## About The Pull Request
- Fixes air raid siren/priority announcement being sent each time the
cascade strategy is activated.
- Improves logging for admins, removes code duplication by moving the
log generation into the respective parent procs.
## Why It's Good For The Game
Fixes bug, code improvement
## Changelog
🆑 LT3
fix: Fixed duplicate priority announcements about a possible resonance
cascade
code: Improved supermatter delamination logging
/🆑
# Before TMing this please contact me on discord, I'd like to observe
the TM
## About The Pull Request
### There is a shimmer in the air, again. Familiar. The nighttime walk
of dreams yet again takes the uncomfortable form of an icey woodfield,
moths and owls swooping overhead. An uneasy shiver runs down the spine
of the world. The gaze of the Light focuses on our lowly region of space
- will you knock?
Design doc V1 (Tentative, may change based on feedback):
https://hackmd.io/@NikoTheGuyDUde/B1XEAAv3Zg
Reverts https://github.com/Bubberstation/Bubberstation/pull/5268 by
reworking heretic into a far less scaling, less dangerous, and less
murdery antagonist. Read the design doc for more.
### DISCLAIMER
I was not a mainline heretic player, nor someone who had constant
contact with ehretics. Therefore, I am not the best judge of heretic's
balance. A lot of this is **prone to change**.
### Changes
Heretic is now named **acolyte.**
#### Base kit
1. Heretics can no longer blade break. This is because jesus christ
blade breaking was annoying but also as a way to remove some of
heretic's crazy mobility.
2. Cloak of shadows and warren king's welcome are now 0.5 cost shop
items.
3. Passives are purchased now, with cost based off the path itself.
4. The same is true for blades and the mansus grasp mark, being 2 cost
nodes.
5. The heretic aura is now completely disabled, until I find some way to
use it.
6. The living heart ritual now requires plasma. You cannot get a heart
in perma, good riddance.
7. You can no longer shovestun after a grasp. Still a very useful tool,
though.
9. _**ASCENSION IS GONE.**_ Your only progression is with your
objectives. Find a gimmick to do if you want. Opening ways will be hard
enough.
10. Rituals & Mansus grasp are disabled if you have no heart. Its now
complete neutering.
#### Countermeasures
1. No heart = No rituals and no mansus grasp for anything but runes.
2. Added antimagic collars to security and cargo that act the same as
having no living heart, but is less invasive and can be more easily
removed.
3. Most heretic items have examine hints to non-heretics now.
#### Progression
1. Heretics now only progress via their intrinsic objectives, and only
up to a point. Ex. 0.5 points per influence, 2 points per way.
4. Passive generation is also substantially slower.
5. Heretics now have access to **fifteen knowledge points** on spawn,
and **their entire research tree+draft shop**. No more draft freebees
exist, either. (This is prone to change)
#### Objectives
1. Drain Influences - Influences now passively drain sanity aroudn them,
cause hallucinations, and have a rare onetime chance to spawn a heretic
mob. The heretic must drain **six-seven** influences to gain **two**
knowledge points.
2. Open Ways - Ways are a new type of heretic influence that spawn
exclusively in high-importance or high-traffic areas. A heretic must
perform a ritual with four randomly generated items on the way to open
it. Once open, the way has a variety of effects, the majority of which
are **beneficial, but in a bad way.** Ex. spawning 5000 mols of a
valuable gas. The heretic must drain **three** ways to gain **four**
knowledge points.
3. Wildcard - There are currently five wildcard objectives any heretic
can roll. **One:** Steal 1000-1250 credits from crewmembers using the
Claw of the Capitalist ritual. **Three:** Have 9-10 crewmembers consume
potions from the Mawed Crucible. **Four:** Perform a ritual in the SM
chamber to neuter its output for 10 minutes. **Five:** Perform a ritual
in the AI upload to upload 3 ion laws to the AI.
#### New spells
1. Cloak of shadows & Warren king's welcome are now 0.5 cost knowledge -
This gives me a reason to give heretics just a bit more starting
knowledge.
