## About The Pull Request
Does as the title suggests, I also put the files into proper folders
while I was in there per where they would be on base /tg/ based on where
they were in the Effigy PRs. This is a port of all three of these PRs:
https://github.com/effigy-se/effigy/pulls?q=is%3Apr+is%3Amerged+blooper
## Why It's Good For The Game
This lets us change vocal barks easier, as well as letting us have more
control over how easily and quickly we can remove and add specific ones
if necessary.
## Proof Of Testing
It compiled and ran without any runtimes. I would still highly recommend
test merging this for a few weeks to get everything transferred over.
## Changelog
🆑 xPokee, LT3, TealSeer
refactor: Refactored vocal bloopers to be a config based subsystem.
config: Added all the previous vocal bloopers to the new config, as well
as some new ones, look for them!
/🆑
---------
Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
## About The Pull Request
Makes the Voided Brain Trauma which you acquire when being kidnapped by
the Voidwalker no longer knock you down when you spawn nebula vomit
through vomiting. In fact, you no longer vomit at all and instead just
spawn the decal at your location. It has also been reflavored to be a
puddle which forms from liquid dripping off your body instead of vomit.
In addition to that, having the brain trauma now gives a positive
moodlet.
## Why It's Good For The Game
The brain trauma has great rp potential which is ruined by the constant
vomiting, which in turn discourages roleplay and makes people run to get
it cured as soon as possible. For a supposedly non-lethal antag, this
was arguably a fate worse than death.
With this not only can you continue playing the game as usual, but it
gives you an opportunity to actually roleplay around the brain trauma.
The #suggestions channel seems to agree that this would be a positive
change.
## Proof Of Testing
It runs and seems to function as intended
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
qol: made the voided brain trauma not a pain to have by removing the
knockdown it gave you
/🆑
---------
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
## About The Pull Request
the sea is vast
## Why It's Good For The Game
free gbp
## Changelog
🆑
spellcheck: fixed a typo in the moon heretic robe's attack messages
/🆑
## About The Pull Request
See title.
## Why It's Good For The Game
It caused confusion on a downstream.
## Changelog
🆑
spellcheck: The Scrubs, MD abduction spy bounty now has the proper name.
/🆑
## About The Pull Request
- Across the board, bleeding wounds cause ~0.85x slower blood loss.
- Wound clot rate while bandaged has also seen a ~0.85x reduction.
- And slashing wounds have also had their natural clotting rate reduced
by ~0.85x.
- All in all, blood wounds are expected to last marginally longer while
keeping the same level of deadliness.
- Sutures blood flow reduction has been reduced by ~0.85x as well.
Medicated suture is unaffected.
- Blood Mary now scales blood regeneration based on drunkness.
- Old: Flat 3 blood/tick.
- 0 drunkness = 0 blood/tick. 40 drunkness = 2 blood/tick. 80 drunkness
= 4 blood/tick.
- Epoetin Alfa saw drastic changes.
- No longer heals liver damage.
- No longer adds Sanguirite to the system.
- Now directly clots 0.1 flow of bloodiest wound (almost effectively
quadrupling clot rate, but 3x less effective than sanguirite)
- Blood/tick reduced from 3 blood/tick to 1 blood/tick.
- Now causes minor heart damage (0.2 damage/tick).
## Why It's Good For The Game
- A while back we were talking about how volatile blood wounds were.
Blood wounds are super scary, which is good, but just how scary they
were meant that the extent to which you interacted with this was a bit
stifled. My thoughts are slowing their pace a bit should open up more
opportunities for interaction while keeping them as scary.
- See above.
- Bloody Mary was ridiculously good at healing blood loss, better than
any chemical. The tweak to the effect aims to keep it as a pocket option
for aspiring bartender-alchemists without overpowering other chemicals
in medical contexts.
- Epoetin Alfa is effectively a producible form of Sanguirite which is
something that I believe is not mass producible for a reason (it's
really strong). The changes to it aim to make it a bit less potent that
sanguirite itself while keeping it as a viable blood healing option.
- I understand the liver healing is kinda a real world analog but in the
context of our chemical system, liver damage is something intentionally
not very common. It allows for complete negation of several other chem's
downsides. While I like this form of emergent chem mixing (mannitol and
bath salts, for example), this one earns a "particularly problematic"
badge due to negating 100% of the downsides of many chems.
