## About The Pull Request
Removes all fragments of veteran code from the game.
## Why It's Good For The Game
It should help maintainers when doing upstream syncs as it removes some
non-modular code. Also we have no use for the veteran system.
## Proof Of Testing
It compiled and ran.
## Changelog
Nothing player facing.
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Renames SolFed/SolGov/Solar Goverment/Solar Federation to
TerraGov/Terran Goverment
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
Requested by the loremins
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Proof Of Testing
It compiles, nothing seems broken ingame (please TM this)
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
</details>
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
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🆑
add: Renames all mentions of the Solar Goverment/Federation to the
Terran Goverment
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
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<!-- You can use multiple of the same prefix (they're only used for the
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---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
Before there were two settings for human authority:
`ENFORCE_HUMAN_AUTHORITY` and `ENFORCE_HUMAN_AUTHORITY_ON_EVERYONE`
The first, if enabled, would not let non-humans be heads of staff unless
they had a specific var on their job set to TRUE.
The second, if enabled, would simply ignore that var and reject the
non-human anyways.
This PR replaces both of those settings with a single one,
`HUMAN_AUTHORITY`. You can set it to one of four settings:
* "OFF": human authority will be turned OFF. Non-Humans will be able to
be heads of staff.
* "HUMAN WHITELIST": human authority will be turned OFF, HOWEVER; if a
job has its new `human_authority` variable set to
`JOB_AUTHORITY_HUMANS_ONLY`, then whoever picks that job will be forced
to be human.
* "NON-HUMAN WHITELIST": human authority will be turned ON. However, if
a job has its `human_authority` variable set to
`JOB_AUTHORITY_NON_HUMANS_ALLOWED`, a non-human can become that job.
This is what we have now, it works the same as if
`ENFORCE_HUMAN_AUTHORITY` were turned on. This is also what I've set as
the default value.
* "ENFORCED" human authority will be turned ON. Non-Humans will never be
able to be heads of staff. This is what
`ENFORCE_HUMAN_AUTHORITY_ON_EVERYONE` used to do.
You can also now set the `human_authority` variable through
`jobconfig.toml`!
## Why It's Good For The Game
Allows more configuration options for downstreams, and lets keyholders
and headmins have more options over how to set up human authority.
## Changelog
🆑
config: Both human authority settings were combined into a singular one,
allowing for more flexibility
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
# Conflicts:
# config/game_options.txt
# config/jobconfig.toml
## About The Pull Request
https://github.com/tgstation/common_core/blob/master/Technology%20and%20Science/Communications.md
I was playing Starsector shortly before I read through this lore blurb
and realized that simple Comms Buoys would be easy little ruins to make.
Then I decided to make NT's extra-special because NT is always leading
in tech innovation.
Adds 2 "low-tech" Comms Buoy ruins (**no local comms**, these are just
little fluff things):
<details><summary>Kosmokomm Communications Buoy</summary>
</details>
<details><summary>Pirated Communications Buoy</summary>
</details>
The majority of the PR is the "high-tech" Nanotrasen Extraorbital
Bluespace Communications Buoy
<details><summary>The NT-EBCB Model 7 (ignore the parallax i couldnt get
it all in one screenshot)</summary>

</details>
This is a medium ruin that's more lore heavy than loot heavy - though
that doesn't mean there's no danger. NT wouldn't want you walking in and
reading all their communication logs after all.
<details><summary>SPOILERS INSIDE</summary>
**Hazards:** 2 Laser Turrets (in a titanium room, so they reflect off
walls)
**Loot:** 2 Experimental Tool spawners, 2 NT Private Security bodies, 3
space suits, 1 of each tcomm component, 2 RTGs (can these even be taken)
The majority of the sat is for lore. It has 3 paper notes and 5 consoles
(1 broken, 1 dupe, so 3 unique consoles)
All lore will be here to show how formatting appears in-game.
<details><summary>Airlock Note: "Page 33: NT-EBCB Model 7"</summary>
This one gives a quick summary of what to expect inside - consoles and
defense turrets. Of course, players won't have the special ID (and
couldn't use it anyways, the guys inside covered it in blood)

</details>
<details><summary>Pinned Note: "Table of Contents: NT-EBCB Model
7"</summary>
A page out of the manual. Rest of manual not included. (Names the
different parts of the buoy)

</details>
<details><summary>Main-Dish Note: "Spinward-NT-EBCB Inspection
Report"</summary>
An inspector left behind a few notes during pre-deployment. Sure hope no
important security risks were missed!

