## About The Pull Request
This PR converts giant spiders into basic mobs and resultingly fixes
#37793
They _should_ have the same behaviour as their simple mob versions
although I can't verify that their movement speeds are _exactly_ the
same. It should at least be pretty close.
A quirk of spiders is that they had a pretty large `move_to_delay` which
made them slow in the hands of AI (because it would just pause for ages
between taking steps) and faster in the hands of players, and they often
appear in both forms so I had to implement this as a speed modifier
based on player control.
Additionally this is the first basic mob which can be set on fire.
This is currently implemented as a var on `mob/living/basic` but I know
there was some annoyance at adding the environment tolerances as vars on
there so if desired I can try and extract it out, I'm just not sure how
easy it will be.
Something else I noticed is that spiders seem to take stamina damage
from bug spray... but stamina damage does nothing to either simple _or_
basic mobs. I have left it in for now in case I am missing something,
and rebalancing it to do something else would be more like a balance
change.
Oh also I killed the `mob/basic/retaliate` folder because that isn't a
classification that needs to exist or makes sense.
## Why It's Good For The Game
We don't want to use simple mobs any more.
Sergeant Araneus can finally actually be a spider, instead of being a
bat.
## Changelog
🆑
refactor: Spider code has been refactored and AI-controlled spiders may
have slightly different movement or reaction times.
fix: Basic mobs can now be slowed when they take stamina damage, however
currently only spiders actually _can_ take stamina damage.
fix: Spiders should now more reliably disable their AI when controlled
by a player.
fix: Araneus is no longer considered to be a bat and so cannot fly.
fix: Araneus is no longer considered to be a bat and so is no longer
frightening to people who are scared of the supernatural.
/🆑
## About The Pull Request
This PR refactors netherworld mobs into basic mobs as best as possible.
Also makes some of them run faster when they are getting damaged or deal
more damage. Now the mobs might be able to keep up a little with the
players.
## Why It's Good For The Game
Makes the mobs have better movement and more dynamic movement. Makes the
quality of these mobs better.
## Changelog
🆑
add: Added new damage buffs for netherworld mobs
refactor: Refactors netherworld mobs into basic mobs
/🆑
## About The Pull Request
Fixes#72404
The Lazarus Injector doesn't currently work on basic mobs, but should.
Problem:
The EMPed state of the Lazarus Injector is intended to make a revived
mob hostile to everyone except you, including other mobs you have
revived wtih an EMPed Lazarus Injector.
This is trivial to achieve for Simple Mobs which essentially all share
the same AI, but I could not think of a single workable solution for
Basic Mobs which don't, or at least any which didn't come with a tedious
requirement to closely consider this niche item when programming any
additional AI.
Solution:
Change the default behaviour of the Lazarus Injector so this is not a
problem.
If all it does it make the mob loyal to you _and_ friendly to other mobs
which are loyal to you, then it's pretty easy because we can just use
the existing faction flags.
This is unambiguously a buff to using the item for nefarious purposes as
now if you revive four ice drakes and fulton them onto the station they
won't kill each other until only one is left, but is the only workable
solution I could really think of.
A lot of the very dangerous mining fauna can't be dragged so
transporting your army to the station still poses a question.
The alternate solution was just to replace the AI controller of any
emp-revived basic mob with a "zombie" AI controller, but this has the
problem that
A- It would now make things like cows and dogs into hostile creatures
when they previously weren't.
B- It loses any interesting behaviour the mob previously had and for
cases like Bileworms doesn't even make any sense (they'd try to walk and
just get stuck in place).
This ultimately leads to needing to make bespoke versions for various
mobs, which doesn't seem desirable from a maintainability standpoint.
As a side note it's still not a great idea to revive Bileworms _anyway_
as, their ability to move is tied to their ability to attack so once
they don't have a target they will just kind of sit there and if they
_do_ get a target their attempts to help you fight are difficult to
distinguish from attempts to kill you... but at least being able to
revive them makes it easier to make one sapient if you really want to
trap a player's mind inside a body which is incapable of leaving
lavaland.