## Changelog
🆑 Melbert
balance: Blood flow and clotting has universally been slashed by about
0.85x. This means blood wounds kill you slightly slower, but heal
slightly slower.
balance: Sutures now heal 0.85x less blood flow and gauze's clotting
bonus is also 0.85x lower. Medicated sutures are unaffected.
balance: Bloody Mary's blood healing effect now scales with how drunk
you are. Worse in low amounts, better in high amounts.
balance: Epoetin Alfa no longer generates Sangurite. It now directly
clots bleeding wounds (at a rate ~3x worse than sangurite, but still ~4x
better than the natural clotting rate)
balance: Epoetin Alfa no longer heals liver damage.
balance: Epoetin Alfa regenerates 3x less blood. It's still 4x effective
than Saline Glucose or Iron.
balance: Epoetin Alfa now causes minor heart damage (0.2 damage per
tick).
code: All "coagulating" effects now use a shared function.
/🆑
## About The Pull Request
Reused the old pre-rework heretic robe and blade assets as a new set of
chaplain gear and null rod option.
Replaced the last few existing uses of the now spriteless generic robe:
- Deathmatch, changed heretic warrior to use blade robes
- Deathmatch, changed ripper to use the new chaplain armour
- Tribal mothman legion corpse, changed to use new chaplain armour
- Heretic preview and hallucination, changed to use rust robes
- Heretic virtual domain, changed to use rust robes
<img width="127" height="131" alt="image"
src="https://github.com/user-attachments/assets/690e848e-5191-44d4-bd58-5e338fa2aa4e"
/>
## Why It's Good For The Game
Chaplains are the playground of old magic content assets, where they
find a second life as cosplay outfits. Chaplains can already cosplay
cultists, it's only fair that they can pretend to be a heretic as well.
## Changelog
🆑
add: Added a new set of chaplain armour based on the generic heretic
robes unavailable since the path rework.
/🆑
## About The Pull Request
1. Ammo will no longer show as a loot option until a weapon that uses
said ammo has been claimed. Some ammo, particularly shotgun ammo has
unique status bypassing this, since you could reasonably acquire a
shotgun from the armory, a bartender, or cargo. There is also a 10%
chance that some ammo will show up anyways, to keep people on their
toes.
2. If you claim another weapon of an already claimed ammo type, the ammo
in the pool will be refreshed, meaning obtainable once again.
3. Unclaimed items have a 40% chance of being re-added to the loot pool.
This is on top of the 80% chance for an item to not be removed from the
pool when selecting loot.
4. When hard bounties empty out their loot pool, they will instead draw
from the medium loot pool. Likewise medium bounties will draw from the
easy pool when they run out.
5. Modified the antag info panel text slightly.
6. Made more appropriate use of `SStraitor.uplink_items`, and checks for
abstract items more thoroughly.
7. Some weapons no longer come in gun cases for Spies
## Why It's Good For The Game
1. Initially the thought was Spies would just have dud bounties on
occasion. They could take the time to lie low or work on their plans
rather than prowl for loot. Alternatively, an aggressive spy would go
after them *just in case* they got the correct gun, or a passive spy
would go after them for the ability to later bribe someone carrying the
correct gun.
However, in practice it seems people largely just don't like having dud
bounties, as it hurts the pacing. Someone who is on a roll doesn't want
to sit there and do nothing.
Ghommie tried to implement this earlier but I disagreed with the
implementation, so here we are.
2. It would be pretty unappealing to go after a gun after realizing all
the gun's ammo has been looted already.
3. I noticed in testing pools would drain themselves pretty fast. This
serves as a bit of a stop-gap, and prevents items that rolled on
particularly difficult targets from being lost forever. Now you can roll
the dice and hope that it shows up again.
4. Might as well reward people with non-junk items if they manage to
drain a tier's loot pool, especially since the top tier pool is pretty
small.
5. People were oft confused about the wording of the text, thinking
they'd get banned.
6. No reason to use the indexed list.
7. Having a gun case thrust into your hands is not very inconspicuous
## Changelog
🆑 Melbert
balance: Ammo will no longer show up in the Spy loot pool until a weapon
that uses said ammo has been claimed. Some ammo for weapons easily
obtainable on station (shotgun shot) are not limited by this
restriction. Also, there's a rare chance ammo will show up anyways just
to keep people on their toes.
balance: Claiming a weapon will refresh ammo in the loot pool that has
already been claimed or cycled out.
balance: Bounty rewards that no Spy claimed have a chance to re-enter
the loot pool after a bounty refresh, rather than being lost for the
remainder of the round.
balance: When higher tier Spy bounties empty their loot pools, they will
attempt to draw from lower tier pools before defaulting to telecrystals.
balance: Spies no longer are rewarded with gun cases for bounties;
rather just the gun itself
spellcheck: Modified the Spy antag info text
/🆑
## About The Pull Request
Malf AI blow rcds didnt work right on mech rcd module, because the
module isn't an RCD and simply holds an internal real rcd. This led to
the rcd "blowing" but remaining intact, just useless as its internal rcd
was gone. This modifies the exosuit variant internal RCD's detonation
proc such that it properly destroys the fake rcd shell.
