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mayfools
504 Commits
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2dfa70ea48 |
Adds a bloodwriting ability to the revenant, that functions like an innate red crayon (#5116)
## About The Pull Request Adds a free ability to the revenant, which allows them to write messages and draw runes as if they had a crayon. clicking the ability button opens the crayon menu, and clicking around allows the revenant to draw what was selected ## Why It's Good For The Game Encourages roleplay with revenants and gives them something to do if they can't get their hands on enough corpses ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> <img width="1848" height="1354" alt="image" src="https://github.com/user-attachments/assets/379d1bfa-3c18-4574-b51c-6359168e9f3c" /> </details> ## Changelog 🆑 add: Added a bloodwriting ability to the revenant that works like a built-in crayon /🆑 --------- Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: Alexis <catmc8565@gmail.com> |
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6e9f2ccfc0 |
Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts: # .github/workflows/compile_all_maps.yml # .github/workflows/run_integration_tests.yml # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/_onclick/hud/credits.dm # code/controllers/subsystem/networks/id_access.dm # code/datums/diseases/advance/advance.dm # code/datums/diseases/advance/symptoms/heal.dm # code/game/machinery/doors/door.dm # code/game/objects/structures/crates_lockers/closets/secure/medical.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/modules/antagonists/malf_ai/malf_ai_modules.dm # code/modules/jobs/job_types/_job.dm # code/modules/loadout/categories/accessories.dm # code/modules/loadout/loadout_helpers.dm # code/modules/loadout/loadout_items.dm # code/modules/loadout/loadout_preference.dm # code/modules/mob/living/silicon/robot/robot_defense.dm # code/modules/mod/mod_theme.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/reagents/reagent_containers/cups/drinks.dm # code/modules/shuttle/mobile_port/variants/supply.dm # code/modules/surgery/organs/internal/eyes/_eyes.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png # icons/hud/screen_full.dmi |
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1561203950 |
Adds Effects to the Death of Customer Robots and Mech Wreckages (#94391)
## About The Pull Request A first, small change so that robot customers and mech wreckages produce robot debris upon being killed/destroyed, rather than simply deleting themselves. Customers, in specific, will undergo a similar gibbing process as real borgs: sparking and scattering robot debris without the animation. Wreckages, instead, will make a large noise, shake the camera of close people, and collapse into a single robot debris (as it was already mostly destroyed by this point). ## Why It's Good For The Game The destruction of these two entities is otherwise underwhelming when they disappear into the aether with little fanfare. Also provides the chef and janitor with another thing to get mad about when John Assistant throws sharp sticks at the kitchen's customers. ## Changelog 🆑 add: Robot customers and mech wreckage destruction are messier. Bring a mop! /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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7568318a2f |
Prevents revenant objectives being targeted at jobs that are not there (#94398)
## About The Pull Request Prevents the two specifically-targeted revenant objectives, "Make the [captain/clown] as miserable as possible", from being chosen unless someone holds one of those titles. Acting captains are also allowed. ## Why It's Good For The Game Your one objective being some guy who may or may not ever be hired is lame. ## Changelog 🆑 fix: Revenant objectives can only target people that are actually present /🆑 |
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b6b15f1b91 |
Makes Mjor The Creative and his underlings are Spaceproof. (#94317)
Makes mjor the boss of the paperwizard spaceproof and his underlings ## Why It's Good For The Game Mjor is a very hard fight to begin with. but never fought in its intended way and always end in the following two scenarios. 1 leading him out to space/let atmos drain out to kill him 2 your a changeling or have some other cheesy revive tactic to kill it. Realisticly since this is being in space and your alone you are probaly not gonna kill it unless you have somebody back you up and even then it gives a run for your money ## Changelog 🆑 Ezel balance:Mjor the Creative saw trough your crafty tactics and he and his creations no longer takes damage from space /🆑 |
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baf3837ae8 |
Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts: # _maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm # _maps/RandomRuins/SpaceRuins/garbagetruck2.dmm # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # _maps/map_files/tramstation/tramstation.dmm # code/_onclick/hud/new_player.dm # code/datums/components/squashable.dm # code/datums/diseases/advance/symptoms/heal.dm # code/datums/diseases/chronic_illness.dm # code/datums/status_effects/buffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/stamcrit.dm # code/game/machinery/computer/crew.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/wall_mounted.dm # code/game/turfs/closed/indestructible.dm # code/modules/admin/view_variables/filterrific.dm # code/modules/antagonists/heretic/influences.dm # code/modules/cargo/orderconsole.dm # code/modules/client/preferences.dm # code/modules/events/space_vines/vine_mutations.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/carbon/human/death.dm # code/modules/mob/living/carbon/human/species_types/jellypeople.dm # code/modules/mob/living/damage_procs.dm # code/modules/mob/living/living.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mob_spawn/mob_spawn.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/projectiles/guns/ballistic/launchers.dm # code/modules/projectiles/guns/energy/laser.dm # code/modules/reagents/chemistry/machinery/chem_dispenser.dm # code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/medicine_reagents.dm # code/modules/surgery/healing.dm # code/modules/unit_tests/designs.dm # icons/mob/inhands/items_lefthand.dmi # icons/mob/inhands/items_righthand.dmi # tgui/packages/tgui/interfaces/ChemDispenser.tsx |
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31d4eb04f1 |
Fix Stoat Steal Behaviour (and some other AI stuff hopefully) (#94153)
## About The Pull Request Two main things. Multiple instances of use of a proc in AI controllers seemingly assuming the default behaviour will work for them, but what ends up happening is `search_tactic` gets redefined and redefined with no defaut search range parameter, so nothing ends up passed to the `search_tactic` child procs, so they all call `oview` with `null` and this... somehow doesn't runtime? Has behaviour that works some of the time??? I hate this fucking language. Anyway. Stoat steal items behaviour was completely broken and apparently was not tested once since it was merged in. I've made the corrections I can, but I haven't figured out why stoat AI never enters idle, so we have a behaviour that leads to the stoat running up to an item, grabbing it, and then just staying there, unmoving. I've sunk too many hours into this, I'm just going to call it fixed and let someone else figure out what exciting additions there need to be to a behaviour that was never functional in the first place. ## Why It's Good For The Game i don't know man i just want the pain to stop okay, generally speaking, when people write AI behaviours, they want those AI behaviours to do something and not just silently fail for six months or longer ## Changelog 🆑 fix: Stoats have a chance to try and grab items like they always should have. /🆑 |
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7a3ad79506 |
All camelCase (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case. UNDERSCORES RULE! (#94111)
## 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! /🆑 |
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ca092ce7d8 |
Headslugs are now small (#94088)
## About The Pull Request Headslugs now go under mobs and tables, and mobs walk through them. They were also made small sized, so they can now enter da vim. I assume this is fix because they are clearly small mobs, but I can see how this might be balance if a maint wants to switch tags. ## Why It's Good For The Game Like alien larva these are small mobs and I think they should reflect this in not treating them like a full dense mob. Also da vim. ## Changelog 🆑 fix: Headslugs are now small. /🆑 |
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71faa643bf | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-12 | ||
