplied against the standard falloff formula, and job
done.
We do need some extra fenangling to make this all work nicely tho.
We currently use a pixel turf var stored on the light source to do
distance calculations.
This is the turf we pretend the light source is on for visuals, most
often used to make wall lights work nice.
The trouble is it's not very granular, and doesn't always have the
effect you might want.
So, instead of generating and storing a pixel turf to do our distance
calculations against, we store x and y offset variables.
We use them to expand our working range and sheet size to ensure things
visually make sense, and then offset any positions by them.
I've added a way for sources to have opinions on their offsets too, and
am using them for wall lights.
This ensures the angle calculations don't make the wall behind a light
fulldark, which would be silly.
### Debug Tool?
In the interest of helping with that core problem, lights being complex
to display, I've added a prototyping tool to the game.
It's locked behind mapping verbs, and works about like this.
Once the verb is activated, it iterates over all the sources in the
world (except turfs because those are kinda silly), outlining and
"freezing" them, preventing any future changes.
Then, it adds 3 buttons to the owners of a light source.

The first button toggles the light on and off, as desired.
The third allows you to move the source around, with a little targeting
icon replacing your mouse
The second tho, that's more interesting.
The second button opens a debug menu for that light

There's a lot here, let's go through it.
Bit on the left is a list of templates, which allow you to sample
existing light types (No I have no idea why the background is fullwhite,
need to work on that pre merge)
You can choose one by clicking it, and hitting the upload button.
This replaces your existing lighting values with the template's,
alongside replacing its icon and icon state so it looks right.
There are three types as of now, mostly for categorization. Bar, which
are the larger typically stronger lights, Bulb, which are well, bulbs,
and Misc which could be expanded, but currently just contains floor
lights.
Alongside that you can manually edit the power, range, color and angle
of the focused light.
I also have support for changing the direction of the light source,
since anything that uses directional lighting would also tie light dir
to it.
This isn't *always* done tho, so I should maybe find a way to edit light
dir too.
My hope is this tool will allow for better concepting of a room's
lights, and easier changing of individual object's light values to suit
the right visuals.
### Lemon No Why What
Ok so I applied angle lights to bars and bulbs, which means I am
changing the lighting of pretty much every map in the codebase.
I'm gonna uh, go check my work.
Alongside this I intend to give lighting some depth. So if there's room
to make a space warmer, or highlight light colors from other sources, I
will do that.
(Images as examples)

I also want to work on that other goal of mine, making breaking lights
matter. So I'll be doing what I can to ensure you only need to break one
light to make a meaningful change in the scene.
This is semi complicated by one light source not ever actually reaching
fullbright on its own, but we do what we must because we can.

I'm as I hope you know biased towards darker spaces, I think contrast
has vibes.
In particular I do not think strong lights really suit maintenance.
Most of what is used there are bulbs, so I'm planning on replacing most
uses with low power bulbs, to keep light impacts to rooms, alongside
reducing the amount of lights placed in the main tunnels

