## About The Pull Request
Gives the voidwalker darkvision
## Why It's Good For The Game
Why wasn't this a thing before??
It should have been a thing before.
Oh well, minor oversight.
## Changelog
🆑
qol: gives the voidwalker nightvision. Why wasn't this a thing before??
/🆑
## About The Pull Request
Removes the IC tab in its entirety
- Some mobs (Blob Minion & Lightgeist) had manually removed the "pull"
verb, this replaces it with taking away their pull force.
- Lightgeist had their "Me" verb manually removed, this is replaced by
giving them Emotemute trait (the same that mime's bane gives)
- Floor Changer: You can now RMB the arrow buttons to look in a
direction w/o moving. Added a tip to help with this.
- Exit Hivemind: Already an action button and was removed without
further edits
### Removed entirely
Rest
Resist
Look Up/Down
Move Upwards/Down
Activate Held Object
Open Language Menu
Memories
View Skills
### Moved to command bar (secret verb ooh) because I am biased
Sleep
Navigate
### Martial Arts
Martial Arts had a button to see your current skills & the ability to
cycle between artstyles. This was replaced with 1 action button that
does both of these.
<img width="317" height="148" alt="image"
src="https://github.com/user-attachments/assets/afed910f-b6b6-441d-86cb-dade0e253044"
/>
Name auto-updates as you swap artstyle to whatever help verb the current
style uses. Mention of RMB in the name is only there if you have more
than 1 martial art, but the desc will remain just so players can see it
even if they only have one, for future reference.
## Why It's Good For The Game
Brings greater visibility to Martial Art stuff, and especially since the
stat panel is being made optional we should not be hiding ANYTHING in
there.
This also helps me with my project listed in
https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view
And also fixes some sorta-removed features due to removing verbs not
matching people's actual powers due to new features like "Custom Me" and
"Ctrl Clicking".
## Changelog
🆑 SirNightKnight (sprites), JohnFulpWillard
del: Deleted the "IC" tab of the stat panel.
fix: Lightgeists can't emote or pull as intended.
fix: Blob minions can't pull again.
qol: Martial Art users now have an action button for their
artstyle-related businesses, rather than it being in the stat panel.
qol: You can now right-click the move up/down UI buttons to look in the
direction without moving.
/🆑
## About The Pull Request
Un-reverts https://github.com/Bubberstation/Bubberstation/pull/5639 and
adds a min_pop restriction to Lone Ops round event control.
## Changelog
🆑 BingusTheClown
Balance: Increased LoneOp population spawn requirement to 20 from 10
/🆑
## About The Pull Request
Updates the LoneOp Pop spawn requirement to 20
## Why It's Good For The Game
LoneOp should not spawn on a station with only 10 crew.
## Proof Of Testing
<details>
Updated the value, it is now 20 instead of 10!
</details>
## Changelog
🆑
balance: Increased LoneOp population spawn requirement to 20 from 10
/🆑
## About The Pull Request
Exactly what the title says.
## Why It's Good For The Game
Someone tried doing this and was disappointed when it didn't do this. I
decided it would be funny if it did.
## Changelog
🆑
add: Committing suicide with an empty soul shard seals your soul within
it.
/🆑
## About The Pull Request
Changes the nuclear reinforcement ghost poll to use the mid-round nukie
pref, rather than the round-start one.
## Why It's Good For The Game
There's no reason why this should use the round-start pref, as the only
people who will be able to join the reinforcement either ghosted, or
dnr'ed shortly into the round, not to mention if you roll a round-start
nukie, you still can't become a reinforcement.
## Changelog
🆑
code: Nuclear reinforcements will now poll users with the mid-round nuke
op pref enabled, rather than the round-start pref.
/🆑
## About The Pull Request
If you're an adminghosted body, you will no longer be sent back to your
corpse afterwards. The Mind will still move over, but you wont
immediately re-enter your body.
Just as an example, an Admin is aghosted on Centcom after testing some
stuff, plays a round of Mafia, then is suddenly back in their body in
Centcom.
Also fixes temp body not working for Mafia (due to the corpse locking)
## Why It's Good For The Game
You're going to the THUNDERDOME.
## Changelog
🆑
fix: Mafia players now get sent back to their bodies again post-game.
admin: Admin players aren't forcefully put back into aghosted bodies
after using a temporary body spawner.