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c8516dae39 |
Increases spider tox vuln, increase bugkiller damage and lets flyswatter bane all basic bugs. (The author was deadened by spiders.) (#93730)
## About The Pull Request This PR makes the flyswatter a bonus damage a bug bane restricted to basic mobs(Since moths and fly people have their own snowflake handling.) The result of this is that the 24 extra damage flyswatters cause against giant spiders now applies to more mobs like: * flesh spiders * mega arachnids It also buffs the damage per unit caused by bugkillers from 0.4 to 1 and the max damage per application is also increased. Giant spiders now have a tox mod of 3 and flesh spiders have a tox mod of 4. ## Why It's Good For The Game I hate flesh spiders, the main thing I dislike about them, other than them being incredibly OP and stacked statwise, is that they are not spiders at all and none of the anti-spider tech even works on them, not even a little bit! They killed me recently, chasing me into the janitors closet while is was desperately swatting it with a flyswatter, to no effect If they are going to have such a heavy spider themeing, you'd at least except the flyswatter to work on them. intuitively it should, and it is such a niche interaction, most players probably thinks, like me, the bonus damage applies to bugs in genereral. I also decided to check out pest spray and see if that does something. Currently a pest spray blast does 2(!) damage per application to any bug. A total joke even against a normal giant spider, let alone a 90 health rapidly regenerating flesh spider. I suspect it has been heavily hugboxed to prevent players from using the sandbox to kill moths with pest killer foam, so I opted to mainly increase the tox mod of the basics in question rather than increasing the main bugkiller damage. A normal little pest killer blast will still be pretty bad, but if you can find ways to apply a lot of reagent, pest killer can now maybe be effective against giant spider and flesh spiders. ## Changelog 🆑 balance: fly swatter now has bonus damage against all basic bugs. balance: bug killer reagents now do slightly more damage. balance: spiders and flesh spiders have greatly increased tox vulnerability. /🆑 |
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9b3fc47f41 |
Regal Rats can target zombies, skeletons, and ghouls (#93849)
## About The Pull Request Regal rats can now attack zombies, ghouls, skeletons, and other "fake undead" species. This is done by changing the "already dead" check to ignore the FAKEDEATH trait if it's applied as a species trait. This means that regal rats still won't be able to tell if someone's faking it with zombie powder or changeling stasis. ## Why It's Good For The Game Rats should be able to kill zombies I guess. Closes #93770. ## Changelog 🆑 Rhials fix: Regal rats can now attack FAKEDEATH species mobs, like zombies and skeletons. /🆑 |
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d0ca474789 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-05 | ||
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999bde8f84 |
Most screen alerts now fit the player's hud style. (#93493)
## About The Pull Request Most screen alerts that use the midnight hud style no longer have the button baked in their icon. Other screen alerts with their own background or shape (robot and mech alerts, atmos, heretic buffs or debuffs etc.) are not affected. Also updated a couple sprites but didn't spend too much time on them. Mostly reusing existing assets. Montage of how the alerts look on threee different hud styles (Operative, Trasen-Knox, Detective, ALSO I FIXED THE BUCKLED ALERT ALREADY): <img width="293" height="323" alt="image" src="https://github.com/user-attachments/assets/3a2b972b-aa5a-4c27-a454-c8c39acf6e20" /> It looks only a smidge iffy on the syndicate since the top and bottom borders aren't layered over all the overlays, but it isn't something to worry about in this PR. ## Why It's Good For The Game Screen alerts always had the midnight hud button baked in their icon states (now overlays), which completely disregard the player's hud setting, much unlike action alerts buttons. Melbert has also said that it'd be nice if the code for action buttons could also be used in screen alerts and viceversa, to slim things down. That's obviously not what I'm doing today, but having most of the screen alerts already without the baked background will surely help if we ever pursue that objective. ## Changelog 🆑 refactor: Refactored screen alerts a little. Most should now fit the player's hud style. Report any issue. imageadd: A few screen alerts have been polished/updated a little. /🆑 |
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d14e538393 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 | ||
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e95fbc547c |
ghost basic mobs use natural hair colors (#93437)
## About The Pull Request <img width="1142" height="956" alt="image" src="https://github.com/user-attachments/assets/6395e71d-cecd-42f1-a0b7-ebf322a3cb65" /> ## Why It's Good For The Game I have no whimsy and am repulsed by the funny colors (standardization for how the rest of human hair color selections is done.) ## Changelog 🆑 fix: ghost basic mobs use natural hair colors /🆑 |
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4d648d016c |
Sleeping Carp and Cain & Abel no longer tell you about armor penetration when you reflect projectiles with them (#93275)
## About The Pull Request Projectile refactor pulled armor check above the pre-hit comsig, this fixes that. No need to check armor before you're hit when you potentially will not be. ## Changelog 🆑 fix: Sleeping Carp and Cain & Abel no longer tell you about armor penetration when you reflect projectiles with them /🆑 |
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5e629dff04 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
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44acefa73f | More things use trait huds over raw hud management (#93084) | ||
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5f3c85eee0 | Unifies mob, megafauna and boss crusher loot and achievements (#93068) | ||
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4684abceb0 | Refactor reagent container + all subtypes to interaction chain 2 electric boogaloo (#92763) | ||
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939f2fc9ac | Merge branch 'master' of https://github.com/tgstation/tgstation into xpokee-test-upstream-sync | ||
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b3a4505b76 |
Unnerfs the attack speed of sentience first basic mobs (#92859)
## About The Pull Request This PR gives vat beast, mega arachnid and butterbear 0.8 seconds attack cd, instead of the default basic mob 2 second attack CD. ## Why It's Good For The Game All mobs used to have a human like 0.8 second attack delay when sentient, this was changed for basic mobs a while ago to normalize the attack rate between AI controlled and sentient mobs. This mostly makes sense, but the faster attack rate also helped make up for the fact that human controlled mobs don't have aimbot unlike AI mobs. And some of the basic mobs slowed down were designed to be player controlled and balanced around the 0.8 second click cd. This brings them back where they were intended to be when played As a side effect it makes the AI controlled vatbeasts and mega arachnids more deadly. I think that isn't a bad thing as one of the design goals for cytology to set it apart from gold slimes was that breeding giant space monsters should be dangerous. ## Changelog 🆑 balance: vatbeasts, mega arachnids and butterbears now attack much quicker, in line with their old player controlled attack speed. /🆑 |
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b348b617a3 |
Merge branch 'master' of https://github.com/tgstation/tgstation into pupstream-2025-09-07
# Conflicts: # README.md # code/__DEFINES/admin.dm # code/__DEFINES/melee.dm # code/_globalvars/traits/_traits.dm # code/controllers/subsystem/economy.dm # code/datums/components/crafting/crafting.dm # code/datums/elements/crusher_loot.dm # code/modules/antagonists/pirate/pirate_shuttle_equipment.dm # code/modules/clothing/suits/_suits.dm # code/modules/escape_menu/leave_body.dm # code/modules/jobs/job_types/_job.dm # code/modules/mining/equipment/mineral_scanner.dm # code/modules/mob/living/living.dm # code/modules/plumbing/plumbers/pill_press.dm # tgui/packages/tgui/interfaces/Vending.tsx |
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57495ac936 |
Ensures that mi-gos cannot crash servers (#92804)