## Why It's Good For The Game
fixes#93921
## Changelog
🆑
fix: Malf AI "Destroy RCDs" power now properly destroys mech RCDs
/🆑
## About The Pull Request
@Metekillot
Continues https://github.com/tgstation/tgstation/pull/92053https://github.com/tgstation/tgstation/pull/92442https://github.com/tgstation/tgstation/pull/92911
Biodegrade destroys all restraints instead of one single restraint.
Biodegrade will now dissolve all* restraints (fixes niche use-cases such
as strait jackets, cuffed prisoner shoes, etc).
Biodegrade includes grabs (unless it's another ling): The manhandler
gets splashed acid, dealing some damage (this damage is not that bad);
the damage dealt depends on BIO protection (for reference - the default
security uniform halves the damage). They will also be stunned briefly
to give the ling a short chance to leg it.
## Why It's Good For The Game
Same reasons as Metek's
This change is meant to bring changelings in line with their categorized
"uncontainable" valid salad demarcation.
Biodegrade kinda sucks, and this makes it not-suck.
Makes biodegrade a more attractive ability for changeling by
significantly increasing its use as a method to escape confinement of
any sort. Hopefully it has the gumption to close up cheesy edge cases as
well.
## Changelog
🆑 ArchBTW, Bisar
balance: Changeling's Biodegrade works against grabs.
balance: Changeling's Biodegrade destroys all restraints instead of one
single restraint.
fix: Changeling's Biodegrade shows the effect when used inside lockers.
fix: Changeling's Biodegrade properly covers restraint types (cuffed
prisoner shoes, strait jackets, etc).
/🆑
---------
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: ArchBTW <230859540+glue0000@users.noreply.github.com>
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
## 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
The AI core structure now fully integrates item/tool interactions and no
longer uses attackby/take_damage overrides. Construction behaviour has
been isolated into its own file.
All handling relating to the AI core's status when shunted has been
turned into signals. For this reason, helper procs for managing core
link state have been made and integrated into the relevant users (APC
shunting, mech takeover). The AI core no longer references the remote AI
mob.
/obj/structure/ai_core/deactivated has been removed from code since it
had no function after refactoring. There was only a single instance of
it being used in a map, which has been replaced with a var edit.
There may be more things I changed, but I'm h
## About The Pull Request
High frequency blades, both null rod variant and admeme variant, can
block mech melee attacks. For the former, that is the only thing it can
block. Great if you're fighting a lot of mechs as a chaplain I guess.
And you're also really committed to the bit.
Weapons that were vibro subtypes are now claymore subtypes. The only
difference here is that they now have 30% block instead of 35% AP.
Null rod high frequency blades are now two-handed. This mostly
determines force changes (10 unwielded, 18 wielded), and mech attack
block chances.
Mech melee attacks respect block...assuming the blocking source can even
block the attack in the first place. Currently, the few sources that can
block/avoid mech attacks are;
- high frequency blades
- energy katanas
- Those staff nullrods (its a holy force field, iunno)
- wizard modsuit shield (and it will eat literally every single charge
it has to do that)
- Sleeping Carp evasion (and only at half the possible chance)
- CQC defense mode (themed as dodging the attack, and also halved)
- probably something I overlooked when I implemented OVERWHELMING_ATTACK
originally and have overlooked here as well.
Just think 'could this help avoid being hit by a road roller being
dropped on you' and go with your gut as to whether or not it is
appropriate if you spot something in the wild that seemingly can block a
mech.
## Why It's Good For The Game
> High Frequency Blade
I wanted to elevate the meme and that is as deep as this goes. Also I
wanted to make this two-handed, much like the true version.
The only thing it is lacking is the cool attack functionality, but I'll
be damned if I can get that to work in a sensible fashion for a crew
weapon...
> Vibro subtype
A lot less of these than I thought. And most of them seemed more
appropriate as claymore types anyway.
> Mech Block
I seeded this previously by making mech clamps respect block. I've now
come back to fully implement it in order to facilitate MGR memes.
For the most part, mechs should still enjoy being largely unblocked by
most sources, even from things like operative suit shields, and
certainly not from actual shields (which I've stripped the ability to
block the attack from entirely) and melee weapons.