/🆑
## About The Pull Request
The maintsroom is a passion project of love, slowly but surely I hope to
make this gateway be something genuinely special to be enjoyed by most
people, im not trying to do anything specific rather just- broad appeal.
## Why It's Good For The Game
the vision, bug fixes, and improoving player experience while removing
softlocking.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
Softlock prevention
<img width="445" height="315" alt="image"
src="https://github.com/user-attachments/assets/161df46e-77ad-4231-9d5c-687280fda81b"
/>
Hint of where to get the keycard to progress, the text is hard to read
but thats fully intentional
(This is written in a lore friendly manner and is written by somebody
addressing the person reading the note directly)
<img width="708" height="347" alt="image"
src="https://github.com/user-attachments/assets/7dcd4035-7daf-4b2b-96ec-95ab8d164331"
/>
Xenomorph name select and description working properly
<img width="1224" height="682" alt="image"
src="https://github.com/user-attachments/assets/b2e6eb9a-523c-4eb5-bd6e-a517e560833b"
/>
</details>
## Changelog
Slight adjustments to the map in preparation for the next PR which will
be adding a megafauna boss
Adds hints to the players telling them how to progress and adds multiple
keycards to certain areas to prevent players from taking the one keycard
and then leaving softlocking everybody else out of progression
Fixes an issue with the xenomorphs in which they could not select their
name and description now they can.
(The additions do not need to be player facing as said CL will be
covered in the next PR as i plan to do no tests between this PR and the
next PR)
🆑
fix: Fixed maintsrooms xenomorphs not being able to choose their
name/desc
/🆑
## About The Pull Request
fixes#94906. I think there were more instances where this had to be
changed based on the issue report but i couldnt find them so please
point them out if you re one of those who know 💀
## Why It's Good For The Game
before, since it was a reagent explosion, it would generate a "the
solution violently expldes!" message, which was weird
## Changelog
🆑
fix: fixes a certain explosions message related to influences
/🆑
## About The Pull Request
Random polymorphs (like from the staff of change or the cursed spring)
can turn you into a hatchling blood worm. This specific blood worm type
is unable to reproduce, due to the rules headache this would result in
if a non-antag bloodworm created antag bloodworms.
## Why It's Good For The Game
These types of random polymorphs can already turn people into headslugs,
which can then become changelings. Why shouldn't they also be able to
make blood worms?
## Changelog
🆑
add: Random polymorphs can turn you into hatchling blood worms that can
mature, but not reproduce.
/🆑
## About The Pull Request
I merged a PR and only after noticed it had a bad balloon alert, I'm
going back really quick to fix that.
## Why It's Good For The Game
## Changelog
Nothing player-facing as it hasn't even hit live yet.
## About The Pull Request
Originally this PR was just supposed to split blob's "start victory"
thing into its own proc and add an extra check that could be overridden,
both for downstreams because a friend asked, but then I thought
"wouldn't it be funny if you could varedit a blob to not end the round
on critical mass?" so now we're here.
Anyways, it's about what it says on the tin. Blobs now have a variable,
`end_round_on_victory`, which defaults to TRUE (preserving current
behavior). Setting it to 0/FALSE:
- Makes the blob no longer gain infinite points upon reaching critical
mass
- Makes it announce an "emergency containment activation" instead of
killing everyone if it does hit critical mass
- Prevents the blob from expanding over the blob victory count (400 by
default).
- ...basically does nothing else. (You're still going to have to
manually remove the blob from SSshuttle's hostile environments list!)
## Why It's Good For The Game
Maybe you want to jumpscare the station with a giant fight they have to
take but then not actually kill them in the sake they don't actually
win. You could make an event out of this (said in the same cadence as
"You could make a religion out of this"), probably.
## Changelog
🆑
admin: Admins can now varedit blob overminds (the eye mob) to not kill
everyone on the station if they hit critical mass. (Admins will still
have to remove the blob from the shuttle subsystem's "hostile
environments" tracker, though.)
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
fixes https://github.com/tgstation/tgstation/issues/95803
The void cloak and its hood do not obstruct body parts for things such
as surgery. I guess it also lets you shave a heretic while their hood is
on but that seems kind of funny.
