## About The Pull Request
Fixes#92125
Very simple, when working without an instantiated datum we would read
from the config manually, but some places neglected to do that.
So I added a macro to help in the future.
## Changelog
🆑 Melbert
fix: Fixes some places where dynamic configs were not being read
correctly
/🆑
## About The Pull Request
Reworks the Voidwalker into a basic mob, including a lot of the balance
and mechanics!
Old (left), new (right)

https://github.com/user-attachments/assets/22d6138f-11aa-4f7a-8600-2565e6578bcf
(little outdated)
https://youtu.be/cp1E3qPJGX4 (high res mirror)
**🟨Voidwalker mob changes🟨**
No longer a human species and no more void eater. Instead deals damage
by simple unarmed attacks.
Instead of dealing brute, the voidwalker does oxygen damage (4-5 hits to
knock out) with left-click, and slight brute on right click. Non-human
mobs automatically take brute damage instead of oxygen damage.
150 HP
33% burn armor
Yes it has hands, but it can only pick up and drop stuff
**🟨Window phase🟨**

Instead of needing to smash a window with the void eater, moving through
windows simply leaves them passable for 5 seconds. Makes kidnapping a
lot easier, but also makes it easier for people to chase you
People who used the voided skull also leave windows passable for a short
bit.
**🟩Cosmic Charge🟩**
Standard charge ability, but only lets you charge towards space and
works while dragging people
**🟩The Vomitwalker🟩**
People you kidnapped now occasionally do the nebula vomit, which
voidwalkers can use to dive from and into

Diving into it is very fast but also removes the nebula vomit. You can
also kidnap people into the vomit (this doesn't remove the vomit).
There is also a little UI for tracking this. Clicking it while in space
dive teleports you to the next nebula vomit, if there are any.

**🟨Voided people changes🟨**
Kidnapped people and people that used the cosmic skull are no longer
muted, but take 10% extra brute and occasionally leave behind glass
shards when taking a lot of damage.
Are no longer obliterated on a second encounter with voidwalkers.
Voidwalkers can't hurt people they've already voided (unless they really
want to), but instead just knock them out for 30s
Also the kidnapped do space vomit as I said earlier.
**🟩Sunwalker🟩**
Voidwalker variant made for pure murderbone. Has no camo and kindap
mechanics, but has a fiery charge, loads of damage and area igniting and
people ignition. It's admin, but I might change this later once I've had
some more time to think about it.

Other changes:
- Voidwindows no longer need to be space adjacent
- Unsettle works faster but can't be used in combat anymore
- Space camo now grants complete space invisibility
- Makes a lot of aspects easily moddable, so we can easily mod it into a
moistwalker in-game
- Taking a cosmic skull when you already used one gives you the old
voidwalker void eater arm. Additional uses just gives you more void
eater arms until you run out of hands
- I definitely forgot a lot more
- I made a cool voidwalker hud! It even has a unique space camo toggle
## Why It's Good For The Game
<details>
<summary>Lot of text</summary>
Voidwalker was basically a snowflaked toghether human species because I
didn't know how to sprite, but I was able to work with species and
visual effects. Then I realized I can just commission sprites!
This also let me just cut out a lot of the snowflake code, because it's
no longer a human so half the things I didn't want them to be able to
do, they just literally cannot do.
Voidwalkers were in a bit of strange spot with kidnapping? There was
essentially no incentive, other than "smash spaceman = funny". They also
had issues doing, anything? There's surprisingly little space on a space
station, especially maps such as tram. Making the voided victims have
nebula vomit gives the voidwalker a reason to WANT to kidnap, by giving
them a way to appear basically anywhere on the station. I don't think
it's too overpowered. Voided people don't vomit that much, it's easily
cleanable and diving into it removes them, so they're limited usability.
Replacing the brute damage with oxygen damage also kinda... just makes
sense? I seriously contemplated letting them do stamina damage for the
first iteration, but opted not to do it because stamina damage has so
many hooks attached. Oxygen damage doesn't! It's also just incredibly
thematic, let's them bypass most armor and makes them more suited to
non-letha kidnappings.
Space camo making them completely invisible was also long overdue. It
was literally just urging people to turn up their gamma and turn down
their parallax settings. I thought it was an interesting mechanic, but
it's just straight up unfair and doesn't belong in a multiplayer game.
They now more frequently leave behind little glass shards, leave
particles from nebula vomit they leave from and have more unique sound
effects, so attentive (and lucky) people can still deduce if an area is
safe-ish.
I removed being able to shatter voided people because the mechanic was
deeply misunderstood. It was intended to give them a means of removing
people if they kept incessently bothering the voidwalker, but people
went out of their way to use this to roundremove people they had already
voided. The 30s sleep conveys my intention a lot better, and fits better
now that the voidwalker benefits from having as many voided people
vomitting all over the place.
The cosmic charge gives them some much needed survivability. My
experiences (in observing voidwalkers, I can never get the roll ;_;) is
that they're constantly one mistake away from complete obliteration. The
cosmic charge let's them get out quick despite their slow movement speed
in gravity. It also makes them stronger when fighting in space.
They got 33% burn armor so it's a tiny bit harder to wipe them away in a
single laser salvo, while still giving people ample opportunity to fight
them off . Also they're like glass or something so it fits thematically.
I gave them hands because I thought it was cool, might be a mistake idk
</details>
## Changelog
🆑 Time-Green, INFRARED_BACON
add: Voidwalker has been throughly reworked! Now you are even less safe!
admin: Adds admin-only Sunwalker mob
fix: Unsettle doesnt work on yourself anymore
fix: Space camo doesnt stop bobbing anymore
fix: Voidwalker windows now recharge on kidnap
runtime: Fixes healthanalyzers runtiming when scanning mobs without
reagent holders
/🆑
## About The Pull Request
Fixes#91882
`RULESET_HIGH_IMPACT` is checked in `get_weight`, but by the time
`get_weight` is called for roundstart rulesets, no rulesets are
selected.
So we need to add logic in `pick_roundstart_rulesets`
Not super big fan of this fix - I think it'd be a lot cleaner if all the
rulesets recalculated their weights, but this is a needed temp fix.
## Changelog
🆑 Melbert
fix: Multiple high impact rulesets will no longer roll simultaneously
unless dynamic picks "high chaos"
/🆑
## 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
/🆑
## About The Pull Request
Prettier (an auto formatter) is set to only run within the tgui folder
currently. This removes that limitation, allowing it to automatically
format all supported files in the repo (.js, .html, .yml
[etc](https://prettier.io/docs/))
I made a few exceptions for bundled and generated files
## Why It's Good For The Game
I'm of the opinion that code should look uniform and am lazy enough to
want CTRL-S to format files without having to think beyond that
## Changelog
## About The Pull Request
Quite simple - this changes every direct mention of a mob in a
`notify_ghosts` message to use `[mob.real_name]` instead of just `[mob]`
## Why It's Good For The Game
makes things less confusing - ghosts can see easily their actual
identity anyways, so it's not like there's much of a reason _not_ to do
this.
## Changelog
🆑
qol: Ghost notifications will now use the real names of mobs when
something happens (i.e no more "Unknown has completed an ascension
ritual!")
/🆑
## About The Pull Request
When the cult roundstart ruleset is picked, the most experienced cult
player is granted the cult Master title instead of it being determined
by voting. They can pass the role onto another willing cultist by using
an action once. Fixed cult masters not receiving their large speech
(instead not having any text spans whatsoever) and the Eldritch Pulse
spell being not usable whatsoever. Mark Target now displays an arrow
similar to heretic's living hearbeat to all cultists upon being cast.
This is a commission by Improvedname, but I do stand by the ideas
myself.
## Why It's Good For The Game
Cult Master, since its very inception, has been used for one thing and
one thing only - casting Final Reckoning on the summon rune by whoever
got to the area first and quickly used the vote that the cult reserved
for the finale. This results in other spells almost never being used, as
can be seen by the fact that one of them has been broken for the past 2
years. This change should make cult master more of a commander role akin
to how nuclear operative leader works, and make them a valuable target
for non-cultists to hunt down as they'll be present since roundstart.
## Changelog
🆑
add: Cult Master is now assigned to the player with most hours as a
cultist upon roundstart, instead of being votable.
add: Cult Masters can transfer their role once.
balance: Mark Target now gives all cultists a noticable directional
indicator, similar to heretics' living hearbeat
fix: Fixed cult master's broken speech spans
fix: Fixed Eldritch Pulse not working
/🆑
## About The Pull Request
This won't actually do anything on live, since those are all set to
UTC±0 currently
Pins logging and IC uses of time2text to UTC±0 instead of using the
system timezone (byond default)
Timezones not being set to utc0 caused issues before (and is again)
All timezones are now passed explicitly to make it more likely it's
cargo culted properly at least
Deletes worldtime2text cus it was gameTimestamp default args
## Why It's Good For The Game
Server timezone changes probably shouldn't affect logging, round times,
file hashes, IC time, when you caught fish, etc
## Changelog
🆑
refactor: Logging and IC timestamps will now always use UTC±0 and not be
affected by server system timezone changes
fix: Station and round times will not longer be incorrect if the system
timezone is not UTC±0
/🆑
---------
Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
## About The Pull Request
This adjusts the threat level for Heretic for the dynamic game mode to
have them cost as much as a changeling to be chosen. As well, it adjusts
the weighting for heretic latejoin from 8 to 4.
## Why It's Good For The Game
Heretic threat, as it is, is stupendously under-valued in relation to
our other antagonist threats. Heretic is regularly a round-ending threat
and their current threat level is totally inaccurate.
## Changelog
N/A
Ports the helpers from
https://github.com/BeeStation/BeeStation-Hornet/pull/12240
This should fix some more of the 516 issues that I've seen while giving
a quick check through the code
The remaining browse should work now.
Also fixing another sass warning while being on it.
## About The Pull Request
## Why It's Good For The Game
## Changelog
🆑
fix: tgui say 516 will no longer change channels when the button is used
to drag it
fix: tgui say 516 will no longer leak radio messages into the wrong
channel
fix: runechat flickering when faded up messages fade out
/🆑
## About The Pull Request
Converts `/datum/player_details` into `/datum/persistent_client`.
Persistent Clients persist across connections. The only time a mob's
persistent client will change is if the ckey it's bound to logs into a
different mob, or the mob is deleted (duh).
Also adds PossessByPlayer() so that transfering mob control is cleaner
and makes more immediate sense if you don't know byond-fu.
## Why It's Good For The Game
Clients are an abstract representation of a connection that can be
dropped at almost any moment so putting things that should be stable to
access at any time onto an undying object is ideal. This allows for
future expansions like abstracting away client.screen and managing
everything cleanly.
## About The Pull Request