The sources that can block them do so poorly. Or, in the case of the
high frequency blade, very well and that's pretty much the only thing it
IS good at blocking.
## Changelog
🆑
balance: High frequency blades (both null rod and admin versions) are
able to block melee attacks from mechs.
balance: High frequency blade null rods are now two-handed weapons.
balance: Mech melee attacks can be blocked or avoided by a few rare
sources.
/🆑
## About The Pull Request
Now: AI will break chairs they're buckled in
After PR: Ai will prefer to resist out of chairs if possible
Fixes#94222 , partially
Really I think this shouldn't be a subtree, orrrrr if it is it should be
enabled by combat.
It's weird that buckling a pet into a pet bed encourages them to get up
ASAP.
If a mob is completely docile or otherwise not trying to act, they
shouldn't freak out and break whatever they're sat in.
Alternatively pets need a behavior for seeking out a bed (but that's
more effort)
## Changelog
🆑 Melbert
fix: AI mobs will prefer to resist out of simple buckles (like being sat
in a chair or bed) rather than try to break the chair.
/🆑
## 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
`create_from_ghost` can be called from stuff like... dynamic executing a
ruleset, so putting a sleep/user input within it causes problems
So I refactored ghost spawns a fair bit, creating a clear delineation
between where you can and can't put user input
## Changelog
🆑 Melbert
fix: Pirates will no longer randomly spawn as human
fix: Servant Golems have numbered names again
refactor: Refactored ghost spawns (like spider eggs or pirate spawners),
report any oddities
/🆑
## About The Pull Request
Another relatively simple simple_mob to basic mob refactor. I wish more
people were doing these since I was saving these for people to get their
feet wet, but I think it's better to pivot away from that and just have
only the gargantuan ones outstanding (since those ones are pretty much
their own framework).
I also delayed this one because we didn't actually have the AI framework
available 1-2 years ago for this to be seamless and easy, but now we
have easy fleeing functionality so that's an easy plug and play.
This rework contains the following:
* General code readability changes and standardization (i.e. removing
single letter vars, `SECONDS` defines)
* Moves more stuff to subtypes instead of having it be on parent
* Removes the necessity for define "attack modes", that's on subtypes
now
* Fixed instances where args weren't defined. I think cult apparitions
via the mirror shield have been much weaker than what they were
originally intended to, so I changed it to what I thought was correct. I
can change the health to be down but it really doesn't make sense as a
lot of the args were not standardized (ideally we would have more
subtypes). I can change this back to the original arg order, let me
know.
* Clones now replicate on damage taken as well as when they attack. I
wanted to tweak this around more but this was originally added since I
confused myself, but it gave a more realistic mitotic effect I liked
more for the replicating clones.
## Why It's Good For The Game
If we want more flamboyant mirage escapes or sneaky clone AI behavior,
it is now far easier to implement. It's very simplistic at the moment
but is pretty much fully featured and representative of the simple mob
version of illusions. They were already laden to the item/mob that was
spawning them in anyways, so this is really the most simple stuff we got
going on.
I tested this with the mirage grenade, reactive stealth armor, and the
mirror shield. I have no clue how the heretic stuff works but it appears
to be a really simple framework plug-and-play so no real worries there I
think.
## Changelog
🆑
refactor: The Cult of Nar'Sie realized that they were installing the
mirrors on their mirror shields the wrong way around, thus altering the
makeup of their mirror clones health, damage, and re-replicability.
refactor: In response to the recent updates in clone magic, Nanotrasen's
Stealth Reactive Armor should now generate more convincing clones.
/🆑
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/90641
Fixes https://github.com/tgstation/tgstation/issues/88366
Eliminates worries over virtualspace currency being sent to real
accounts.
When I was looking into why there were no flags for bitrunning areas.
Then I saw this mess:
<img width="929" height="889" alt="Code_2we2QjDyFp"
src="https://github.com/user-attachments/assets/8a807bfe-b566-4057-a8ea-2b306325687d"
/>
Not having enough space / being too lazy to refactor this is a silly
reason to not include flags for something like these virtual areas where
it can be quite helpful. Fortunately I am not too lazy ~~in this
moment~~ so here we go:
It was fairly logical to move over some of these to a separate flag,
which I've called `area_flags_mapping` since they pertain to maploading
things and terrain generation mostly. `area_flags` stays reserved for
general properties and now has more room than it did before for you
people to fill it with.
In doing this it's also neatened up the code quit a bit, as UNIQUE_AREA
was kind of everywhere and now that it's implied by default less areas
need to have it defined (or explicitly un-defined).