## Why It's Good For The Game
A) This is going to result in a lot of complications due to the strip
menu obscuring that the void cloak has.
B) It also gets rid of some meta tells that you have the cloak.
Honestly, I wonder if it would be better if this was a neck item and the
'hood' is just an abstraction, but that's kind of exiting the realm of a
fix at that point.
## Changelog
🆑
fix: Void cloaks no longer obstruct surgery while invisible.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
## About The Pull Request
Adds an orange and black business outfit for Cybersun
employees/reinforcements.
<img width="86" height="102" alt="Screenshot 2026-04-29 204615"
src="https://github.com/user-attachments/assets/c8afb1c6-6172-4250-9077-67e418eb48f7"
/>
<img width="123" height="126" alt="Screenshot 2026-04-29 204650"
src="https://github.com/user-attachments/assets/8823d05c-0301-4bc7-af4d-d3d5337830e2"
/>
Definitely doesn't add an item to the black market. Nope. No changes at
all there. Don't look at the code.
## Why It's Good For The Game
Cybersun will slowly begin receiving some updates both visually and
narratively in the future. Here is but a small taste.
## Changelog
🆑
add: Gives the Cybersun reinforcement a new outfit.
add: No new items were added to the black market. None. Honest.
/🆑
## About The Pull Request
Basic Mobs used to always trigger cooldown on clicks. This resulted in
missed attacks causing you to have a delay before you could attack
again, this makes it really punishing to play as a basic mob.
To resolve this I did a mini-refactor on basic mob's attack chain to
allow for the return values to determine whether we go on cooldown or
not. Preventing attacks that did nothing (due to not passing checks, or
simply not having any behavior) from causing cooldown.
This fixes#95605
## Why It's Good For The Game
being able to perform melee with the same rules as /human is only fair
## Changelog
🆑 DresserOnFire
fix: Fixes a bug where player-controlled basic mobs would get a cooldown
when their attacks miss
refactor: basic mob attack chain can now decided whether an attack
resulted in a cooldown or not.
/🆑
## About The Pull Request
Adds a new chaplain sect, the sect of the Dream God
This sect gains favor from dreaming and blessing dreamers.
Their blessing only works on sleeping mobs - hitting a sleeping mob with
your bible will cause it to start dreaming, and if it's already
dreaming, grant favor. Either way, the mob is healed.
For 0 favor, you can **Banish Nightmare** - offering a Nightmare's
corpse rewards favor for banishing bad dreams. If the Nightmare has a
heart, you are rewarded with a special **Sacred Heart** which heals you
while dreaming and sleeping. You can also offer a Nightmare's heart on
its own without the body attached.
For 0 favor, you can **Deaconize Dreamers** - you can deaconize up to 3
dreamers.
For 50 favor, you can have a **Dream Portent** - This rite immediately
makes you fall asleep, and grants you a dream related to something going
on in the round. It may provide insight into something you otherwise
don't know about. If you take damage, the effect ends early.
<img width="374" height="126" alt="image"
src="https://github.com/user-attachments/assets/7c4e12fe-8456-411c-9d39-691e4ac2312d"
/>
For 100 favor, you can **Dream Projection** - this rite allows you to
pick one of your deacons, and forces you to become an imaginary friend
of that deacon. For the duration of the effect you are asleep. If you
are woken up or take damage, the effect ends. If the deacon dies, the
effect ends early.
<img width="492" height="294" alt="image"
src="https://github.com/user-attachments/assets/4e2f6810-15cd-41af-a69f-daa6ddca671a"
/>
For 200 favor, you can give you and your followers **Dream Protection**
- While sleeping and dreaming all damage taken is reduced.
For 200 favor, you can start a **Slumber Party** - All nearby mobs (who
can't block magic and some other asterisks) fall asleep and share a
dream. This form of sleep heals the mob rapidly (also heals holy people
even more).
## Why It's Good For The Game
A new sect for chaplains to sink their teeth into. This one brings a
unique niche, focused around sleeping and fortune telling.
## Changelog
🆑 Melbert
add: Adds the Sect of the Dream God, a new option for chaplains.
/🆑
## About The Pull Request
Removes Station-Time entirely
Server Time is now NST (Nanotrasen Standard Time). SS13 takes place
exactly 540 years in the future of the current day, so every second is 1
second in-game.