Pre-discussed with @Watermelon914, this PR removes Secondary & Final
Objectives from all Traitors, rather than just midround ones. It also
removes all of the surrounding supporting code.
Randomly assigned Primary Objectives still exist, I just used the
ability to rewrite mine to take the screenshot.
In terms of final objectives, the surrounding items that were available
still exist but don't necessarily have sources.
If anyone has good ideas for readding these in some other form it can be
done in future PRs.
It also allows all traitors to buy the Contractor kit, previously
limited to midround traitors which lacked secondary objectives, because
now all traitors lack secondary objectives.
This essentially limits all traitors to a maximum of 20 TC (16 if they
spawn with an uplink implant). Currently I don't foresee that they
strictly need any additional way of gaining TC during a round as 20 is
quite sufficient, but it may take some time to adjust and get used to it
after such a long time of having access to more. If we need to adjust
the starting value or add a slow drip of more points over time or
something, that can be done in followup PRs.
This also removes the ability to recreate your uplink added by my
beautiful wife in #74315
This was part of the progression traitor design document, but ultimately
probably a bad idea as it essentially made traitors impossible to
properly disarm. You will once more just need to carefully protect your
uplink.
**This does not remove the threat/progression system**.
Like midround traitors, all Reputation requirements on gear are now
simple timelocks, most of which will have elapsed by the time 30 minutes
have passed.
**Finally** this PR also adds Romerol to the traitor uplink for 25 TC
and 30 minutes of reputation, as a treat (and because I removed the
final objective that previously granted it).
## Why It's Good For The Game
We've tried this system for a long time (3 years last month!) and while
I think it had a lot of promise, enabled some cool moments, and also
solved several of the problems it set out to solve, overall I think some
of the behaviours it has encouraged in players have been overall
negative for the game.
While the _game systems_ are fine, even quite fun and cool (especially
final objectives) I am of the opinion that having them in the game
creates a net negative purely in the way that they react with players'
_brains_, creating incentives towards behaviour we don't actually want
people to pursue.
While it's hard-to-impossible to prove any of this with hard data, there
has been a prevailing feeling for some time among many (though certainly
not all) people that the simple fact of _having_ a constant drip-feed of
objective available to players leads directly to less interesting
antagonist play. While certainly nobody is _forced_ to do secondary
objectives you are directly and quite strongly rewarded for doing so,
doing so efficiently, and doing so in a way which makes sure that nobody
(alive) sees you do it. This leads to a tendency to play defensively and
try to maximise the number of tasks you can complete in one round, which
also has a knock-on effect of generally minimising the number of people
you attempt to interact with in a round (unless you are killing them).
Even people who _intend_ on doing some more interesting gimmick can fall
into this trap, as "having more tools" is always useful for anyone who
is intending on any kind of plan at all, but then executing on the
secondary objectives again incentivises you to lay low, not interact
with anyone, be efficient, and then reduces the time you are spending
doing the thing that's your actual plan for the round. Removing the
ever-present temptation to fish for extra TC leaves "doing whatever your
actual plan is" as the sole thing to optimise.
Final Objectives too have created unfortunate psychological effects
between crewsided players and other antagonists. Because of the _threat_
(no matter how remote, Final Objectives have always been tuned to be
appropriately rare) that leaving any antagonist alone will cause them to
snowball by acquiring more power, it starts to feel foolish to respond
to any threat with less than the maximum possible level of force even if
they seem relatively innocuous in the moment. This even has an effect on
other non-progression antagonists, as traitors are the most common
antagonist type and how people treat them is going to be their default
level of reaction to most other station threats.
While there has always been the promise of expanding the system with
novel and exciting objectives that leverage appearing mid-round to do
something unique, we've taken very little advantage of that over time.
Most objectives we have added that didn't boil down to "kill someone,
with a twist" have been somewhat unsuccessful, serving either as ways to
get yourself arrested and killed for no reason or ways to get free
telecrystals by doing something the crew don't really care about
stopping you from doing. The option still exists to add more roundstart
objectives to traitors, if someone suddenly has a great idea that would
fit in this space.
The ideal outcome of making this change is a slight relaxation of crew
attitude towards feeling like their only option after catching an
antagonist that isn't sandbagging is to permanently remove them from the
round (although it's fine to do this still in many scenarios), and a
broadening of traitorous activity which is not purely focused on
collecting as many checkboxes as possible and might give people more
time to roleplay with other players, not worrying that this time could
have been more efficiently spent pursuing a different secondary goal.
I don't anticipate or desire that this will prevent traitors from
killing anyone (or even stop them from killing people they don't have a
specific objective to kill), I just want to remove the FOMO from
people's minds.
Also this gives us something to talk about at the coder townhall meeting
on the 22nd.
## Changelog
🆑
del: Misplaced or stolen traitor uplinks can no longer be recreated
using a radio code and special device, guard yours carefully or buy a
backup implant.
del: Roundstart traitors can no longer take on additional objectives in
order to earn additional Telecrystals and fast-forward any unlock timers
on items. They also cannot earn the ability to complete a Final
Objective.
balance: Roundstart traitors can now buy the Contractor Kit from their
traitor uplink, rather than only midround traitors.
add: Traitors can buy Romerol for 25 TC, after 30 minutes of time has
passed in a round.
/🆑
## About The Pull Request
<details>
<summary> expand to spoil the fun of exploring something for yourself
</summary>
firstly, the new ruin: outpost 31
its layout is vaguely based off an official map of the Outpost 31 from
the Thing movie but i ran out of space halfway