**If you take issue with this methodology please do so NOW**, I don't
want to have to do another pass over things.
Oh also I'm saving station maps for last since ruins are less likely to
get touched in mapping march and all.
### Misc + Finishing Thoughts
Light templates support mirroring vars off typepaths using a subtype,
which means all the templates added here do not require updating if the
source type changes somehow. I'd like to expand the template list at
some point, perhaps in future.
I've opened this as a draft to make my intentions to make my changes to
lights known, and to serve as motivation for all the map changes I need
to do.
### Farish Future
I'm unhappy with how we currently configure lights. I would like a
system that more directly matches the idea of drawing falloff curves,
along with allowing for different falloffs for different colors,
alongside extending the idea to angle falloff.
This would make out of engine lighting easier, allow for nicer looking
lights (red to pink, blue to purple, etc), and improve accessibility by
artists.
This is slightly far off, because I have other obligations and it's
kinda complicated, but I'd like to mention it cause it's one of my many
pipedreams.
## Changelog
🆑
add: Added angle lighting, applies it to most wall lights!
add: Adds a lighting prototyping tool, mappers go try it out (it's
locked behind the mapping verb)
/🆑
---------
Co-authored-by: MMMiracles <lolaccount1@ hotmail.com>
* [MDB IGNORE] Angled Lights & Lighting Prototyping Tool
* Update north_star.dmm
* Revert "Update north_star.dmm"
This reverts commit bb5b8b5a549f7edc3e23a369a147ed96bab41991.
* Updatepaths
* Update nukie_base.dmm
* Newer version of northstar with the penguins
* Update northstar_cryo.dmm
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: MMMiracles <lolaccount1@ hotmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
## About The Pull Request
Hello friends, I've been on a bit of a lighting kick recently, and I
decided I clearly do not have enough things to work on as it is.
This pr adds angle support to static lights, and a concepting/debug tool
for playing with lights on a map.
Let's start from first principles yeah?
### Why Angled Lights?
Mappers, since they can't actually see a light's effect in editor, tend
to go off gut.
That gut is based more off what "makes sense" then how things actually
work
This means they'll overplace light sources, and also they tend to treat
lights, particularly light "bars" (the bigger ones) as directional.
So you'll have two lights on either sides of a pillar, lights inside a
room with lights outside pointing out, etc.

This has annoying side effects. A lot of our map is overlit, to the
point that knocking out a light does.... pretty much nothing.
I find this sad, and would like to work to prevent it. I think dark and
dim, while it does not suit the normal game, is amazing for vibes, and I
want it to be easier to see that.
Angled lights bring how lights work more in line with how mappers expect
lights work, and avoids bleedover into rooms that shouldn't be bled
into, working towards that goal of mine.
### How Angled Lights?
This is more complex then you'd first think so we'll go step by step

Oh before we start, some catchup from the last time I touched lighting
code.
Instead of doing a lighting falloff calculation for each lighting corner
(a block that represents the resolution of our lights) in view we
instead generate cached lightsheets. These precalculate and store all
possible falloffs for x and y distances from a source.
This is very useful for angle work, since it makes it almost totally
free.
Atoms get 2 new values. light_angle and light_dir
Light angle is the angle the light uses, and light_dir is a cardinal
direction it displays in
We take these values, and inside sheetbuilding do some optional angle
work. getting the center angle, the angle of a pair of coords, and then
the delta between them.
This is then multiplied against the standard falloff formula, and job
done.
We do need some extra fenangling to make this all work nicely tho.
We currently use a pixel turf var stored on the light source to do
distance calculations.
This is the turf we pretend the light source is on for visuals, most
often used to make wall lights work nice.
The trouble is it's not very granular, and doesn't always have the
effect you might want.
So, instead of generating and storing a pixel turf to do our distance
calculations against, we store x and y offset variables.
We use them to expand our working range and sheet size to ensure things
visually make sense, and then offset any positions by them.
I've added a way for sources to have opinions on their offsets too, and
am using them for wall lights.
This ensures the angle calculations don't make the wall behind a light
fulldark, which would be silly.
### Debug Tool?
In the interest of helping with that core problem, lights being complex
to display, I've added a prototyping tool to the game.
It's locked behind mapping verbs, and works about like this.
Once the verb is activated, it iterates over all the sources in the
world (except turfs because those are kinda silly), outlining and
"freezing" them, preventing any future changes.
Then, it adds 3 buttons to the owners of a light source.