Round Time is now PT (Pay-Time), how Nanotrasen keeps track of how long
the current rotation of Employees has been working for.
Telecomms uses NST due to its importance of being the communication to
the blackbox.
Autopsy report, clocks, scientific reports and requisitions use both
timestamps due to them being more official documents that NT may need to
know beyond just the current round (just for flavortext).
Pretty much everything else (Det scanner, PDA, IC logs, Time-of-Death,
AI law changes, Cyborg file downloading) uses PT
PT
<img width="305" height="217" alt="image"
src="https://github.com/user-attachments/assets/cef73025-6292-4f9c-8565-197397bda2ca"
/>
<img width="168" height="59" alt="image"
src="https://github.com/user-attachments/assets/a99db568-045d-45fc-8206-0d9a7b13c7d2"
/>
<img width="308" height="122" alt="image"
src="https://github.com/user-attachments/assets/37ca6f17-8916-4af2-9c91-0f0707038ca5"
/>
https://github.com/user-attachments/assets/29445051-c98b-4af3-a657-812083aab91a
Clock (Literate)
<img width="748" height="292" alt="image"
src="https://github.com/user-attachments/assets/c824e812-91b5-4737-858d-768336e9a7c4"
/>
Clock (Illiterate)
<img width="446" height="94" alt="image"
src="https://github.com/user-attachments/assets/90d5ea0d-eaff-4ced-aa31-ffdf0b4832a5"
/>
New paperwork time working properly
<img width="311" height="190" alt="image"
src="https://github.com/user-attachments/assets/6d048926-db61-4c91-893b-ce93e1ea7775"
/>
NST
<img width="800" height="115" alt="image"
src="https://github.com/user-attachments/assets/35ffde49-13c1-4ce7-ab24-858e48b608bd"
/>
<img width="1288" height="142" alt="image"
src="https://github.com/user-attachments/assets/40c30d16-e0de-4efc-b460-9486eeb901d6"
/>
# Other changes
1. Circuit time checker will now get the value of the given input (Hour,
Minute, Second) rather than the full dedisecond time converted into
hour/minutes/seconds
<img width="270" height="67" alt="image"
src="https://github.com/user-attachments/assets/097440cc-1c45-447f-9976-18de7f9c722c"
/>
2. Turns nightshift into a round event that'll last approximately 22
minutes
3. 12-hour pref (doesn't apply to the stat panel because it's global
info) & removal of "TCT" time
<img width="569" height="440" alt="image"
src="https://github.com/user-attachments/assets/d39083b1-d248-41c0-9a1c-b2398ca203a7"
/>
4. The chocolate pudding negative moodlet is now based on the server's
IRL time.
5. Admins can now use ``class``, ``style`` and ``background`` (they were
already given perms to use ``img`` so hiding background, which was
removed to prevent image embedding, is pointless)
6. Also fixes ``year`` being off on localhost.
## Why It's Good For The Game
Server Time is approximately 1s = 12s converted, not including it
desyncing from lag (I believe?).
This makes it pretty much impossible for people to actually use this as
a unit of measurement for in-game actions.
Different things also uses different timestamps which is a bit more
confusing.
The main change here is for accessibility and, hopefully, using time as
a source of immersion. "20 minutes ago" is no longer OOC, they're just
speaking in PT. There's no timezones in space, Nanotrasen Standard Time
is the closest there is, but Pay Time is how NT considers when you get
your paychecks, so it's what is more commonly used.
It also fixes major inconsistencies between "IC time" and "Station
time", things like breakfast moodlet was the first 15mins of the round
despite the round starting like 7 hours in? Nukies with an L6 SAW firing
down the halls was shooting like 1 bullet every 3 seconds (assuming 4
bullets per second), overall there was just a disconnect between how
long time actually is in the universe.
The secondary reason for this change (though it is what pushed me to
actually get around to making this change) is the greater stat-panel
removal. This hopes to lessen the dependence on the stat panel for
station-time by making it easier to understand, and the end-goal I have
is for this information to be limited to Admins & the AI (AI will get
the IC version with the accurate year), so until that happens I would
like to improve the use of station-time by making it consistent (for
example, you should only care for PT for IC, which is also what your PDA
displays), so that when it gets removed it won't leave players timeless.