the boss drops a keycard for the storage room that you cant get in
otherwise, containing its own special item, and other stuff probably
useful for crew
crusher loot: trophy that heals you on each hit
the ruin is guarded by like 3 flesh blobs, very resilient (and slow)
masses of flesh that deal 3 brute damage, not harmful in melee but WILL
attempt to grab and devour/assimilate you which is FAR more lethal
https://github.com/user-attachments/assets/542cc6d0-f4ee-4598-9677-a03170c6c1c3
Boss: The Thing (with creative liberties otherwise this thing would
instakill you if it was true to source material)
difficulty: medium apparently idk mining jesus beat it with 400ms or so
HP: 1800
It is a much higher ranking changeling than those infiltrating SS13
It has 3 phases, 600hp each. Depleting its phase health will turn it
invincible and it will heal back half in 10 seconds. In order to prevent
this, the two Molecular Accelerators must be overloaded by interacting
with them to blast the changeling with deadly scifi magic or whatever
they do, forcing it to shed its form further and go to the next phase.
Not necessary for phase 3 because it literally just dies then
it focuses mostly on meleeing you and making certain tiles impassable
for you with 1hp tendrils, all attacks are telegraphed so theres no dumb
instakills here
it alternates between aoe abilities and abilities
melee behavior:
- if too far, charge at target (charges twice on phase 3)
- too close, shriek (unavailable in phase 1) (technically AOE but its
more like a melee ability you know??)
- otherwise just try to melee
Shriek: if the player is too close emit a confusing shriek that makes
them confused and drop items
aoe behavior (phase 2, 3 only):
1: Puts 4 tendrils in a line cardinally
2: Puts tendrils around itself
3. Puts a patch of tendrils around and under the target, 3x3 in phase 3
4. Phase 3 only - spits patches of acid into the air that hurt when
stepped on
_(crusher is hard ok)_
https://github.com/user-attachments/assets/cbb98209-d3f0-470d-b0e8-4e310c5b709c
unique megafauna loot for this boss is like 1 AI-Uplink brain
its like a BORIS module but for humans i think you can figure out what
that means
while in a human shell they cannot roll non-malf midrounds and cannot be
converted, and cannot be mindswapped
the human MUST have all robotic organs (minus tongue because its not in
the exosuit fab and that kinda sucks to get)
will undeploy if polymorphed
https://github.com/user-attachments/assets/abcc277a-995a-4fa7-b980-0549b6b7cf52
</details>
## Why It's Good For The Game
icebox is severely lacking in actual good ruins (fuck that one fountain
ruin)
i feel that the loot given by megafauna has been and still apparently is
exclusively to make the victor more powerful, which kinda sucks because
thats just powergaming???? the loot of this boss is more crewsided,
specifically aiding the AI in a VERY limited quantity (1), so its not
anything good for powergamers, good for crew if the AI is not rogue
## Changelog
🆑
add: outpost 31, the icebox ruin. Also its associated mobs, and
megafauna, and loot. Im not spoiling anything, find it yourself.
/🆑
---------
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
## About The Pull Request
The roundstart report has been changed in the following ways:
- There are now only four alert levels: Yellow Star (0-65 Threat), Red
Star (66-79 Threat), Black Orbit (80-99 Threat), and Midnight Sun (100
Threat).
- The roundstart report is now 100% accurate.
- Extended rounds will still show the "No credible threat" alerts, but
this should only happen if an admin sets the round to Extended.
## Why It's Good For The Game
The current roundstart report system is too granular as it is now, which
leads to situations where players will suicide 5-10 minutes into the
round due to the threat level being too low. Making it potentially
random was meaningless, because players would just act on whatever it
said without actually giving the round a chance to do anything.
I also feel like this brings back a fair bit of paranoia to the round,
as low threat levels would often just result in people expecting nothing
to happen. That can be fun when the report is lying, but it doesn't
happen often enough to really make it worth keeping.
We tested this a few months ago and the results seemed positive. We also
had a lot of discussion about the matter and, while I'm open to changing
implementation in some ways, I'm pretty set on this being a beneficial
change, at least in the short term until we can make Dynamic more
interesting.
I kept the high threat level stuff because it's fun to know some crazy
shit might happen. I might bring back the random threat level thing to
differentiate between those but I don't really care tbh; the targeted
behavior here is people bailing on low threat rounds, not people knowing
it's a high threat round.
## Changelog
🆑 Vekter
balance: The roundstart report will now display a more broad, less
specific message about threat levels when between 0 and 80 threat.
/🆑
## About The Pull Request
Moved broken on 516 UI's to browser datum
They now work and have a dark theme
Most of them are admin ones (All except 1)
I tried to check all the raw HTML UI's by typing `<< browse(` into the
VSC search and going through each element, but I might have missed
something.
What worked as it was, I didn't touch, except for the Dynamic control
UI's
## Why It's Good For The Game
Admin can do their things on 516
Coders/Mappers can debug some stuff on 516

