Commit Graph
1914 Commits
Author SHA1 Message Date
df7832aa43 Replaced our NPC AI with Behavior Trees. (#96628)
This PR replaces our current NPC AI with a [behavior tree
system](https://en.wikipedia.org/wiki/Behavior_tree_(artificial_intelligence,_robotics_and_control)).
Behavior trees are a common way of creating AI in which you place nodes
in a tree structure to define what actions an AI should take.

AI controllers defined a list of /datum/ai_planning_subtree types in
behavior_nodes. Each subtree was a self-contained unit that could call
queue_behavior() to fire off /datum/ai_behavior actions. The controller
iterated subtrees in order, each one deciding independently whether to
queue something and deciding whether the next subtree would run.

This has a few issues:
1. There's no real structure; you are just defining a list of things to
try in order.
2. There was a loooot of subtrees that were basically the same as
another but with some slight modification
3. It was hard to understand.

Controllers now define a single json file describing a tree of nodes.
The tree is composed of structural composites:

Sequence - do A, then B, then C (and so on)
Selector - try A, if it fails try B, then C (and so on)
Parallel - run A and B simultaneously, with configurable failure/success
policies and or looping behavior
Subplan - loop a child continiously

Along that we also have "Decorators". These are nodes that basically
check a condition (E.g.; do we have a combat target). These decorators
can be used to gate behavior and are re-useable across behavior trees.
They also have a concept known as "Observers". Which lets them cancel
lower priority behavior in case their condition changes (Which we check
whenever a signal fires that fits that specific decorator). This makes
the AI much more responsive to change in environment.

For behaviors, we still use the ai_behavior datums. These are the actual
behaviors such as "Move to X", "Attack X". The only major change is that
these can no longer sleep() since they now run in the ai_controller.

Lastly, we now also have subtrees, except now they are essentially
pieces of behavior tree that can be re-used, or even overriden at
runtime or as a variable. Allowing for making modular AI made out of
several smaller trees.

You can set variables on these nodes directly via the extension (see
below), which should reduce the need to make subtypes of behaviors by a
lot. All of these vars are saved on the JSON and will be applied at
runtime.

If you are using subtrees, you can also assign "bindings" to these
variables, which will allow instances of the subtree to override those
variables.

Since a tree structure with variables becomes hard to parse in a JSON,
I've made a VSCode extension to edit these JSONs:

https://marketplace.visualstudio.com/items?itemName=BehaviorTreeG.behaviortreeg
https://github.com/CabinetOnFire/BehaviorTreeG

<img width="1795" height="1268" alt="image"
src="https://github.com/user-attachments/assets/56aa2f0b-3cf9-449f-bca4-8281fca82db6"
/>

This extension allows you to edit the behavior tree JSONs, and browse
through all the behaviors/decorators/subtrees we have

If you'd like more info on how to build these AI check out the
learn_ai.md. I will also make a tutorial to go over more depth on what
the system offers because I kind of suck at doing technical write-ups.

Targetting has been changed to. I've made a new acquire_targets behavior
that takes a target_source (what am I targetting) and
targetting_strategy (what does the candidate need to fulfill to be
considered a target). This allows us to make composites targetting
combinations to reduce the amount of specific find_and_set esque
behaviors we had before. Not everything is ported to this system but
that would be a longer term goal.

I've added a new build_bt script that converts all the behavior tree
JSONs into compiled versions. Why is this needed? Because I wanted to
keep using defines in behavior trees, so we need a way to convert this
into literal values before we send it to DM. This script runs on compile
and should also run in CI (If I didn't fuck that up!). This saves to a
new build/ folder.

I've ported every single AI in the game to this system (except raptors,
Kobsa is working on those so should be in soon!), so I do expect some
bugs to come out of this. But I also fixed some issues that have
probably been in the game for a long time such as:
- Fixed penguins being unable to fish
- Fixed bileworms not being able to devour people
- Fixes goldgrubs not grubbing gold (they could not mine!)
- Lizards actually eat food they find

Either way, I'd reccomend a long TM on this.

1. (Hopefully) a better development experience for making AI
2. Less copy-paste for behaviors, we should be able to re-use more
pieces to make behavior
3. Behavior trees is a more common pattern in making AI, so it should be
easier to find resources to find out how to do things.

🆑 CabinetOnFire, Iamgoofball, SmartKar, Ben10omintrix
refactor: Replaces our AI system with behavior trees, porting all
datum/ai to it
/🆑

I will add this PR with more details down the line. I think I got the
big picture but its a big PR, so sorry if I missed something important.

---------

Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2026-08-15 10:33:57 -06:00
1467508036 Teshari Specific Limb Damage States and Bloody Clothing (#6038)
## About The Pull Request
Teshari have long had to deal with ill-fitting overlays applied to them.
I have chosen to bite the bullet and do the labour by creating species
specific states for:
- bloody clothes
- damaged clothes
- body wounds
- bleeding animations

How it works is simple: if our icon override exists for our species, we
use it. If it doesn't exist, we default back to the original. What this
means is that future species overrides can be added without code
changes.

## Why It's Good For The Game
<img width="91" height="85" alt="image"
src="https://github.com/user-attachments/assets/30f1c91a-27aa-441e-9026-8d441855e7b9"
/>

This sucks! They look like they're wearing clown shoes for crying out
loud!


<img width="88" height="91" alt="image"
src="https://github.com/user-attachments/assets/0aa2febd-728b-4108-b64d-56173958cf27"
/>

This doesn't suck!

</details>

## Changelog

🆑 Robwo
fix: Teshari can now get properly bloody and bruised.
/🆑

---------

Co-authored-by: Alexis <catmc8565@gmail.com>
Co-authored-by: Waterpig <49160555+Maia-J@users.noreply.github.com>
2026-08-15 18:12:22 +02:00
Maia 6a0a77505f Updated screenshots now that backpacks are fix 2026-08-14 20:40:59 +02:00
Maia 2c8e9ef580 Merge branch 'master' of github.com:Bubberstation/Bubberstation into upstream-sync-7-22-2026 2026-08-14 19:51:24 +02:00
The SharkeningandMaia c1bbab2fc4 Fixes protean outfit duplication (#6010) 2026-08-14 19:42:35 +02:00
936c09d5f8 [BOUNTY] Removes the pairing mechanic from sec dept rolls (#6032)
## About The Pull Request

This completely does away with the pairing system for security
department rolls. The pairing system always forced you together with
someone if they were going to be alone as a department sec.

