## About The Pull Request
We were doing a lot of mental gymnastics in a bunch of other places, so
let's change this wonky var to a streamlined element that will rely on
the same signals that a lot of stuff was already using/accounting for in
its own signal handling pathways, instead of being a weird coverage gap.
This patch should also make the whole "checking if someone is attempting
to pick a mob up" thing make a lot more sense and use a unified proc
instead of spot-checking whatever random things it wants to spot-check.
## Why It's Good For The Game
I didn't know this was a thing until I looked at #96873 and it made me
sad because literally everything else involving mob drag-and-drop is
already signal-based except this weird stinker that relied on proc
overrides. Never mind that now, let's use nice traits to avoid
typecasting and elements to avoid duplicating code. It should also be
much cleaner to add holdability to a mob isntead of having to do
`can_be_held = FALSE` as a weird behavior (at least one instance had
this non-necessarily). All this really is is just middleware on the
extant /mob/living code but still making it in proper lockstep with the
other signalling procs.
I did port over raptor code faithfully but I'm not 100% sure if it was
meant to be like this? Regardless, that's how it is.
## Changelog
🆑
refactor: Picking up mobs has been altered a bit, please report any bugs
or glitches.
/🆑
## About The Pull Request
21 things.
Additionally, an actual refactor(a real one) of refunding of item-based
spellbook entries, as in the three summons, which hasn't worked for four
years and now does.
Lastly, the holopayment stand IDs can project can now accept payment.
## Why It's Good For The Game
They want you to think this is worth 210 gbp, don't believe the lies
## Changelog
🆑
fix: Wizards can now successfully refund summoning items
fix: Holopayment stands can now take payment
code: 21 things have been moved from attackby() to item_interaction()
/🆑
## About The Pull Request
<img width="245" height="468" alt="image"
src="https://github.com/user-attachments/assets/e7924766-cf9a-4ca0-b3fb-a668d3d2cec0"
/>
## Why It's Good For The Game
shouldve been removed with the first pr
## Changelog
Removes everything for the caves and snowdin away missions except for
the original caves area because i used that in heretic, whoops.
not player facing there should be no CL
## About The Pull Request
Adds `/datum/mood_event/splattered_with_blood` to two places you are
explicitly splattered with blood
## Why It's Good For The Game
Consistency
## Changelog
🆑 Melbert
qol: More places causes the "splattered with blood" mood event
/🆑
## About The Pull Request
This lets people ride and tame spiders by feeding them mouse, lizard,
moth, fly, and worm meat. You can only do this when a spider is a
spiderling or young; once it's fully grown, it's no longer possible.
This also refactors some tameable code to use `TRAIT_TAMED` instead of
setting variables on mobs individually.
## Why It's Good For The Game
It looks cool.
<img width="1920" height="1080" alt="dreamseeker_97k7fgzdhv"
src="https://github.com/user-attachments/assets/87d53102-468d-4dd7-b0a7-004f9a98df17"
/>
## Changelog
🆑
add: Spiders can now be tamed and ridden. They eat mouse, lizard, moth,
fly, and worm meat and can only be tamed when they are spiderlings or
young.
code: Refactored tameable code to use TRAIT_TAMED instead of setting
individual variables on each mob.
/🆑
## About The Pull Request
Inspired by #94233. `grind_results`(list) & `juice_typepath`(typepath)
are only used when grinding & juicing after which the atom is deleted.
This means if that object is not processed these vars occupy memory &
don't do anything.
Now these values are only generated on demand by calling their
respective procs. Considering how these vars are on the obj level the
memory savings are quite significant
## Changelog
🆑
refactor: grinding & juicing have been refactored to occupy low memory.
Report bugs on github
code: improved grinding & juicing code
/🆑
## About The Pull Request
Two main things.
Multiple instances of use of a proc in AI controllers seemingly assuming
the default behaviour will work for them, but what ends up happening is
`search_tactic` gets redefined and redefined with no defaut search range
parameter, so nothing ends up passed to the `search_tactic` child procs,
so they all call `oview` with `null` and this... somehow doesn't
runtime? Has behaviour that works some of the time??? I hate this
fucking language. Anyway.