<details> <summary> Working as intended </summary>
<img width="787" height="448" alt="dreamseeker_p0Qts36tG1"
src="https://github.com/user-attachments/assets/25056f34-8d43-4be2-a293-e53df7a7d1db"
/>
<img width="383" height="59" alt="dreamseeker_Ek7TXCcpbA"
src="https://github.com/user-attachments/assets/89622974-9467-4cdb-8345-d684f7c9004b"
/>
</details>
## Why It's Good For The Game
Fixes an exploit, improves the area flags situation slightly.
## Changelog
🆑
fix: you can no longer send money from virtualspace to a real account
code: adds a flag for virtual areas so they can easily be checked, as
well as an easy helper proc, 'is_area_virtual(your_area)'
/🆑
Broken by #93893
Blob would try to spawn a blob spore when spawning a blobbernaut,
obviously fucking shit up
🆑
fix: Blobs can spawn blobbernauts again
/🆑
Returns the Voidwalker hardstun immunity. While I would like it to have
total stun immunity as it is a being from the void made of glass which
is a dielectric, this makes more sense balance wise.
## About The Pull Request
Currently the voidwalker can be HARDSTUNNED, even in space! This PR
should return the voidwalker back to having hardstun immunity, while
still being slowed by such non lethal devices.
## Why It's Good For The Game
Voidwalkers are beings made of void and glass, with glass being a
dielectric, stuns, at least with electrified stun batons, shouldn't too
terribly affect then. In relation to the void part, perhaps we can say
that it distributes these shocks while immersed in the void. Otherwise I
might argue that they should be totally stun immune, but that seems to
be a bit much.
## Changelog
🆑
code: Voidwalkers are immune to hardstuns again.
/🆑
---------
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
## About The Pull Request
Converted `fire_delay` and `shot_delay` vars to use time defines
## Why It's Good For The Game
Code readability
## Changelog
🆑
code: Converted some gun related variables to use time defines, make an
issue report if anything shoots abnormally fast/slow.
/🆑
## About The Pull Request
this removes ashen passage from the heretic shop and random drafts
## Why It's Good For The Game
apparently it was too much movement for all paths
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: ashen passage is no longer in the shop/random drafts
/🆑
## About The Pull Request
When take a ghost role from a ghost role sleeper, if you became a ghost
by observing you will be offered the opportunity to spawn in as your
static. Obviously if you joined the round normally or have already
spawned in as a ghost role you won't be prompted. No cloning yourself
allowed.
Not every ghost role allows this, and you won't get the prompt if your
static is a race that breathes plasma (basically just those purple
skeletons) because that opens up a giant can of worms. However, you
_will_ get the prompt if you are playing as any other race. (I'm pretty
sure every ghost role has power for ethereals besides ashwalkers but
that's not one of the ghost roles that lets you spawn as your static for
super obvious reasons)
Some ghost roles, like pirates, will allow you to spawn in as your
static but overwrite your name.
## Why It's Good For The Game
Felinid comms agent felinid comms agent felinid comms agent felinid
comms agent felinid comms agent felinid comms agent felinid comms agent
felinid comms agent felinid comms agent felinid comms agent felinid
comms agent felinid comms agent felinid comms agent felinid comms agent
## Changelog
🆑
add: You may now spawn in as your static when picking a ghost role
/🆑
---------
Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
## About The Pull Request
Moves all blood handling into procs and adds ways to easily hook into
basically every basic blood behavior.
This PR is not meant to fix every single case of janky blood logic in
the game. The main point and motivation of this PR is to add hooks for
blood behaviors. This allows for way more flexibility with blood code.
I am not going to fix our 3000 instances of single-letter vars, wacky
blood transfers, etc. This is just the groundwork for future PRs to
build off of, and by itself, should do very little to change blood
behavior.
I also added a rigorous set of unit tests for verifying that all of the
basic blood volume procs work correctly.
## Why It's Good For The Game
Previously, blood was handled via directly reading/writing
[var/blood_volume]. This was INCREDIBLY inconsistent and there was no
way to hook into it. This PR makes blood handling way more consistent,
which is great for all sorts of features.
## About The Pull Request
Isolates signpost teleport code into a component
`/datum/component/houlihan_teleport`, which takes a question argument
and a list of zlevels.
Removes `/obj/structure/no_effect_signpost` and turns existing mapped-in
instances into `/obj/structure/signpost`s
Adds/documents/fixes some attack signals that were added to the element
## Jebediah
<img width="100%" alt="image"
src="https://github.com/user-attachments/assets/b227e5bd-1c93-41b3-b87f-1a559cf81112"
/>
## Changelog
🆑
refactor: Signposts have had their code improved internally. Please make
an issue if a signpost that should teleport you no longer can.
