## About The Pull Request
Separate verb and PR from #89375 because this is something you'd apply
on top of a mob with existing behaviour, or one you've used the other
verb on.
This will probably conflict with my other PR but that's my problem.
This adds a shortcut for making mobs say/emote stuff randomly on a timer
from a list of things you have specified.
Doing this via VV is possible but sufficiently complicated that I don't
think anyone would ever bother.
As with the other PR you can optionally do this to mobs who already have
a client if you want them to randomly burp every so often or something.
I briefly flirted with the idea of replacing all
`/datum/ai_planning_subtree/random_speech` subtypes with blackboard ones
but... I think probably actually we save some memory _and_ sanity by not
doing that.
A bunch of mobs on totally different typepaths use the `/insect` subtype
for instance, and I don't think it would be an improvement to paste the
same four vars into all of their blackboards.
## Why It's Good For The Game
This one is frankly more niche than the other PR probably but it is
plausibly useful if you are setting up some kind of VV creature.
## 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
this pr transforms cats into basic pets! cats now have some new
behavior. they can carry fish and hunted mice in their mouths to deliver
it to kittens, and kittens will eat them.


if a kitten sees you holding food, it will point at you and meow loudly
until u give it the food.
becareful when putting male cats near each other, there is a small
chance they get into a heated argument and meow loudly at each other
until one of them flees.
also added a new small cat house for cats. cats will use these homes if
u build one near them (using 5 wood planks)

Chefs can craft the cake cat and breadcat. these are useful cats because
they can help the chef around in the kitchen. they will turn stoves and
grills off when food is ready, so they dont burn. and the cake cat will
help the chef decorate his donuts
## Why It's Good For The Game
refactors cats into basic mobs and gives them a deeper ai
## Changelog
🆑
refactor: cats are now basic pets. please report any bugs.
add: the cake cat and bread cat can now help the chef around in the
kitchen
/🆑
## About The Pull Request
Now we can make basic mobs with hands easily so I did, they don't
actually use their hands for anything with AI.
In the future we can come back and share the monkey AI where they pick
up items to hit people with, but frankly few weapons are more deadly
than a gorilla's fists.
IIRC I didn't really change their behaviour much, this is mostly just a
straight conversion. Main difference is that they will prioritise eating
nearby bananas and fruit salads over punching people.
When I make these conversions nowadays I need to decide between "does
this attack at the speed that it did as an NPC mob or the speed it did
as a player?"
I am arbitrarily deciding that gorillas are usually not players and
electing for the former, but tell me if you disagree.
I also made "show basic inhand sprites" into a component shared by
Gorillas, Drones, and Dextrous Guardians (all also now available to
become basic, once I get around to it),
And I added an AI behaviour to run a basic emote. This is similar but
different to "random speech", which kind of sucks and needs rewriting
anyway.
Gorillas don't speak, only ooga.
## Why It's Good For The Game
https://www.youtube.com/watch?v=npuuTBlEb1U
## Changelog
🆑
refactor: Gorillas now use the basic mob framework. Please report any
unusual side effects.
/🆑
## About The Pull Request
Title
## Why It's Good For The Game
It bothered me
## Changelog
🆑 Licks-The-Crystal
spellcheck: Corrected a large quantity of spelling, grammatical and
phrasing errors with Exploration Drone content.
/🆑
---------
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
## About The Pull Request
the bear now a basic and he have a new behaviers. the bear now can go to
climbed the trees! he will looked for a tree to climbing and if he
founded a tree he will go climb him. also the bear now love honey he
will look for a bee hives to stole the honey from it so botanists must
be care. the bear will drag the honey behind him so u must chased him to
get the honey back again
## Why It's Good For The Game
the bear is a basic now so he and have more behavier for more depth
mechanis
## Changelog
🆑
refactor: the bear is a basic now. please report any bugs
add: the bear will climb trees and search honey
/🆑
## About The Pull Request
Exactly what it reads on the tin. As a bonus, they will flee from
attacking targets, hunt tiny critters (crabs are now small-sized) and
actually move sideways (it's an element that covers both client and
basic movement)
## Why It's Good For The Game
Another simple to basic mob refactor.