## Changelog
🆑
fix: Admin/Debug UI's (Especially the Game Panel) now work properly on
Byond 516, instead of showing raw HTML
/🆑
## About The Pull Request
Was just scrolling through the Paradise github since they seem to have
more work done for 516 to see if there's anything I can port over, found
this and thought why not.
Ports parts of https://github.com/ParadiseSS13/Paradise/pull/25105
Specifically, updaing all hrefs to use the internal ``byond://``, and
adding it to grep.
## Why It's Good For The Game
More work towards 516.
## Changelog
Nothing player-facing.
## About The Pull Request
`boldannounce` is NOT for use ICly it's only for OOC stuff. `bolddanger`
is identical it just doesn't carry the same baggage
## Changelog
🆑 Melbert
fix: Stuff like the SM exploding will no longer output to your OOC tab
/🆑
## About The Pull Request
Fixes issues with var typing and proc arguments, discovered using
OpenDream's WIP TypeMaker feature (using improvements I haven't PR'd
upstream yet).
## Why It's Good For The Game
Codebase maintenance.
## About The Pull Request
autotator, malf and blob's candidates would all get wiped out by this,
as `can_roll_midround()` returns TRUE if they can roll midround
## Why It's Good For The Game
seems like we want candidates in these roles, given the game is trying
to get some
## Changelog
🆑
fix: dynamic rulesets can get candidates for their roles
/🆑fixes#87535
## About The Pull Request
Fixes an issue mentioned in
https://github.com/tgstation/tgstation/issues/72526, where pressing
"Now!" in the game panel for injecting a latejoin, caused midround one
to occur as well. This was because the same boolean was used for forcing
both, which caused both to happen.
* Closes https://github.com/tgstation/tgstation/issues/72526
## Why It's Good For The Game
Improves admin tools by fixing a bug.
## Changelog
🆑
admin: doing a latejoin injection no longer causes a midround one as
well
/🆑
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.
This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).
And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.
## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.
Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.
Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

## Changelog
🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
## About The Pull Request
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
## About The Previous Pull Request
#85308 reverted by #85929