What this means is sec officers will be distributed among all the
departments, with the system trying to put preference first, but if
there's two going for the same one, one will inevitably lose out and be
given to another department.

- Benefits are that more departments get their secoffs.
- Disadvantage is that, well, you're still not guaranteed to get your
preferred dept, but it at least makes sense now and won't just force you
together with someone.

This PR has an alternative version, this is Option 1 and my personally
preferred and endorsed option.

closes #6033 (alternative PR)

## Why It's Good For The Game

It makes the system less confusing by no longer forcing you in with
someone even though your preferred department was empty. Also makes it
that more departments get their secoffs.

## Proof Of Testing

This works in theory, and the procs do react as they should in testing,
but I can't simply summon 7 secoffs to my test server so I need this TMd
to be sure

## Changelog

🆑
balance: Sec officers no longer get forced into a department with
another officer when an empty department is available, making the dept
preference system make sense.
/🆑

---------

Co-authored-by: Maia <maia@punches.cz>
2026-08-10 09:01:17 -04:00
The SharkeningandGitHub 1ba61d9056 Fixes protean outfit duplication (#6010) 2026-07-31 11:22:11 -06:00
Alexis 88e84645b1 Merge commit '6b52b564a50e4f3091470529c683587e5de15d49' into upstream-sync-7-22-2026 2026-07-22 13:39:09 -04:00
0716e3fff4 Atmos refactor & speedup by utilizing BYOND 516 vector functions (#96448)
## About The Pull Request

### Summary
This PR changes internal structure of `/datum/gas_mixture`:
`gases[gas_id][MOLES]` refactored into `moles[gas_id]`,
`gases[gas_id][ARCHIVE]` into `moles_archive[gas_id]` and
`gases[gas_id][GAS_META]` into `gas_meta` static variable. This allows
us to use BYOND 516 vector functions for calculating total moles and
heat capacity. Also it simplifies some parts of the code, allowing us to
get rid of macros `ADD_GAS` and `ASSERT_GAS`. According to the profiler
`/turf/open/process_cell` time is reduced by ~20%.

### Details
`gas_mixture.gases` was a nested 2d-list with MOLES, ARCHIVE and
GAS_META for each gas_id. For example, to get gas moles you had to do
`gases[gas_id][MOLES]`. I've changed this structure to be as follows:
`moles[gas_id]` - moles for the gas, `moles_archive[gas_id]` - archived
version of moles, `gas_meta[KEY][gas_id]` - static var with meta
information for the gas.

Since I removed key GAS_META from the gases, `gas_meta` was moved to the
static variable and the order of keys in the array was changed from
`gas_meta[gas_id][META_KEY]' to 'gas_meta[META_KEY][gas_id]`. This was
done to allow using it in vector calculations (for example heat capacity
or fusion power). Static variable access is very fast and it is
considered as accessing a global in the bytecode.

Byond 516 introduced new vector functions: `values_sum`, `values_dot`
and others. These functions are very fast, but operate only on
associative lists. This allows us to change the way we calculate
total_moles and heat_capacity - very hot and heavily used functions.
`total_moles()` became just `values_sum(moles)`, and `heat_capacity` is
just a dot product: `values_dot(moles,
gas_meta[META_GAS_SPECIFIC_HEAT])`.

As a side bonus, since `moles` is just an associative list, you don't
really need old macros `ADD_GAS` and `ASSERT_GAS` - all they did was to
make a copy of a list[3] with default value [0, 0, gas_meta] for
specific gas. Now when you're adding gas you can just use `moles[gas_id]
+= amount` and when you query amount of gas you can just query the key
(for example `moles[/datum/gas/oxygen]`) if the key does not exist, it
returns null and works as 0 for all arithmetic and logic operations. For
example, old code would be `if (!air.gases[/datum/gas/oxygen] ||
air.gases[/datum/gas/oxygen][MOLES] < 1)` and now it is `if
(moles[/datum/gas/oxygen] < 1)`. This simplifies some parts of the code
and also speeds things up.

For the performance comparison I used Tracy profiler. I've done many
different tests, and they all show slightly different numbers, but
overall speedup for `process_cell` is about 20%. (-20% to average time
per call from ). My testing setup was as follows:
Load Icebox, drop 30/60/90 radius bomb in the middle of the bridge, set
code to blue, wait 10 minutes until the round ends.
Also I fixed random seed in the master controller and in the planetary
gas randomization so generated maps are the same between tests.
Althought it's not very realistic, it generates a lot of samples for the
`process_cell` (around ~3.5M per 10 minutes).
Another test I did was a plasmafire in an 8x8 space, on runtime station,
it showed (-24% time on process_cell).
Another test was a emagged holodeck burn test, it showed (-13% time)
As for other functions of gas_mixture: `total_moles`: -50%(2x speedup),
`heat_capacity`: -65%(3x speedup), `share`: -30%, `react`: -20%. Timings
of all those functions is in microseconds range and they are very hot
(call count is in the same order as process_cell)

<details><summary>Some pictures from profiler</summary>
<img width="569" height="642" alt="process_cell"
src="https://github.com/user-attachments/assets/76fa0c27-719d-485d-9bfc-859fef788999"
/>
<img width="572" height="315" alt="image"
src="https://github.com/user-attachments/assets/f68497e9-4db8-4a9c-b43f-ad04e6dc5cac"
/>
<img width="569" height="317" alt="image"
src="https://github.com/user-attachments/assets/d7249e7b-f344-47a6-8b39-1bab0521182d"
/>
<img width="541" height="316" alt="image"
src="https://github.com/user-attachments/assets/1bef71fd-533d-40fa-a85e-7a803ad322f7"
/>
<img width="519" height="409" alt="image"
src="https://github.com/user-attachments/assets/51165289-174e-403d-a09c-787dd9af136a"
/>
<img width="523" height="318" alt="image"
src="https://github.com/user-attachments/assets/fe4b1db0-17d8-47f9-8fd0-e2ecef2ee66a"
/>
</details>

<details><summary>Setting up a profiler</summary>
If you wanna to reproduce my results here is a list of steps