## About The Pull Request If a migo somehow (adminbus, ahem ahem) gets 100% dodge chance, it will create an infinite move recursion and crash the server. Or if we just get incredibly unlucky with a low health migo, as each failed dodge has a 75% chance to result in another dodge (due to calling move twice), even more so with diagonal movement. Happened twice already, if you're wondering. ## Changelog 🆑 fix: Fixed a potential server crash caused by Mi-Gos /🆑 |
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3ee4c76769 |
New powernet light flicker (#92567)
## About The Pull Request Changes light flicker to be an overlay instead of a rapid turning on/off of the light itself. It acts similar to a brownout and delayed restart of the light. The introduction of lights flickering when the powernet is hit by a bomb is a cool effect, but makes it very apparent the current flicker method's limitations. Rapid cycling of machinery on/off as fast as 0.5 seconds, spanning over dozens of lights at a time leads to the subsystem not being able to keep up with the lighting changes. It ultimately results in just a single broken looking change of lighting <details> <summary>Screenshots/Videos</summary> Before: https://github.com/user-attachments/assets/8237e72e-1edc-4423-b48b-8dd403ee3111 https://github.com/user-attachments/assets/f3a3d481-61fa-4fd9-b51c-3c1e080e129c After: https://github.com/user-attachments/assets/0fa2bbfd-4ca7-422a-8cd1-b6b738addb0f https://github.com/user-attachments/assets/8b8b10b9-912a-4476-9a11-985f79228500 </details> ## Why It's Good For The Game The powernet flicker effect looks better (and also now has an electrical sizzle sound) ## Changelog 🆑 LT3 code: Improved powernet light flickering /🆑 |
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c50c88a82a |
Icebox ruin: RoroCo glove factory (#92473)
## About The Pull Request Adds a new surface ruin to icebox, the RoroCo factory. Contains a couple of puzzles, and a small amount of loot in the form of ~~3 total pairs of insulated gloves~~ a pair of insulated gloves, two adorable roros and a cool unique labcoat. Just don't ask where the gloves come from... Puzzles can of course be avoided/brute-forced by breaking down the walls but that's for chumps. <img width="1152" height="1024" alt="Space Station 13 2025-08-06 221903" src="https://github.com/user-attachments/assets/21050aa6-9b27-494d-a949-7496aeda18cf" /> ## Why It's Good For The Game The upcoming 1x3 icebox surface calls for more ruin content to help fill that space. ## Changelog 🆑 add: A new insulated glove factory has popped up on the ice moon. add: Freezer floor tiles now come in the full range of shapes. /🆑 |
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d1b8145ad2 |
Icebox ruin: RoroCo glove factory (#92473)
## About The Pull Request Adds a new surface ruin to icebox, the RoroCo factory. Contains a couple of puzzles, and a small amount of loot in the form of ~~3 total pairs of insulated gloves~~ a pair of insulated gloves, two adorable roros and a cool unique labcoat. Just don't ask where the gloves come from... Puzzles can of course be avoided/brute-forced by breaking down the walls but that's for chumps. <img width="1152" height="1024" alt="Space Station 13 2025-08-06 221903" src="https://github.com/user-attachments/assets/21050aa6-9b27-494d-a949-7496aeda18cf" /> ## Why It's Good For The Game The upcoming 1x3 icebox surface calls for more ruin content to help fill that space. ## Changelog 🆑 add: A new insulated glove factory has popped up on the ice moon. add: Freezer floor tiles now come in the full range of shapes. /🆑 |
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3b54bd6417 |
Logging for morph snacks (#92301)
## About The Pull Request This PR simply adds logging whenever a morph eats something (and where it was at the time) ## Why It's Good For The Game These are barely available to players in-game but if admins spawn them or something it's quite hard to track what they were actually doing, considering how disruptive they can potentially be ## Changelog 🆑 admins: Adds better logging for morphs eating things /🆑 |
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80d3b36884 |
Logging for morph snacks (#92301)
## About The Pull Request This PR simply adds logging whenever a morph eats something (and where it was at the time) ## Why It's Good For The Game These are barely available to players in-game but if admins spawn them or something it's quite hard to track what they were actually doing, considering how disruptive they can potentially be ## Changelog 🆑 admins: Adds better logging for morphs eating things /🆑 |
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354e9db357 |
Makes some clearly undead spirit mobs undead. (#91824)
## About The Pull Request
closes https://github.com/tgstation/tgstation/issues/91819
## Why It's Good For The Game
Ghosts are dead people. Like, come on.
## Changelog
🆑
fix: Some undead spirit mobs are actually undead.
/🆑
(cherry picked from commit
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83913b81bb |
Makes some clearly undead spirit mobs undead. (#91824)
## About The Pull Request closes https://github.com/tgstation/tgstation/issues/91819 ## Why It's Good For The Game Ghosts are dead people. Like, come on. ## Changelog 🆑 fix: Some undead spirit mobs are actually undead. /🆑 |
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e0bdfc3f5f |
Dynamic Rework (#91290)
Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic
from the ground-up
- Dynamic configuration is now vastly streamlined, making it far far far
easier to understand and edit
- Threat is gone entirely; round chaos is now determined by dynamic
tiers
- There's 5 dynamic tiers, 0 to 4.
- 0 is a pure greenshift.
- Tiers are just picked via weight - "16% chance of getting a high chaos
round".
- Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be
selected".
- Tier determines how much of every ruleset is picked. "Tier 4 (High
Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3
latejoins".
- The number of rulesets picked depends on how many people are in the
server - this is also configurable[2]. As an example, a tier that
demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and
will not spawn 2 rulesets if population <= 25.
- Tiers also determine time before light, heavy, and latejoin rulesets
are picked, as well as the cooldown range between spawns. More chaotic
tiers may send midrounds sooner or wait less time between sending them.
- On the ruleset side of things, "requirements", "scaling", and
"enemies" is gone.
- You can configure a ruleset's min pop and weight flat, or per tier.
- For example a ruleset like Obsession is weighted higher for tiers 1-2
and lower for tiers 3-4.
- Rather than scaling up, roundstart rulesets can just be selected
multiple times.
- Rulesets also have `min_antag_cap` and `max_antag_cap`.
`min_antag_cap` determines how many candidates are needed for it to run,
and `max_antag_cap` determines how many candidates are selected.
- Rulesets attempt to run every 2.5 minutes. [3]
- Light rulesets will ALWAYS be picked before heavy rulesets. [4]
- Light injection chance is no longer 100%, heavy injection chance
formula has been simplified.
- Chance simply scales based on number of dead players / total number
off players, with a flag 50% chance if no antags exist. [5]
[1] This does not guarantee you will actually GET 3-4 roundstart
rulesets. If a roundstart ruleset is picked, and it ends up being unable
to execute (such as "not enough candidates", that slot is effectively a
wash.) This might be revisited.
[2] Currently, this is a hard limit - below X pop, you WILL get a
quarter or a half of the rulesets. This might be revisited to just be
weighted - you are just MORE LIKELY to get a quarter or a half.
[3] Little worried about accidentally frontloading everything so we'll
see about this
[4] This may be revisited but in most contexts it seems sensible.
[5] This may also be revisited, I'm not 100% sure what the best / most
simple way to tackle midround chances is.
Other implementation details
- The process of making rulesets has been streamlined as well. Many
rulesets only amount to a definition and `assign_role`.
- Dynamic.json -> Dynamic.toml
- Dynamic event hijacked was ripped out entirely.
- Most midround antag random events are now dynamic rulesets. Fugitives,
Morphs, Slaughter Demons, etc.
- The 1 weight slaughter demon event is gone. RIP in peace.
- There is now a hidden midround event that simply adds +1 latejoin, +1
light, or +1 heavy ruleset.
- `mind.special_role` is dead. Minds have a lazylist of special roles
now but it's essentially only used for traitor panel.
- Revs refactored almost entirely. Revs can now exist without a dynamic
ruleset.
- Cult refactored a tiny bit.
- Antag datums cleaned up.
- Pre round setup is less centralized on Dynamic.