</details>
<details><summary>Console 1: "Satellite Dish Operations
Terminal"</summary>
This one's mostly just a tie-in with the "story", don't know how
necessary it is but it filled the empty spaces.
This console has a spare in the Main Dish (as its prone to breaking from
the turrets)

</details>
<details><summary>Console 2: "Blackbox Transcription Terminal"</summary>
The "local" side of the story. This console monitors the Local-Space
Comms, and managed to log the repair team's activity.

</details>
<details><summary>Console 3: "Long-Range Interstellar Relay Operations
Terminal"</summary>
Here's the big lore thing for freaks like me who love lore being shown
in-game.
It's got a lot of random-made-up-science-bullwhizz relating to the
ongoing NT research mentioned in the plasma_exposure lore blurb.
Granted, the guy's a bit biased in his ex-partner's work.


</details>
</details>
## Why It's Good For The Game
A) Everybody loves new space ruins, even small fluff ones. I hope.
B) Lore integration is cool. Aside from the obvious 'Comms Buoys being a
thing you can find', it also makes mention of the Gateway system/Port
Ellis and a certain lore blurb involving plasma (albeit under more
severe, and biased, testing)
## Changelog
🆑
add: 3 new Space Ruins: two small Comms Buoys (fluff) and an NT
Bluespace Comms Buoy. Employees are asked not to touch vital components
when nearby this critical infrastructure.
/🆑
3591 individual conflicts
Update build.js
Update install_node.sh
Update byond.js
oh my fucking god
hat
slow
huh
holy shit
we all fall down
2 more I missed
2900 individual conflicts
2700 Individual conflicts
replaces yarn file with tg version, bumping us down to 2200-ish
Down to 2000 individual conflicts
140 down
mmm
aaaaaaaaaaaaaaaaaaa
not yt
575
soon
900 individual conflicts
600 individual conflicts, 121 file conflicts
im not okay
160 across 19 files
29 in 4 files
0 conflicts, compiletime fix time
some minor incap stuff
missed ticks
weird dupe definition stuff
missed ticks 2
incap fixes
undefs and pie fix
Radio update and some extra minor stuff
returns a single override
no more dupe definitions, 175 compiletime errors
Unticked file fix
sound and emote stuff
honk and more radio stuff
## About The Pull Request
Changes map votes to be based on a persistent tally count.
Tallies for maps are cached between rounds and are added to by map
votes.
When a map is chosen, and it wasn't the only valid one, the tallies for
said chosen map will be reset.
Refactors map vote handling and moves it from SSmapping to SSmap_vote.
Rock the Vote has been removed as a result of this refactor.
## Why It's Good For The Game
Makes it more likely that all maps will be played over the course of a
server instead of always being truly random.
Removes some clutter off of SSmapping.
🆑
refactor: Map Votes are now carried over between rounds. When a map vote
is actually a contest, the winning map will have its votes reset.
/🆑
## About The Pull Request
Adds the Syndicate Lab to the Icemoon ruin pool. This can spawn on
either the cave or deep cave layers. It's a fairly small ruin so it's
easily missed, but it is packed full of danger and treasure.