2. The Owl's Secrets - Sacrifice a radio, a pair of ears, and a
bluespace crystal to cast a curse on the telecomms processors. For five
minutes, any outgoing message will be corrupted into heretic-speak, and
will damge the sanity and brain of anyone who hears them. If you start
seeing hypnophrase in the chat, take off your headset or turn off the
processors. 2 uses, as this has the potential to be really annoying. 1
cost.
3. Paranoia's eye - A silent, focusless spell that curses nearby people
to see everyone around them as heretics and disables their ability to
examine them for one minute. 1 cost.
6. Claw of the Capitalist - Allows you to transmute someone's blood into
money by stealing it from their account. Each 1u of blood of 5% drained.
If the blood is from a phylactery, it wont steal any that will reduce
the target's account below 300 credits. The target is notified when this
happens. 1 cost.
7. Voice of the mansus - Single use, but re-researchable, ritual that
allows you to do a fake announcement. 1 ears, 1 radio. 0.5 cost.
12. Trickster's pen - Transmute a pen, a sheet of plasma, and a pair of
eyes into a pen that can be used to change the name, age, job, and trim
of a card, and clicked to turn you momentarily near-invisible. 1 cost.
13. Trickster's mask - Transmute a bandana and a spraycan into a
chameleon mask. Thats it. Best with the pen. 0.5 cost.
14. Trickster's Promise - prestidigitation. You can make an item glow,
clean a atom (cleans forensics), shoot confetti, or my personal
favorite, increase the food quality of an edible by 2 and add 5u of a
weak synth-healing omnizine to it. Perfect for chef heretics. 1 cost.
15. Unwrap Minds - EARLY PULL FROM
https://github.com/tgstation/tgstation/pull/95796/. Scalpal, glass
shard, paper, victim. Hypnotizes the victim with whatever is on the
paper. 2 cost.
16. The Blacksmith's Hammer - One diamond, one set of wirecutters,
upgrades your mansus grasp to emag whatever you hit on right click. One
time use - has to be reinvoked every time. 1 cost.
17. Watching Eye - One set of eyes, a sheet of plasmaglass, and a
blindfold creates a one-time small item that can be viewed as if it was
a long-rnged x-ray camera. Has 10% opacity, for sneakiness. While
uncontained in anything, the heretic can whisper a phrase - such as
sleep, blind - to create a short-term, localized negative effect on
non-heretics that the eye is viewing (but only if theyd be viewable
without x-ray). 2 cost, only one can be made - high risk, high reward.
Sprite by Burger, from path of exile.
#### Spell rebalance
1. Ether of the newborn now doesnt heal normal damage. Get a medkit for
that. Additionally, implants remain. Get a _doctor_ for those, or use
any of the other methods to break them.
2. Mawed crucible potions can now be consumed by non-heretics, albiet
disgusting. The potion shop gimmick is real. Additionally, crucible soul
now lasts for 20 seconds and leaves a trail towards the location you
jaunted from when you return. This is because I've heard quite a few
people complain about this thing in the olden days. This doesnt make it
useless, but it does make it more difficult to use.
4. Space phase now has a 2 second do after before phasing out,
uninterruptable. This is mainly for tramstation and icebox when holy
fucking shit it is ridiculous.
5. Wave of desparation now costs 3 points.
8. Armor is now four points.
9. Rust kit and paintings are gone.
10. Codex morbus is gone. Sorry, I dont want to deal with rebalancing it
right now.
11. Phylactery now needs LOS, and has a 3 second do after.
12. Void cloak now disguises itself instead of going invisible.
### Changed paths
#### Void
In the interest of making void a little less murderkill, I opted to add
some flavor and alternate use to void's abilities.
**Void chill** can now put you to sleep if you click its status. This
sleep will heal you via cryoxadone. Being hit will wake you up, as will
void chill going away.
* This is intended to add a alternate, medical use to void, as well as
to nerf void chill a little bit. It does nothing to help you in active
1v1 combat, but if the void heretic disengages, you can heal yourself.
Its alsl nice and flavorful.
Void chill is also now nearly 100% countered by leporazine. Coffee and
tea help with the slowdown, but dont help with cold at 5 stacks.