1. download: https://github.com/goonstation/byond-tracy-writer (this one
has offsets for my version 1677)
2. build the dll, drop in the tgstation/ folder
3. download rtracy https://github.com/Dimach/rtracy
4. download Tracy profiler (0.13.1) https://github.com/wolfpld/tracy
5. uncomment `#define USE_BYOND_TRACY` in `_compile_options.dm`
6. build tgstation
7. open dream daemon, run the desired test, after round end dream daemon
closes
8. navigate to tgstation/data/profiler, find the `123412341234.utracy`
file
9. run `rtracty 123412341234.utracy`
10. open tracy-profiler.exe, press Connect, save the profiler data
11. repeat steps 5-10 with another branch, save another profiler data
12. open tracy-profiler, open first data, press compare, open second
data
</details>

## Why It's Good For The Game

## Changelog
🆑
refactor: Atmos refactor & speedup by utilizing BYOND 516 vector
functions
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2026-07-14 20:34:31 -07:00
GhomandGitHub 55e1b1fe0f Fixing crafting unit test CI issues by requiring replacements to abstract types to be manually inputed in the code rather than picked randomly on runtime (#96929) 2026-07-12 13:08:50 +02:00
5d5d68b87b Makes the floors in the CI room indestructable (#96909)
## About The Pull Request

Switches the floors in the CI room to be indestructible. They're not,
apparently.

## Why It's Good For The Game

The walls are indestructible and not the floors. I feel like these
should be indestructible too.

## Changelog

not player facing

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2026-07-11 12:42:06 -06:00
MrMelbertandGitHub 4cbfe411dc Unit test for surgery implements (#96894)
## About The Pull Request

I realize it's pretty easy to break the intended behavior of surgery
implements, so we should test it
2026-07-10 20:40:12 +02:00
The SharkeningandGitHub d7444d6fba Removes UNIT_TEST_FOCUS from boulder processing and adds a warning message that alerts when CI has it. (#96911) 2026-07-10 04:20:16 +00:00
9448deb7ff Unit test for making sure that boulders can be processed correctly. (#96611)
## About The Pull Request

This PR adds a unit test for boulder processing, which follows these
steps:

Spawns 2 boulders, a refinery, and a smelter.
Confirms that the boulder is spawning with materials (we're using a
subtype that should allow for processing through both machines, by
setting it's mats to iron and glass.)
Moves the boulder into the refinery, then the smelter, and at each
machine makes sure that it's able to enter the machine properly.
Calls Process on the machine a set number of times, to ensure that the
boulder should be finished.
Checks to make sure the boulder has lost it's processed material.
And then, after the moving the processes through the second machine,
makes sure that it qdels the boulder without leaving any mysterious
ghost boulders lingering in this mortal coil.

The test also runs twice, once going refinery -> smelter, and again from
smelter -> refinery.

## Why It's Good For The Game
The intent is to futureproof boulder refinery, as well as to help
prevent issues like #96549, though I'm not confident that this PR closes
the listed issue just yet.

This process seems to be somewhat delicate based on the number of times
that it's broken thus far in the past 2 years, and starting to implement
a unit test is the best way to improve it's reliability going forward.

## Changelog
No player facing changes.

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2026-07-09 23:15:05 +02:00
LemonInTheDarkandGitHub 86c3c18613 Attempts to ensure all tests run when testing locally (#96706)
## About The Pull Request

I'm not 100% sure this is required but it does seem like we don't have a
case for it, so just to be sure.
2026-07-09 17:18:14 +02:00
FalloutFalconandGitHub 13266d8c55 Job sorting using department order for Jobs (#96835)
## About The Pull Request
Reworks the code for job sorting so that job order is ADDED onto
department order, to create a sorted list that properly mimmics how its
acctually displayed in game (which is the only way its used anyway)
This means we can shift all the display orders to be inner-department,
meaning we can cut down the size of indecies you have to shift to update
a job(if any)

Also adds a unit test to ensure jobs and departments dont overlap orders
to prevent any odd sorting behavoirs
## Why It's Good For The Game
Prevents having to shift a ton of entires every time a job is sorted or
removed.
Creates a more sensible ordering so we dont have stuff like assistant
being 1, prisoner being 40, despite the fact that they are displayed
grouped.

The only playing facing change is the command roles now get sorted how
there departments appear in the order.
<img width="1012" height="658" alt="image"
src="https://github.com/user-attachments/assets/e641cdd1-a9b8-4f32-be19-f133b8c987dd"
/>
Old order for reference (putting the hos higher up makes alot of sense
here tbh)
<img width="268" height="200" alt="image"
src="https://github.com/user-attachments/assets/42737704-8527-4dee-bac2-a09279d3b64e"
/>
## Changelog
🆑
refactor: Job sorting is based on department
/🆑
2026-07-09 16:53:44 +02:00
GhomandGitHub 6eb2d1674a Implementing materials checks for techweb designs. (#96257)
## About The Pull Request
In similar fashion to what was done with crafting recipes last year,
this year it's time for techweb designs and printed items to be audited.
This is mostly just about consistency, we've a lot of items that can be
printed by protolathes, autolathes, circuit printers and techfab etc.
However they almost all (except most stacks, mainly) have custom
materials that do not match in one way or another with the materials
used by the design, which is what this PR is for.

"But items printed from lathes etc. already get the mats used to make
them." Yes, they do, however that isn't the case for items of the same
type that were spawned in some other way (cargo shuttle, space/maints
loot, mapped, admins), this create a subtle discrepancy. It isn't a huge
deal (in spite of the size of this PR, ton of designs), but given that I
have done something similar with crafting recipes before, I may as well
give it a second arc of some sort and bring things to completion. And
fix a few possible oversights.

TL;DR consistency and stuff

## Why It's Good For The Game
Consistency, unit test checks to make it harder not to be consistent in
the future. Still has a few TODOs like:

- [x] Fixed newly printed, fully charged RCDs costing less than the RCD
cartridges required to fully charge one. EDIT: I had to tweak the newly
added RDD as well because it suffered from the same fundamental issue.
- [x] Fixed plates being made of iron and yet shattering like ceramic
ones. A new subtype for metallic ones has been made.