Stoat steal items behaviour was completely broken and apparently was not
tested once since it was merged in. I've made the corrections I can, but
I haven't figured out why stoat AI never enters idle, so we have a
behaviour that leads to the stoat running up to an item, grabbing it,
and then just staying there, unmoving. I've sunk too many hours into
this, I'm just going to call it fixed and let someone else figure out
what exciting additions there need to be to a behaviour that was never
functional in the first place.
## Why It's Good For The Game
i don't know man i just want the pain to stop
okay, generally speaking, when people write AI behaviours, they want
those AI behaviours to do something and not just silently fail for six
months or longer
## Changelog
🆑
fix: Stoats have a chance to try and grab items like they always should
have.
/🆑
## About The Pull Request
Makes mice go where they were when you kill them, rather than being
stored inside whatever mob was holding them. Mice on your shoulder fall
off, instead.
Also fixes unrelated runtime happening in parallel
## Why It's Good For The Game
fixes #91057
## Changelog
🆑
fix: mice stored on your person will no longer disappear when killed
/🆑
---------
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
## About The Pull Request
title
## Why It's Good For The Game
it inherits a lot of behavior from clothing which leads to lots of bugs
when it isn't actually clothes, for example: shredded overlays. this
should be better.
probably fixes a bunch of bugs
## Changelog
🆑
code: mob holders are no longer subtypes of clothes, report any issues
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
* When gibbing mobs, spawned gib type is now based on mob's biotypes if
they're not a carbon, or their chest (or first) bodypart if they are,
rather than requiring a proc override for every single mob. This means
that a few robotic mobs no longer drop meaty gibs, and that gibbing
androids now produces cyborg gibs instead of a meaty surprise, plus they
should no longer runtime when trying to gib a robot. Gibs also are now
spawned around the gibber and streak outwards instead of magically
teleporting a few tiles away, for some visual flair.
* Fixed meat not overriding blood DNA on blood_walk component which made
xeno and lizard meat leave behind orange trails instead of proper
lime/dark green blood colors (due to them keeping human meat DNA).
* Brightened up the gibber blood overlay I've missed, so it should be
consistent with old blood colors now.
* Also cleaned up the gibspawner code.
## Why It's Good For The Game
Biotype/chest changes should make devs lives easier and gameplay a bit
more consistent, and streaking just makes the process look slightly
better.
## Changelog
🆑
add: Androids and fully augmented humans now drop robotic gibs instead
of meat
add: Improved gibber VFX
fix: Fixed gibber overlays being darker than intended
fix: Fixed xenomorph and lizard meat leaving orange trails behind
code: Improved gibs and gibspawner code
/🆑
## About The Pull Request
Adds bloodroaches.

These are cockroaches that have gorged themselves on blood in
maintenance. They're very gross!

Splatting one causes an explosion of blood all around the death
perimeter, splashing both turfs and mobs with blood.
They have a 1% chance of spawning in place of normal roaches.
They also spawn in:
- Abandoned crates, replacing the 30 roaches with 30 bloodroaches.
- As backup anomalous crystal possession targets.
- Grimy fridges
Added a trait given to things killed by pest spray, used to check on
death explosion for bloodroaches.
Changed roach spawns in maps to use mob spawners, so I can replace them
with bloodroaches 1% of the time.
## Why It's Good For The Game
Splatting a random roach in maintenance that explodes into blood sounds
hilarious. It also adds janitorial depth by requiring pest spray to
carefully eliminate these pests
## Changelog
🆑
add: Added bloodroaches, a rare variant of cockroaches that explode into
a shower of blood when squashed.
/🆑
## About The Pull Request
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack
This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.
This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).
## Changelog
🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
## About The Pull Request
Since #90505 added another entry to it the Regal Rat Riot ability, which
turns maintenance creatures into versions loyal to the rat, has become
sort of unmanageable (and to be honest it was a bit gross to start
with).
Instead of having a big if/else list (which was making the same range
check multiple times...) that sets stats on a bunch of mobs, I delegated
it to the mobs themselves and instead of changing some stats of the
existing mobs we just turn them into a new mob which can be spawned or
placed separately by mappers or admins if they want.