If you haven't already, and is interested in helping remove the stat
panel, every entry that needs to be removed can be found here -
https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view
Closes https://github.com/tgstation/tgstation/issues/94988
## Changelog
🆑
del: Removed Station Time, now we use NST (Nanotrasen Standard Time),
which is IRL server time +540 years, and PT (Pay Time), the amount of
time since the round has started.
del: Station nightshift is now a Station event rather than being based
on Server time.
balance: Time circuit's Unit of Measure now tells the amount of time in
hour/minute/seconds rather than giving the whole time translated to
hours/minutes/seconds.
qol: Added a 12-hour clock pref for people who prefer it.
qol: Hovering over NST timestamps on official documents will now
translate how much it is in PT/Shift Time.
admin: Admins can now use style/class/background in their papercode.
/🆑
---------
Co-authored-by: Isratosh <Isratosh@hotmail.com>
## About The Pull Request
Collapses fire alarm sound bytes to mono. Cleans up a high register
artefact from the collapse of stereo to mono sound.
## Why It's Good For The Game
Sounds played in world should not be stereo files.
## Changelog
🆑
sound: fire alarms are no longer stereo files condensed to mono at
runtime
/🆑
## About The Pull Request
this PR refactors beepskies and ED209s into basic mobs. ive also added a
few features for the ed209 because i cant keep my hands to myself:
ED bots can now wear hats! a few hats give them some new unique
dialogue. Putting a cowboy's hat on an ED will have it acting like a
town Sherrif
EDs are now rideable when emagged. theyll still be shooting people while
ridden. youll also have the ability to charge at people full throttle
running them over
ive also added a new Nukie variant, purchasable from the uplink. These
versions come fitted with an LMG and will patrol the station and shoot
all walks of life. If emagged, theyll blow up people with (weaker)
rockets (im still working on balancing this). they are rideable but i
highly suggest against it; youll be caught in the crossfire. (i
understand if ud prefer i atomize this feature)
## Why It's Good For The Game
gives some personality to EDs, as well as updating all these bots to the
cool new ai system
## Changelog
🆑
refactor: beepskies, and ed209s have been refactored. please report any
bugs
add: ed209s can now wear hats! some hats give them new dialogue
add: emagged ed209s are now rideable!
add: added evil versions of the ed209s to the syndie uplink
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Codex Cicatrix and Warren King's Welcome are moved from starting
knowledge to tier 1 knowledge. The Codex cannot appear in the draft,
though Warren King's Welcome can.
Warren King's Welcome received a rework, and now has additional effects:
- Requires 10 cable, 1 paper, 1 multitool
- Grants all IDs present on the rune + your worn/held ID access to
`maint`, `external airlock`, and `heretic`
- All nearby airlocks (7 tile radius, needs line of sight) have their
access overridden to `heretic` access (+ai wire cut)
Eldritch ID card also starts with "heretic" access (just for fun)
## Why It's Good For The Game
1. The Codex Cicatrix was originally designed as an investment - you'd
put in points + effort + risk, and you'd get reward
But over time I think every aspect of it has been toned down
- It's free, so you no longer invest points
- It's significantly easier to create, so it's basically no effort
- You have x-ray when around a rift, so you can easily see if someone is
nearby, so it's far less a risk (besides being searched)
Now it serves as a major point injection into the heretic, which I'm not
sure they really need.
Putting it back in T1 at least brings back the point investment part.
2. Warren King's Welcome is not a particularly problematic knowledge in
comparison but I made the decision to move it to reduce the
front-loaded-ness of heretic's starting knowledge. Having so many things
available off rip is a bit overwhelming.
Additionally, I prefer the idea of Warren King's Welcome being a point
trade-off for people who can't get access to maintenance another way,
rather than it being essentially free. You can spend 1 point for
otherwise free maintenance access - *or* you can get access from the
HoP, or you can steal an ID, or you can make an Eldritch Coin, or you
can rely on a spell like Ashen Passage, or you can just hack doors. More
sandboxxyness.
The rework happened because it needed a bit more to be its own
independent knowledge.
Addendum: I touched on it in 2, but the amount of starting knowledge can
easily overwhelm newer players. We should be careful adding multiple
rituals off rip.