- Admins have a whole panel for interfacing with dynamic. It's pretty
slapdash I'm sure someone could make a nicer looking one.


- Maybe some other things.
See readme for more info.
Will you see a massive change in how rounds play out? My hunch says
rounds will spawn less rulesets on average, but it's ultimately to how
it's configured
🆑 Melbert
refactor: Dynamic rewritten entirely, report any strange rounds
config: Dynamic config reworked, it's now a TOML file
refactor: Refactored antag roles somewhat, report any oddities
refactor: Refactored Revolution entirely, report any oddities
del: Deleted most midround events that spawn antags - they use dynamic
rulesets now
add: Dynamic rulesets can now be false alarms
add: Adds a random event that gives dynamic the ability to run another
ruleset later
admin: Adds a panel for messing around with dynamic
admin: Adds a panel for chance for every dynamic ruleset to be selected
admin: You can spawn revs without using dynamic now
fix: Nuke team leaders get their fun title back
/🆑
(cherry picked from commit
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78cffc2101 |
Adds a new halloween species: Spirits (#90711)
Adds 2 new species: Spirits and Ghosts
Spirits are available roundstart during Halloween, Wabbajack and
Xenobio's black slime extract
Ghosts are available through Magic mirrors
They fly around, and don't have legs and instead float around. They also
can't get legs implanted onto themselves.
They also do have organs, so they are affected by flashbangs, they do
get hungry, they do need oxygen to survive (they don't take damage in
space but they do suffocate & get slowdown), and can process chems.
Gibbing a ghost gives ectoplasm, an ingredient for ghost burgers.
Chaplains also got a buff here, null rod-type weapons' bane is now
against Spirit mobs, rather than hardcoded revenants. This means it now
includes Spirits/Ghosts, but also Soulscythes & Cult shades.
Also re-adds https://github.com/tgstation/tgstation/pull/81630 which was
reverted in https://github.com/tgstation/tgstation/pull/86506 which I
assume was accidental.
Ghosts have an innate ability to become incorporeal, which allows them
to phase through walls and stuff. Using this will immediately make them
drop any non-ghost limb/organ (not implants cause I thought it would be
funny). This ability is not available if they have holy water in their
system, and like revenants they also can't walk over blessed tiles with
it. They are also invisible to cameras while using this (not the obscura
though).
Sprites taken from observers directly, if anyone wants to make custom
sprites for them feel free. If anyone wants to make this obtainable
somehow in-game as well I wouldn't be opposed, halloween is just where I
thought it would fit most.
This also adds a lot of fixes that I encountered trying to add this,
from systems that have been neglected throughout the years.
https://github.com/user-attachments/assets/e368d710-80a0-4c63-b271-1abe3dd41a5e
We haven't gotten a new halloween species in a long time and thought it
would be fun if you can play as an actual ghost, the soul that remains
after a person passes, so Halloween feels more haunted. It's overall
made in just good fun, with a bonus that Ghosts are a cool species to
play with as well for Wizards & maybe Chaplains in the future (Dead sect
when?)
🆑
add: Added a new halloween species: Spirits, a species without legs and
instead floats.
add: Added a new magic mirror species: Ghosts, like spirits but with the
ability to become incorporeal, traversing through solid wall.
fix: Mobs unable to use storage items now can't use storage items.
fix: Mobs unable to use items can now not open airlocks & closets
fix: Mobs unable to pick items up can no longer pick items up and
immediately drop, moving one tile at a time.
fix: Mobs with intentional missing limbs (Alien larva) no longer show
their limbs as missing on examine (again)
fix: Golems' pref page had a missing icon, it now has one.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
(cherry picked from commit
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4c277dc572 |
Dynamic Rework (#91290)
## About The Pull Request Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic from the ground-up - Dynamic configuration is now vastly streamlined, making it far far far easier to understand and edit - Threat is gone entirely; round chaos is now determined by dynamic tiers - There's 5 dynamic tiers, 0 to 4. - 0 is a pure greenshift. - Tiers are just picked via weight - "16% chance of getting a high chaos round". - Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be selected". - Tier determines how much of every ruleset is picked. "Tier 4 (High Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3 latejoins". - The number of rulesets picked depends on how many people are in the server - this is also configurable[2]. As an example, a tier that demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and will not spawn 2 rulesets if population <= 25. - Tiers also determine time before light, heavy, and latejoin rulesets are picked, as well as the cooldown range between spawns. More chaotic tiers may send midrounds sooner or wait less time between sending them. - On the ruleset side of things, "requirements", "scaling", and "enemies" is gone. - You can configure a ruleset's min pop and weight flat, or per tier. - For example a ruleset like Obsession is weighted higher for tiers 1-2 and lower for tiers 3-4. - Rather than scaling up, roundstart rulesets can just be selected multiple times. - Rulesets also have `min_antag_cap` and `max_antag_cap`. `min_antag_cap` determines how many candidates are needed for it to run, and `max_antag_cap` determines how many candidates are selected. - Rulesets attempt to run every 2.5 minutes. [3] - Light rulesets will ALWAYS be picked before heavy rulesets. [4] - Light injection chance is no longer 100%, heavy injection chance formula has been simplified. - Chance simply scales based on number of dead players / total number off players, with a flag 50% chance if no antags exist. [5] [1] This does not guarantee you will actually GET 3-4 roundstart rulesets. If a roundstart ruleset is picked, and it ends up being unable to execute (such as "not enough candidates", that slot is effectively a wash.) This might be revisited. [2] Currently, this is a hard limit - below X pop, you WILL get a quarter or a half of the rulesets. This might be revisited to just be weighted - you are just MORE LIKELY to get a quarter or a half. [3] Little worried about accidentally frontloading everything so we'll see about this [4] This may be revisited but in most contexts it seems sensible. [5] This may also be revisited, I'm not 100% sure what the best / most simple way to tackle midround chances is. Other implementation details - The process of making rulesets has been streamlined as well. Many rulesets only amount to a definition and `assign_role`. - Dynamic.json -> Dynamic.toml - Dynamic event hijacked was ripped out entirely. - Most midround antag random events are now dynamic rulesets. Fugitives, Morphs, Slaughter Demons, etc. - The 1 weight slaughter demon event is gone. RIP in peace. - There is now a hidden midround event that simply adds +1 latejoin, +1 light, or +1 heavy ruleset. - `mind.special_role` is dead. Minds have a lazylist of special roles now but it's essentially only used for traitor panel. - Revs refactored almost entirely. Revs can now exist without a dynamic ruleset. - Cult refactored a tiny bit. - Antag datums cleaned up. - Pre round setup is less centralized on Dynamic. - Admins have a whole panel for interfacing with dynamic. It's pretty slapdash I'm sure someone could make a nicer looking one.   - Maybe some other things. ## Why It's Good For The Game See readme for more info. Will you see a massive change in how rounds play out? My hunch says rounds will spawn less rulesets on average, but it's ultimately to how it's configured ## Changelog 🆑 Melbert refactor: Dynamic rewritten entirely, report any strange rounds config: Dynamic config reworked, it's now a TOML file refactor: Refactored antag roles somewhat, report any oddities refactor: Refactored Revolution entirely, report any oddities del: Deleted most midround events that spawn antags - they use dynamic rulesets now add: Dynamic rulesets can now be false alarms add: Adds a random event that gives dynamic the ability to run another ruleset later admin: Adds a panel for messing around with dynamic admin: Adds a panel for chance for every dynamic ruleset to be selected admin: You can spawn revs without using dynamic now fix: Nuke team leaders get their fun title back /🆑 |
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096c032402 |
Adds a new halloween species: Spirits (#90711)