Other stuff I changed:
Riot (the ability which transforms mobs into minions) no longer spawns a
mouse if it fails to find anything. Instead you have a chance to fish
mice out of disposals bins while digging out trash and items.
Domain is now a toggle which activates itself every 6 seconds rather
than a button you manually click every 6 seconds.
Riot makes a visual effect when used.
Rare Pepe randomisation is done via a random spawner instead of the mob
modifying a bunch of its own properties in Initialise.
A bunch of mobs now automatically follow you after being tamed. I wrote
this assuming I was going to add it to the rioted mobs but then didn't
end up doing that because you might want them to immediately attack
someone.
My rule of thumb is that if I think you'd want the mob to attack someone
the moment it is befriended I didn't add this and if you wouldn't I did.
I changed some of the regal rat minion names, and some of them can now
spawn from gold slime which couldn't before.
## Why It's Good For The Game
This proc sucked and now it's nicer.
As for the other changes;
- A tamed mob immediately following you is nice feedback and saves you a
click as it's likely to be your first action. Also removes some admin
panel shitcode I added.
- I changed Domain to a toggle because you generally want to use it on
cooldown and someone suggested it on this PR and it sounded like a good
idea.
- I saw someone in Discord complaining that the previous flow of
recruiting rats by hitting Riot with nothing around to summon one,
waiting, hitting it again to convert one rat, and waiting again was
tedious and annoying which I agree with.
This method improves the quality of life by separating these two actions
but _also_ as a side effect reduces a regal rat's ability to secretly
stockpile 50 rats in a hidden maintenance room because most disposal
bins are in slightly more visible areas, they'll actually need to go and
make a mess somewhere someone can see them.
## Changelog
🆑
balance: Regal Rats can now grab mice out of disposal bins, and no
longer spawn them with the Riot ability.
balance: The Riot ability no longer needs to be used once for each
slightly different kind of mob in your radius.
balance: The Regal Rat Domain ability is now toggled on and off.
balance: Several kinds of mob will immediately start following you once
tamed.
balance: Rats, hostile frogs, and evil snails can be created via gold
slime reaction.
/🆑
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...
...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!
I also tried to replace some of those single letter vars/args but there
are just way too many of them.
## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.
## Changelog
🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
## 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
Adds a new biotype, MOB_AQUATIC, indicating the mob is water-themed
somehow. Given to carp, lobstrosities, frogs, axolotls, penguins, fire
sharks.
Aquatic mobs can be hooked by fishing rods, even without a jawed fishing
hook installed.
The carp and fish infusion sets now give the infusee the aquatic
biotype. Added support for infusions adding a biotype.
You can check for a fish's pulse with a stethoscope, which will tell you
its status even without fishing skill.
Refined fish health status checks to be more precise.
Added 'Fishy' Reagent, a version of strange reagent that only works for
fish or aquatic biotype mobs. It's made with omnizine, saltwater, and
carpotoxin or tetrodotoxin.
Added a lifish chemical reaction that creates fish.
## Why It's Good For The Game
Fish content fish content fish content
> Adds a new biotype, MOB_AQUATIC, indicating the mob is water-themed
somehow. Given to carp, lobstrosities, frogs, axolotls, penguins, fire
sharks.
We were really missing this one by now.
> Aquatic mobs can be hooked by fishing rods, even without a jawed
fishing hook installed.
> The carp and fish infusion sets now give the infusee the aquatic
biotype. Added support for infusions adding a biotype.
I want to reel in fish people. This is going to be hilarious.
> You can check for a fish's pulse with a stethoscope, which will tell
you its status even without fishing skill.
Fish doctor content - also lets you see the exact status of a fish's
health even if you haven't interacted w/ fishing that shift.
> Added 'Fishy' Reagent, a version of strange reagent that only works
for fish or aquatic biotype mobs. It's made with omnizine, saltwater,
and carpotoxin or tetrodotoxin.
A somewhat easier to get version of strange reagent, purely for fish, as
they die very easily and the road to making SR is a large diversion. I
might add this to cargo, maybe?
> Added a lifish chemical reaction that creates fish.
Fish. fish fish fish fish fish.