## Changelog

🆑
refactor: Refactored a few things with techweb designs (the ones for
autolathes, protolathes, circuit printers, mechfabs etc.) to make sure
that the materials of items that can be made from these designs more
closely match the materials used to make them.
fix: Lizard fries no longer need a plate to be made, like all other
treats that used to require plates in a distant past.
balance: Tweaked the materials cost of RCD, RDD and RCD cartridges.
image: Oven trays now have a more metallic hue.
balance: Plates printed printed from lathes won't shatter like ceramic
ones, in virtue of them being made out of iron instead.
/🆑
2026-07-06 00:13:02 -07:00
GhomandGitHub 3d79ddf248 fixed drooping monkey right arm and bad pixels on right leg (#96741)
## About The Pull Request
I've noticed a lack of simmetry while working on previous PRs. This
should fix it.

## Why It's Good For The Game
Fixing stuff that wasn't intended.

## Changelog

🆑
fix: Fixed the subtle lack of symmetry on the monkey right arm and leg.
/🆑
2026-07-05 12:31:20 +02:00
RoxyandGitHub 6a0ee8a2c1 Unsilence log_mapping messages in unit tests that don't meet /datum/unit_test/maptest_log_mapping criteria (#96780) 2026-07-02 23:20:24 -06:00
GhomandGitHub cad5a920a0 Implements foodtypes being inherited to cooked and processed food items as well (#96551) 2026-07-02 20:26:04 +10:00
GhomandGitHub 77fbd93641 Operation "WDYM They can teleport on away missions?!" phase 1: Stuck Inside Indestructible Walls (#96370)
## About The Pull Request
Somehow, we can teleport on away missions when we used not to be able to
a long time ago.
I'm not against it, however it can end quite badly with people getting
stuck in indestructible walls or stuff like that, or end up somewhere
with cordon turfs decoupled from the cordon area (museum cough cough),
which doto your spaceman what Dr. Manhattan did to Rorschach btw.

I'm totally fine with spacemen getting stuck on destructible turfs,
rocks that can be mined, machinery and other destructible or movable
structures, areas that are hard to access in and out, behind shutters
and puzzle doors or even at the rims of indestructible walls if they're
connected to any of the aforementioned things. It isn't a rigid
standard, using random teleportation to cheese away levels should be a
risky endeavor, but I also don't believe that you should end up
teleported somewhere that you cannot otherwise escape on your own or be
hypothetically freed from by another spaceman without more teleportation
having to be involved 100% of the times (or admins if they feel
merciful). That's where I draw the line.

Beside, more than a few maps didn't use cordon turfs and/or turfs or had
these massive portions of indestructible walls.

Oh, by the by, a little unrelated but I'm bringing the visuals of
indestructible "rock" walls up to date with the visuals for rock turfs
that can be mined. Included are also icon-states so that the two can be
easily distinguished during mapping.

Feedback welcome.

## Why It's Good For The Game
I'm not against using teleportation for away missions. Right now there
are a couple easter egg areas that can only be accessed that way.
However the risks of getting GBJ'd are immense if done randomly.

Also for some reason, despite having the secret z-trait injector for the
museum stops phasing/jaunting, the museum areas are not of the secret
type, so they don't block teleportation. WHATEVER, IT ISN'T LIKE IT HAS
SOME OMEGA LOOT WORTH THE TROUBLE

## Changelog

🆑
map: Made it a bit harder to get stuck on away missions if you willingly
or unwillingly use teleportation techniques. You still definitely can,
but usually only on sections of the map that can be reached one way or
another, including rock walls that can be mined, just not those that
cannot.
image: Updated the visuals for indestructible rock walls to match the
destructible ones.
balance: RNG teleportation should work marginally better around areas
and turfs where teleportation is restricted by skipping them instead of
having a chance to fumble because of that.
/🆑
2026-06-27 16:57:04 -07:00
SmArtKarandGitHub ad36ae6a68 Fixes eye color overrides not working (#96624)
## About The Pull Request
#95781 broke eye color overrides by defaulting to eyes' own color, which
should instead be a fallback as eyes add their own color as a lowest
priority override to the mob.

Closes #96567 

## Changelog
🆑
fix: Fixed eye color effects not working
/🆑
2026-06-25 18:02:13 +02:00
Roxy 4ff60d475b fix nanites test 2026-06-23 20:16:28 -04:00
Roxy f266555b40 i know what order letters go in 2026-06-23 19:57:52 -04:00
Roxy 00b94f119f unticked files 2026-06-23 18:12:18 -04:00
Roxy de4c3b255d Merge branch 'master' of github.com:tgstation/tgstation into upstream-2026-06-23 2026-06-23 15:51:55 -04:00
mrmanlikesbtandGitHub f5e471ce1e Adds exclude_from_ci support to unit tests, again (#96545)
## About The Pull Request

When I was working on #96368 I was unaware of the following:
<img width="584" height="294" alt="image"
src="https://github.com/user-attachments/assets/a6578a46-04e8-4316-a2d6-5aaadffbdea6"
/>

So I'm fixing it.

## Why It's Good For The Game

Sorry downstreams

## Changelog

No user facing changes
2026-06-22 04:13:45 +02:00
ArturlangandGitHub bde2f58c72 pref for seethrough limbs (#5805)
## About The Pull Request
adds a pref for making limbs partially-seethrough, i kept options for
head and body as disabled prefs because why not
## Why It's Good For The Game
some people want this aspect of customization, could be extra useful for
slimepeople too, or holographic aspects, since it can be partial invis,
does not prevent their hitboxes from working since it's alpha changes
though
## Proof Of Testing
<img width="107" height="92" alt="image"
src="https://github.com/user-attachments/assets/a481771d-a632-469a-946b-602b6b03b93b"
/>

<img width="98" height="99" alt="image"
src="https://github.com/user-attachments/assets/c58f7329-a366-461d-a815-7cb687691e11"
/>

<img width="1100" height="790" alt="qfpaTFo0Bh"
src="https://github.com/user-attachments/assets/710ccb2b-fae4-4a8b-951e-d2bae4f141f1"
/>


## Changelog
🆑
add: pref for limb transparency
/🆑
2026-06-20 01:25:46 +02:00
IajretandGitHub fa56a10149 FaxBond app for bonding with your fax (fax message subscription app) (#96467)
## About The Pull Request
Adds an up that allows you to subscribe to any fax. Heads start with one
by default and they are subscribed to their office fax upon joining.
Later part involved creation of fax subtype specific to a head. So i
decided to also make those as a required map item for the purposes of
CI.