The first button toggles the light on and off, as desired.
The third allows you to move the source around, with a little targeting
icon replacing your mouse
The second tho, that's more interesting.
The second button opens a debug menu for that light

There's a lot here, let's go through it.
Bit on the left is a list of templates, which allow you to sample
existing light types (No I have no idea why the background is fullwhite,
need to work on that pre merge)
You can choose one by clicking it, and hitting the upload button.
This replaces your existing lighting values with the template's,
alongside replacing its icon and icon state so it looks right.
There are three types as of now, mostly for categorization. Bar, which
are the larger typically stronger lights, Bulb, which are well, bulbs,
and Misc which could be expanded, but currently just contains floor
lights.
Alongside that you can manually edit the power, range, color and angle
of the focused light.
I also have support for changing the direction of the light source,
since anything that uses directional lighting would also tie light dir
to it.
This isn't *always* done tho, so I should maybe find a way to edit light
dir too.
My hope is this tool will allow for better concepting of a room's
lights, and easier changing of individual object's light values to suit
the right visuals.
### Lemon No Why What
Ok so I applied angle lights to bars and bulbs, which means I am
changing the lighting of pretty much every map in the codebase.
I'm gonna uh, go check my work.
Alongside this I intend to give lighting some depth. So if there's room
to make a space warmer, or highlight light colors from other sources, I
will do that.
(Images as examples)

I also want to work on that other goal of mine, making breaking lights
matter. So I'll be doing what I can to ensure you only need to break one
light to make a meaningful change in the scene.
This is semi complicated by one light source not ever actually reaching
fullbright on its own, but we do what we must because we can.

I'm as I hope you know biased towards darker spaces, I think contrast
has vibes.
In particular I do not think strong lights really suit maintenance.
Most of what is used there are bulbs, so I'm planning on replacing most
uses with low power bulbs, to keep light impacts to rooms, alongside
reducing the amount of lights placed in the main tunnels

**If you take issue with this methodology please do so NOW**, I don't
want to have to do another pass over things.
Oh also I'm saving station maps for last since ruins are less likely to
get touched in mapping march and all.
### Misc + Finishing Thoughts
Light templates support mirroring vars off typepaths using a subtype,
which means all the templates added here do not require updating if the
source type changes somehow. I'd like to expand the template list at
some point, perhaps in future.
I've opened this as a draft to make my intentions to make my changes to
lights known, and to serve as motivation for all the map changes I need
to do.
### Farish Future
I'm unhappy with how we currently configure lights. I would like a
system that more directly matches the idea of drawing falloff curves,
along with allowing for different falloffs for different colors,
alongside extending the idea to angle falloff.
This would make out of engine lighting easier, allow for nicer looking
lights (red to pink, blue to purple, etc), and improve accessibility by
artists.
This is slightly far off, because I have other obligations and it's
kinda complicated, but I'd like to mention it cause it's one of my many
pipedreams.
## Changelog
🆑
add: Added angle lighting, applies it to most wall lights!
add: Adds a lighting prototyping tool, mappers go try it out (it's
locked behind the mapping verb)
/🆑
---------
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
## About The Pull Request
A Mime Outpost, abandoned after being unsuccessfully raided by clowns.

### Mapping March
Ckey to receive rewards: Kinnebian
## Why It's Good For The Game
More ruins is fun! Also, I never see the mime-specific food used so they
could make for nifty space loot.
## Changelog
🆑
add: Added the Abandoned Mime outpost as space ruin!
/🆑
## About The Pull Request
Ever wondered where the tourist robots of the restaurant come from?
Well, this ruin will provide more questions then answers!
More seriously, this is the ruins of an outpost for an NTgrub, more
specifically, the branch that sends robots in thematic clothes to space
stations, to gather thematic meals for their customers. Its essentially
a ghost restaurant that "ghost writes" the food they sell, by using
unwitting subcontractors. Do all of the tourists robots work like this?
A mystery!
There is no real loot here, aside from silly hats, random food and
random bedsheets. You can at least, charge some batteries, and top off
your air tank. And of course, there is a holodisk, which lets you see
the final minutes of the crew, before they sent a robot somewhere they
really shouldn't have had.

### Mapping March
Ckey to receive rewards: Plizzard
though I don't plan on caching it in
## Why It's Good For The Game
Its nice to have more ruins.
## Changelog
🆑
add: adds the ruins of a restaurant robot portal hub
/🆑