@Ghommie
## Changelog
🆑
add: Adds a new biotype, MOB_AQUATIC, indicating the mob is water-themed
somehow. Given to carp, lobstrosities, frogs, axolotls, penguins, fire
sharks.
add: Aquatic mobs can be hooked by fishing rods, even without a jawed
fishing hook installed.
add: The carp and fish infusion sets now give the infusee the aquatic
biotype. Added support for infusions adding a biotype.
add: You can check for a fish's pulse with a stethoscope, which will
tell you its status even without fishing skill.
qol: Refined fish health status checks to be more precise.
add: Added 'Fishy' Reagent, a version of strange reagent that only works
for fish or aquatic biotype mobs. It's made with omnizine, saltwater,
and carpotoxin or tetrodotoxin.
add: Added a lifish chemical reaction that creates fish.
/🆑
---------
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
before, if u wanted to make ur animal hunt for food, u had to give them
the find food subtree, the attacking subtree, and had to edit their
targeting stratedgy to include items. this makes it so u only have to
give them just 1 subtree which will handle everything it needs to. also
makes it alot more customizable, u can now set a hunger cooldown for ur
animals, and cute emotes for them to play after eating food
## Why It's Good For The Game
makes it more convenient for future devs to include food hunting
behaviors to their animals, while also making it more customizable
## Changelog
🆑
code: animals' food hunting behavior has been refactored, please report
any bugs
/🆑
## About The Pull Request
- pet bonus element now works by getting an emote fed into it.
- all pets who had pet bonus emotes now have it as a proper emote they
can use if controlled by a player.
## Why It's Good For The Game
- standardises pet bonus so it's easier to give more behaviors to
petting, like sounds :3
- allows basic mobs controlled by players to use the emote at will,
which will allow them to react to situations more with emotes.
## Changelog
🆑 grungussuss
add: a lot of basic mobs and pets got new emotes
refactor: emotes triggered by petting pets work differently now, please
report any oddities with these behaviors.
sound: new emotes for basic mobs got sounds
/🆑
## About The Pull Request
Adds a new neutral station trait where people are able to bring their
personal pets to show off to the rest of the crew (or to donate to the
chef). Before joining, players will be able to customize their pets
https://github.com/user-attachments/assets/5a5cda18-e551-4f87-b649-67a6940ffc6a
u can set their name, gender, pet carrier color, and teach them give
them a unique dance sequence trick. if players dont wish to opt in, they
also have the choice not to
## Why It's Good For The Game
adds a new station trait which people can RP around, whether its by
competitively comparing pets, or resolving conflicts around pets being
killed/kidnapped. Ive also GAGsified pet carriers, so people can now
have the option to recolor those too
## Changelog
🆑
add: adds a new station trait, "bring your pet to work" day
/🆑
## 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
Description states they eat uninsulated cable. This has been changed to
say they love eating *insulated* electrical cables.
## Why It's Good For The Game
All cables in the game are insulated, so this keeps things consistant.
It's also more realistic, mice don't bite into electrical cables to get
at the wires inside - they do it because gnawing the soft rubber or
plastic insulation sharpens and maintains their teeth.
## Changelog
🆑
spellcheck: Mice now love the taste of insulated electrical cables, not
uninsulated ones.
/🆑
## About The Pull Request
The other day someone posted a story on the tgstation forums about being
spawned as a sentient "passive carp" from slime gold cores and then
biting someone to death which mildly annoyed me because "passive carp"
is a mob which exists purely for a shuttle event, to make them less
dangerous when passing through the area.
And _also_ because once sapient the passive carp was, of course, not
passive at all. If it was a passive carp they wouldn't have had to
appeal a note, because they wouldn't have been able to bite that guy.
There were two solutions for this.
The obvious one is "remove this mob from the gold slime core pool".
The one I chose instead was "give this mob more divergent behaviour".
Now instead of "passive carp" it is called a "false carp", which is a
carp-like creature that is incapable of harming humans (it has the
pacifist trait and does no damage).
It is spawned from the _friendly_ gold core reaction instead of the
hostile one.
It will be chill until someone attacks it or it sees someone attack
another false carp, then all of them will run away from that person.
Additionally I fixed a bug where its teeth reappeared in some animation
states.
And another bug where crab AI just didn't work.
## Why It's Good For The Game
If you see a mob called "passive carp" it should do what it says in the
name.