<details>
<summary>UI</summary>
<img width="435" height="552" alt="изображение"
src="https://github.com/user-attachments/assets/73b814d5-3009-4c76-a829-c01f021aecf4"
/>

</details>

its pretty simplistic, but i am not a UI designer, sorry
## Why It's Good For The Game

It really sucks when you wait for someones message but they never
respond to it because apparently they never visit their office and never
saw a paper over their fax if even if they responded, by the time you
get an answer you already forgot about it anyway. In general, it makes
paperwork experience relating to faxes more enjoyable (probably)
## Changelog
🆑
add: added a FaxBond app. Everyone can download it and use it on a fax
of their choice to be notified when it receives a message. Heads of
staff come with it preinstalled and automatically subscribed to a fax
inside their office.
/🆑
2026-06-19 15:52:44 -06:00
c3c54bf66c Heretic rework & reintroduction - less prog, less murder, more cultsim LARP (#5445)
# Before TMing this please contact me on discord, I'd like to observe
the TM

## About The Pull Request

### There is a shimmer in the air, again. Familiar. The nighttime walk
of dreams yet again takes the uncomfortable form of an icey woodfield,
moths and owls swooping overhead. An uneasy shiver runs down the spine
of the world. The gaze of the Light focuses on our lowly region of space
- will you knock?

Design doc V1 (Tentative, may change based on feedback):
https://hackmd.io/@NikoTheGuyDUde/B1XEAAv3Zg

Reverts https://github.com/Bubberstation/Bubberstation/pull/5268 by
reworking heretic into a far less scaling, less dangerous, and less
murdery antagonist. Read the design doc for more.

### DISCLAIMER
I was not a mainline heretic player, nor someone who had constant
contact with ehretics. Therefore, I am not the best judge of heretic's
balance. A lot of this is **prone to change**.

### Changes
Heretic is now named **acolyte.**

#### Base kit
1. Heretics can no longer blade break. This is because jesus christ
blade breaking was annoying but also as a way to remove some of
heretic's crazy mobility.
2. Cloak of shadows and warren king's welcome are now 0.5 cost shop
items.
3. Passives are purchased now, with cost based off the path itself.
4. The same is true for blades and the mansus grasp mark, being 2 cost
nodes.
5. The heretic aura is now completely disabled, until I find some way to
use it.
6. The living heart ritual now requires plasma. You cannot get a heart
in perma, good riddance.
7. You can no longer shovestun after a grasp. Still a very useful tool,
though.
9. _**ASCENSION IS GONE.**_ Your only progression is with your
objectives. Find a gimmick to do if you want. Opening ways will be hard
enough.
10. Rituals & Mansus grasp are disabled if you have no heart. Its now
complete neutering.

#### Countermeasures
1. No heart = No rituals and no mansus grasp for anything but runes.
2. Added antimagic collars to security and cargo that act the same as
having no living heart, but is less invasive and can be more easily
removed.
3. Most heretic items have examine hints to non-heretics now.

#### Progression
1. Heretics now only progress via their intrinsic objectives, and only
up to a point. Ex. 0.5 points per influence, 2 points per way.
4. Passive generation is also substantially slower.
5. Heretics now have access to **fifteen knowledge points** on spawn,
and **their entire research tree+draft shop**. No more draft freebees
exist, either. (This is prone to change)
#### Objectives
1. Drain Influences - Influences now passively drain sanity aroudn them,
cause hallucinations, and have a rare onetime chance to spawn a heretic
mob. The heretic must drain **six-seven** influences to gain **two**
knowledge points.
2. Open Ways - Ways are a new type of heretic influence that spawn
exclusively in high-importance or high-traffic areas. A heretic must
perform a ritual with four randomly generated items on the way to open
it. Once open, the way has a variety of effects, the majority of which
are **beneficial, but in a bad way.** Ex. spawning 5000 mols of a
valuable gas. The heretic must drain **three** ways to gain **four**
knowledge points.
3. Wildcard - There are currently five wildcard objectives any heretic
can roll. **One:** Steal 1000-1250 credits from crewmembers using the
Claw of the Capitalist ritual. **Three:** Have 9-10 crewmembers consume
potions from the Mawed Crucible. **Four:** Perform a ritual in the SM
chamber to neuter its output for 10 minutes. **Five:** Perform a ritual
in the AI upload to upload 3 ion laws to the AI.
#### New spells
1. Cloak of shadows & Warren king's welcome are now 0.5 cost knowledge -
This gives me a reason to give heretics just a bit more starting
knowledge.
2. The Owl's Secrets - Sacrifice a radio, a pair of ears, and a
bluespace crystal to cast a curse on the telecomms processors. For five
minutes, any outgoing message will be corrupted into heretic-speak, and
will damge the sanity and brain of anyone who hears them. If you start
seeing hypnophrase in the chat, take off your headset or turn off the
processors. 2 uses, as this has the potential to be really annoying. 1
cost.
3. Paranoia's eye - A silent, focusless spell that curses nearby people
to see everyone around them as heretics and disables their ability to
examine them for one minute. 1 cost.
6. Claw of the Capitalist - Allows you to transmute someone's blood into
money by stealing it from their account. Each 1u of blood of 5% drained.
If the blood is from a phylactery, it wont steal any that will reduce
the target's account below 300 credits. The target is notified when this
happens. 1 cost.
7. Voice of the mansus - Single use, but re-researchable, ritual that
allows you to do a fake announcement. 1 ears, 1 radio. 0.5 cost.
12. Trickster's pen - Transmute a pen, a sheet of plasma, and a pair of
eyes into a pen that can be used to change the name, age, job, and trim
of a card, and clicked to turn you momentarily near-invisible. 1 cost.
13. Trickster's mask - Transmute a bandana and a spraycan into a
chameleon mask. Thats it. Best with the pen. 0.5 cost.
14. Trickster's Promise - prestidigitation. You can make an item glow,
clean a atom (cleans forensics), shoot confetti, or my personal
favorite, increase the food quality of an edible by 2 and add 5u of a
weak synth-healing omnizine to it. Perfect for chef heretics. 1 cost.
15. Unwrap Minds - EARLY PULL FROM
https://github.com/tgstation/tgstation/pull/95796/. Scalpal, glass
shard, paper, victim. Hypnotizes the victim with whatever is on the
paper. 2 cost.
16. The Blacksmith's Hammer - One diamond, one set of wirecutters,
upgrades your mansus grasp to emag whatever you hit on right click. One
time use - has to be reinvoked every time. 1 cost.
17. Watching Eye - One set of eyes, a sheet of plasmaglass, and a
blindfold creates a one-time small item that can be viewed as if it was
a long-rnged x-ray camera. Has 10% opacity, for sneakiness. While
uncontained in anything, the heretic can whisper a phrase - such as
sleep, blind - to create a short-term, localized negative effect on
non-heretics that the eye is viewing (but only if theyd be viewable
without x-ray). 2 cost, only one can be made - high risk, high reward.
Sprite by Burger, from path of exile.
#### Spell rebalance
1. Ether of the newborn now doesnt heal normal damage. Get a medkit for
that. Additionally, implants remain. Get a _doctor_ for those, or use
any of the other methods to break them.
2. Mawed crucible potions can now be consumed by non-heretics, albiet
disgusting. The potion shop gimmick is real. Additionally, crucible soul
now lasts for 20 seconds and leaves a trail towards the location you
jaunted from when you return. This is because I've heard quite a few
people complain about this thing in the olden days. This doesnt make it
useless, but it does make it more difficult to use.
4. Space phase now has a 2 second do after before phasing out,
uninterruptable. This is mainly for tramstation and icebox when holy
fucking shit it is ridiculous.
5. Wave of desparation now costs 3 points.
8. Armor is now four points.
9. Rust kit and paintings are gone.
10. Codex morbus is gone. Sorry, I dont want to deal with rebalancing it
right now.
11. Phylactery now needs LOS, and has a 3 second do after.
12. Void cloak now disguises itself instead of going invisible.