## About The Pull Request Adds 2 new species: Spirits and Ghosts Spirits are available roundstart during Halloween, Wabbajack and Xenobio's black slime extract Ghosts are available through Magic mirrors They fly around, and don't have legs and instead float around. They also can't get legs implanted onto themselves. They also do have organs, so they are affected by flashbangs, they do get hungry, they do need oxygen to survive (they don't take damage in space but they do suffocate & get slowdown), and can process chems. Gibbing a ghost gives ectoplasm, an ingredient for ghost burgers. Chaplains also got a buff here, null rod-type weapons' bane is now against Spirit mobs, rather than hardcoded revenants. This means it now includes Spirits/Ghosts, but also Soulscythes & Cult shades. Also re-adds https://github.com/tgstation/tgstation/pull/81630 which was reverted in https://github.com/tgstation/tgstation/pull/86506 which I assume was accidental. ### The difference between Spirits and Ghosts Ghosts have an innate ability to become incorporeal, which allows them to phase through walls and stuff. Using this will immediately make them drop any non-ghost limb/organ (not implants cause I thought it would be funny). This ability is not available if they have holy water in their system, and like revenants they also can't walk over blessed tiles with it. They are also invisible to cameras while using this (not the obscura though). Sprites taken from observers directly, if anyone wants to make custom sprites for them feel free. If anyone wants to make this obtainable somehow in-game as well I wouldn't be opposed, halloween is just where I thought it would fit most. This also adds a lot of fixes that I encountered trying to add this, from systems that have been neglected throughout the years. https://github.com/user-attachments/assets/e368d710-80a0-4c63-b271-1abe3dd41a5e ## Why It's Good For The Game We haven't gotten a new halloween species in a long time and thought it would be fun if you can play as an actual ghost, the soul that remains after a person passes, so Halloween feels more haunted. It's overall made in just good fun, with a bonus that Ghosts are a cool species to play with as well for Wizards & maybe Chaplains in the future (Dead sect when?) ## Changelog 🆑 add: Added a new halloween species: Spirits, a species without legs and instead floats. add: Added a new magic mirror species: Ghosts, like spirits but with the ability to become incorporeal, traversing through solid wall. fix: Mobs unable to use storage items now can't use storage items. fix: Mobs unable to use items can now not open airlocks & closets fix: Mobs unable to pick items up can no longer pick items up and immediately drop, moving one tile at a time. fix: Mobs with intentional missing limbs (Alien larva) no longer show their limbs as missing on examine (again) fix: Golems' pref page had a missing icon, it now has one. /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
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5bd8784918 | Most hostile mobs can no longer be trapped by closets, chairs, and aggro grabs (#91652) | ||
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690bfc04b4 |
Rebalances wound determination values, wounding escalation and wound armor to hopefully be less explosive (#91099)
This is a big one so please bear with me, wounds are complicated We've decreased the max contributed damage to wound rolls from 35 to 25. This results, after the exponent, a max possible wound roll of 1 to 91 before any modifiers (assuming the attack, after armor, is 25 or above). The minimum value to wound is still 5. Most wounds were contributing significant numbers per wound type to the potential for a new wound to occur. Getting wounded once meant you were getting wound a lot, but actually getting past that first wounding may be the tricky part. We have significantly reigned in the wound penalty that having a wound contributes, and instead utilize the series wound penalty to allow same type wounds to escalate themselves faster as a priority. Having wounds still makes you more wound vulnerable, just not to such an extreme degree. The priority here for what wounds matter most for contributing to overall wounding vulnerability is ``Infected BURNS > BURNS > SLASH|PIERCE > BLUNT.`` Wound armor, unlike all other kinds of armor, was used as a additive value to the wound roll modifiers rather than a multiplicative value. We have reworked how wound armor is determined by changing how wound modifiers are calculated. Firstly, we're passing our entire injury roll into the ``check_woundings_mod()`` proc, as we're not treating this as a proc that just adds values anymore. Secondly, bare wound bonus only applies if there is no potential wound protection from any source, as expected. But it comes last in the calculations. Thirdly, wound protection is applied to the injury roll last, after wound bonuses from the attack, wound bonuses from other wounds and wound bonuses from a disabled limb are applied. This does not include serial wound bonuses, which are determined outside of this proc. Wound protection comes from two sources. Clothing and limb wound resistance. Your chest and head have an amount of wound resistance so long as they are not mangled in any fashion. Being mangled means having either a hairline fracture or a weeping avulsion wound. Wound protection reduces the final injury roll by a percentage. Say our roll is 50, and we have effectively 50% wound protection. The final roll would be 25. ~~Most clothing have had their wound armor values changed. As a loose rule, I used the highest of melee or bomb armor, except where that value was 100, in which case I used the lowest instead. I'm basing this decision on how embeds are calculated, which is attack type agnostic.~~ ~~Some armor have inconsistent values because they are alternative armors to an existing armor type or are hyperspecialized armor. Ablative, bulletproof and security vests all share a value of 35, despite the former two not having decent melee or bomb armor.~~ ~~Some clothing missing wound armor that should have had them now have wound armor.~~ ~~This may need a bit of scrutiny in case one or two seem weirdly high. Some have maybe become too low. Its a bit hard to say.~~ I changed it to ``exposed_wound_bonus`` to better represent when it applies. You can be naked and still not be affected by this bonus if the limb has wound resistance. I'm not promising anything with this PR, but this is an attempt to sanity check the values on wounds so that we're not seeing what the data that determined the removal of beheading presented. An extreme over-representation of tier 3 wounds. ~~And, from that, maybe I can argue for beheadings coming back. That's my goal. I think beheadings happened so much because the numbers were in need of work.~~ Well okay I just wanna make wounds a bit more workable actually more than I want beheadings. Why is it that tier 3 wounds were so over-represented? Because wounds will often force more severe wounds of other types by merit of any wounds existing at all on a limb. Having **_a_** wound makes you more wound prone for any kind of wound, and not just making you more likely to suffer a more severe type of the same wound. The threshold mechanic was intended to simulate making a wound worse, but oddly just made a limb broadly more prone to getting worse from any kind of attack to such a degree that future wound rolls of different types were often going to start at the threshold necessary to be a tier 3 wound. Dismemberment, mind you, requires you to suffer a flesh wound while you have a bone wound of tier 2 or higher (with tier 3 giving a bonus to this). You can do this readily via just a sharp weapon, because having a mangled limb causes the wound to turn into a bone wound. Technically, this is meant to be less likely as the effective damage for this wound is halved. But the wound bonus from having a flesh wound was almost always significant enough to kick your new bone wound up to a tier 3. In other words; its not surprising that you saw so many beheadings, because the system wanted to behead you as fast as it possibly can thanks to all these escalating values. Wound armor was only applied as a flat reduction on the roll. The average for wound armor was 10. After receiving a single wound, you can expect wound rolls to reach upwards of 100, even if the actual damage roll was not particularly high, due to wound stacking bonuses form being wounded. This meant that wounds, if they happened, came thick and fast after the first, regardless of what your protection might be to wounds. It was just a matter of getting past the initial bump. This is why effects that forced wounds were so powerful. They basically made a given limb more prone to taking a wound without having to deal with the protection problem first. Finally, this is just a broad flaw with the system that is not its fault. It is actually a problem that isn't a problem. Most people in the game are not wearing helmets that protect their head. So most people are going to suffer from a higher proclivity of being wounded if people are aiming for the head. There is this...kind of cargo cult belief that aiming for the head means you do more damage, or can stun someone if you're lucky or what have you. It's entirely nonsense, but it has a grain of truth in that people rarely wear, or even have access too, headwear that provides wound protection or any protection at all. People have jumpsuits, which are universally wound protected, but that isn't true of the head. Look, the point is, they're not aiming at the head because it is usually less armored, its for other reasons but it just so happens to become true due to wounds and how wounds roll their type. To soften this issue, I've decided to treat wound resistance as armor until the limb suffers a tier 3 wound. This way, hits to the head MAY not necessarily escalate to tier 3 instantly as they would on live even from relatively low power weapons. Some weapons have very low force, but have extreme bare wound bonuses. This should be less likely after this change. I doubt this will necessarily make high damage high wound weapons like energy swords any less prone to cutting you clean open, but it might thanks to the reduction to contributed damage to the injury roll. The system is now _a bit more random_. 🆑 balance: Wounds do not make you as vulnerable to suffering wounds of all types as before. Instead, wounds make you more vulnerable to suffering worse versions of themselves as a priority. balance: Wound armor is now more impactful when protecting you from wounds when you have already been wounded. balance: Your head and chest are more difficult to wound until they have been mangled; either from suffering from a weeping avulsion or a hairline fracture. code: Changed the variable for bare_wound_bonus to exposed_wound_bonus to better explain what that variable is doing. /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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e3dee6810e | Most hostile mobs can no longer be trapped by closets, chairs, and aggro grabs (#91652) | ||