## Changelog
🆑
balance: Pacifist carp can now be spawned from the friendly gold core
reaction, and no longer appear from the hostile one.
fix: The teeth of toothless carp will not occasionally reappear
fix: Crabs will now run from attackers larger than them and attack
things smaller than them, as intended.
/🆑
## About The Pull Request
Chasing more side effects of offsetting mobs and giving them shadows.

Some mobs are "flying" while they are alive, but not while they are
dead.
Some mobs (like Watchers) offset their death sprites in the dmi to make
it look like they have dropped to the ground, others do not bother.
For the ones which don't, we want to shift them down ourselves so it
doesn't look like the corpse is levitating.
I'm willing to accept better suggestions for how to implement this but
this seemed like the most obvious.
## Why It's Good For The Game
No more levitating corpses
## Changelog
🆑
fix: Carp, bat, parrot, and dragon corpses no longer float in the air.
/🆑
## About The Pull Request

Moves the cockroach shadow to be right under it
## Why It's Good For The Game
While technically cockroaches _can_ fly, they don't in our game.
Cockroaches are the ultimate survivor organism and have even managed to
evade the 12 pixel offset all other creatures are labouring under.
## Changelog
🆑
fix: Whatever the roaches were getting into which made them hover above
the ground seems to have worn off.
/🆑
## About The Pull Request
Whale whale whale, It wasn't shrimple, I had to spend severals minutes
swimming around to find sea-related punss to use for this PR. I'm
otterly and clampletely exhausted.
Soooo, exactly what it reads on the title, however it also applies to
the lobster foam helmet, which is contraband from the Autrodrobe.
## Why It's Good For The Game
I thought it'd been interesting to shove a bunch of puns into crustacean
mobs. To make them a little bit more unique, and see how many puns I
could find or come up with.
## Changelog
🆑
add: Crabs and lobstrosities (as well as the lobster foam helmet and the
fishing hat) now pack a boatload of fish puns.
/🆑
## What's going on here
Kept you waitin huh!
This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).
If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.
Most of the rest of it is pipelining done to accommodate how icons are
cut.
## Path To Merge
Almost* all sprites and code is done at this point.
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily
This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.
Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.
Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.
## What does it look like?






## Credits
<details>
<summary>Historical Mumbojumbo</summary>
I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.
This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.
Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.
This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.
The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.
Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.
Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.
The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.
</details>
<details>
<summary>Detailed Credits</summary>
Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.
Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother
And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>
## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
## About The Pull Request
Carps, frogs and young lobstrosities now fear legendary anglers wearing
the legendary fishing hat and will flee. The item is skill-locked, so
only those that have maxxed out the skill can wear it.
Differently, adult lobstrosities and megacarps (and suicide frogs, which
are used nowhere) do not flee but will still prioritize them over the
rest.
## Why It's Good For The Game
I'm putting some emphasis on the "fish fear me" _(lobstrosities and
frogs aren't exactly fish but it'd been quite boring to only include
carps)_ and also making the hat a bit more than just some cosmetic
novelty.
## Changelog
🆑
add: Carps, frogs and young lobstrosities now fear people wearing
fishing hats! Adults and megacarp favour the 'fight' part of the fear
reflex however.
fix: The hat stabilizer module now inherits the clothing traits of the
attached hat.
/🆑
## About The Pull Request
Closes#85143
Blocking interactions unless you can dip is a pretty bad idea, and
leaving the line in wouldn't make much sense anymore.
## Changelog
🆑
fix: You can now put dead mice into mortars/grinders properly
/🆑
## About The Pull Request
mothroaches were eating their holder object so theyd constantly crawl
out of bags
## Why It's Good For The Game
closes#84825
## Changelog
🆑
fix: mothroaches will no longer be crawling out of bags every minute
/🆑
## About The Pull Request
Mob placeholders could be microwaved prior, but it wouldn't do anything
besides spit out the placeholder on the ground
Now they get electrocuted, and if this kills them it gibs them, making a
mess.
This works for spacemen if they're varedited to be able to be held too,
so go wild microwaving the clown or something I guess.
https://github.com/tgstation/tgstation/assets/51932756/f4fdcb6b-54aa-4872-992d-78706dc9568f
## Why It's Good For The Game
Uhhh....