**Void pull** is gone. **Cloak of darkness** replaces it, with perfect
invisibility taht prevents the use of any tools or abilities while its
active. Being hit instantly banishes it. The cloak slowly cools the air
around you, so if people are aware of your status of a void heretic,
they might be able to guess the chill in a previously warm room might be
you.
**Void conduit** no longer griefs windows and doors. It now chills the
air around it, while putting people to sleep - using the same eldritch
sleep that void chill does. You can use coffee to counteract this, or
simply fire at the conduit from a distance.
**Void cage** now heals the target for 2 of each damgae type a second.
Can now be self-cast. _Still useful for its intended roles._
**Void phase** now has a 40 second cooldown instead of 20. 20 is
ridiculously low for a jaunt with guaranteed EVA power, and 40 should
prevent its abuse.
_Void will probably receive further changes._ On the docket is a void
phase nerf and a void conduit nerf.
#### Moon
**Ringleader** no longer stuns you if you kill a clone, only knocks
down.
**Lunar parade** now lasts for 45 tiles, down from 60.
The passive's healing is reduced by 25%.
The blades upgraded brain damage is now 20, and the sanity threshold for
insanity is now disturbed.
The armor now translates slughtly more health, meaning its less
protective.
_I understand moon the least of all the paths, but I love its flavor, so
I decided to focus on it. Im balancing based off what Roxy suggested
were the issues._
## TODO
- [x] Void path rework
- [x] Investigate if we need to nerf moon more, maybe reflavor it as
well
- [x] Implement the third objective
- [x] Rigorous bug testing
- [x] Rewrite UI
- [x] Remove irrelevant tarting spells (sacrifice, notably)
- [x] Add more non-combat spells
### Implemented paths
- [x] Void
- [ ] Moon
- [x] Lock
- [x] Flesh
The paths beneath this line will be focused on after the initial TM is a
success.
- [ ] Blade
- [ ] Ash
- [x] Cosmic
- [ ] Rust
## Why It's Good For The Game
Heretic is one of the most flavorful internal antagonists in the entire
game, flavorful enough people were making characters around heretic,
people had entire storylines based on heretic, and I feel a lot of value
was lost with heretic. Simulatniously, uh, _**heretic was one of the
worst designed antags in the game?**_ Too powerful, too scalable, and
generally just has a "I HAVE A ANTI-EVERYTHING SHIELD" vibe.
This PR brings it back as a static, traitor-style antag with limited
progression. Variety is always good.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
TODO
</details>
## Changelog
🆑
add: Heretic - Now reworked as a far less oppressive and far less
scaling antagonist
/🆑
---------
Co-authored-by: Roxy <94389951+SapphoQueer@users.noreply.github.com>
## About The Pull Request
Refactor the majority of the current gasmix mole change use cases into a
proc called adjust_gas which simply adds the designated mole count of
the species into the gas mix while also handling asserting the gas and
garbage_collect()
I also added adjust_multiple_gases and convert_gas() for modifying
multiple gases and within a gasmix
## Why It's Good For The Game
Lemon wanted this to be done as part of the air group refactor
## Changelog
🆑
refactor: refactored majority of gas_mix mole change into adjust_gas()
proc
/🆑
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.
## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.
Currently a WIP as I slowly deal with the unit test reports.
## Changelog
🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
## About The Pull Request
It's just a partial cleanup of
anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md)
code from /tg/'s ancient history. I compiled & tested with my helpful
assistant and damage is still working.
<img width="1920" height="1040" alt="image"
src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3"
/>
I'll upload the .cs script I used to do it shortly.
## Why It's Good For The Game
Just minor code cleanup.