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57624ca1e2 |
Rebalances wound determination values, wounding escalation and wound armor to hopefully be less explosive (#91099)
## About The Pull Request This is a big one so please bear with me, wounds are complicated ### Max Potential Wound Rolls We've decreased the max contributed damage to wound rolls from 35 to 25. This results, after the exponent, a max possible wound roll of 1 to 91 before any modifiers (assuming the attack, after armor, is 25 or above). The minimum value to wound is still 5. ### Wound Escalation Penalties Most wounds were contributing significant numbers per wound type to the potential for a new wound to occur. Getting wounded once meant you were getting wound a lot, but actually getting past that first wounding may be the tricky part. We have significantly reigned in the wound penalty that having a wound contributes, and instead utilize the series wound penalty to allow same type wounds to escalate themselves faster as a priority. Having wounds still makes you more wound vulnerable, just not to such an extreme degree. The priority here for what wounds matter most for contributing to overall wounding vulnerability is ``Infected BURNS > BURNS > SLASH|PIERCE > BLUNT.`` ### Wound Armor Wound armor, unlike all other kinds of armor, was used as a additive value to the wound roll modifiers rather than a multiplicative value. We have reworked how wound armor is determined by changing how wound modifiers are calculated. Firstly, we're passing our entire injury roll into the ``check_woundings_mod()`` proc, as we're not treating this as a proc that just adds values anymore. Secondly, bare wound bonus only applies if there is no potential wound protection from any source, as expected. But it comes last in the calculations. Thirdly, wound protection is applied to the injury roll last, after wound bonuses from the attack, wound bonuses from other wounds and wound bonuses from a disabled limb are applied. This does not include serial wound bonuses, which are determined outside of this proc. Wound protection comes from two sources. Clothing and limb wound resistance. Your chest and head have an amount of wound resistance so long as they are not mangled in any fashion. Being mangled means having either a hairline fracture or a weeping avulsion wound. Wound protection reduces the final injury roll by a percentage. Say our roll is 50, and we have effectively 50% wound protection. The final roll would be 25. ### ~~Wound Armor on Clothing~~ Reverted ~~Most clothing have had their wound armor values changed. As a loose rule, I used the highest of melee or bomb armor, except where that value was 100, in which case I used the lowest instead. I'm basing this decision on how embeds are calculated, which is attack type agnostic.~~ ~~Some armor have inconsistent values because they are alternative armors to an existing armor type or are hyperspecialized armor. Ablative, bulletproof and security vests all share a value of 35, despite the former two not having decent melee or bomb armor.~~ ~~Some clothing missing wound armor that should have had them now have wound armor.~~ ~~This may need a bit of scrutiny in case one or two seem weirdly high. Some have maybe become too low. Its a bit hard to say.~~ ### The ``bare_wound_bonus`` variable I changed it to ``exposed_wound_bonus`` to better represent when it applies. You can be naked and still not be affected by this bonus if the limb has wound resistance. ## Why It's Good For The Game I'm not promising anything with this PR, but this is an attempt to sanity check the values on wounds so that we're not seeing what the data that determined the removal of beheading presented. An extreme over-representation of tier 3 wounds. ~~And, from that, maybe I can argue for beheadings coming back. That's my goal. I think beheadings happened so much because the numbers were in need of work.~~ Well okay I just wanna make wounds a bit more workable actually more than I want beheadings. Why is it that tier 3 wounds were so over-represented? Because wounds will often force more severe wounds of other types by merit of any wounds existing at all on a limb. Having **_a_** wound makes you more wound prone for any kind of wound, and not just making you more likely to suffer a more severe type of the same wound. The threshold mechanic was intended to simulate making a wound worse, but oddly just made a limb broadly more prone to getting worse from any kind of attack to such a degree that future wound rolls of different types were often going to start at the threshold necessary to be a tier 3 wound. Dismemberment, mind you, requires you to suffer a flesh wound while you have a bone wound of tier 2 or higher (with tier 3 giving a bonus to this). You can do this readily via just a sharp weapon, because having a mangled limb causes the wound to turn into a bone wound. Technically, this is meant to be less likely as the effective damage for this wound is halved. But the wound bonus from having a flesh wound was almost always significant enough to kick your new bone wound up to a tier 3. In other words; its not surprising that you saw so many beheadings, because the system wanted to behead you as fast as it possibly can thanks to all these escalating values. Wound armor was only applied as a flat reduction on the roll. The average for wound armor was 10. After receiving a single wound, you can expect wound rolls to reach upwards of 100, even if the actual damage roll was not particularly high, due to wound stacking bonuses form being wounded. This meant that wounds, if they happened, came thick and fast after the first, regardless of what your protection might be to wounds. It was just a matter of getting past the initial bump. This is why effects that forced wounds were so powerful. They basically made a given limb more prone to taking a wound without having to deal with the protection problem first. Finally, this is just a broad flaw with the system that is not its fault. It is actually a problem that isn't a problem. Most people in the game are not wearing helmets that protect their head. So most people are going to suffer from a higher proclivity of being wounded if people are aiming for the head. There is this...kind of cargo cult belief that aiming for the head means you do more damage, or can stun someone if you're lucky or what have you. It's entirely nonsense, but it has a grain of truth in that people rarely wear, or even have access too, headwear that provides wound protection or any protection at all. People have jumpsuits, which are universally wound protected, but that isn't true of the head. Look, the point is, they're not aiming at the head because it is usually less armored, its for other reasons but it just so happens to become true due to wounds and how wounds roll their type. To soften this issue, I've decided to treat wound resistance as armor until the limb suffers a tier 3 wound. This way, hits to the head MAY not necessarily escalate to tier 3 instantly as they would on live even from relatively low power weapons. Some weapons have very low force, but have extreme bare wound bonuses. This should be less likely after this change. I doubt this will necessarily make high damage high wound weapons like energy swords any less prone to cutting you clean open, but it might thanks to the reduction to contributed damage to the injury roll. The system is now _a bit more random_. ## Changelog 🆑 balance: Wounds do not make you as vulnerable to suffering wounds of all types as before. Instead, wounds make you more vulnerable to suffering worse versions of themselves as a priority. balance: Wound armor is now more impactful when protecting you from wounds when you have already been wounded. balance: Your head and chest are more difficult to wound until they have been mangled; either from suffering from a weeping avulsion or a hairline fracture. code: Changed the variable for bare_wound_bonus to exposed_wound_bonus to better explain what that variable is doing. /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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7c0ce5435a |
Gibs you leave are now based on your biotype/chest bodypart, improves gibber VFX (#91421)