## Changelog
🆑
refactor: Crabs refactored into basic mobs. They now hunt tiny critters
and flee from attackers.
fix: Fixed crabs not crab-walking.
/🆑
## About The Pull Request
the penguin now is a basic animal and also now he can go and layed
penguin eggs to make penguin babys also the baby have a new behavier he
will now go and looked for his mom and when he found his mom he will
went to her and be happy when he close to his mom or if he mom is died
he will went to her body and he will be sad and also i putted this
behavier in the baby chicken. also now the pinguen mom will go and
looked for her eggs and when she find a egg she will putted it in the
middile of her legs and walked with it

## Why It's Good For The Game
the pinguen now is a advance ai
## Changelog
the pinguen now have a more advance
🆑
refactor: the penguin is a basic animal
add: the penguin now layed eggs
add: the penguin and the chicken babys will go look for adult penguin or
chicken and be happy when he is near the adult
/🆑
## About The Pull Request
As the title says, foxes are now basic mobs.
Foxes have a few new behaviors now, rather than the zero behaviors they
had before. Foxes, being very skittish animals, will flee from anything
that damages them. Additionally, they now have hunting behavior,
tracking down and killing anything of their size or smaller - regardless
of faction. They will not, however, hunt as long as someone is watching
them - which is to say, if any living humans are within 7 tiles of them.
Don't leave a fox and a chicken together while you're transporting your
grain to Lavaland! Also, make sure you don't leave Renault and Ian on
their play date unsupervised...

## Why It's Good For The Game
Gets rid of another simple animal. We grow ever closer to ascension.
Also, makes foxes a little more interesting rather than simply another
animal that does literally nothing. Renault will now flee from anyone
trying to kill her, for instance. Also opens up unique avenues of pet
murder if you want to make it look like an accident.
## Changelog
🆑
refactor: Foxes are more crafty now. They will run from danger, and hunt
small prey when no one is keeping an eye on them. Don't leave Renault
alone with Ian!
/🆑
## About The Pull Request
On the tin. No new fancy AI wheels or anything, just a simple port.
## Why It's Good For The Game
Knocks another one off the list, just really light stuff. They're a bit
smarter now too, I think the intention was them for them to be pet-like
as well (according to the code). Should be really rather easy to give
them the pet-like behaviors and elements if someone really wants to in
the future, just sorta paving the way for more work to be done to make
mobs more intricate/interesting.
## Changelog
🆑
refactor: Giant ants are now more capable of distinguishing friend and
foe.
/🆑
## About The Pull Request
On the tin. They have pretty much nothing in common with chickens, so no
subtyping. They are in the same folder to keep that whole thing tidy,
though.
Also includes fixes to `growth_and_differentiation` element that I made
for spiderlings, since some stuff was yorked without me realizing. It
pretty much worked flawlessly for these chicks otherwise though. It all
works fine now.
## Why It's Good For The Game
More verbose naming scheme (instead of "holo", we get "permanent"
chicks), smarter AI for chicks, knocks them off the list, etc. etc.
One thing that I wanted to do was to have chicks recognize their mother
(if they had one), but that would be way out of scope for this simple
port PR. I'll dwell on adding something cool for that in the future.
## Changelog
🆑
refactor: Chicks are now a bit smarter, be careful not to squish them!
/🆑
Let me know if the whole "COMPONENT_KILL" thing is cringe, I couldn't
figure out a better way to do it without abusing `GetComponent()` to
`qdel()` it that way.
Just another lightweight PR porting over a simple animal to the basic
mob framework with zero additional AI implementation (it's a killer
tomato- it spawns into the world to maul you. how much more intricate
does it need to be?).
This was pretty simple since they didn't have too much custom behavior,
and whatever they did have already had AI behavior. I got really burned
out the last two times I wrote intricate AI action/decision behaviors so
I'm just taking it light and doing the bare minimum.
one day our shackles will be free of the simple animal scourge. they're
also a bit more intelligent, and i daresay a bit cuter too now.
also that lizard gib animation has been sitting there for god knows how
long completely unseen, so let's actually hook it into the mob.