## Changelog
🆑 Melbert
balance: Codex Cicatrix is now a tier 1 heretic knowledge, and can not
be drafted.
balance: Warren King's Welcome is now a tier 1 heretic knowledge, but
can be drafted.
balance: Warren King's Welcome soft reworked. Now needs 10 cable, 1
paper, 1 multitool. Now adds access to all IDs present, including worn
IDs. Now adds "heretic" access to the ID card. Now changes all nearby
airlocks to require "heretic" access, and cuts the AI wire.
balance: Eldritch ID card starts with "heretic" access.
/🆑
## 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
You now only gain the benefits of the heart eater perk by eating a heart
taken from a mob with a mind. In order to make this not completely
useless for any wizard without the Smite spell, the heart eater perk now
grants the user the ability to tear the heart out of incapacitated or
dead carbons by targeting their chest with an empty hand in combat mode.
This can be done on one person at a time per hand, so subtle synergy
with the four arms perk.
## Why It's Good For The Game
Getting 80% damage resistance, stacking linearly with armor to
potentially grant total immunity to conventional sources of damage,
should require a lot of effort and putting yourself into significant
risk of getting killed.
## Changelog
🆑
balance: Wizards with the Heart Eater perk are only invigorated by the
hearts of sentient beings.
add: To facilitate the taking of hearts from sentient beings, the Heart
Eater perk lets you tear the heart out of the chest of an incapacitated
or dead being by targeting their chest with an empty hand in combat
mode.
/🆑
## About The Pull Request
Being successfully sacrificed by a heretic removes you from ALL
heretic's sacrifice lists, as well as prevents you from being rolled as
a target again
This does mean more narrow manifests (ie one head of staff) could result
in all other heretics being unable to ascend, but that's fine, they
should be fighting over it anyways
## Why It's Good For The Game
Being sacrificed on repeat kinda sucks and also it encourages heretics
to work together to bag the same target when they should be working
against each other
## Changelog
🆑 Melbert
balance: Upon being successfully sacrificed by a heretic all other
heretics lose you as a target, and you can no longer be (re)rolled as a
target by other heretics.
/🆑
## About The Pull Request
Heretic objectives are only assigned after you pick your path, allowing
it to just refer to your knowledge directly for a target range
Fixes#95760
## Changelog
🆑 Melbert
fix: Heretic "research knowledge" objective no longer undershoots the
target value by ~8-10
/🆑
## About The Pull Request

This PR adds 16 more wands to the game, try and guess what they all do!
I finished coding this PR 6 weeks ago but it turns out I had to sprite
16 wands after that before I could PR it.
<details>
**Wand of Animation**- It's like the Staff of Animation but doesn't
recharge itself, obviously.
**Rod of Babel**- Grants victims a new random spoken language and then
removes all of their other languages.
**Shearing Rod**- It renders you bald. If you are covering your hair
with a helmet, it pops the helmet off (possibly its most useful effect).
If you're already bald, your bald head will shine brightly and blind
nearby people.
**Party Wand**- Fires projectiles that are incredibly alcoholic. Two of
them will destroy the livers of most targets and kill them (although it
gives them a good leadup time to get that fixed before dying of alcohol
toxicity), so try one at a time if you're just there to have fun.
**Wand of Ice**- Freezes people temporarily, making them really cold and
unable to move. It also spawns slippery ice on impacted tiles.
**Wand of Chaos**- Forces targets to hallucinate from a curated list of
hallucinations. It looks and is named sort of like the Staff of Chaos
just in the hopes that people are more likely to believe that the wizard
did actually just instantly kill them, set them on fire, or turn them
into a demon. Even if it doesn't, a lot of these cause you to stop
moving or be temporarily knocked down or in some other way disoriented.
**Lifting Rod**- Removes gravity from a target for two minutes, which
funcionally immobilises them if they're in the middle of a room or you
can use on yourself to cross big pits.
**Rod of Compassion**- Heals you and your target a little bit, and also
gives you both Pacifism for 30 seconds. This gives you time to talk out
your problems, or deliver a monologue.
**Wand of Snacking**- Turns things into pizza. If fired at a mob, will
put some pizza in their hands and force them to start eating it.