Script used is located at https://metek.tech/camelTo-Snake.7z
EDIT 11/23/25: Updated the script to use multithreading and sequential
scan so it works a hell of a lot faster
```
/*
//
Copyright 2025 Joshua 'Joan Metekillot' Kidder
This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
//
*/
using System.Text.RegularExpressions;
class Program
{
static async Task Main(string[] args)
{
var readFile = new FileStreamOptions
{
Access = FileAccess.Read,
Share = FileShare.ReadWrite,
Options = FileOptions.Asynchronous | FileOptions.SequentialScan
};
FileStreamOptions writeFile = new FileStreamOptions
{
Share = FileShare.ReadWrite,
Access = FileAccess.ReadWrite,
Mode = FileMode.Truncate,
Options = FileOptions.Asynchronous
};
RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled;
Dictionary<string, int> changedProcs = new();
string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*";
Regex camelCaseProcRegex = new(regexPattern, regexOptions);
string snakeify(Match matchingRegex)
{
var vals =
matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray();
var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower();
string logString = $"{vals[0]} => {newVal}";
if (changedProcs.TryGetValue(logString, out int value))
{
changedProcs[logString] = value + 1;
}
else
{
changedProcs.Add(logString, 1);
}
return newVal;
}
var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>();
// uses default ParallelOptions
// https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main
await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) =>
{
var reader = new StreamReader(filePath, readFile);
string oldContent = await reader.ReadToEndAsync();
string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify));
if (oldContent != newContent)
{
var writer = new StreamWriter(filePath, writeFile);
await writer.WriteAsync(newContent);
await writer.DisposeAsync();
}
reader.Dispose();
});
var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList();
foreach (var pair in logToList)
{
Console.WriteLine($"{pair.Key}: {pair.Value} locations");
}
}
}
```
## Changelog
🆑 Bisar
code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use
snake_case, in-line with the STYLE guide. Underscores rule!
/🆑
## About The Pull Request
Was deleted in https://github.com/tgstation/tgstation/pull/92216
Should not have been.
## Why It's Good For The Game
Deleting used assets bad.
## Changelog
🆑
fix: The warp sfx now works properly.
/🆑
## About The Pull Request
Adds Diode Disks, installable disks that when fitted into an emitter can
change its function.
* Healing
* Stamina damage, and heals the SM slightly at the cost of internal
energy
* Traitor engi only explosive that damages and supercharges the SM if
used that way. Firerate is halved.
* Incendiary that slightly damages the SM but has lots of energy
* Sanity damaging one that improves SM psi coeff
* Magnetic item attracting one that improves SM mol absorption.
## Why It's Good For The Game
Fun and unique ways for Engi to use excess power or improve their SM
setups. Could also lead to neat engi inventions such as, say, a circuit
device that aims and fires a healing emitter at anyone nearby who is
damaged. Should also incentivize the researching of useful techs, hence
why important medium tier techs are what lock the different disks.
## Changelog
🆑
add: New Diode Disks which allow you to configurate emitters with
special functions.
add: New Engi & CE exclusive traitor item, a diode disk that causes an
emitter to create low radius explosions when it hits things. Note that
this will reduce the fire-rate of your emitter.
/🆑
---------
Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
## About The Pull Request
Adds Diode Disks, installable disks that when fitted into an emitter can
change its function.
* Healing
* Stamina damage, and heals the SM slightly at the cost of internal
energy
* Traitor engi only explosive that damages and supercharges the SM if
used that way. Firerate is halved.
* Incendiary that slightly damages the SM but has lots of energy
* Sanity damaging one that improves SM psi coeff
* Magnetic item attracting one that improves SM mol absorption.
## Why It's Good For The Game
Fun and unique ways for Engi to use excess power or improve their SM
setups. Could also lead to neat engi inventions such as, say, a circuit
device that aims and fires a healing emitter at anyone nearby who is
damaged. Should also incentivize the researching of useful techs, hence
why important medium tier techs are what lock the different disks.
## Changelog
🆑
add: New Diode Disks which allow you to configurate emitters with
special functions.
add: New Engi & CE exclusive traitor item, a diode disk that causes an
emitter to create low radius explosions when it hits things. Note that
this will reduce the fire-rate of your emitter.
/🆑
---------
Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
## About The Pull Request
Fixes https://github.com/Bubberstation/Bubberstation/issues/4387 by
actually passing args to the prerequisite check. Moves logging to
consistently be in Engine
## Changelog
🆑 LT3
fix: Fixed SM emergency stop button working beyond 30 minutes
/🆑
## About The Pull Request
Flux anomalies, when they detonate, do a minor explosion and emit a wide
EMP pulse. This can cause a lot of damage in its own right, but it won't
syndicate bomb a random section of the station anymore.