### Changed paths

#### Void
In the interest of making void a little less murderkill, I opted to add
some flavor and alternate use to void's abilities.

**Void chill** can now put you to sleep if you click its status. This
sleep will heal you via cryoxadone. Being hit will wake you up, as will
void chill going away.
* This is intended to add a alternate, medical use to void, as well as
to nerf void chill a little bit. It does nothing to help you in active
1v1 combat, but if the void heretic disengages, you can heal yourself.
Its alsl nice and flavorful.
Void chill is also now nearly 100% countered by leporazine. Coffee and
tea help with the slowdown, but dont help with cold at 5 stacks.

**Void pull** is gone. **Cloak of darkness** replaces it, with perfect
invisibility taht prevents the use of any tools or abilities while its
active. Being hit instantly banishes it. The cloak slowly cools the air
around you, so if people are aware of your status of a void heretic,
they might be able to guess the chill in a previously warm room might be
you.

**Void conduit** no longer griefs windows and doors. It now chills the
air around it, while putting people to sleep - using the same eldritch
sleep that void chill does. You can use coffee to counteract this, or
simply fire at the conduit from a distance.

**Void cage** now heals the target for 2 of each damgae type a second.
Can now be self-cast. _Still useful for its intended roles._

**Void phase** now has a 40 second cooldown instead of 20. 20 is
ridiculously low for a jaunt with guaranteed EVA power, and 40 should
prevent its abuse.

_Void will probably receive further changes._ On the docket is a void
phase nerf and a void conduit nerf.

#### Moon

**Ringleader** no longer stuns you if you kill a clone, only knocks
down.
**Lunar parade** now lasts for 45 tiles, down from 60.
The passive's healing is reduced by 25%.
The blades upgraded brain damage is now 20, and the sanity threshold for
insanity is now disturbed.
The armor now translates slughtly more health, meaning its less
protective.

_I understand moon the least of all the paths, but I love its flavor, so
I decided to focus on it. Im balancing based off what Roxy suggested
were the issues._

## TODO

- [x] Void path rework
- [x] Investigate if we need to nerf moon more, maybe reflavor it as
well
- [x] Implement the third objective
- [x] Rigorous bug testing
- [x] Rewrite UI
- [x] Remove irrelevant tarting spells (sacrifice, notably)
- [x] Add more non-combat spells

### Implemented paths

- [x] Void
- [ ] Moon
- [x] Lock
- [x] Flesh
The paths beneath this line will be focused on after the initial TM is a
success.
- [ ] Blade
- [ ] Ash
- [x] Cosmic
- [ ] Rust
## Why It's Good For The Game

Heretic is one of the most flavorful internal antagonists in the entire
game, flavorful enough people were making characters around heretic,
people had entire storylines based on heretic, and I feel a lot of value
was lost with heretic. Simulatniously, uh, _**heretic was one of the
worst designed antags in the game?**_ Too powerful, too scalable, and
generally just has a "I HAVE A ANTI-EVERYTHING SHIELD" vibe.

This PR brings it back as a static, traitor-style antag with limited
progression. Variety is always good.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
TODO
</details>

## Changelog
🆑
add: Heretic - Now reworked as a far less oppressive and far less
scaling antagonist
/🆑

---------

Co-authored-by: Roxy <94389951+SapphoQueer@users.noreply.github.com>
2026-06-18 20:37:25 +02:00
GhomandGitHub 9df4e3960f [NO GBP] fixed fish traits added through the fish gene gun not updating some things properly. (#96517) 2026-06-18 17:14:19 +02:00
aa0dc869bc misc master fixes, re-pulls (#5774)
fixing master issues after upstream merge

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: mcbalaam <104003807+mcbalaam@users.noreply.github.com>
2026-06-16 01:14:05 -04:00
Ben10OmintrixandGitHub 64baa1979d Basic mulebots. last basic bot refactor (#95899)
my watch has ended

<img width="401" height="256" alt="ffffff"
src="https://github.com/user-attachments/assets/a539203c-020b-4ad8-b034-f69ec0eafa78"
/>



## Changelog
🆑 Profakos (originally pulled from their branch, did massive chunk of
this), Ben10omintrix
refactor: mulebots have been refactored. please report any bugs
/🆑
2026-06-11 23:58:13 -07:00
gavlaandnevimer cb602798d5 📷📸📷 2026-06-11 15:36:38 -04:00
gavlaandnevimer 1262a99963 📷 2026-06-11 15:36:38 -04:00
mrmanlikesbtandGitHub b08ec39e1b Better Unit Tests - Runs All Of Them On A Single Map (exc. map unit tests) and C&D Split-Up (#96368)
## About The Pull Request

### Don't run every single test

I've had this on my mind for several months and it being brought up
recently reminded me so here we are.