Unlikely to be deadly, but it might spawn mouldy pizza, a food they are
allergic to, ethereal battery acid pizza, or pizza which dismembers you.
**Pestilent Wand**- Confers a transmissible plague which causes you to
periodically cough out vermin of various degrees of danger and hostility
depending on disease level, treated via traditional methods of exorcism.
**Wand of Pratfalls**- Slips and pies the target as well as creating
small amounts of lube foam.
**Wand of Rebellion**- Removes a limb from the target, then animates
that limb. Stop hitting yourself.
**Rod of Repulsion**- Throws things you shoot away from you.
**Switching Rod**- Swap places with the hit atom, as with the spell
Swap.
**Restraining Rod**- Summons a tentacle from the ground to grasp the
target, immobilising them for 20 seconds or until someone helps them.
**Wand of Zapping**- Briefly locks up the target's nerves with lightning
(it's secretly a classic ss13 taser).
</details>
They are available to wizards via the new option "Wand Assortment
(Bargain Bin)" which only costs a single spellbook point, but gives you
an assortment of 6 wands picked at random from this list of new wands
and some of the existing ones.
If you buy two or more sets of wands (and are wearing the wand belt from
the first one) then instead of spawning wands in a belt it will spawn
them in a bandolier, which fits into your backpack or can be worn on a
suit slot.
Wand bandoliers in a suit slot will automatically replace an empty wand
you try to fire with a wand that still has ammo in it.
Several of these wands' projectiles are now also possibilities from
firing the Staff of Chaos (making it more chaotic) and some of them also
have their own Magicarp types.
Also I made it so that if you animate an animating weapon then it
focuses on animating more things instead of shooting its animating bolts
at mobs that are already animate. I could do this for more specialty
wands too at some point (door wand projectiles don't exactly hurt
anyone) but if I do that it'll probably be in a different PR.
## Why It's Good For The Game
A good number of these wands come from a downstream antagonist that's
essentially a lower-threat wizard. I thought these were all fun or funny
effects to have in the game upstream but also not ones that people would
typically want to buy as a dedicated spell (or alternately, that would
be pretty good as a dedicated spell but quite boring), so instead
they're limited use spells that you get in bulk for cheap.
I didn't think we'd really want to bulk up the spellbook with several
different kinds of themed bundle though (and frankly, they don't share
themes), so it's a blind box instead.
The bandolier was added to compensate people for buying random wands
multiple times, so they can have more of a wand-based playstyle.
Now you can spend all of your points on 60 wands (maybe more if you take
the gambling trait...) and be a sort of wizard cowboy, or split them
among your apprentices, or just leave them everywhere like candy and see
whether the crew fuck things up for themselves with their new power I
guess.
## Changelog
🆑
add: Adds 16 more wizard wands to the game, which wizards can buy
cheaply but randomly, or are available via Summon Magic.
add: If a wizard buys more than one set of wands they will receive a
"Wand Bandolier" holster which fits in the backpack or, if worn in the
suit slot, will automatically exchange an expended wand for a full one.
balance: Staffs (and wands) of animation that are animated will try to
animate other objects instead of firing at living mobs, which are
already animated.
balance: Animating a wand of nothing will turn it into a wand of
animation (and animate it).
balance: The staff of chaos can now do more things.
balance: Magicarp now additionally come in Babbling, Frigid, Quantum,
and Weightless varieties. Collect them all!
/🆑
## About The Pull Request
Last december, TGstation added new effects to the handcuffs melting
ability that changelings have.
Upon using it while cuffed, the changeling will now remove every
possible restraints they have instead of a singular one, which means:
- Handcuffs
- Bolas
- Shoecuffs
- Straightjackets (new)
- Anything holding them
Then, it also added the ability to hurt, stun, and break free from any
grab by throwing acid upon anyone (except other lings) holding the
changeling.
This PR doesn't remove the full restrains melting buff, only the new
ability to freely stun and acid the grabber.
## Why It's Good For The Game
This new ability buff allows a changeling to break free from all
restraints while giving it a free card to obliterate any officer
attempting to subdue it. Changelings are already incredibly hard to deal
with, and are one of the strongest (not counting heretics) antag to
combat with sometimes only a single security officer joining. Getting
two to three armblade hits for totally free with a bonus acid hit is
understandable for a server in which you can powergame defenses with a
full population able to target you, but bubberstation is much less
arcadey than upstream.