/🆑
## About The Pull Request
See title.
## Why It's Good For The Game
Closes#84270. Blob minions can no longer attack blob tiles, but this
takes care of them getting free healing from the blob while fighting its
minions.
## Changelog
🆑 Rhials
fix: Non-blob-spawned blob minion mobs can no longer traverse blob
tiles.
/🆑
## About The Pull Request
Adds self-message to the clown pockets spell that lets you pull out
clown items from nowhere. Also, calls `post_created()` in
`/datum/action/cooldown/spell/conjure_item`, which it wasn't before.
## Why It's Good For The Game
I don't like seeing my own name in the chatbox from my own actions.
`post_created()` currently is useless. It's still useless, cause it's
only for this spell, but its a lesser degree of uselessness.
## Changelog
🆑
spellcheck: Adds self-message to clown pockets spell
/🆑
## About The Pull Request
Gives anyone hit by the voidwalker 15s of NODEATH. Aside from blocking
accidental deaths, it also blocks succumbing
Voidwalker already got this in
https://github.com/tgstation/tgstation/pull/85045, it just got lost
somewhere in [the rework.
](https://github.com/tgstation/tgstation/pull/91646)
## Why It's Good For The Game
It gives voidwalkers some more leeway with moving people to safer spaces
to kidnap them. It also helps now that the pressure damage has been
doubled, and victims can slip into death more easily
People also like to succumb to prevent voidwalkers from getting the wall
recharge and nebula vomits. It's just really spiteful, and is a surefire
way to get themselves roundremoved, but the whole interaction need not
even exist! Admins have been dealing with it, but it's pretty easy to
just patch the whole thing out.
## Changelog
🆑
qol: Readds nodeath and succumb-blocking for voidwalker victims
/🆑
## About The Pull Request
`/proc/find_safe_turf()` was cleaned up so that it did not have two
arguments that accomplished the same thing, removing opportunities for
user errors when calling the proc. Additionally, since I was here, I
decided to clean up some of the code and document it.
Some thresholds were changed in this PR (the max temperature threshold
was dropped from 360K to 340K), but I believe that it's better to keep
them consistent instead of using arbitrary values.
## Uncomfortably large gap
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## Changelog
No user facing changes.
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
closes#93805
## Why It's Good For The Game
we actually have almost no emp logging at all lol, not even emp chem
reaction, so you barely can track potential griefer?
## Changelog
🆑
admin: EMP logs are improved, additionally chemical EMP reactions are
now logged.
/🆑
## About The Pull Request
1. Adds `Heretical Hunt`, an easy difficulty domain that tasks you with
killing and sacrificing simulated crew members. The domain has a few
ways to conquer it, as you don't need to kill all the simulated crew
members and there's some hidden loot to make use of
It's an easy domain because
- You have quite decent armor,
- The mobs are pretty unintelligent,
- You can always fall back and heal passively on the rust tiles
- There are many ways to tackle it
Though it's not a complete pushover, the mobs can still overwhelm you if
you're not careful.
<img width="440" height="347" alt="image"
src="https://github.com/user-attachments/assets/a3f30204-0200-4197-80bb-aee083059164"
/>
2. Virtual beings are given a minor positive moodlet for killing people
instead of a negative one
## Why It's Good For The Game
1. I thought it'd be kinda fun if we had antag-themed domains which
soft-explains the gameplay loops or mechanics of certain antags, in this
case, heretics sacrificing people
2. You don't feel remorse for killing people in video games, right anon?
## Changelog
🆑 Melbert
add: Added a new easy difficulty bitrunning domain, "Heretical Hunt"
add: Digital mobs receive positive moodlets for killing people rather
than negative
fix: Madness Mask no longer affects corpses
fix: Fixed some heretic runtimes
/🆑
## About The Pull Request
When a camera update is triggered, it is instead added to a queue on a
background subsystem
An AI entering a camera chunk which is queued to update will force the
update immediately (bypassing the queue)
While the root problem of this is, ultimately, not addressed...
<img width="554" height="58"
alt="467828777-eff3f0e5-49d6-4997-b4d7-05eff6432155"
src="https://github.com/user-attachments/assets/c2d6a5f5-d958-463e-959f-116bd0dab475"
/>
...the change will ultimately prevent update spam from consuming all of
the server's resources - instead allocating updates to the backburner in
times of high server stress (or on multi-z maps)
## Changelog
🆑 Melbert
refactor: Refactored the way camera updates are handled to hopefully
reduce some lag. Report any oddities
/🆑
## About The Pull Request
Fixes the bit here that isn't a duplicate issue
https://github.com/tgstation/tgstation/issues/92218
While I'm here I cleaned up any mentions of 'knock', which the path is
no longer called.