Additional edit:
At Fikou's suggestion I've also added a sentience comparison proc to
`mob/living` and removed some code duplication which dealt with this
problem in the sentience/mind transfer potions, as well as added it to
the Dominate spell.
## Why It's Good For The Game
This device is meant to revive mobs and it shouldn't be required for
players to memorise an arbitrary list of which mobs it does and doesn't
work on.
Especially as the goal is eventually that all simple mobs should be
basic mobs.
This way of working is more intuitive, even if it is also stronger. I
was surprised when I used EMPed injectors and my "new minions" just
killed each other.
## Changelog
🆑
fix: You can now revive 'basic mobs' with a Lazarus Injector, such as
dogs, cows, axolotls, or carp.
fix: The same category of mobs can also now be effected by the Runic
Golem Dominate spell.
fix: Basic Mobs will switch target if they can no longer attack their
current target; meaning that if you become a Bileworm's friend it will
stop attacking you.
balance: Mobs injected with the Lazarus Injector while it is EMPed will
no longer attack other mobs revived by EMPed Lazarus Injectors.
/🆑
## About The Pull Request
Garden gnomes can go into the ground when they stand still for a while.
If they are damaged and underground they will heal. If they are
underground they will also gain damage resistance. They can make people
trip when underground and deal some damage. They are available through
golden slime cores or you can collect them from cargo with an emag. If
one of them gets damaged they will all retaliate against the attacker.
They have a very realistic colour pallet based on online gathered data.
Depending on their colour pallets some of them have a very low chance of
spawning.
## Why It's Good For The Game
These new garden gnomes come with expanding the world building of space
station 13. These gnomes will add more variety to the game play and use
an interesting AI and behavior that interacts with the player.


## Changelog
🆑
add: Adds garden gnomes.
imageadd: Adds garden gnome sprites.
/🆑
## About The Pull Request
Mice running away behaviour wasn't working quite how it was supposed to
due to a couple of bugs.
First of all, the action was written as if it would `perform` every
tick, which it doesn't. This means that the code checking if you had
left line of sight didn't function, meaning mobs would continue fleeing
you even when they couldn't see you any more.
Secondly, mobs spent an awful lot of time pathing into walls which was
especially noticeable on mice who just would _not_ stop repeatedly
squeaking in a way that is kind of funny but gets old when you keep
hearing it. Now the pathing stops if it hits a barrier.
I'm not... totally fond of this solution because it has a few
assumptions baked in (that we want to try and path through doors even if
they're dense for one) but I can't for the moment think of a better
"path away from" implementation that isn't way more complicated, and
this doesn't really need to be complicated.
For good measure I noticed a couple of other actions weren't passing a
`source_atom` into `is_blocked_turf` so rats were potentially attacking
"obstacles" they could simply walk over.
Additionally a couple of places were setting
`controller.movement_target` directly instead of using the helper method
which has a minor risk of runtiming under certain conditions.
## Why It's Good For The Game
Mice will stop constantly screaming if they can see someone, and should
repath once they have a different escape route more quickly rather than
dedicating themselves to trying to burrow through an iron wall.
Rats won't bite at tables and racks they can just climb over.
## Changelog
🆑
fix: Mice won't try to path through walls to escape from sight and
constantly squeak.
fix: Mice will stop running away from you if they can't see you any
more.
fix: Rats won't bite racks and tables while passing over them.
/🆑
## About The Pull Request
Turns the faithless mob into a basic mob with unique behaviors, it will
now break lights and drag around victims bodies. Can also punch open
airlocks if they can be opened.
## Why It's Good For The Game
Now the faithless mob has its own unique behavior and it is cool to see
more AI variety.
## Changelog
🆑
add: Faithless will now also break lights and drag victims around
refactor: Faithless into basic mob
/🆑
## About The Pull Request
The almost-final part of the much larger PR I tried to make a month ago
(there's actually one more thing but I'm waiting on a dog PR to get
merged first).
This adds _new_ behaviour and abilities to carp.
Now when a Carp Migration occurs, all of the space carp who are spawned
are given a path through the station.