Gravity anomalies
A) No longer have the click catching giant image floating above it
anymore.
B) No longer chain hardstuns you if you get too close every time it
ticks. Instead, it knocks you down. You can also avoid this effect by
wearing magboots.
C) Also doesn't throw literally every object in an area around it
straight into you every time it ticks. Instead, it does so only 20% of
the time.
Long range gas analyzers can now scan anomalies.
## Why It's Good For The Game
> Flux
A really annoying anomaly and one that I think has caused several
shuttle calls in its time. If you don't catch it, it blows up a segment
of the station entirely at random. This thing can almost be as bad as a
vortex in some contexts. A giant EMP can still be pretty destructive,
but it isn't quite at the same level as a giant explosion and I suspect
not shuttle call worthy. The minor explosion will at most trash a room.
> Gravity
I literally do not understand how anyone was supposed to disable these.
I literally gave up years ago even trying to catch them. They're
practically designed to kill you for trying. The click catching warp
effect not only looked kind of lame, but it just straight up stopped you
being able to disable them (mouse opacity doesn't work here and I tried,
it redirects clicks to other tiles for some godawful reason, probably
byond weirdness). You had to spam click a LOT to even try.
On top of that, it just stuns you? It literally just stuns you if you
approach it? And magboots can't help you to avoid that? What the fuck
are you _supposed_ to do to avoid that?
Also it can just instantly kill you if you approach it and it gathered
enough stuff because it will just keep slapping you with every loose
object within a radius around itself? At speed 5 so things that don't
normally embed will embed?
So it mulches you for approaching it, chain hardstuns you for
approaching it, and it deliberately intercepts clicks in a completely
unintuitive fashion even if you do manage to click it. You need to
approach it to stop it. A recipe for disaster. Fuck that.
> Analyzer
It was annoying this wasn't able to do this already!
## Changelog
🆑
balance: Gravity anomalies can be properly clicked. Rather than chain
stunning you, the anomaly will knock you down. You can avoid the
negatives of gravity anomalies by wearing magboots. (Yes, it did not
really protect you until now)
balance: Flux anomalies detonate in a much smaller explosion, but
release a wide EMP as well.
balance: Long range gas analyzers can now scan anomalies.
/🆑
(cherry picked from commit 2b0a824132)
## About The Pull Request
Flux anomalies, when they detonate, do a minor explosion and emit a wide
EMP pulse. This can cause a lot of damage in its own right, but it won't
syndicate bomb a random section of the station anymore.
Gravity anomalies
A) No longer have the click catching giant image floating above it
anymore.
B) No longer chain hardstuns you if you get too close every time it
ticks. Instead, it knocks you down. You can also avoid this effect by
wearing magboots.
C) Also doesn't throw literally every object in an area around it
straight into you every time it ticks. Instead, it does so only 20% of
the time.
Long range gas analyzers can now scan anomalies.
## Why It's Good For The Game
> Flux
A really annoying anomaly and one that I think has caused several
shuttle calls in its time. If you don't catch it, it blows up a segment
of the station entirely at random. This thing can almost be as bad as a
vortex in some contexts. A giant EMP can still be pretty destructive,
but it isn't quite at the same level as a giant explosion and I suspect
not shuttle call worthy. The minor explosion will at most trash a room.
> Gravity
I literally do not understand how anyone was supposed to disable these.
I literally gave up years ago even trying to catch them. They're
practically designed to kill you for trying. The click catching warp
effect not only looked kind of lame, but it just straight up stopped you
being able to disable them (mouse opacity doesn't work here and I tried,
it redirects clicks to other tiles for some godawful reason, probably
byond weirdness). You had to spam click a LOT to even try.
On top of that, it just stuns you? It literally just stuns you if you
approach it? And magboots can't help you to avoid that? What the fuck
are you _supposed_ to do to avoid that?
Also it can just instantly kill you if you approach it and it gathered
enough stuff because it will just keep slapping you with every loose
object within a radius around itself? At speed 5 so things that don't
normally embed will embed?
