## About The Pull Request
This PR removes the `basic_mob_attack_telegraph` component from all mobs
which were using it and instead implements an attack delay directly into
the basic melee AI behaviour.
This delay simulates "moving your mouse into position", human reaction
times, and the fact that the previous implentation of simple mobs would
only try to melee attack on a predictable timer you could "juke" around.
The way that this delay works is that it starts as soon as the mob
enters melee range and resets if you are ever out of the mob's reach, so
there will be no delay if you are foolish enough (or unfortunately
preventing from doing otherwise) to continue standing next to a mob but
there is enough of a one to duck in and out of melee range with a
goliath while using a crusher without getting hit, although trying to
run past one usually won't work.
This delay defaults to 0.3 seconds which in my testing experience was
roughly enough to dip in and out of range without getting hit but not
enough to run all the way past a mob without getting hit. It can be
overriden via the blackboard, although currently no mob does this.
I _was_ testing this locally with no latency though so I guess we'll
listen out to see if miners start yelling.
## Why It's Good For The Game
The visible attack broadcast is very cool but its visibility made melee
combat with any mob that had it significantly easier to such a degree
that any mob with it on could not really be expected to do melee damage
to any character that wasn't suffering some kind of immobilisation
effect which was never really the intention.
Removing it also removes any additional handicap that was applied to
sapient versions of these mobs, which was never really necessary or
intended in the first place.
I did not remove the component entirely from the game for two reasons:
- Out of the hope that there is some use for it somewhere, because I
think it's cool, but more importantly:
- Because it's still being used by simple mob megafauna as a workaround
for a bug we couldn't figure out.
## Changelog
🆑
balance: Most mobs will now hesitate for a moment before attacking
rather than instantly hitting anything that enters melee range, to
better simulate human behaviour. Please report if this delay seems too
short, or too long.
balance: Most mobs which telegraphed their basic attacks on you now will
not do that
/🆑
## About The Pull Request
Wizard and Cult armors were all thrown in randomly with all the rest of
the cult items so I moved them into their own files for organization,
documented each one, and made the hoodies copy the armor from the suit
they are apart of.
I also made 3 balance changes here:
1- Hardened cult armor (the spaceproof one), if worn by a non-cultist,
will cause random pierce and dislocation wounds to the wearer until they
take it off. From my personal testing this killed me in sub-3 minutes
while I was slower due to the dislocations.
2- Hardened cult armor can now be blessed with a bible, which will turn
it into a new set of chaplain armor. If the chap selected one already
then it'll be a new set, otherwise a random set.
3- The hardened cult armor found as icemoon loot has been replaced with
a new item, the wolf cloak, which is a hooded neck item that gives you a
wolf transformation spell
https://github.com/user-attachments/assets/597e259a-3de2-4d2e-a43a-7953ba5482dc
##### - Code bounty by Ezel/Improvedname
## Why It's Good For The Game
Hardened cult armor is the only type of cult suit that can be worn by
non-cultists, while every other gear has some way of stopping you
(including the blindfold and the flagellant's robes), this gives you
about 3 minutes time to use it and isn't a straight up "drop it lol".
For the blessing, it's a small interaction that gives one more thing
Chaplains can bless. Once Chaplains start blessing cult equipment we see
balance tipping in the station's favor, usually balance is not that much
of a concern, but this does give the Chaplain a way of expanding their
own experience (especially if they're Honorbound) in a round opening
more funny ways of roleplaying around a cult round.
## Changelog
🆑 Toriate, JohnFulpWillard
add: Adds a Wolf pelt cloak as an icemoon drop, replacing the hardened
Cult armor.
balance: Cult's hardened armor now deals bleeding and dislocating limbs
to non cultists who wear it, and can also be blessed into holy armor.
/🆑
## About The Pull Request
Fixes#85980
- Pixel adjustments are now sourced
When tweaking a mob's pixel w, x, y, z, is is now done via `add_offsets`
and must have a source string associated
- Refactors riding
Refactors how riding component selects the offsets to use. It's now all
done via the getter rather than a weird mix of a var, a cache, and a
getter.
- Moves a bunch of animations to use `pixel_w` / `pixel_z`
Largely to prevent conflicts with adjustments to a mob's pixel position,
but also as many animations are not actual movements, but visual
movements. Floating is one such example.
## Why It's Good For The Game
It just works
## Changelog
🆑 Melbert
fix: Fixed grab offsets not showing for anything but passive grab
fix: Fix jank with mob offsets when riding things
refactor: Refactored riding component, particularly how it selects layer
and offsets. Report any oddities
refactor: Refactored pixel offsets of mobs. Report any oddities
/🆑
## About The Pull Request
this PR improves the UX of pet commands a bit. i decided to expand on
their radial menu. You can now hold shift and hover over your pet to
display a menu of commands which you can choose from. alternatively, you
can still type out commands in chat
https://github.com/user-attachments/assets/9da7f7ea-58a3-4fd6-b040-45cc05cda51d
## Why It's Good For The Game
makes pet commands easier to give out when you're managing more than 1
pet. also fixes the fishing command not working.