Specifically, each carp which shares a z level will try to path to a
specific station area, then back out into space.
https://www.youtube.com/watch?v=0KtTI4_7a0c
Here in this video we follow one carp and its friends as it attempts to
navigate "Kilo Station" in order to return to its ancestral spawning
grounds, via the dormitories.
Why are there walls underneath those windows? That's a question nature
has no answer for.
In order to ensure that they don't destroy Arrivals, Departures, and
anywhere else with windows in the process of trying to get inside they
have also gained a new "Lesser Carp Rift" ability.
This allows carp to teleport a short distance once per minute, leaving a
rift at their exit point. Any other mob can enter the rift to travel to
a similar location to the space carp (within the same 3x3 area).
https://user-images.githubusercontent.com/7483112/209584254-afb5839b-a1cd-4c5a-b701-dbb47a024272.mp4
Teleporting puts their attack on a one second cooldown so you won't be
_immediately_ bitten for 20 damage out of nowhere.
Their AI has been updated appropriately and they will use these
abilities:
- If they're trying to migrate through the station and encounter an
obstacle.
- If they're trying to atack something and encounter an obstacle.
- If they're trying to run away, as soon as possible.
https://user-images.githubusercontent.com/7483112/209584287-4402bf5b-3c41-4603-9205-5c4da8b4cd1c.mp4
That last point includes the HoS's pet Lia, who is an occasional target
of traitor objectives, which can either work in your favour (scaring her
to a less secure location) or against it (wait, where did she go?).
Also this fixes an embarassing bug where space carp weren't spaceproof
but I am going to pull that out into its own PR so it can be merged
without also needing to review this.
## Why It's Good For The Game
Carp are an iconic space animal but also quite boring, which this
hopefully remedies.
In the current game the Carp Migration event announces itself to the
crew and usually advertises to ghosts that a cool shark mob has spawned
and this changes essentially nothing about the round, the only people
Carp will usually attack are people who go out to set up the solars, and
the occasional wandering curator or lone operative.
This should make the announcement mean something, as suddenly it means a
belligerent animal might unexpectedly try to pass through your
workplace.
Non-magical space carp are weak enough that even an unarmed spaceman can
take on one or two at a time (and even being mildly armed with makeshift
weapons you have around makes them fairly non-threatening) but it can
give you a bit of excitement.
The ability for Carp to teleport allows them to do this without causing
_too much_ property damage or breaching the station, in my tests they
will _generally_ find a way in which doesn't involve them busting
windows open en masse. Also it just makes them a bit more interesting.
Traitors with dehydrated carp are not much able to make use of the Carp
Rift ability as there isn't any way to get them to do it on demand, but
you could spawn one which is not allied to you and then try to scare it
in an appropriate direction which I think is a fun use of the item.
This undoubtedly will make Space Dragon player-controlled carp more
dangerous in a way which is difficult to predict, but it also makes
playing as them more fun and might encourage some guerilla tactics and
cooperation which wasn't previously possible.
## Changelog
🆑
add: Space Carp seem to have begun associating the station with food and
attempting to enter from the outside, rather than simply congregating
around solar panels. Employees are advised that these are wild animals,
and should not be fed.
add: Space Carp can intermittently teleport short distances, leaving a
short lived rift which other nearby carp will be attracted to follow
them through.
/🆑
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
## About The Pull Request
Refactors the frog into a basic mob. The frog now does the same as the
old frog and can now properly be commanded by the regal rats.
## Why It's Good For The Game
## Changelog
🆑
refactor: Refractors the frog into a basic mob
/🆑
## About The Pull Request
Wow we're finally here. This turns carp into Basic Mobs instead of
Simple Animals.
They use a variety of behaviours added in previous PRs to act in a
marginally more interesting way than they used to.
But don't worry there's still 2 or 3 PRs to follow this one until I'm
done with space fish.
Changes in this PR:
Carp will try to run away if they get below 50% health, to make use of
their "regenerate if not attacked" component.
Magicarp have different targetting behaviour for spells depending on
their spell;
- Ressurecting Carp will try to ressurect allied mobs.