~~Causes the round to not start when a player isn't eligible for any
jobs at a specific priority level due to runtimes trying to `pick()`
from an empty list aborting the entire job assignment stack.~~
(Fixed???? by
e0e9f2f430)
Maybe we should test merge this for a mo just to make sure no more
cheeky runtimes pop up before merging.
## About The Pull Request
This PR does a couple of minor things:
Makes the job debug logging a bit easier to follow.
Minorly brings some SSjob code up to code standards, converting proc
names to snake_case and doing some otherm is cleanup.
Refactored some stuff into different procs, updated some comments.
And some major things:
Changes the job assignment logic.
Old behaviour
> Assign dynamic priority roles
> Force one Head of Staff (if possible)
> Assign all AIs
> Assign overflow roles (bugged in 2 ways)
> Shuffle the available jobs list once, at the start of the random job
assignment loop
> Pick and assign random jobs for random players from High prefs down,
with a priority on Head of Staff roles
> Handle everyone that couldn't be assigned a random job
New behaviour
> Assign dynamic priority roles
> Assign all Head of Staff roles to players with High prefs
> If no Head of Staff was made in the above way, force one Head of Staff
(if possible)
> Assign all AIs
> Assign overflow roles (fixed)
> Prioritise and fill unfilled head roles at each job priority pref
level, from High prefs down.
> Build a list of all jobs that each unassigned player could be eligible
for at the above pref level.
> Pick a job from that list at random and assign it to the player.
> Handle everyone that couldn't be assigned a random job.
In reality there should be little impact on overall job assignment, the
code changes read more as semantics. For example, the priority check for
filling Head slots will have the same candidate pool in both old and new
versions, but in the new version we're more clearly saying that Heads
are important and we want to prioritise filling them for the sake of
round progression even though the outcome in new and old is the same.
A key change will lead to an increase in assistants - Overflow fixes.
Currently the code block to do early assignments to the Overflow role
doesn't work - or works but not as you'd expect. The idea was is that
because enabling the Overflow role in the prefs menu is an On/Off toggle
that sets the job to High priority when enabled and prevents any other
High priority pref, players that have the Overflow role enabled will
**always** get it. It's their highest priority job with infinite slots.
So we do a pass right at the start to give everyone with the Overflow
role enabled that role and save us wasting time later on in random job
code giving them that same role but with more work.
The problem is the code for this only assigns the Overflow role to
people with it set to Low priority in their prefs, resulting in log
readouts like:
```
[2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0
```
Where nobody gets pre-assigned the overflow role because their prefs are
all set to the High priority from being toggled... Except wait a second,
some people have it at Medium priority when it should just be a No
Role/High Priority Role toggle?
And herein we meet a problem. My hypothesis is that traits and stuff
that change the overflow have allowed players to set the "ordinary"
overflow role of Assistant to Medium and/or Low priority.
This still shows as enabled in the prefs menu, but leads to an outcome
where a player with assistant enabled is assigned Cook instead.
```
[2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
...
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
...
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
```
So players with the Overflow job pref set to Low (an unexpected state,
should be disabled or High) would be guaranteed to get that role if none
of the higher priority Head of Staff/AI/Dynamic roles took over via the
bugged "force overflow for people with the pref enabled" proc.
Players with the Overflow job pref set to High would be guaranteed to
get that role if none of the higher priority Head of Staff/AI/Dynamic
roles took over via the random job assignment code giving them their
Highest priority role thanks to the infinite job slots of the Overflow.
And players with the Overflow job pref set to Medium (an unexpected
state, should be disabled or High) would get Assistant if the shuffle
step of the available jobs list put Assisstant before any of the other
jobs they had prefs enabled for at Medium that weren't already filled,
otherwise they'd get another random job.
This code is now changed to ignore the priority the player has set when
looking for people to fill the overflow role. As long as it **is**
enabled, the player will get it unless they're forced into a dynamic
ruleset role (AI when malf rolls) or a Head of Staff role due to their
other prefs (they have RD set to med or low, and no other player has a
Head of Staff at high so they get randomly picked and miss the overflow
role).
This will increase the number of assistants in shifts where their pref
state has Assisstant in the bugged Medium priority, but doesn't change
it for bugged Low and not-bugged High/On priority.
On the other side of the coin, we have how the random jobs are picked.
They're kinda not random, and I noticed this reading the logs then
reading the code.
The list of available jobs to pick from is randomly shuffled - but only
**once**. All players pull from a list of jobs in the same order. So you
end up with a log block like this:
```
[2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist
[2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist
[2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2
[2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2
[2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
[2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1
```
The list is shuffled into an order of something like `list("Scientist",
"Botanist", "Cook", "Sec Officer", ...)` then iterated over for each
player. So every random job selection goes:
> "Does Player1 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player2 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player3 have Scientist enabled and at the right priority? No?
Okay, Botanist has no slots left so we'll remove it from the list. Okay,
Cook? Yes? You get cook."
> "Does Player4 have Scientist enabled and at the right priority? No?
Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec
Officer? ..."
This can lead to stacked individual departments if it gets randomly
rolled to the start of the list in the shuffle, and completely empty
departments if they end up at the end.
On high pop shifts this is probably less of an issue. Player prefs add
noise to this and as departments at the front fill up, those at the back
pick up some of the lower pref players.
But have you ever had a shift where there's just like... No fucking sec
even though there's tons of players? The logging (before I made changes
in this PR) was a bit ass, but my hypothesis there is that sec officer
was shuffled right at the end of the random job list, so every other
department was filled up before sec officers were picked.
To mitigate this, I made the list shuffle every single time the game
picks a random available job for the player. This should lead to a more
balanced selection of available jobs by avoiding situations where the
code is biased towards packing some departments by accident.
## Why It's Good For The Game
Overflow fixes mean people who go to their prefs and see the Overflow
Role is On will all have the same experience - They will be the Overflow
role.
More random random job selection should prevent individual departments
having a jobs be stacked when it would have otherwise been possible for
a more balanced selection but the code unintentially biased random
departments to be overstaffed and understaffed each shift.
## Changelog
🆑
fix: Having the Overflow Role set to On will properly ensure you get
that role at a High priority as intended by the game code.
fix: Job selection is now a little bit more random. Fixes an
unintentional bias in random job assignment that could lead to
feast-or-famine for roles where everyone is assigned one job and nobody
is assigned another job.
/🆑
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
## About The Pull Request
This PR does a couple of minor things:
Makes the job debug logging a bit easier to follow.
Minorly brings some SSjob code up to code standards, converting proc
names to snake_case and doing some otherm is cleanup.
Refactored some stuff into different procs, updated some comments.
And some major things:
Changes the job assignment logic.
Old behaviour
> Assign dynamic priority roles
> Force one Head of Staff (if possible)
> Assign all AIs
> Assign overflow roles (bugged in 2 ways)
> Shuffle the available jobs list once, at the start of the random job
assignment loop
> Pick and assign random jobs for random players from High prefs down,
with a priority on Head of Staff roles
> Handle everyone that couldn't be assigned a random job
New behaviour
> Assign dynamic priority roles
> Assign all Head of Staff roles to players with High prefs
> If no Head of Staff was made in the above way, force one Head of Staff
(if possible)
> Assign all AIs
> Assign overflow roles (fixed)
> Prioritise and fill unfilled head roles at each job priority pref
level, from High prefs down.
> Build a list of all jobs that each unassigned player could be eligible
for at the above pref level.
> Pick a job from that list at random and assign it to the player.
> Handle everyone that couldn't be assigned a random job.
In reality there should be little impact on overall job assignment, the
code changes read more as semantics. For example, the priority check for
filling Head slots will have the same candidate pool in both old and new
versions, but in the new version we're more clearly saying that Heads
are important and we want to prioritise filling them for the sake of
round progression even though the outcome in new and old is the same.
A key change will lead to an increase in assistants - Overflow fixes.
Currently the code block to do early assignments to the Overflow role
doesn't work - or works but not as you'd expect. The idea was is that
because enabling the Overflow role in the prefs menu is an On/Off toggle
that sets the job to High priority when enabled and prevents any other
High priority pref, players that have the Overflow role enabled will
**always** get it. It's their highest priority job with infinite slots.
So we do a pass right at the start to give everyone with the Overflow
role enabled that role and save us wasting time later on in random job
code giving them that same role but with more work.
The problem is the code for this only assigns the Overflow role to
people with it set to Low priority in their prefs, resulting in log
readouts like:
```
[2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0
```
Where nobody gets pre-assigned the overflow role because their prefs are
all set to the High priority from being toggled... Except wait a second,
some people have it at Medium priority when it should just be a No
Role/High Priority Role toggle?
And herein we meet a problem. My hypothesis is that traits and stuff
that change the overflow have allowed players to set the "ordinary"
overflow role of Assistant to Medium and/or Low priority.
This still shows as enabled in the prefs menu, but leads to an outcome
where a player with assistant enabled is assigned Cook instead.
```
[2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
...
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
...
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
```
So players with the Overflow job pref set to Low (an unexpected state,
should be disabled or High) would be guaranteed to get that role if none
of the higher priority Head of Staff/AI/Dynamic roles took over via the
bugged "force overflow for people with the pref enabled" proc.
Players with the Overflow job pref set to High would be guaranteed to
get that role if none of the higher priority Head of Staff/AI/Dynamic
roles took over via the random job assignment code giving them their
Highest priority role thanks to the infinite job slots of the Overflow.
And players with the Overflow job pref set to Medium (an unexpected
state, should be disabled or High) would get Assistant if the shuffle
step of the available jobs list put Assisstant before any of the other
jobs they had prefs enabled for at Medium that weren't already filled,
otherwise they'd get another random job.
This code is now changed to ignore the priority the player has set when
looking for people to fill the overflow role. As long as it **is**
enabled, the player will get it unless they're forced into a dynamic
ruleset role (AI when malf rolls) or a Head of Staff role due to their
other prefs (they have RD set to med or low, and no other player has a
Head of Staff at high so they get randomly picked and miss the overflow
role).
This will increase the number of assistants in shifts where their pref
state has Assisstant in the bugged Medium priority, but doesn't change
it for bugged Low and not-bugged High/On priority.
On the other side of the coin, we have how the random jobs are picked.
They're kinda not random, and I noticed this reading the logs then
reading the code.
The list of available jobs to pick from is randomly shuffled - but only
**once**. All players pull from a list of jobs in the same order. So you
end up with a log block like this:
```
[2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist
[2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist
[2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2
[2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2
[2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
[2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1
```
The list is shuffled into an order of something like `list("Scientist",
"Botanist", "Cook", "Sec Officer", ...)` then iterated over for each
player. So every random job selection goes:
> "Does Player1 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player2 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player3 have Scientist enabled and at the right priority? No?
Okay, Botanist has no slots left so we'll remove it from the list. Okay,
Cook? Yes? You get cook."
> "Does Player4 have Scientist enabled and at the right priority? No?
Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec
Officer? ..."
This can lead to stacked individual departments if it gets randomly
rolled to the start of the list in the shuffle, and completely empty
departments if they end up at the end.
On high pop shifts this is probably less of an issue. Player prefs add
noise to this and as departments at the front fill up, those at the back
pick up some of the lower pref players.
But have you ever had a shift where there's just like... No fucking sec
even though there's tons of players? The logging (before I made changes
in this PR) was a bit ass, but my hypothesis there is that sec officer
was shuffled right at the end of the random job list, so every other
department was filled up before sec officers were picked.
To mitigate this, I made the list shuffle every single time the game
picks a random available job for the player. This should lead to a more
balanced selection of available jobs by avoiding situations where the
code is biased towards packing some departments by accident.
## Why It's Good For The Game
Overflow fixes mean people who go to their prefs and see the Overflow
Role is On will all have the same experience - They will be the Overflow
role.
More random random job selection should prevent individual departments
having a jobs be stacked when it would have otherwise been possible for
a more balanced selection but the code unintentially biased random
departments to be overstaffed and understaffed each shift.
## Changelog
🆑
fix: Having the Overflow Role set to On will properly ensure you get
that role at a High priority as intended by the game code.
fix: Job selection is now a little bit more random. Fixes an
unintentional bias in random job assignment that could lead to
feast-or-famine for roles where everyone is assigned one job and nobody
is assigned another job.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Fixes#85528