## About The Pull Request * When gibbing mobs, spawned gib type is now based on mob's biotypes if they're not a carbon, or their chest (or first) bodypart if they are, rather than requiring a proc override for every single mob. This means that a few robotic mobs no longer drop meaty gibs, and that gibbing androids now produces cyborg gibs instead of a meaty surprise, plus they should no longer runtime when trying to gib a robot. Gibs also are now spawned around the gibber and streak outwards instead of magically teleporting a few tiles away, for some visual flair. * Fixed meat not overriding blood DNA on blood_walk component which made xeno and lizard meat leave behind orange trails instead of proper lime/dark green blood colors (due to them keeping human meat DNA). * Brightened up the gibber blood overlay I've missed, so it should be consistent with old blood colors now. * Also cleaned up the gibspawner code. ## Why It's Good For The Game Biotype/chest changes should make devs lives easier and gameplay a bit more consistent, and streaking just makes the process look slightly better. ## Changelog 🆑 add: Androids and fully augmented humans now drop robotic gibs instead of meat add: Improved gibber VFX fix: Fixed gibber overlays being darker than intended fix: Fixed xenomorph and lizard meat leaving orange trails behind code: Improved gibs and gibspawner code /🆑 |
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eb69c087f1 |
Gibs you leave are now based on your biotype/chest bodypart, improves gibber VFX (#91421)
## About The Pull Request * When gibbing mobs, spawned gib type is now based on mob's biotypes if they're not a carbon, or their chest (or first) bodypart if they are, rather than requiring a proc override for every single mob. This means that a few robotic mobs no longer drop meaty gibs, and that gibbing androids now produces cyborg gibs instead of a meaty surprise, plus they should no longer runtime when trying to gib a robot. Gibs also are now spawned around the gibber and streak outwards instead of magically teleporting a few tiles away, for some visual flair. * Fixed meat not overriding blood DNA on blood_walk component which made xeno and lizard meat leave behind orange trails instead of proper lime/dark green blood colors (due to them keeping human meat DNA). * Brightened up the gibber blood overlay I've missed, so it should be consistent with old blood colors now. * Also cleaned up the gibspawner code. ## Why It's Good For The Game Biotype/chest changes should make devs lives easier and gameplay a bit more consistent, and streaking just makes the process look slightly better. ## Changelog 🆑 add: Androids and fully augmented humans now drop robotic gibs instead of meat add: Improved gibber VFX fix: Fixed gibber overlays being darker than intended fix: Fixed xenomorph and lizard meat leaving orange trails behind code: Improved gibs and gibspawner code /🆑 |
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1f3894e793 |
Crafting refactor, implementing materials (#89465)
My original plan was to just implement materials into crafting so that items would inherit the materials of their components, allowing for some interesting stuff if the material flags of the item allow it. However to my dismay crafting is a pile of old tech debt, starting from the old `del_reqs` and `CheckParts` which still contain lines about old janky bandaids that are no longer in use nor reachable, up to the `customizable_reagent_holder` component which has some harddel issues when your custom food is sliced, and items used in food recipes not being deleted and instead stored inside the result with no purpose as well as other inconsistencies like stack recipes that transfer materials having counterparts in the UI that don't do that. EDIT: Several things have come up while working on this, so I apologise that it ended up changing over 100+ files. I managed to atomize some of the changes, but it's a bit tedious. EDIT: TLDR because I was told this section is too vague and there's too much going on. This PR: - Improves the dated crafting code (not the UI). - replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion` with `atom/on_craft_completion`. - Reqs used in food recipes are now deleted by default and not stored inside the result (they did nothing). - Renames the customizable_reagent_holder comp and improves it (No harddels/ref issues). - Adds a unit test that tries to craft all recipes to see what's wrong (it skips some of the much more specific reqs for now). - In the unit test is also the code to make sure materials of the crafted item and a non-crafted item of the same type are roughly the same, so far only applied to food. - Some mild material/food refactoring around the fact that food item code has been changed to support materials. Improving the backbone of the crafting system. Also materials and food code. 🆑 refactor: Refactored crafting backend. Report possible pesky bugs. balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge different because of code standardization. /🆑 |
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d841c9df40 |
[MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
Refactors most of blood handling code untouched by #90593 and completely rewrites all blood decals, components and reagents. - Blood types now have behavioral flags which allow them to control where they leave decals/DNA/viruses. Oil no longer transfers DNA and viruses with it, while podpeople water-blood doesn't leave visible decals on turfs and items, but still can be picked up by DNA scanners. - Multiple blood types have received unique handling - liquid electricity blood now glows in the dark, oil trails are flammable and lube ones are slippery. Oil blood can be restored with fuel, lube with silicon and slime with stable plasma (as normal plasma already passively regenerates their blood), instead of everything using iron. Saline solution only supplements on iron-based blood and won't do anything to help with bloodloss for species who rely on different blood types. (Roundstart this applies only to Ethereals) - All blood logic has been moved away from the blood reagent itself into a blood element that is assigned to the blood reagent by default, and to any reagent that's drawn from a mob as their "blood" (in ``transfer_blood_to``). This means that blood you draw from lizards will be green and have lizard's blood description instead of mentioning red blood cells, Ethereal "blood" will actually contain their DNA and genes, etc. - Refactored all blood decals. Blood states are no more, everything is now handled via blood DNA. Credits to MrMelbert and Maplestation, as a significant amount of code has been taken from https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his followup PRs. Oil and xenomorph splatters are now subtypes of blood, blood drying is now animated, blood trails now curve and can be diagonal. - Rewrote bloodysoles and bloody_spreader components, credits to Melbert again for the former, while latter now makes more sense with its interactions. Bloody soles no longer share blood DNA with your hands. - Ported Melbert's bloody footprint sprites and bot-blood-spreading functionality. - Removed all species-side reagent interactions, instead they're handled by said species' livers. (This previously included exotic blood handling, thus the removal) - Slightly optimized human rendering by removing inbetween overlay holders for clothing when they're not needed. - Blood-transmitted diseases will now get added to many more decals than before. - Cleaned up and partially refactored replica pods, fixed an issue where monkeys/manipulators were unable to harvest mindless pods. - Exotic bloodtype on species now automatically assigns their blood reagent, without the need to assign them separately. - Clown mobs now bleed (with colorful reagent instead of blood during april fools), and so do vatbeasts (lizard blood) - Implemented generic procs for handling bleeding checks, all sorts of scanners now also correctly call your blood for what it is. - Podpeople's guts are now lime-green like their organs, instead of being weirdly greyish like their water-blood. (Their bleeding overlays are still grey, as they're bleeding water) - Slimepeople now can bleed. Their jelly is pale purple in color, but their wound overlays copy their body color. - Injecting/spraying/splashing/etc mob with a reagent preserves its data, so you could theoretically recycle fine wines from someone's bloodstream - Fixed burdened chaplain's sect never actually giving a blessing when applying effects, and giving a blessing when nothing can be healed. Inverted check strikes again. - Closes #91039 A lot of blood here has dried, visually the blood colors are almost exactly the same as before either of the blood refactors.   |
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4f6727024d |
Crafting refactor, implementing materials (#89465)