Unit tests only run on `runtimestation_minimal.dmm` now with the
exception of map tests. The following unit tests are declared as map
tests but I didn't see any map dependent logic so 🤷
- `/datum/unit_test/maptest_baseturfs_unmodified_scrape`
- `/datum/unit_test/maptest_baseturfs_placed_on_top`
- `/datum/unit_test/maptest_baseturfs_placed_on_bottom`
- `/datum/unit_test/maptest_get_turf_pixel`
- `/datum/unit_test/maptest_load_map_security`
- `/datum/unit_test/maptest_modular_map_loader`
- `/datum/unit_test/maptest_turf_icons`

`/datum/unit_test/subsystem_init` isn't really a mapping unit test but I
figured somehow, someway, maps might fuck with subsystem initializations
so I just decided to include it.

### Splits up the create & destroy test

Idk, pretty simple. Create & destroy is now split up across all
integration tests and ran in parallel.

## Why It's Good For The Game

oranges promised me "500 nzd" yo

## Changelog

No player facing changes
2026-06-09 06:00:03 +02:00
LucyandGitHub 8994933b62 Add a unit test for language key conflicts (#96382)
## About The Pull Request

simply adds a new unit test, `language_key_conflicts`, ported from my
work on monkestation.

it is exactly what it says on the tin - it ensures two languages do not
have the same exact key. i don't think that's an issue here, but better
safe than sorry.

## Why It's Good For The Game

more unit test coverage for subtle bugs that might be hard to realize is
always nice

## Changelog

No user-facing changes.
2026-06-08 04:31:33 +02:00
AnturKandGitHub a62838fcc8 Polar bear basic mob conversion (#96295)
Straightforward conversion to basic mob. Only effective change is slight
increase in movement speed. They're still walking punching bags.

🆑
balance: polar bears are tiny bit faster
/🆑
2026-06-04 12:29:22 -06:00
tontyandGitHub ddb4b35bc2 Implements "forbidden" areas into atmospherics_sanity unit test (#96141)
## About The Pull Request
I originally just wanted to change the logging for this so that it's
more helpful for mappers, but I realized that this test doesn't cover
the case where a mapper mistakenly connects a illegal area into the air
loop, so I implemented that.

I had to remap Catwalk so that the actual server room was isolated from
everything else. I tried to keep everything intact to the best of my
ability but there simply wasn't much room.

Also, I added a new subtype for the supermatter engine's area, and
included an UpdatePaths file for it. Behaviour should be identical
across the board.
## Why It's Good For The Game
So we can be 100% absolutely definitely sure we didn't attach the waste
loop inside the supermatter engine.

## Mold Spore

<img width="400" height="400" alt="image"
src="https://github.com/user-attachments/assets/f231ba77-097d-4365-b467-17580aceae14"
/>
2026-06-03 14:21:31 -06:00
shayoki f601a6ddaf Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 2026-06-03 01:23:54 -05:00
MrMelbertandGitHub 65c41f0cb6 Cutting an airlock's ID wire prevents ID usage again (#96195) 2026-06-01 23:20:53 -04:00
8eed335b94 Refactors inventory UI to be completely datum and vis_contents-based (#95998)
## About The Pull Request

Completely removes individual inventory UI handling from mob and HUD
code and moves it to slot datums.
``/datum/inventory_slot`` now is responsible for displaying items on the
player UI and does so through vis_contests as opposed to screen_loc -
which ensures that wide items will display properly rather than be
offset to the right.
Centralized, slot_id based handling allows us to significantly simplify
inventory and HUD code (see how many lines were removed) as you no
longer need to individually track all items for both the HUD owner and
the observer, and makes it easier for us to fully datumize inventory
handling in the future.

Also fixes a bug where observers would see players' storage UI and have
the items linger on-screen after its closed.

## Why It's Good For The Game

Makes working with inventories and HUDs easier, fixes visual issues with
wide items, I need this for human rendering refactors.

## Changelog
🆑
refactor: Refactors inventory UI to be completely datum and
vis_contents-based
fix: Observers should no longer see doubled up inventory UIs
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2026-05-31 14:27:23 -07:00
John WillardandGitHub 751bfc08bb Removes the IC tab (#95893)
## About The Pull Request

Removes the IC tab in its entirety

- Some mobs (Blob Minion & Lightgeist) had manually removed the "pull"
verb, this replaces it with taking away their pull force.
- Lightgeist had their "Me" verb manually removed, this is replaced by
giving them Emotemute trait (the same that mime's bane gives)
- Floor Changer: You can now RMB the arrow buttons to look in a
direction w/o moving. Added a tip to help with this.
- Exit Hivemind: Already an action button and was removed without
further edits

### Removed entirely

Rest
Resist
Look Up/Down
Move Upwards/Down
Activate Held Object
Open Language Menu
Memories
View Skills

### Moved to command bar (secret verb ooh) because I am biased

Sleep
Navigate

### Martial Arts

Martial Arts had a button to see your current skills & the ability to
cycle between artstyles. This was replaced with 1 action button that
does both of these.

<img width="317" height="148" alt="image"
src="https://github.com/user-attachments/assets/afed910f-b6b6-441d-86cb-dade0e253044"
/>


Name auto-updates as you swap artstyle to whatever help verb the current
style uses. Mention of RMB in the name is only there if you have more
than 1 martial art, but the desc will remain just so players can see it
even if they only have one, for future reference.

## Why It's Good For The Game

Brings greater visibility to Martial Art stuff, and especially since the
stat panel is being made optional we should not be hiding ANYTHING in
there.

This also helps me with my project listed in
https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view

And also fixes some sorta-removed features due to removing verbs not
matching people's actual powers due to new features like "Custom Me" and
"Ctrl Clicking".

## Changelog

🆑 SirNightKnight (sprites), JohnFulpWillard
del: Deleted the "IC" tab of the stat panel.
fix: Lightgeists can't emote or pull as intended.
fix: Blob minions can't pull again.
qol: Martial Art users now have an action button for their
artstyle-related businesses, rather than it being in the stat panel.
qol: You can now right-click the move up/down UI buttons to look in the
direction without moving.
/🆑
2026-05-26 16:27:09 -07:00
nikothedudeandGitHub be4c58986c Allows cursekin to load a preference slot instead of simply changing species. (#5568)
## About The Pull Request

Title.