## Changelog
🆑
qol: holding shift and hovering over your pet will display a list of
commands you can click from
fix: fixes the fishing pet command not working
/🆑
## About The Pull Request
this PR does 2 things, firstly it allows u to directly feed animals from
ur hand instead of having to drop it on the floor and relying on their
AI to go eat it. So you can now directly feed ore to raptors or wheat to
cows by simply clicking on them with the item. secondly, it links the
tameable component and the eating element together, as now the former
relies on signals sent by the latter.
## Why It's Good For The Game
Small QOL for pet owners when it comes to feeding their animals.
## Changelog
🆑
qol: u can now directly feed animals from ur hands, like raptors or
cats, by clicking on them with their preferred food.
balance: u can now heal ur raptors mid or post battles by hand feeding
them ores
/🆑
## About The Pull Request
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
## About The Pull Request
The `/datum/pet_command/protect_owner` behaviour did not have any
validation for if the person who attacked you was yourself.
The three mobs which used this behaviour would sometimes be capable of
seeing you accidentally slap yourself with a burrito and decide that
this meant that you needed to be protected from this hideous and violent
aggressor (yourself), and would then start trying to kill you.
If you had multiple minebots they would then start attacking each other
in a fit of jealous and protective rage, which I think was quite funny
but isn't supposed to be how the game works.
## About The Pull Request
Closes#82746
PR #77569 replaced the clone damage inflicted by slimes with a lingering
damage over time effect which can be removed with water.
This is all well and good for humans who can spray themselves with fire
extinguishers, showers, or sinks... but most other mobs are not actually
capable of opearating any form of equipment which can make them wet.
This PR allows you to click on the debuff icon to shake the slime off
slowly over time (15 seconds to fully remove the debuff).
This is slower than the recovery time when wet.
Dogs, Cats, and by extension, Felinids are better at removing slime
because of their self-cleaning prowess (they're always licking weird
stuff off themselves). This is rarely helpful if you're not a Felinid,
because almost all cats and dogs have so little health that they will
hit the minimum health threshold and lose the debuff anyway by the time
they would be done.
In the very niche circumstance that a sentient wolf is attacked by a
slime they will appreciate this bonus.
## Why It's Good For The Game
This was a replacement for slimes inflicting clone damage (I am not sure
this even did anything for most simple mobs?) but essentially turned
slimes into an automatic death sentence for most forms of mob without
hands.
Technically the slime debuff cannot kill you and stops if you are under
10 HP, but this is small consolation for most of these mobs which cannot
heal themselves either.
You are still probably going to take between 30-60 damage during the 15
seconds of removing slime from your body.
## Changelog
🆑
balance: Corrosive slime left behind after a slime fails to eat you can
be scraped off with your hands, or shaken off in some other way, by
clicking on the debuff. This is slower and less effective than washing
it off using water.
/🆑
## About The Pull Request
This PR adds the base to simple modifiers that the host can select to
make the minigame ~~worse~~ more entertaining for everyone.
Here's the screenshot of the UI (without a few modifiers I added later):

## Why It's Good For The Game
I've seen this minigame is frankly popular lately, so I thought I could
contribute to it.
## Changelog
🆑
add: Added 20+ modifiers to the deathmatch minigame, which can be
enabled by the host.
/🆑
## About The Pull Request
Ports icemoon wolves over to the basic mob framework with a bit of extra
stuff:
- Wolves call for help when attacked within a decently large radius.
Because you know, pack animals.
- Wolves can now be tamed with a slab of meat
- When tamed, wolves can be ridden like goliath mounts. Ride wolf, life
good. Pretend you're playing ARK and start shivering to death in thatch
huts for that High Roleplay experience.
- Tamed wolves have access to a bunch of pet commands (following, point
fetching, point attacking, play dead, etc) and will also defend their
owners vehemently if they're attacked.
You can probably tame multiple if you wanted to.
## Why It's Good For The Game
What part about riding wolves isn't entertaining? I don't really play
/tg/ that much so I can't argue too much about the balance implications
this might pose, but it's undoubtedly a stupid little gimmick and is
likely to be used by bored assistants and miners with too much time on
their hands.
Especially robust individuals will probably find a million things to do
with a basic mob capable of fetching, attacking on command and generally
being able to defend themselves decently well.
## Changelog
🆑 yooriss
refactor: Icemoon wolves now use the basic mob framework and should act
more intelligently, defending their pack.
add: Icemoon wolves can be tamed with slabs of meat and can be ridden as
mounts once friendly. Being rather large dogs, they also have access to
most of the pet commands you'd expect, such as fetching things, and
violently mauling people their owners point at.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>