## Why It's Good For The Game
I'm not entirely sure why Lock Heretics can cause you to suffer a
wardrobe malfunction, but fair enough.
## Changelog
🆑
fix: Grasp of Lock can no longer yank down your jumpsuit unless it is
capable of being adjusted.
code: Cleans up some leftover mentions of 'knock' in Lock code.
/🆑
## About The Pull Request
Refactors status effects to track their durations and tick intervals
using counters.
In effect, [var/duration] now directly refers to how many deciseconds
are left on the status effect.
I've also moved the old [var/tick_interval] [world.time] implementation
to a tick-based [var/time_until_next_tick] counter.
There are a couple, less noteworthy changes in here as well. The main
one is that there was an unused bit of bloat code for setting tick
intervals based on a random lower and upper threshold, but that can be
done in tick() now so it's completely redundant, and I thus removed it
entirely. That makes parts of [proc/process] much easier to read.
I added/modified some unit tests (which I expect to fail) to verify that
[var/duration] and [var/tick_interval] are both multiples of the
subsystem wait assigned to the status effect. If the programmer wants a
duration of 2.5 seconds, they expect it to work that way, but it won't
because SSfastprocess only ticks once every 0.2 seconds, which 2.5 is
not a multiple of. This becomes way more apparent when a status effect
is set to use SSprocessing.
The final, perhaps most important unit test I've added, is one that
verifies that the overall tick count and overall accumulated
[seconds_between_ticks] are equal to "[var/duration] /
[var/tick_interval]" and "[var/duration]" respectively.
## Why It's Good For The Game
The main thing this PR fixes is timing inconsistencies. Before this PR,
durations and tick intervals were tracked using world.time, while the
[proc/tick] call timing was dependent on the wait time of the subsystem
the status effect was processing on. Thing is, SSfastprocess and
SSprocessing rarely run completely in one tick during real gameplay.
This led to a continuous desync where status effects were consistently
inconsistent in their overall tick count. This is a big problem as
[seconds_between_ticks] is constant and thus doesn't account for this
difference in tick count.
As an example, Changeling's Fleshmend has a duration of 10 seconds, a
tick interval of 1 second and a healing rate of 4 brute per tick.
Previously, if the server was lagging even slightly and it only ticked 8
times over the course of 10 seconds, you would heal 32 health rather
than the 40 that a full Fleshmend would give you. The total effect
potency of a status effect being reliant on server lag is incredibly
stupid, especially for status effects that have an associated cost.
(like the aforementioned Fleshmend)
As for the refactors, they make status effect code easier to read and
debug. Unit tests also make verifying things are working as intended
much easier.
## Changelog
🆑
fix: Status effects now tick consistently, with Fleshmend and such
giving a consistent total healing amount. Report any oddities.
refactor: Status effect code is now easier to read and makes more sense.
Again, report any oddities, the changes are major.
/🆑
## About The Pull Request
Empath has become a component instead of a trait, letting it store
variables or whatever components are good for. Also, it works slightly
differently for empath quirk users and moon heretics alike.
Additionally:
- You can only shiver when you see an evil person once. After that it
won't happen again.
- Empaths no longer get a mood debuff from seeing someone distressed.
- Moon heretic empaths no longer get smited by evil people.
- Moon heretic empaths aren't scared of evil people.
The component also supports empaths being able to tell if a fake dead
body is actually dead, and being able to use empath on yourself, but
those aren't enabled for the empath quirk or moon heretics. (Self-empath
would probably powercreep self aware)
## Why It's Good For The Game
While the empath quirk is incompatible with the evil quirk, the trait
wasn't. That means you could potentially become an evil empath and still
feel bad about other people feeling bad and get smited by other evil
people. Being an empath is different from having empathy, and there's
now a personality trait (compassionate) that has a very similar feature
so the mood debuff got axed and moon heretics can't get smited by
mending touch anymore.
I think being a heretic and looking into pierced realities probably
means you have the mental fortitude to not freak out when you see an
evil person. Evil people are (probably) a lot less scary than whatever
mind destroying thing is in those holes.
As for the only-getting-scared-once bit, freaking out when you see an
evil person is flavorful but annoying after it happens multiple times.