Adds a new preference option that allows you to designate a character
slot as your lycan transformation. Does not transfer quirks and does not
change the name.

Additionally, allows peopel to use the lycan species as a prefs-only
species for customization.

### Note

This will likely transfer languages and a few other things, but nothing
gamechanging. If the SAD does it (excluding quirks), this probably also
does it.
## Why It's Good For The Game

Adds for customization of the lycan form. Hair, Augments (NOT IMPLANTS).
Even taur mode.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="923" height="643" alt="image"
src="https://github.com/user-attachments/assets/92586859-0bc3-49f5-be8a-f39ac798b730"
/>

</details>

## Changelog
🆑
add: Cursekin can select a character slot to transform into rather than
just siwtching species.
/🆑
2026-05-17 20:40:01 +02:00
+37 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Tsar-Salat <62388554+Tsar-Salat@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: Maxipat <108554989+Maxipat112@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: loganuk <fakeemail123@aol.com>
Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com>
Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com>
Co-authored-by: Isratosh <Isratosh@hotmail.com>
Co-authored-by: TheRyeGuyWhoWillNowDie <70169560+TheRyeGuyWhoWillNowDie@users.noreply.github.com>
Co-authored-by: Neocloudy <88008002+Neocloudy@users.noreply.github.com>
Co-authored-by: Alexander V. <volas@ya.ru>
Co-authored-by: ElGitificador <168473461+ElGitificador@users.noreply.github.com>
Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Layzu666 <121319428+Layzu666@users.noreply.github.com>
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: John F. Kennedy <54908920+MacaroniCritter@users.noreply.github.com>
Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com>
Co-authored-by: Josh <josh.adam.powell@gmail.com>
Co-authored-by: Josh Powell <josh.powell@softwire.com>
Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com>
Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com>
Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2026-05-16 00:56:00 +02:00
LemonInTheDarkandGitHub 2dfbf0b81a Adds a unit test that makes sure subsystem flags make sense (#96022)
## About The Pull Request

There's a few of these that conflict, mostly relating to timing. This
conflicting won't actually break anything but it does muddy "what is
this doing" somewhat and it's good to be clear so here we go

## Why It's Good For The Game

Makes the MC very slightly harder to confuse yourself with
2026-05-11 11:20:24 -04:00
MrMelbertandGitHub 3450f8ba1e Lizard frills are hidden by HIDEHAIR rather than HIDEEARS / Lizard frills are masked like hair by hats (#95986) 2026-05-09 13:23:48 +02:00
SmArtKarandGitHub 940d91bb62 [MDB IGNORE] Adds new features and tiles for lavaland biomes (#95955)
## About The Pull Request

Adds new floor types and natural decor to both Siderite and Shale
biomes, as well as makes flora and fauna spawns differ between said
biomes.

<img width="1216" height="997" alt="dreamseeker_uIv1OgVkpD"
src="https://github.com/user-attachments/assets/327d9caa-a58c-4d70-acbe-477da69b4d71"
/>

---

Basalt biome now spawns more legions and goliaths, but less watchers and
no brimdemons. You can rarely find new volcanic pore rocks which will
spew out lava when destroyed.

<img width="505" height="361" alt="dreamseeker_TA9rXzOgad"
src="https://github.com/user-attachments/assets/fb19a60a-c927-441b-abad-161ce5022a60"
/>


Siderite biome has a lot of rock formations and may sometimes spawn new
stalagmites. You can expect to see a ton of bileworms, raptors and
watchers there.


<img width="747" height="613" alt="dreamseeker_uZgRX8qqh3"
src="https://github.com/user-attachments/assets/d356f1c6-371a-4b8b-899b-470edb0d2790"
/>


Shale is full of lobstrocities, goldgrubs and brimdemons, and home to a
new glowgrowth "plant" - colony of bioluminescent fungi growing on
natural air vents.

<img width="274" height="220" alt="dreamseeker_EtxiS4X9M7"
src="https://github.com/user-attachments/assets/cbefba67-b618-4a65-ad12-9ee5182b650c"
/>


While it cannot be planted by itself, it contains luminescent fluid
inside which will grant whoever eats it minor night vision as long as it
is inside their bloodstream (as well as cyan-glowing eyes)

---

Ruins now properly respect their biome's rock (and now floor as well)
type, since it was broken for some of them previously.

<details>
<summary>More images under the dropdown</summary>

<img width="1216" height="997" alt="dreamseeker_fpXXV0Rt3D"
src="https://github.com/user-attachments/assets/fa790ca1-7045-490e-bcb2-c1f9da9f277c"
/>
<img width="414" height="303" alt="dreamseeker_l6E8S2fzCe"
src="https://github.com/user-attachments/assets/8b10dcca-c546-41ce-9363-a12b0f225881"
/>
<img width="784" height="587" alt="dreamseeker_RUWQo0unNp"
src="https://github.com/user-attachments/assets/d7364abc-ec68-4daf-b3cb-a03b8ba7e5de"
/>
<img width="1216" height="997" alt="dreamseeker_zoltABvkBw"
src="https://github.com/user-attachments/assets/324f50f8-83c9-4451-8eff-33ebf81c1d0d"
/>
<img width="1125" height="571" alt="dreamseeker_ky5qvl2XtC"
src="https://github.com/user-attachments/assets/ff08d22f-fc15-4961-b76e-7c10d7814096"
/>

</details>

Credit for original versions of new flora/feature sprites to
SentryPrimis on the /tg/station discord

## Why It's Good For The Game

Makes biomes more distinct and interesting, as well as gives them unique
atmosphere, since right now they only differ in rock type and mineral
distribution.

## Changelog
🆑 SmArtKar, SentryPrimis
add: Siderite and Shale lavaland biomes now have unique floors, as well
as flora, features and fauna!
fix: Fixed some ruins generating with default basalt walls instead of
their biome's walls
/🆑
2026-05-07 10:20:43 +01:00
MrMelbertandGitHub 0d8e223e90 Adds some tier zero (penguin, plant) and a tier one (stoat) gene infusion (#95923) 2026-05-05 10:35:12 -04:00
MrMelbertandGitHub cee225fecb Moves hair and eyes into standing overlays (#95781) 2026-05-04 22:50:36 +02:00