So it mulches you for approaching it, chain hardstuns you for
approaching it, and it deliberately intercepts clicks in a completely
unintuitive fashion even if you do manage to click it. You need to
approach it to stop it. A recipe for disaster. Fuck that.
> Analyzer
It was annoying this wasn't able to do this already!
## Changelog
🆑
balance: Gravity anomalies can be properly clicked. Rather than chain
stunning you, the anomaly will knock you down. You can avoid the
negatives of gravity anomalies by wearing magboots. (Yes, it did not
really protect you until now)
balance: Flux anomalies detonate in a much smaller explosion, but
release a wide EMP as well.
balance: Long range gas analyzers can now scan anomalies.
/🆑
## About The Pull Request
This is an atomized revival of #82419, with this part containing the
simplest of its features:
- Fixes AO pref refreshing the wrong plane, thus not updating until you
swap bodies
- Removes supermatter's copypasted warp effect
- Culls distortion effects when they're not in use because its a chonky
filter
- Hides the escape menu when its, well, hidden
- Fixes hide_highest_offset not working upon parent's creation (we're so
good at our jobs hell yeah)
- Replaces runechat's AO dropshadow with an outline, because its barely
visible due to low opacity.
## Why It's Good For The Game
Our rendering performance is shit and we need to improve it, and the
first step in this task is optimizing planecube's simplest parts. The
next step is conditional culling, better non-multiz handling and
parallax rework/removal, but all of those need to be atomized as to
prevent the PR from sharing the fate of the original.
## Changelog
🆑
fix: Ambient Occlusion pref should now update immediately upon being
changed, instead of having to swap bodies or waiting for server restart
to get it updated.
code: Slightly improved rendering code/performance just a tiny bit.
/🆑
## About The Pull Request
This is an atomized revival of #82419, with this part containing the
simplest of its features:
- Fixes AO pref refreshing the wrong plane, thus not updating until you
swap bodies
- Removes supermatter's copypasted warp effect
- Culls distortion effects when they're not in use because its a chonky
filter
- Hides the escape menu when its, well, hidden
- Fixes hide_highest_offset not working upon parent's creation (we're so
good at our jobs hell yeah)
- Replaces runechat's AO dropshadow with an outline, because its barely
visible due to low opacity.
## Why It's Good For The Game
Our rendering performance is shit and we need to improve it, and the
first step in this task is optimizing planecube's simplest parts. The
next step is conditional culling, better non-multiz handling and
parallax rework/removal, but all of those need to be atomized as to
prevent the PR from sharing the fate of the original.
## Changelog
🆑
fix: Ambient Occlusion pref should now update immediately upon being
changed, instead of having to swap bodies or waiting for server restart
to get it updated.
code: Slightly improved rendering code/performance just a tiny bit.
/🆑
## About The Pull Request
Code cleanup and refactors the delam suppression system. Instead of a
guaranteed heal of the crystal and flooding the room with a freon fire,
the suppression system will try its best to suppress the delam,
alternatively minimizing the explosion size of the delam through cooling
it.
- Orange alert threshold moved from 95% to 40%. (70% on skeleton crew)
- Reduced amount of freon in the system by half
- Windows in the SM chamber no longer explode when the system is
activated
- Various minor timing adjustments to fit the new system purpose
- Penalty to delam counter highscore reduced to 50% from 100%
## Why It's Good For The Game
The freon flood/fire in the engine room is pain in the ass busywork.
Instead, minimizing the size of the delam explosion keeps it mostly
contained to the engine room while also being a logical type of cleanup
associated with a delam.
Example of a minimized explosion:

## Changelog
🆑 LT3
balance: Windows in the SM chamber no longer explode when the
suppression system is activated
balance: Reduced amount of freon in the delam suppression system by half
balance: Penalty to delam counter highscore reduced to 50% from 100%
qol: Automatic alert for delams fires later into the delam progress.
fix: The delam sound effect stops if the delam is saved during the 15
second countdown
fix: Partially delaminated supermatter crystal heat modifier actually
works
/🆑
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).
🆑 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
Supermatter and tesla zaps can trigger electrolysis reactions.