Atoms shown in screen alerts have their pixel_z set to 0. This means
they won't inherit the mob offset in the world.
The drop shadow is still there but I'm uh, not sure I can get rid of it.
For a more opinionated change I also changed a bunch of the atom
references for midround alerts to stop referencing the default poster,
which now looks bad and ugly.
Most of them didn't make sense with that icon anyway.
## Why It's Good For The Game
Looks better.
## Changelog
🆑
fix: Mobs shown in ghost alerts shouldn't be offset out of the box
image: Several midround dynamic alert icons should be more demonstrative
of what is spawning
/🆑
## About The Pull Request
Basically what the title says. Abductors cannot be converted by
bloodbrother/revs/cult. They will NOT show up as having a mindshield,
however.
## Why It's Good For The Game
Abductors are, by design, incredibly strong. You are not meant to be
able to win against them, and this is reflected policy-wise by the fact
that they're a restricted antagonist. However, this is still a problem
when conversion antags get involved. If an abductor becomes a cultist or
a revolutionary, then suddenly every other player who isn't also
converted has to deal with an abductor without the normal restrictions.
It's not fun to play against and in general just shouldn't happen.
## Changelog
🆑
balance: Abductors (the antag, not the species) can no longer be
converted by any antagonist.
/🆑
## About The Pull Request
I'm not going crazy, right? This comment must be wrong unless my math is
wrong...

## Why It's Good For The Game
Comments don't lie so people don't get their hairs out if their values
don't match with comments
## About The Pull Request
Per title. Dynamic naturally running will not spawn a voidwalker on
icebox now. ``find_space_spawn()`` checks only for carp landmarks, and
icebox has carp landmarks for the other midround invasion antags. As a
bonus, I also made SSpolling use the cosmic skull sprite to alert ghosts
with.
## Why It's Good For The Game
Just a lil' bug I found. Plus the skull sprite is cool as hell.

## Changelog
🆑
fix: Voidwalker should not run on planetary maps.
/🆑
## The Voidwalker
Adds a new antagonist, the Voidwalker!
It's a rare antag that spawns in space when there's at least 40 people
Design doc is here: https://hackmd.io/jE4YScP8RPykXo37rTBV2Q (there's
some deviations)
No biddle
## Summary
Spooky space antag that moves around space, ambushing people either in
space or near space. They can move through glass, have an ability to
stamina drain you if they remain in your vision for 8 seconds, can
temporarily remove glass windows to drag you through them and deal
~~stamina damage~~ incredibly violence. Upon being taken, they can be
kidnapped and cursed, muting and pacifying the person and sending them
to the void.
## Passive


Passive abilities:
- Permanent space flight and indoor flight
- Space regen
- Slowdown when in gravity
- Space camo (very low alpha when in space
- Can freely move through unshocked glass
- Mute, but can hear all station frequencies (excluding binary)
- Will quickly die when on planets or moons (obviously can't roll on
icebox)
- 10 brute armor and 20 burn armor. They can't wear any form of armor
and don't have any get out of jail free cards, so I think it'll help
with their survivability a slight bit
## Abilities
**Void eater:** Literally just a light-eater but instead of eating light
it instantly shatters windows, but restores them after a few seconds
**Space Dive:** New ability that lets you move under the station with a
2 second do_after, so they can still get to closed of space spots
without being as annoying as heretic space shift
**Unsettle:** Remain in view of the target for 8 seconds to give them a
short stun, slurring and 80 stamina damage, but announce your presence
and location to them. Both you and your target can move, as long as you
remain in their view.
**Space Kidnap:** When your target is incapacitated and in space, you
can drag them into the cosmic void. They'll be returned cursed after
undergoing a sort of reverse heretic sacrifice (more on that in the next
section).
[Showcase of all the above abilities!](https://youtu.be/NJ01H28PV9w)
## Voided Crew
A brain trauma received when you get kidnapped. While under it's
influence, you are muted and pacified. You will die in planetary gravity
and cannot enter space.

It can be cured with a lobotomy or by dying in planetary gravity.
You get warned to avoid the Voidwalker. The voidwalker now does extra
damage and gets the option to glass gib you if you die, leaving just a
brain
## Loot
On death, the Voidwalker shatters into glass and drops a cosmic skull.
Looking into the skull gives you a stable version of the Voided brain
trauma. It doesn't give you pacifism and doesn't ban you from space. It
also makes you space immune and gives you the ability to walk through
unshocked glass after 2 seconds do_after.
Sprites for the cosmic skull by Justice12354 and Rex9001! I'll throw up
a video showcasing death and their sprites on Sunday
## Why It's Good For The Game
We don't have any space centered antagonists. The closest we have are
Space Dragons, but they have to go deep into the station anyway. I'm
also quite fond of simpler antagonists, like revenant and nightmare.
Give people the tools, and they'll make the fun themselves.
I've been comparing the Voidwalker with the Nightmare. Both are goalles,
simple antagonists, but where the Nightmare's gimmick is darkness, the
Voidwalker's gimmick is space.
They also get a dark tentacle arm so they can murderize people, but it
only gets them to crit. After that they can drag people into the "void"
to kidnap them. This is mostly to encourage the Voidwalker not to just
space them cause that's kinda lame. They still can though, just in-case
it would be very funny
## Changelog
🆑 Time-Green, Justice12354, Rex9001
add: Adds the Voidwalker, a new rare space based midround antagonist!
code: Adds the ability to texture limbs and bodypart_overlays
Sprite: Cosmic skull sprites by Justice12354 and Rex9001
/🆑
- [x] Add a better kidnapping mechanic, instead of just teleporting
someone to a station turf
- [x] Add an armblade or weapon or something, unarmed combat is kinda
ass for this
- [x] Fix the antag preview not rendering textures
- [x] Prevent them from space phasing when in combat so they can
actually be killed in space combat, even if really fucking hard
- [x] Nerf visibility for people with space parallax disabled, probably
also something to improve camo with colored parallax
- [x] Replace the stamina damage stuff
- [x] Cool rework of space phase idea I have
- [x] Update/implement vidual effects
- [x] Implement names
## Considerations
There's a few things that I might change or implement later, depending
on how it actually plays.
It's a space focused antag, but there might not be enough people near
space in a given round. An ability to let them "capture" area's or let
them turn into a meteor or something might be needed later if they turn
out to be too passive.
They might also be _too_ oppressive in space. I designed them for
near-space combat, but may've made them insanely overpowered in in raw
space combat.
Probably wont do biddle, but might add more powers that you can reroll
every few minutes or something (like blob). Either wat it wont be this
PR
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
There is two values for round threat, the shown value and the real
value, sometimes the shown threat can be 0, while the real threat is
higher, which in turn does not trigger the green alert on getting the
classified report and does not make a special announcement, "Thanks to
the tireless efforts of our security and intelligence divisions, there
are currently no credible threats to [station_name()]. All station
construction projects have been authorized. Have a secure shift!", nor
does it enable all station construction projects, so we should disable
being able to fake white dwarf on classified report.
## Why It's Good For The Game
Knowing when your classified report is fake is meta knowledge and
shouldn't be a thing.
## Changelog
🆑 grungussuss
fix: fixed getting a fake white dwarf report when the shift isn't
extended mode, which lead to meta knowledge being used.
/🆑
## About The Pull Request
This adds some more station-trait dependent Pulsar Star reports, much
like the "Clown Planet" report triggered by the bananium shipments
trait.
For those of you not up to speed - When pulsar star (no meaningful
threat report is provided) rolls, and a relevant station trait is
active, the generic report is replaced with one pertaining to that
trait.
It's better to just check the code changes to get a full picture, but
I'll give some summaries on what the individual reports are here:
**Assistant Gimmick Outfits** - "Grey Sky", and a warning to monitor the
recently emboldened assistants on-station.
**Intern** - The intern has forgotten to actually include the report in
his message. What a goof!
**Ion Stormfront** - Oh dear, the electromagnetic interference is
messing with the report broadcast.