It adds a lot of potential comedy into the sandbox by allowing shocking
events like stuffing ian into the deepfryer, putting him into a burger
and then microwaving his body out of said burger to the horror of all
who witness such an act of profane cookery
## Changelog
🆑
add: You can now microwave station pets that you can pick up, with
predictable outcomes
/🆑
## 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
there is a very small chance vendrobes will have mothroaches inside.
this will become apparent as the clothes you buy will come out slightly
damaged and eaten. hitting the vendrobe with a weapon (or throwing the
weapon at it) will cause the mothroaches to come out and scatter
everywhere. mothroaches will now also seek out clothes to eat them
## Why It's Good For The Game
gives more character and depth to mothroach AI
## Changelog
🆑
add: vendrobes may have mothroaches inside them
add: mothroaches will now seek out clothes to eat them
/🆑
## About The Pull Request
Makes the random frog in the icemoon plasma facility more
atmospherically resistant so that it survives in its environment.
## Why It's Good For The Game
Please stop failing my PRs by dying in the cold, Peter.
## Changelog
🆑
fix: Peter Jr. is capable of surviving in the environment they spawn in.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`
I have manually tested many of the refactored procs but there was 200+
so it's kinda hard
## Why It's Good For The Game
Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item
This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.
If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`
This does result in some instances of boilerplate as shown here:

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution
~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~
## Changelog
🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
## About The Pull Request
I've recently noticed that the maploaded penguins from the snowdin away
mission were dying from unsafe atmos/temperature. This sparked the idea
of making a (focus only) unit test that would prevent this sort of
issues from happening.
This PR also implements the usage of the `atmos_requirements` and
`body_temp_sensitive` elements for simple animals too, cutting down the
copypaste.
## Why It's Good For The Game
More unit tests to make sure things are done correctly.
## Changelog
🆑
fix: Made sure that mapped critters (i.e. penguins on the snow cabin
away mission) can survive in the environment they're spawned in.
/🆑
## 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
adds a new gateway map, the Nanotrasen Museum it is filled with
""""Mannequins"""" and Common Core lore
im not putting the preview here because you really should explore it
yourself but if youre that curious i think the Checks tab in mapdiffbot
would have it
this gateway map contains no combat unless you count falling into chasms
because you did not carry a light
or going into the boarded room with no loot or any incentive with
obvious signs that there is the sole enemy on the map in there
the loot is the lore ok thanks
also makes mines detonate if theyre detonated by a non-mob im pretty
sure this couldnt have been intentional
trams stop chasms
and also the relevant items
<details>
<summary>on second thought if you want spoilers check this</summary>

</details>
## Why It's Good For The Game
more gateway maps = good
## Changelog
🆑
add: nanotrasen museum gateway map
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
The PR that added crabs said crabs are now small creatures, and will
hunt tiny creatures. However, their targeting strategy was
`our_our_smaller`, so a group of crabs ended up eating each other. This
PR creates a new targeting strategy, and applies it to the crab AI.
## Why It's Good For The Game
Puts an end to crabbibalism.
## Changelog
🆑
fix: Crabs will properly only target Tiny creatures
/🆑
## About The Pull Request
[Implements the backend required to make targeting datums
global](https://github.com/tgstation/tgstation/commit/6901ead12e419530b7f646ea21094d4432d7385e)
It's inconsistent with the rest of basic ai for these to have a high
degree of state, plus like, such a waste yaknow?
[Implements
GET_TARGETING_STRATEGY](https://github.com/tgstation/tgstation/commit/d79c29134d03424a9f8bacd64c08cb41775fe8c0)
Regexes used:
new.*(/datum/targetting_datum[^,(]*)\(*\)* -> GET_TARGETING_STRATEGY($1)
Renamed all instances of targetting to targeting (also targetting datum
-> targeting strategy)
I've used GET_TARGETING_STRATEGY at the source where the keys are
actually used, rather then in the listing. This works out just fine.
## Why It's Good For The Game
Not a misspelled name through the whole codebase, very slightly less
memory load for basically no downside (slight cpu cost maybe but not a
significant one.
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>