Hence why I believe only keeping the full restraints melt (which is the
goal of the ability to begin with) is already a decent buff.
## Proof Of Testing
<details>
Ran locally, the code simply bypass the proc for everything mentioned so
it won't mess up too much if the file is changed by upstream in the
future
</details>
## Changelog
🆑
balance: Toned down biodegrade buff
/🆑
## About The Pull Request
Removes the minimum APC requirement for robofactories
## Why It's Good For The Game
I get why a minimum APC requirement is needed for something as impactful
as the Kill Everyone™ button but I don't really see how it's needed for
robofactories.
It just limits their usability and discourages their use, no one is
going to place one 40 minutes into the round when they can use the
points on other stuff at that point
## Changelog
🆑
balance: Removes the minimum APC requirement for robofactories
/🆑
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## About The Pull Request
Converts the xenomorphs in the maintsrooms to be non reproductive, non
evolving and non hostile to the crew
## Why It's Good For The Game
Gateway antagonists are (in general) poor a poor idea.
## Proof Of Testing
Tested it, and it works. (if its still a branch that means it doesnt
work)
## Changelog
cleared out a bit of space in front of the tavern called the "edge of
the universe" so that its not blocked along with moving 1 shaggoth and 1
hound of tindalos so the turrets dont just shoot endlessly (as often)
made the xenos not hostile to crew (neutral technically so if you shoot
them they can shoot you)
🆑
balance: Made the maintsrooms xenomorphs friendly
/🆑
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---------
Co-authored-by: Alexis <catmc8565@gmail.com>
Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
## About The Pull Request
Removes a lot of cargo cult copypasta with
`default_deconstruction_screwdriver`, `default_deconstruction_crowbar`,
and to a lesser extent `default_pry_open` and
`default_change_direction_wrench`
ALL you gotta do now if you want your machine to have an openable panel
or be deconstructible with a crowbar is this
```dm
/obj/machinery/dish_drive/screwdriver_act(mob/living/user, obj/item/tool)
return default_deconstruction_screwdriver(user, tool)
/obj/machinery/dish_drive/crowbar_act(mob/living/user, obj/item/tool)
return default_deconstruction_crowbar(user, tool)
```
`default_deconstruction_screwdriver` no longer directly sets
`icon_state`, requiring the user pass in the open and closed icon
states. Now, it just calls `update_appearance`, and everything that once
passed the icon state now uses `base_icon_state` and
`update_icon_state`.
## Why It's Good For The Game
Many of these procs were terribly overcomplicated and difficult to work
with for what should be a relatively simple action
Streamlining it makes it easier for coders to understand and work with
## Changelog
🆑 Melbert
refactor: A majority of machines had their screwdriver/crowbar/wrench
interactions rewritten, report any oddities like being unable to open a
machine's panel or deconstruct a machine
/🆑
## About The Pull Request
Gives Space Dragons an ability that lets them find out in what direction
an area of their choosing(from within their rift summon locations) is.
The ability acts very similarly to the heretic's living heart ability,
except it will provide direction even if you are above or below your
intended area.
## Why It's Good For The Game
It'd be nice to be able to find areas that you don't know the specific
location of due to a vague name or something, but the primary utility of
this is that Space Dragons spawn in space, away from the station,
without sight to the station. If they go the wrong direction, they'll be
stuck in deep space without a hope of navigation. This is a lesser
problem in real space, because you can navigate to some degree via the
background stars, but on Icebox you have precisely zero information and
precisely zero way to gain any besides simply stumbling upon the
station. This sucks, especially when you only have five minutes to find
the station, find a suitable location on the station, and place your
rift there.
## Changelog
🆑
add: Space Dragons have a new ability to locate the areas they need to
create rifts in.
/🆑
## About The Pull Request
Updates the alien dissection guide to reflect the recent changes to
surgery.
## Why It's Good For The Game
To the captain we were operating on last night, who had to sit there
while we figured this out, consider this my apology.
## Changelog
🆑 Rhials
spellcheck: The alien dissection guide steps have been updated to
reflect changes to surgical processes.
/🆑