**Endless Snowstorm** - Ice Giant, Too much snow, we can't give an
actual report. Stay safe!
**Wise Cow Invasion** - Cow Planet. [We're gonna go fast and we're gonna
go far with a steady driving bass and a rhythm
guitar.](https://www.youtube.com/watch?v=BPqPYszbSFI)
## Why It's Good For The Game
Seeing the goofy clown planet message always made me think "dang, this
feels like underutilized material" and can give command some prompting
on what to tell the crew beyond "yeah we don't know what threat level it
is". Maybe it'll prompt someone to do a gimmick based on the report? Who
knows! It's just an added dash of flavor at the end of the day.
Admittedly, some are a bit silly, but also rare (requiring both a
specific station trait and the 8% pulsar star chance) so I think its
fine.
## Changelog
🆑 Rhials
add: Adds some more station-trait dependent pulsar star reports. Keep an
eye on that roundstart command report!
/🆑
Fixes#83631
Instead of not initializing the ruleset we just forbid it
🆑
fix: admins can force rulesets on background checks station trait
(fucking lame)
/🆑
## About The Pull Request
Adds a new station trait: Station-Wide Background Checks!
It does two things:
1. Blocks most crew-side antagonists. No traitors, changelings, spies,
heretics, etc. You won't be able to fully trust your crew though, as
Space changelings, Paradox Clones, Obsesseds and Blob Infected are
excempted crew-antags since a background check doesn't really help here.
Other antagonists still spawn: pirates, revenants, blobs, aliens,
nukies, wizards etc. Expect a LOT more of these, as Dynamic is gonna put
threat somewhere...
2. Reduces dynamics threat slightly, configurable per server, but
defaults to 15.
It is essentially the first "dynamic gamemode".
## Why It's Good For The Game
Blocking crew antagonists changes the shifts dynamic, similair to old
warops. Security can "trust" crew to not be antagonists, and instead can
focus more on petty crimes and hunting down external threats.
Due to the increased chance of external threats and reduced chance of
internal threats, the crew can focus its defenses outwards. Don't worry
about your coworker killing you (intentionally/probably), but do worry a
lot more about the pirates trying to break through your hull, or alien
nests growing in virology.
I've also reduced total threat count slightly because the idea of 90
threat being dumped into ghost spawns kinda terrifies me and I do want
people to be able to let their guard down a slight bit. It can be
reduced/disabled for servers that already tend to lower threats.
I think it's a lot of fun to change the paranoia dynamic, and a fun
deviation from a normal round of spaceman13.
## Changelog
🆑
add: Station-Wide Background Checks (station trait, rare): Disables crew
antagonists, but get a lot more non-crew antagonists
/🆑
I want to do more like these (this was just an example I threw into
discord to annoy @Mothblocks but I realized I kinda liked), and this is
a good opportunity to gather community feedback and see how it plays!
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
## About The Pull Request
Completely removes sentient disease from the game
## Why It's Good For The Game
Sentient disease is a unique antag and seems fun on paper, but really
doesn't work that well.
Sentient disease is a pretty binary antagonist: you either get cured and
watch helplessly as you lose all your hosts, or you infect everyone and
wipe out the entire station. Its everything bad about conversion antags,
but there's not even any fighting.
I also don't think any amount of balancing can fix sentient disease. If
we make it harder to cure, the disease gets an easier station wipe, but
if we make it less lethal, it loses all ability to stop cure generation.
The core gameplay pitches the entire crew against one disease, and it's
merely a timer before either it gets cured or wipes out everyone
This is my latest sentient disease round, where I wiped out the entire
station. I only even greentexted because there was one guy on the escape
shuttle in crit that barely made it because they had the sense to take
spaceilline.

The removal of the virologist lets us balance viruses to be fairer
challenges to the player, but as long as sentient disease exists we'll
always have to balance viruses somewhat in favor of the enjoyment of the
disease blowing your head and making you spontaneously combust.
## Changelog
🆑
del: Removes sentient disease from the game
/🆑
Hopefully, once we get virology truly sorted out, we can readd sentient
disease, but this would require our diseases to have endgoals that
aren't focused around killing every person, being widespread while also
not being instantly curable. A reworked sentient disease would have to
be so different, it's better to leave it out, fix virology and then
consider if we can truly add a new sentient disease and have it be fun
and fair
Fixes#80864
When a mob is spawned in space in a nebula, they get 1 minute of
radiation immunity. Ninja is the main one, but it'll also apply to other
space spawned mobs (lone nukie, space changeling?)
This only works for dynamic spawned antags. If an admin forces ninja
through an event, it doesnt work