## About The Pull Request
deers only show up in the BEPIS but i decided that they would be easy
enough to turn into a basic mob (they were). it was so easy in fact that
i decided to dip my toes into coding AI behavior, and made them freeze
up whenever they see a vehicle. this required a lot of code in a bunch
of places that i was quite unfamiliar with before starting this project,
so do let me know if i glonked up anywhere and i can work on smoothing
it out.
## Why It's Good For The Game
one less simple animal on the list. deers staring at headlights is
pretty cool i think, neato interaction for when you do get them beyond
the joke the bepis makes
i'm also amenable to dropping the whole "deer in headlights" code if you
don't like that for w/e reason- just wanted to make them basic at the
very least
## Changelog
🆑
add: If you ever happen upon a wild deer, try not to ride your fancy
vehicles too close to it as it'll freeze up like a... you know where I'm
going with this.
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
https://user-images.githubusercontent.com/66640614/233747544-aac153b9-a100-486c-9a7a-4a436b8303b8.mov
Cows, pigs, and sheep make noise when their AI makes them speak.
~~Also House Flipper Farm DLC came out but that's incidental.~~
## Why It's Good For The Game
It's funny, also more sound effects are fun. Gives basic mob creators
more customizability.
## Changelog
🆑 Tattle
qol: basicmobs can now make sounds when their speech is triggered
qol: pigs will now make sounds and emote on their own
sound: cows, pigs, and sheep have new sound effects!
/🆑
---------
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
refactors poles and trees into basic mobs. If trees now see you holding
a chainsaw, hatchet, or some wood they will get angry and knock you out
for longer. Poles will run around giving some of their charge to APCs
they find along the way. i did them both in this PR coz poles were a
subtype of trees.
## Why It's Good For The Game
refactor
## Changelog
🆑
refactor: refactors trees into basic mobs
refactor: refactors poles into basic mobs
add: If trees now see you holding a chainsaw, hatchet, or some wood they
will get angry and knock you out for longer
add: Poles will run around giving some of their charge to APCs they find
along the way
fix: cells charged by the pole will now have their icon correctly
updated to reflect their charge
/🆑
---------
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects
regexes used
git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
## About The Pull Request
This PR converts giant spiders into basic mobs and resultingly fixes
#37793
They _should_ have the same behaviour as their simple mob versions
although I can't verify that their movement speeds are _exactly_ the
same. It should at least be pretty close.
A quirk of spiders is that they had a pretty large `move_to_delay` which
made them slow in the hands of AI (because it would just pause for ages
between taking steps) and faster in the hands of players, and they often
appear in both forms so I had to implement this as a speed modifier
based on player control.
Additionally this is the first basic mob which can be set on fire.
This is currently implemented as a var on `mob/living/basic` but I know
there was some annoyance at adding the environment tolerances as vars on
there so if desired I can try and extract it out, I'm just not sure how
easy it will be.
Something else I noticed is that spiders seem to take stamina damage
from bug spray... but stamina damage does nothing to either simple _or_
basic mobs. I have left it in for now in case I am missing something,
and rebalancing it to do something else would be more like a balance
change.
Oh also I killed the `mob/basic/retaliate` folder because that isn't a
classification that needs to exist or makes sense.
## Why It's Good For The Game
We don't want to use simple mobs any more.
Sergeant Araneus can finally actually be a spider, instead of being a
bat.
## Changelog
🆑
refactor: Spider code has been refactored and AI-controlled spiders may
have slightly different movement or reaction times.
fix: Basic mobs can now be slowed when they take stamina damage, however
currently only spiders actually _can_ take stamina damage.
fix: Spiders should now more reliably disable their AI when controlled
by a player.
fix: Araneus is no longer considered to be a bat and so cannot fly.
fix: Araneus is no longer considered to be a bat and so is no longer
frightening to people who are scared of the supernatural.
/🆑
## About The Pull Request
Garden gnomes can go into the ground when they stand still for a while.