Especially if it happens after examining the same person multiple times.
so, the current `COMSIG_CARBON_SOUNDBANG` signal is kinda lame because:
1) it's relegated to carbon mobs
2) it means ear protection equipment actually has no effect when
`get_ear_protection` is called instead.
3) It's sent in more than one place in the code
So I replaced it with another signal, this one properly sent in
`get_ear_protection`, and therefore `soundbang_act` as well.
What's also lame is that the code for both `get_ear_protection` and
`soundbang_act` can be easily moved to the living type, and it wouldn't
make a huge impact aside causing simple mobs to be stunned very briefly
by flashbangs since they cannot be knocked down anyway. The less the
code is specific to a subtype, the easier it's to work with, the fewer
the paradigms etc.
Another lame thing is some of the code being kinda old. Also I wanted to
fix an issue with the shriek ling ability detailed in #93401. I wanted
to make the ability more consistent with how other sound-related
abilities work by making it use `soundbang_act`, but with an intensity
higher than any other feature so far, beside point-blank flashbangs
(holding on standing on one). I've also buffed the "ear protection"
offered by vacuums from 1 to 3, meaning nothing but point-blank
flashbangs will go through. Yes, this means shrieks are not good in a
vacuum because sound generally propagate in absence of molecules that
can transmit the vibration... at least IRL. The game's an approximation
anyway, but it's still inconsistent, like a fuckton of other things that
are even more outside of the scope of this PR. Well, at least it affects
simple/basic mobs too now.
## Why It's Good For The Game
This will fix#93401 and make some code less old and bad.
## Changelog
🆑
refactor: refactored code for ear/soundbang protection. Flashbangs and
other things can now affect simple/basic mobs as well, not just carbon
and occasionally silicons.
balance: Aliens are no longer impervious to soundbang_act. Still very
resistant to it due to their hardcoded ear protection
balance: How the resonant shriek changeling ability works is now
slightly more consistent with the ear/soundbang protection, meaning it
won't work well in a vacuum, but at least it works on simple mobs now.
fix: Everyone can now hear a changeling shriek, unless they're already
deafened or in a vacuum.
/🆑
## About The Pull Request
holy shit this was agony to do.
re-implements the heretic unit test in a way that works with the new
system of multiple list while being as thorough as possible
## Why It's Good For The Game
seeing unused knowledges good, which this has already found
## Changelog
🆑
code: heretic unit test is back
/🆑
## About The Pull Request
Deletes some `isdullahan` in revival code
## Why It's Good For The Game
I think having snowflake isdullahan checks in core revival code is
ontologically evil
## Changelog
🆑 Melbert
code: Small dullahan code cleanup post Halloween
/🆑
## About The Pull Request
adds info on the first page of the heretic antag panel that you will get
a aura + using a codex will reveal you + more info on how the moon
amulet is now required when using the moon robes and how it doubles your
brain damage healing
## Why It's Good For The Game
better info good
## Changelog
🆑
add: adds some missing info to the heretic UI related to the heretic
aura, codex cicatrix and moon amulet and it's effects
/🆑
## About The Pull Request
/area/station/ai_monitored's behaviour was isolated into a component,
`/datum/component/monitored_area`, which itself uses
`/datum/motion_group`s to query cameras. Functionally, it (should) work
identically to the old implementation. I'm sure that behaviour could
have been further cleaned up, camera code is quite dreadful, but it's
better to focus on isolating the behaviour first. Baby steps.
Areas that want to opt into monitoring can set `var/motion_monitored` to
TRUE (this approach was taken to make subtyping easier).
The following non-AI areas were changed:
- /area/station/ai_monitored/security/armory ->
/area/station/security/armory
- /area/station/ai_monitored/command/nuke_storage ->
/area/station/command/vault
- /area/station/ai_monitored/command/storage/eva ->
/area/station/command/eva
All other `/area/station/ai_monitored` subtypes were repathed into
`/area/station/ai` and cleaned up in a way that I thought made logical
sense. It is **much** more readable now. For example:
- /area/station/ai_monitored/turret_protected/aisat ->
/area/station/ai/satellite
- /area/station/ai_monitored/command/storage/satellite ->
/area/station/ai/satellite/maintenance/storage
- /area/station/ai_monitored/turret_protected/ai ->
/area/station/ai/satellite/chamber
## About The Pull Request
Brains getting mannitol'd that aren't pink or shouldn't be changing
color at all still displayed turning a brighter color of pink. This PR
fixes that.
Fixes#93455
## Changelog
🆑
spellcheck: Repairing a brain will now have it turn a brighter shade of
a more accurate color.
/🆑