## About The Pull Request My original plan was to just implement materials into crafting so that items would inherit the materials of their components, allowing for some interesting stuff if the material flags of the item allow it. However to my dismay crafting is a pile of old tech debt, starting from the old `del_reqs` and `CheckParts` which still contain lines about old janky bandaids that are no longer in use nor reachable, up to the `customizable_reagent_holder` component which has some harddel issues when your custom food is sliced, and items used in food recipes not being deleted and instead stored inside the result with no purpose as well as other inconsistencies like stack recipes that transfer materials having counterparts in the UI that don't do that. EDIT: Several things have come up while working on this, so I apologise that it ended up changing over 100+ files. I managed to atomize some of the changes, but it's a bit tedious. EDIT: TLDR because I was told this section is too vague and there's too much going on. This PR: - Improves the dated crafting code (not the UI). - replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion` with `atom/on_craft_completion`. - Reqs used in food recipes are now deleted by default and not stored inside the result (they did nothing). - Renames the customizable_reagent_holder comp and improves it (No harddels/ref issues). - Adds a unit test that tries to craft all recipes to see what's wrong (it skips some of the much more specific reqs for now). - In the unit test is also the code to make sure materials of the crafted item and a non-crafted item of the same type are roughly the same, so far only applied to food. - Some mild material/food refactoring around the fact that food item code has been changed to support materials. ## Why It's Good For The Game Improving the backbone of the crafting system. Also materials and food code. ## Changelog 🆑 refactor: Refactored crafting backend. Report possible pesky bugs. balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge different because of code standardization. /🆑 |
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b4061f1800 |
[MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
## About The Pull Request Refactors most of blood handling code untouched by #90593 and completely rewrites all blood decals, components and reagents. - Blood types now have behavioral flags which allow them to control where they leave decals/DNA/viruses. Oil no longer transfers DNA and viruses with it, while podpeople water-blood doesn't leave visible decals on turfs and items, but still can be picked up by DNA scanners. - Multiple blood types have received unique handling - liquid electricity blood now glows in the dark, oil trails are flammable and lube ones are slippery. Oil blood can be restored with fuel, lube with silicon and slime with stable plasma (as normal plasma already passively regenerates their blood), instead of everything using iron. Saline solution only supplements on iron-based blood and won't do anything to help with bloodloss for species who rely on different blood types. (Roundstart this applies only to Ethereals) - All blood logic has been moved away from the blood reagent itself into a blood element that is assigned to the blood reagent by default, and to any reagent that's drawn from a mob as their "blood" (in ``transfer_blood_to``). This means that blood you draw from lizards will be green and have lizard's blood description instead of mentioning red blood cells, Ethereal "blood" will actually contain their DNA and genes, etc. - Refactored all blood decals. Blood states are no more, everything is now handled via blood DNA. Credits to MrMelbert and Maplestation, as a significant amount of code has been taken from https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his followup PRs. Oil and xenomorph splatters are now subtypes of blood, blood drying is now animated, blood trails now curve and can be diagonal. - Rewrote bloodysoles and bloody_spreader components, credits to Melbert again for the former, while latter now makes more sense with its interactions. Bloody soles no longer share blood DNA with your hands. - Ported Melbert's bloody footprint sprites and bot-blood-spreading functionality. - Removed all species-side reagent interactions, instead they're handled by said species' livers. (This previously included exotic blood handling, thus the removal) - Slightly optimized human rendering by removing inbetween overlay holders for clothing when they're not needed. - Blood-transmitted diseases will now get added to many more decals than before. - Cleaned up and partially refactored replica pods, fixed an issue where monkeys/manipulators were unable to harvest mindless pods. - Exotic bloodtype on species now automatically assigns their blood reagent, without the need to assign them separately. - Clown mobs now bleed (with colorful reagent instead of blood during april fools), and so do vatbeasts (lizard blood) - Implemented generic procs for handling bleeding checks, all sorts of scanners now also correctly call your blood for what it is. - Podpeople's guts are now lime-green like their organs, instead of being weirdly greyish like their water-blood. (Their bleeding overlays are still grey, as they're bleeding water) - Slimepeople now can bleed. Their jelly is pale purple in color, but their wound overlays copy their body color. - Injecting/spraying/splashing/etc mob with a reagent preserves its data, so you could theoretically recycle fine wines from someone's bloodstream - Fixed burdened chaplain's sect never actually giving a blessing when applying effects, and giving a blessing when nothing can be healed. Inverted check strikes again. - Closes #91039 #### Examples A lot of blood here has dried, visually the blood colors are almost exactly the same as before either of the blood refactors.   |
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655b66bdd0 |
Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
Revival of https://github.com/tgstation/tgstation/pull/86482, which is even more doable now that we have rustg iconforge generation. What this PR does: - Sets up every single GAGS icon in the game to have their own preview icon autogenerated during compile. This is configurable to not run during live. The icons are created in `icons/map_icons/..` - This also has the side effect of providing accurate GAGS icons for things like the loadout menu. No more having to create your own previews.  <details><summary>Mappers rejoice!</summary>   </details> <details><summary>Uses iconforge so it does not take up much time during init</summary>  </details> --- this still applies: Note for Spriters: After you've assigned the correct values to vars, you must run the game through init on your local machine and commit the changes to the map icon dmi files. Unit tests should catch all cases of forgetting to assign the correct vars, or not running through init. Note for Server Operators: In order to not generate these icons on live I've added a new config entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in the config.txt No more error icons in SDMM and loadout. 🆑 refactor: preview icons for greyscale items are now automatically generated, meaning you can see GAGS as they actually appear ingame while mapping or viewing the loadout menu. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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cb51a652a9 |
Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
## About The Pull Request Revival of https://github.com/tgstation/tgstation/pull/86482, which is even more doable now that we have rustg iconforge generation. What this PR does: - Sets up every single GAGS icon in the game to have their own preview icon autogenerated during compile. This is configurable to not run during live. The icons are created in `icons/map_icons/..` - This also has the side effect of providing accurate GAGS icons for things like the loadout menu. No more having to create your own previews.  <details><summary>Mappers rejoice!</summary>   </details> <details><summary>Uses iconforge so it does not take up much time during init</summary>  </details> --- ### Copied from https://github.com/tgstation/tgstation/pull/86482 as this still applies: Note for Spriters: After you've assigned the correct values to vars, you must run the game through init on your local machine and commit the changes to the map icon dmi files. Unit tests should catch all cases of forgetting to assign the correct vars, or not running through init. Note for Server Operators: In order to not generate these icons on live I've added a new config entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in the config.txt ## Why It's Good For The Game No more error icons in SDMM and loadout. ## Changelog 🆑 refactor: preview icons for greyscale items are now automatically generated, meaning you can see GAGS as they actually appear ingame while mapping or viewing the loadout menu. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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bc2215667f |
Re-refactors batons / Refactors attack chain force modifiers (#90809)
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) /🆑 |
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5261efb67f |
Re-refactors batons / Refactors attack chain force modifiers (#90809)
## 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) /🆑 |