If they are damaged and underground they will heal. If they are
underground they will also gain damage resistance. They can make people
trip when underground and deal some damage. They are available through
golden slime cores or you can collect them from cargo with an emag. If
one of them gets damaged they will all retaliate against the attacker.
They have a very realistic colour pallet based on online gathered data.
Depending on their colour pallets some of them have a very low chance of
spawning.
## Why It's Good For The Game
These new garden gnomes come with expanding the world building of space
station 13. These gnomes will add more variety to the game play and use
an interesting AI and behavior that interacts with the player.


## Changelog
🆑
add: Adds garden gnomes.
imageadd: Adds garden gnome sprites.
/🆑
## About The Pull Request
Turns the faithless mob into a basic mob with unique behaviors, it will
now break lights and drag around victims bodies. Can also punch open
airlocks if they can be opened.
## Why It's Good For The Game
Now the faithless mob has its own unique behavior and it is cool to see
more AI variety.
## Changelog
🆑
add: Faithless will now also break lights and drag victims around
refactor: Faithless into basic mob
/🆑
## About The Pull Request
Refactors the frog into a basic mob. The frog now does the same as the
old frog and can now properly be commanded by the regal rats.
## Why It's Good For The Game
## Changelog
🆑
refactor: Refractors the frog into a basic mob
/🆑
About The Pull Request
Made a basic version of the pet base called /mob/living/basic/pet. It's significantly more stripped down from the old simple_animal one, because its half collar stuff and...
Made the collar slot a component that you could theoretically remove from a pet to disable the behavior, or add to any other living mob as long as you set up the icon states for the collar (or not, the visuals are optional).
The corgi's collar strippable slot is now generally the pet collar slot, and in theory could be used for other pet stripping screens.
I also gutted the extra access card code from /mob/living/basic/pet as it's only being used by corgis. Having a physical ID is now just inherent to corgis, as they're the only ones that could equip it anyway.
Ported the make_babies() function from simple_animals to a new subtree and associated behavior, called /datum/ai_planning_subtree/make_babies that uses blackboards to know the animal-specific info.
Note that it's marginally improved, as the female walks to the male first instead of bluespace reproduction.
Tweaked and improved the dog AI to work as a basic mob, including making /datum/idle_behavior/idle_dog fully functional.
Made a /datum/ai_planning_subtree/random_speech/dog that pulls the dynamic speech and emotes to support dog fashion.
I've tested base collars across multiple pet types.
For dogs, I've tested general behavior, fetching, reproduction, dog fashion, and deadchat_plays, covering all the oddities I'm aware of.
image
Why It's Good For The Game
Very big mob converted to a basic mob.
Changelog
cl
fix: Lisa no longer uses bluespace when interacting with Ian.
refactor: A large portion of dog code was re-written; please report any strange bugs.
/cl
## About The Pull Request
Back in #64175, I reworked rabbits such that their base behavior was
just a cute fluffy snuggle monster, and not have the "easter" variant be
the default. Now that we're transitioning everything from simple_animal
to basic, I figured now was the time to shift that over too.
Pretty much everything should be the same as it was before, I even took
some time to add behavior to some elements to allow it to work (let me
know if I should handle it a different way) but rabbits as a
simple_animal and rabbits as a basic mob should now not be very
distinguishable (beyond the fact that they only speak via subtrees).
I also got rid of the single-letter icon_states in the DMI and
accomodated the code to fix because I finally got irritated enough to do
something about that.
## Why It's Good For The Game
Although I didn't really have any pressing urge to add more complex AI
behavior to rabbits than just pretty much re-implementing what they had
as a simple_animal, this is an excellent first-step to allowing much
more extensible behaviors to these fuzzy creatures.
Also, it takes three more mobs off "the frozen list". Whoopie!
## Changelog
🆑
fix: Dead Black Space Rabbits should now properly have a sprite.
/🆑
The UpdatePaths is useless for the maps we have on our repository
(holodecks use a spawner code-side), but I'm going to be nice to
downstreams who need it.