- Animating Carp will try to animate nearby objects.
- Door-creating Carp will try to turn nearby walls into doors.
You can order Magicarp to cast their spell on something if you happen to
manage to tame one.
The eating element now has support for "getting hurt" when you eat
something. Carp eating can rings and hating it was too soulful not to
continue supporting.
## Why It's Good For The Game
Carp are iconic beasts and I think they should be more interesting.
Also we just want to turn mobs into basic mobs anyway.
## Changelog
🆑
add: Carp will now run away if their health gets low, meaning they may
have a chance to regenerate.
add: Lia will now fight back if attacked instead of letting herself get
killed, watch out!
balance: Magicarp will now aim their spells more intelligently.
add: Tame Magicarp can be ordered to use their spells on things.
refactor: Carp are now "Basic Mobs" instead of "Simple Mobs"
fix: Dehydrated carp no longer give you a bad feeling when they're your
friend and a good feeling when they're going to attack you.
balance: Tamed carp are now friendly only to their tamer rather than
their whole faction, which should make dehydrated carp more active.
Order them to stay or follow you if you want them to behave around your
friends.
/🆑
## About The Pull Request
Fixes#71568
I wrote this for basic mob carp but it will be needed in a lot of
places.
Rats used to be able to attack windows or dense objects between them and
their target, but basic mobs didn't have this capability.
Now they do.
Behind the scenes, an important change is that this adds
`AI_BEHAVIOR_CAN_PLAN_DURING_EXECUTION` to
`/datum/ai_behavior/basic_melee_attack`.
This is because `basic_melee_attack` essentially enters a loop which
won't end until the target is dead or lost, but there are plenty of
circumstances where we'll actually want to interrupt this to do
something else. Such as attack windows.
## Why It's Good For The Game
Restores accidentally removed behaviour.
Will likely be required for future basic mob development.
## Changelog
🆑
fix: Rats will once again attempt to attack windows or other dense
objects separating them from their targets.
/🆑
## About The Pull Request
That's right I'm still atomising #71421, some day I might even post
something related to carp.
This PR adds various behaviours to basic mobs allowing them to run away,
in a couple of variations.
Mice will flee from anyone who doesn't share their factions, at all
times (so they will scatter from most humans, but not regal rats).
Rabbits and Sheep will flee from anyone who has attacked them.
Pigs will run away from people who have attacked them, but only if
they're below half health.
https://user-images.githubusercontent.com/7483112/207127135-d1737f91-d3f7-468a-ac60-7c7ae5d6623d.mp4
Mice are still plenty catchable because they don't run _very far_ (or
very fast) but I think the chase will be good enrichment.
To achieve this I had to change the signal COMSIG_CARBON_HEALTH_UPDATE
into COMSIG_LIVING_HEALTH_UPDATE but frankly the latter seems more
sensible anyway.
## Why It's Good For The Game
More behaviours to use later when designing mobs, gradually gives mobs
more things to do rather than just sort of moving aimlessly around the
area you left them in.
It'll give people hunting rats in maintenance some exercise.
## Changelog
🆑
add: Mice will now run away from you, you have to catch them if you want
to eat them. Use those traps!
add: Rabbits, Sheep, and Pigs likewise won't just sit there and let you
pulverise them if they can see an escape route.
/🆑
## About The Pull Request
Adds an Element and AI behaviour intended to replicate the "retaliate"
behaviour which made up an entire widely-populated subtype of simple
mobs.
The behaviour is pretty simply "If you fuck with me I fuck with you".
Mobs with the component will "remember" being attacked and will try to
attack people who attacked them, until they lose sight of those people.
They don't have very long memories so breaking line of sight is enough
to remove you from their grudge list.
The implementation unfortunately requires registering to 600 different
"I have been attacked by X" signals but c'est la vie.
It will still be cleaner than
`/mob/living/simple_animal/hostile/retaliate/clown/clownhulk/honcmunculus`
and `mob/living/simple_animal/hostile/retaliate/bat/sgt_araneus`.