Hypernoblium to antinoblium conversion requires supermatter zaps above 5
GeV, with 100% efficiency at 9GeV. Antinoblium is generated at 1:1 from
hypernoblium consumed. The requirement for hypernoblium conversion is
also included in the reaction console.
## Why It's Good For The Game
Ordinary electrolysis is a rather boring way to obtain antinoblium,
especially with fire extinguisher cheese. This limits the creation of
antinoblium to more extreme and loud methods. This is mainly intended
for balancing #91016, but seems out of scope to include in that PR. This
also gives room for antinoblium to be balanced as one of the more exotic
gases, and is much more obvious when antinoblium is being created.
## Changelog
🆑
add: Supermatter and tesla zaps can trigger electrolyzer reactions.
balance: Hypernoblium to antinoblium electrolysis requires supermatter
zaps above 5 GeV.
balance: Hypernoblium is converted to antinoblium 1:1 during
electrolysis.
/🆑
## 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
Supermatter and tesla zaps can trigger electrolysis reactions.
Hypernoblium to antinoblium conversion requires supermatter zaps above 5
GeV, with 100% efficiency at 9GeV. Antinoblium is generated at 1:1 from
hypernoblium consumed. The requirement for hypernoblium conversion is
also included in the reaction console.
## Why It's Good For The Game
Ordinary electrolysis is a rather boring way to obtain antinoblium,
especially with fire extinguisher cheese. This limits the creation of
antinoblium to more extreme and loud methods. This is mainly intended
for balancing #91016, but seems out of scope to include in that PR. This
also gives room for antinoblium to be balanced as one of the more exotic
gases, and is much more obvious when antinoblium is being created.
## Changelog
🆑
add: Supermatter and tesla zaps can trigger electrolyzer reactions.
balance: Hypernoblium to antinoblium electrolysis requires supermatter
zaps above 5 GeV.
balance: Hypernoblium is converted to antinoblium 1:1 during
electrolysis.
/🆑
## About The Pull Request
- Some fixes for the supermatter crystal anomaly generation, ensuring
they spawn outside the chamber windows and adds the outright missing
dimensional anomalies.
- Hallucination duration is calculated based on both distance from the
SM as well as the size of the delam explosion (a modifier of 0.75x for a
small explosion, up to 1.25x for the largest delam explosion)
## Why It's Good For The Game
Bugfixes, improvement on the delam hallucination.
## Changelog
🆑 LT3
fix: Fixed supermatter anomaly generation, hallucination is based on
distance and delam explosion size
/🆑
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.
Improving old code. And I want to be able to pet mobroaches while
holding them too.
🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
Fixes the delam hallucination proc to actually calculate based on
distance from the supermatter.
Fixes 2.5 year old bug.
🆑 LT3
fix: Supermatter delamination now applies hallucinations based on
distance
/🆑
## About The Pull Request
Redoes the delam alarm sounds.
- Only the main engine will play the long ass Skyrat meltdown clips
- Cooldown added on the long clips so it's not playing a 12 second sound
every 30 seconds
- Properly times meltdown.ogg with the actual SM delam.
## Why It's Good For The Game
I hate it when the engineers are battling a delam, keeping it hovering
below 40% and we're subjected to the constant annoyance of that
announcement.
The first time the long clip plays, the station is now aware the engine
is now delamming. You don't need to repeat it every 30 seconds.
## Proof Of Testing
I did, much.
## Changelog
🆑 LT3
qol: Engine delam station-wide sound announcements are only triggered by
the main engine
/🆑
## About The Pull Request
- Some fixes for the supermatter crystal anomaly generation, ensuring
they spawn outside the chamber windows and adds the outright missing
dimensional anomalies.
- Hallucination duration is calculated based on both distance from the
SM as well as the size of the delam explosion (a modifier of 0.75x for a
small explosion, up to 1.25x for the largest delam explosion)
## Why It's Good For The Game
Bugfixes, improvement on the delam hallucination.
## Changelog
🆑 LT3
fix: Fixed supermatter anomaly generation, hallucination is based on
distance and delam explosion size
/🆑
## About The Pull Request
- Some fixes for the supermatter crystal anomaly generation, ensuring
they spawn outside the chamber windows and adds the outright missing
dimensional anomalies.