🆑
fix: Space Ninja and other space spawned antags get a 1 minute radiation
shield in the radioactive nebula
/🆑
## About The Pull Request
Fixes#82064
Fixes a couple of different bugs with Blood Brothers.
- Delegates creating the objectives to the team rather than the ruleset,
so ones created via the traitor panel will also have objectives.
- Creates the objectives after the team has a member mind, so it doesn't
runtime when trying to give that mob the equipment needed to steal a
supermatter sliver.
- Creates the objectives before the first Blood Brother is assigned the
antag datum, so that they will correctly be given the starting
objectives.
- Check the maximum number of brothers that can be recruited when
deciding how many objectives to generate rather than the current number
of members (which would always be 1).
## Changelog
🆑
fix: Blood Brothers should spawn knowing what their objectives are.
fix: Teams of 3 Blood Brothers will once more have an additional
objective.
/🆑
## About The Pull Request
Fix#82891
PR #82030 added this job flag check to dynamic candidate trimming
cd29b123ef/code/controllers/subsystem/dynamic/dynamic_rulesets_midround.dm (L77-L79)
Problem: AIs do not have `JOB_CREW_MEMBER`!
This meant that all AI mobs were trimmed out of the candidate list for
midround malf, so no it always failed
This PR fixes this by flipping `restrict_ghost_roles` to `FALSE` for
midround malf and then tightening up some of the checks to ensure off
station AIs don't roll malf.
## Changelog
🆑 Melbert
fix: Midround malf can roll again
/🆑
## About The Pull Request
Subsystems currently come in two different flavors:
1. Systems that process at intervals with the master controller
2. Global data containers that do not fire
And I think they should be split up...
This moves 4 non firing, non init subsytems -> datasystem
## Why It's Good For The Game
Clarity in code
## About The Pull Request
Some of the station alert descriptions contained grammatical errors.
This PR corrects some word choice, punctuation, and grammar mistakes as
well as editing some sections for clarity. For example, Pulsar Star's
current warning
> "Your sector's advisory level is Pulsar Star. A large unknown
electromagnetic field has stormed through nearby surveillance equipment.
No surveillance data has been able to be obtained showing no credible
threats to Nanotrasen assets within the Spinward Sector. The Department
advises maintaining high alert against potential threats, regardless of
a lack of information."
has been changed to
> "Your sector's advisory level is Pulsar Star. A large, unknown
electromagnetic field has stormed through nearby surveillance equipment
causing major data loss. Partial data was recovered and showed no
credible threats to Nanotrasen assets within the Spinward Sector;
however, the Department of Intelligence advises maintaining high alert
against potential threats due to the lack of complete data."
## Why It's Good For The Game
Readability is important
## Changelog
🆑
spellcheck: grammar fixes in the roundstart advisory warnings
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Three changes to ghost orbit popups. Let's check them one-by-one.
First off -- The obsession awakening and blob host midrounds now have a
ghost popup when summoned via Dynamic. They already have them when
summoned by a random event roll, so this is mostly just bringing the two
different spawn methods in line with each other. None of the other
midround dynamic picks (autotraitor, revs, etc) have had this added,
because they're less focused on spectacle and require more mystery to
function properly.
Second -- The electrified railings on the tram no longer notify ghosts
every time someone gets shocked. Electrocute_act is called on anything
that passes by it, and the popup would be thrown regardless of whether
or not they've "fallen in the path of an oncoming tram" or not. Making
it check if the electrocute_act actually successfully stunned a player,
and that they're about to be hit, would probably require an unwieldy
rewrite to the behavior that I'd rather not resort to. I brought this
helper call into this world, and now I'm taking it out.
Lastly -- The supply pod random event can now be properly jumped to.
Originally, it would track the landing indicator, which would delete
almost immediately and leave an un-orbitable popup on your screen. Now
you jump to the landing zone, regardless of when you click the toast
popup.
This is really long PR body for such tiny changes please don't think
this is anything more than it actually is.
## Why It's Good For The Game
Minor improvements to some ghost orbit popups, because Observers are
players too!
## Changelog
🆑
qol: Dynamic midrounds "Obsession Awakening" and "Blob Host" now have
ghost orbit popups, so you can see them happening in real time.
qol: There is no longer a ghost orbit popup for players being shocked by
an electrified tram rail.
qol: The Stray Cargo orbit popup no longer has a half-second window to
orbit before it becomes useless.
/🆑
## About The Pull Request
Gives Deathmatch players the TRAIT_TEMPORARY_BODY which is checked
during antag rolls while trimming candidates.
## Why It's Good For The Game
Closes https://github.com/tgstation/tgstation/issues/81725
## Changelog
🆑
fix: Deathmatch players should no longer be able to roll any midround
antagonist.
/🆑
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
## About The Pull Request
Adds `MAP_TEST` compile flag.
This compile flag blocks common things which make it difficult to test a
map.
Things this applies to:
- Rats no longer spawn.
- Rat spawning will (obviously) break up the powernet, which is
INCREDIBLY annoying when trying to test if all the rooms of the station
are wired correctly (or testing which rooms lose power first, etc)
- Light tubes no longer break on initialize.
- Random light breakages can easily cause mappers to accidentally over
light a room.
- Roundstart command report is not printed.
- Might be a personal preference, but it's kinda annoying to hear the
alert over and over again.
- Random events do not trigger.
- Some events such as gravity generator outage can trigger with 0
population.
- Random camera breakage event can cause over-placement of cameras.
- Other stuff tends to just get in the way.
- Station traits do not trigger.
- Probably the biggest annoyance. Many traits modify the map in some way
which disrupts testing.
- Roundstart landmarks don't self deletes.
- Allows mappers to use sdql to find them.
- Mapping verbs start enabled.
Obviously more things can be added if they come up.
When I made SSpolling, jlsnow gave me his blessing to delete the orbit
polling component [where you orbit something for 20 seconds before it
chooses a ghost from the orbiters]
It's only used in a few places like soulstones replacing
jobbanned/inactive players, etc.
Also upgraded SSpolling; you can now place a little icon on the sides in
the chat message, chat message looks a lot nicer, the alert pic and the
jump target don't have to be the same anymore, and I made it be able to
pre-pick candidates since 90% of the use cases would just want 1
candidate
Also prints to chat who the chosen one was
Also made slime intelligence potions ask the user for a reason, which
will be displayed in the alert poll
# Disclaimer: No Goon code was referenced or used in the making of this
PR
## About The Pull Request
[Design Document (Read this for more
information)](https://hackmd.io/@L9JPMsZhRO2wI25rNI6GYg/rkYKM9Yc6)
This PR adds Spies as a new roundstart antagonist type, inspired by
Spy-Thiefs from Goonstation.
Spies are tasked with stealing various objects around the station, from
insulated gloves to the black box, from the clown's left leg to the
bridge's communications console.
For every item stolen, the Spy is rewarded with a random item from the
Syndicate Uplink, plus some items uniquely available to the Spy. Stolen
items are then shipped off and sold on the Black Market Uplink, allowing
the crew - or maybe some other evil-doers - to get their hands on them.

More ideas for theft items and bounties are welcome.
## Why It's Good For The Game
See the design document for more information.
In short: Adds a solo antagonist which has less impact than your
Traitors and Heretics, but more impact than Paradox Clones and Thieves.
In other words: On the same tier as old traitors.
Seeks to embrace the sandbox aspect of antagonists more by having no
precise greentext objective, and instead some suggestions for chaos you
can embark in. Have fun with it!
## Changelog
🆑 Melbert
add: Spies may now roam the halls of Space Station 13. Watch your
belongings closely.
/🆑