I attached it to the pig for testing and left it there because out of
all the farm animals we have right now, a pig would probably get pissed
off if you tried to kill it. Unfortunately it's got a sausage's chance
in hell of ever killing anyone.
## Why It's Good For The Game
It doesn't have much purpose yet but as we make more basic mobs this is
going to see a **lot** of use.
## Changelog
🆑
add: Basic mobs have the capability of being upset that you kicked and
punched them.
add: Pigs destined for slaughter will now ineffectually attempt to
resist their fate, at least until they lose sight of you.
balance: Bar bots are better at noticing that you're trying to kill
them.
/🆑
About The Pull Request
Made a basic version of the pet base called /mob/living/basic/pet. It's significantly more stripped down from the old simple_animal one, because its half collar stuff and...
Made the collar slot a component that you could theoretically remove from a pet to disable the behavior, or add to any other living mob as long as you set up the icon states for the collar (or not, the visuals are optional).
The corgi's collar strippable slot is now generally the pet collar slot, and in theory could be used for other pet stripping screens.
I also gutted the extra access card code from /mob/living/basic/pet as it's only being used by corgis. Having a physical ID is now just inherent to corgis, as they're the only ones that could equip it anyway.
Ported the make_babies() function from simple_animals to a new subtree and associated behavior, called /datum/ai_planning_subtree/make_babies that uses blackboards to know the animal-specific info.
Note that it's marginally improved, as the female walks to the male first instead of bluespace reproduction.
Tweaked and improved the dog AI to work as a basic mob, including making /datum/idle_behavior/idle_dog fully functional.
Made a /datum/ai_planning_subtree/random_speech/dog that pulls the dynamic speech and emotes to support dog fashion.
I've tested base collars across multiple pet types.
For dogs, I've tested general behavior, fetching, reproduction, dog fashion, and deadchat_plays, covering all the oddities I'm aware of.
image
Why It's Good For The Game
Very big mob converted to a basic mob.
Changelog
cl
fix: Lisa no longer uses bluespace when interacting with Ian.
refactor: A large portion of dog code was re-written; please report any strange bugs.
/cl
## About The Pull Request
Back in #64175, I reworked rabbits such that their base behavior was
just a cute fluffy snuggle monster, and not have the "easter" variant be
the default. Now that we're transitioning everything from simple_animal
to basic, I figured now was the time to shift that over too.
Pretty much everything should be the same as it was before, I even took
some time to add behavior to some elements to allow it to work (let me
know if I should handle it a different way) but rabbits as a
simple_animal and rabbits as a basic mob should now not be very
distinguishable (beyond the fact that they only speak via subtrees).
I also got rid of the single-letter icon_states in the DMI and
accomodated the code to fix because I finally got irritated enough to do
something about that.
## Why It's Good For The Game
Although I didn't really have any pressing urge to add more complex AI
behavior to rabbits than just pretty much re-implementing what they had
as a simple_animal, this is an excellent first-step to allowing much
more extensible behaviors to these fuzzy creatures.
Also, it takes three more mobs off "the frozen list". Whoopie!
## Changelog
🆑
fix: Dead Black Space Rabbits should now properly have a sprite.
/🆑
The UpdatePaths is useless for the maps we have on our repository
(holodecks use a spawner code-side), but I'm going to be nice to
downstreams who need it.
* Converts mice and rats to basic mobs
* Update paths
* Fixes
* Tweaks
* .
* Use helpers
* Unit test
* Correct the targeting
* Fixes the unit test?
* Fixes the unit test
* Docs
* update the path script with pr id
* Faction check tweak
* Review
* AHH
About The Pull Request
Alphabetized several long lists of strings so its easier for us to look through them, just code polish, nothing the players would see.
Fixed some minor spelling errors as well.
Clarified door bolt state to be less ambiguous in the door wiring gui.
Originally it would say the door bolts have fallen, and the door bolts "Look up". i dont know about you but that was very not clear for me to read. Like where are the bolts? In the door or the frame? Arnt there bolts on top and bottom? Just didn't make sense to me.
Now it says "Have engaged!" & "Have disengaged"
hopefully that makes the state clearer at a glance.