- Hallucination duration is calculated based on both distance from the
SM as well as the size of the delam explosion (a modifier of 0.75x for a
small explosion, up to 1.25x for the largest delam explosion)
## Why It's Good For The Game
Bugfixes, improvement on the delam hallucination.
## Changelog
🆑 LT3
fix: Fixed supermatter anomaly generation, hallucination is based on
distance and delam explosion size
/🆑
## 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
Fixes the delam hallucination proc to actually calculate based on
distance from the supermatter.
## Why It's Good For The Game
Fixes 2.5 year old bug.
## Changelog
🆑 LT3
fix: Supermatter delamination now applies hallucinations based on
distance
/🆑
## About The Pull Request
Fixes the delam hallucination proc to actually calculate based on
distance from the supermatter.
## Why It's Good For The Game
Fixes 2.5 year old bug.
## Changelog
🆑 LT3
fix: Supermatter delamination now applies hallucinations based on
distance
/🆑
## About The Pull Request
Commit messages should be descriptive of all changes.
The "incorrect `\The` macro capitalization" was intentional when it was
added, but as far as I know TG says "the supermatter" rather than "The
Supermatter," so it's incorrect now.
This is completely untested. I don't even know how you'd go about
testing this, it's just a fuckton of strings.
Someday I want to extract them and run NLP on it to catch grammar
problems...
## Why It's Good For The Game
Basic grammar pass for name strings. Should make `\the` work better and
avoid cases like `the John Smith`.
## About The Pull Request
Autodrobes now supply GAGs santahats.
## Why It's Good For The Game
Festive customisation.
## Changelog
🆑
fix: Made autodrobes dispense the right santahats.
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
Adds the missing description for the festive supermatter
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## About The Pull Request
`boldannounce` is NOT for use ICly it's only for OOC stuff. `bolddanger`
is identical it just doesn't carry the same baggage
## Changelog
🆑 Melbert
fix: Stuff like the SM exploding will no longer output to your OOC tab
/🆑
## About The Pull Request
The supermatter no longer will spawn anomalies inside pipes, vents,
ebeams, cables, etc, as it now uses RANGE_TURFS instead of orange. We
believe this was the intention, as it is hard pathed to
var/turf/local_turf already, rather than any atom.
## Why It's Good For The Game
Technically, anomalies can pop out of the pipes when moving just fine,
however it can lead to confusion if the anomaly is unable to move, or
repeatedly fails to move, keeping it inside the pipe, before triggering
its ending effect (pyroclastic for example, or on paradise where we
found this issue, bluespace anomalies) could make it look like a fire
came out of no where, as it is effectively invisible when in a pipe.
And the anomaly is likely destroyed when whatever it spawns in is
destroyed, so ebeam anomalies would not even exist.
## Testing (with message admins not breakpoints)
Before: Some examples of the Supermatter spawning anomalies (with
message admins showing their LOC on initialize)

After: After running the supermatter with high energy to spawn anomalies
for a while:

(Sorry if this needs a no GBP label or something for being a one line
fix, first time pring here)
## Changelog
🆑
fix: Anomalies no longer spawn in objects or mobs from the supermatter.
/🆑
## About The Pull Request
Accumulates energy for supermatter zaps. The supermatter will build up
zap energy over time. It uses up a portion of that energy to release
zaps. Also allows it to zap multiple times between SSmachines ticks.
## Why It's Good For The Game
This allows the supermatter to zap more than once per 2 seconds again,
while still taking SSmachines time perspective.
## Changelog
🆑
balance: The supermatter accumulates zap energy and discharges a portion
of it to use for zapping per atmos tick, no longer being bounded by
machinery ticking.
/🆑
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.
This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).
And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.
## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.
Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.
Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

## Changelog
🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
## About The Pull Request
Hitting an SM with extraction tongs won't dust them anymore (the tips
are made out of hypernob too)
## Why It's Good For The Game
consistency
(real reason is me hitting the sm crystal with tongs while sleep
deprived and ruining my planned gimmick, but come on. theyre hypernob
tongs. )
## Changelog
🆑
fix: Hitting an SM with extraction tongs won't dust them anymore
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>