* Converts mice and rats to basic mobs
* Update paths
* Fixes
* Tweaks
* .
* Use helpers
* Unit test
* Correct the targeting
* Fixes the unit test?
* Fixes the unit test
* Docs
* update the path script with pr id
* Faction check tweak
* Review
* AHH
About The Pull Request
Alphabetized several long lists of strings so its easier for us to look through them, just code polish, nothing the players would see.
Fixed some minor spelling errors as well.
Clarified door bolt state to be less ambiguous in the door wiring gui.
Originally it would say the door bolts have fallen, and the door bolts "Look up". i dont know about you but that was very not clear for me to read. Like where are the bolts? In the door or the frame? Arnt there bolts on top and bottom? Just didn't make sense to me.
Now it says "Have engaged!" & "Have disengaged"
hopefully that makes the state clearer at a glance.
I also added a small handful of funny texts to some string files. See changelog
Why It's Good For The Game
Well, who doesn't like a bit of polish? Just makes the game a little easier for people.
Also funny text funny text.
Changelog
spelling: improves spelling and adds more flavortext
About The Pull Request
Yup. That's pretty much it. This PR adds the Mothroach to the game, described as "An ancient ancestor of the moth that surprisingly looks like the crossbreed of a moth and a cockroach."
Do you love the Mothroach? Then you can cuddle with it and pat it, as well as place it on your head for extra cuteness.
What if you hate it, though? You can always kill and butcher Mothroaches in order to mass produce moth plushes for your own profit... How fun!
Either way, you win!
The Mothroach can be picked up and has a special on-head sprite (which looks really cute). It is able to vent-crawl and you may get one by randomly summoning a friendly mob through the gold slime extracts, or by ordering one through the Cargo Requests. After butchered, you may use its hide, a heart, and some cloth to craft a moth plushie, the most devilish of Devil's designs.
Full Preview of all the Sprites (NEW): https://www.youtube.com/watch?v=pdg8FTNEYjI
Preview of some of the Sprites (OLD): https://www.youtube.com/watch?v=9A-8hGCiW0s
In-hand, on-head, and grounded Mothroach sprite credits go to ValuedEmployee.
I did the Mothroach hide sprite though!
Why It's Good For The Game
The Mothroach is incredibly cute and a neat, fresh, new piece of content. Although it could use some future repurposing, right now it's simply a cute exotic pet with a few interactions.
These cute sprites are just too good to go to waste...
I keep seeing people complain about the lack of new content. Well, here's something niche that won't break the whole balance of the game and that will be cute. I seriously cannot see a motive not to add this to the game. Just because it isn't a powergaming tool or something that is seen every shift, that doesn't mean that it won't have a positive influence on the game. As I have stated, right now the Mothroaches are underperforming in terms of interactions and ways of getting them, but adding them is the first step to later improve them.
Changelog
cl
add: The Mothroach, your new local exotic pet
add: Mothroach Hide and Mothroach Meat
add: New crafting recipe for the Moth Plush: 1 Mothroach Hide; 1 heart; 3 cloth
fix: Fixes dead mobs on-head not having sprites
/cl
Simple_animals / mobs are the biggest lie in this code-base. They're far from simple and have an extreme god-object problem. Especially when you get to /hostile, where there is so many procs, vars, and what not, that you can't make any interesting additions without snowflaking the hell out of the code.
This PR hopes to help kill this problem by introducing a new /living subtype, /living/basic. The idea of this refactor is to slowly start moving all old simple_animals to this new system, moving over behaviors like charging and more extravagant mobs like megafauna over bit by bit similar to how newfood was implemented.
One of the other big goals of this refactor is to move many of the fringe simple animal behaviors into either AI datums, or components/elements. (Some of which still needs to be done in this PR).
As a proof of concept, I created the base mob/living/basic, and moved cockroaches over to the system. Since cockroaches have both a passive, melee and ranged mob.
This PR does slightly affect balance as the behavior isn't 1-on-1 due to it no longer running on the janky /hostile behavior, but I tried to keep the effects to a minimum, and the glockroach and hauberoach are not spawnable through many means as far as I know.