I also added a small handful of funny texts to some string files. See changelog
Why It's Good For The Game
Well, who doesn't like a bit of polish? Just makes the game a little easier for people.
Also funny text funny text.
Changelog
spelling: improves spelling and adds more flavortext
About The Pull Request
Cows are now grazers, they love eatin' wheat and it even heals them if hurt. If they see it just on the ground, they might eat it all! Careful, botanists! While tamed, cows won't eat off the ground if they're busy ferrying you around.
FYI: this is going to conflict with #69247 and so thiss should not be merged until that is
Why It's Good For The Game
Wanted to add this with the original port of cows to basic mobs, didn't have the TECH to do so. Now I do, now it's done. I also wanted it ready for the future where mice and rats are ported, so they'd seek out cheese to eat. I also also think it's a neat way for a cow to heal.
Bileworms are a new lavaland monster, that has unique AI that should prove them.
Instead of moving normally, it periodically burrows underground and resurfaces nearby.
Its attack is an AOE acid spit.
About The Pull Request
Yup. That's pretty much it. This PR adds the Mothroach to the game, described as "An ancient ancestor of the moth that surprisingly looks like the crossbreed of a moth and a cockroach."
Do you love the Mothroach? Then you can cuddle with it and pat it, as well as place it on your head for extra cuteness.
What if you hate it, though? You can always kill and butcher Mothroaches in order to mass produce moth plushes for your own profit... How fun!
Either way, you win!
The Mothroach can be picked up and has a special on-head sprite (which looks really cute). It is able to vent-crawl and you may get one by randomly summoning a friendly mob through the gold slime extracts, or by ordering one through the Cargo Requests. After butchered, you may use its hide, a heart, and some cloth to craft a moth plushie, the most devilish of Devil's designs.
Full Preview of all the Sprites (NEW): https://www.youtube.com/watch?v=pdg8FTNEYjI
Preview of some of the Sprites (OLD): https://www.youtube.com/watch?v=9A-8hGCiW0s
In-hand, on-head, and grounded Mothroach sprite credits go to ValuedEmployee.
I did the Mothroach hide sprite though!
Why It's Good For The Game
The Mothroach is incredibly cute and a neat, fresh, new piece of content. Although it could use some future repurposing, right now it's simply a cute exotic pet with a few interactions.
These cute sprites are just too good to go to waste...
I keep seeing people complain about the lack of new content. Well, here's something niche that won't break the whole balance of the game and that will be cute. I seriously cannot see a motive not to add this to the game. Just because it isn't a powergaming tool or something that is seen every shift, that doesn't mean that it won't have a positive influence on the game. As I have stated, right now the Mothroaches are underperforming in terms of interactions and ways of getting them, but adding them is the first step to later improve them.
Changelog
cl
add: The Mothroach, your new local exotic pet
add: Mothroach Hide and Mothroach Meat
add: New crafting recipe for the Moth Plush: 1 Mothroach Hide; 1 heart; 3 cloth
fix: Fixes dead mobs on-head not having sprites
/cl
Simple_animals / mobs are the biggest lie in this code-base. They're far from simple and have an extreme god-object problem. Especially when you get to /hostile, where there is so many procs, vars, and what not, that you can't make any interesting additions without snowflaking the hell out of the code.
This PR hopes to help kill this problem by introducing a new /living subtype, /living/basic. The idea of this refactor is to slowly start moving all old simple_animals to this new system, moving over behaviors like charging and more extravagant mobs like megafauna over bit by bit similar to how newfood was implemented.
One of the other big goals of this refactor is to move many of the fringe simple animal behaviors into either AI datums, or components/elements. (Some of which still needs to be done in this PR).
As a proof of concept, I created the base mob/living/basic, and moved cockroaches over to the system. Since cockroaches have both a passive, melee and ranged mob.
This PR does slightly affect balance as the behavior isn't 1-on-1 due to it no longer running on the janky /hostile behavior, but I tried to keep the effects to a minimum, and the glockroach and hauberoach are not spawnable through many means as far as I know.