The outside of the lab is mostly covered in snow. There are a few small
gaps that may or may not be filled in by the cave generation algorithm.
From most angles, it blends into the ice moon enviroment. However, meson
glasses will reveal the structure at a glance.
This lab has multiple hostiles to provide threat, there's a turret near
the entrance (on the interior), a patrolling eviscerator, and two ranged
syndicate agents with shotguns. The ruin is pressurised by default, so
mining weapons are less effective.
As loot, the lab contains a Donk Co musket (single-shot combat shotgun,
like the old pipeguns), two syndicate explorer's suits, a syndeye disk,
a syndicate toolbox and some small gimmick items. The agents blow up on
death so you can't have their shotguns or gear.
## Why It's Good For The Game
I collected feedback for a while on ruins and a common complaint is that
Icebox's ruins are lacking in variety, especially in the loot and action
departments.
To address the loot issue, I've added a bunch of loot to this ruin that
previously could not spawn on Icebox. Mostly this is the fluffy and
gimmicky stuff currently exclusive to space ruins, like the Donk piñata
and anomaly releasers. Nothing especially powerful or round defining,
because the ruin can spawn close to the station and isn't particularly
hard to clear.
Threats are likewise all things that aren't usually avaliable on icebox.
Prepare for lasers, buckshot, slashing damage and all relevant wounds.
Without a syndicate card or agent ID the doors won't open and the ruin
is powered, so miners can die to hacking the door open, then getting run
over by a patrolling dedbot. Very funny. The ruin is designed not to be
easily rolled by mining gear, but it remains a viable option. Lasers are
designed to be particularly good here, to reward cooperation with
security.
## Changelog
🆑
add: Adds the Syndicate Lab to the Icemoon ruin pool.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
### New stuff
Introduces lone infiltrator back.
Introduces midround malf
### Removals
Predictable chaos has been removed as its system of trying for antags
more often in smaller numbers is now part of every storyteller. Hooray
midrounds!
### Event adjustments
Meteors can no longer repeat-run. For some reason the default tg value
for them was 3 max occurences.
### Track changes
Tracks are now simpler to manage as they fill by a consistent value of
1, instead being of variable lengths dependent on the storyteller. These
still need adjustments depending on how the testing rounds go
The Roleset track has been changed to the Crewset track and its rollable
events split between it and ghostsed
The unused Objectives track has been killed and changed for the Ghostset
track, containing ghost rolls
This means that ghost rolls should be a guarantee, even if just 1 rolls
during a round. This will probably need more adjustment and tweaking.
Also had lone infiltrator reintroduced for this reason.
### Votes
Votes no longer prevent the last storyteller voted, but the last type of
teller voted. This means that going Fragile>Chill>Fragile is no longer
possible, and rounds should alternate between the low intensity and high
intensity tellers.
Default Andy is always available
Bomb, Clown, Gamer are of the high intensity category
Fragile, Chill, Extended are of the low intensity category
### Fixes
Fixes track points sometimes going into the negatives, makes roundstart
point distribution more random. Some other minor stuff is also fixed.
The flaky error may have been fixed by this but I haven't tested
Fixes voidwalker spawning wrongly on planetary maps
## Why It's Good For The Game
Should make antag rolling less round start ready dependent, also takes
what predictable chaos does and applies it to every teller because the
concept of trying to roll antags super often is actually pretty fucken
good.
It also makes the system less convoluted and fixes some bugs
## Proof Of Testing
Needs TM to iron out track points once I'm done making them.
## Changelog
🆑
add: Added Lone infiltrator ghost midround
add: Added Malf AI midround
del: Removes predictable chaos as all tellers now use its main gimmick
as a baseline
qol: Storyteller votes now prevent a constant voting streak of the same
type of tellers
balance: All storytellers now roll antags more often, but in smaller
numbers per roll
balance: Clown storyteller no longer cares about event weights and just
does whatever rng decides
balance: Meteors can no longer run repeatedly in a single round
balance: Makes ghost roles actually roll somewhat frequently
fix: Fixed a few bugs with storytellers, namely the tracks sometimes
going into negatives, and voidwalker running on planet maps
refactor: Refactored how storytellers handle tracks to be easier to code
with
/🆑
---------
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
Improves readability and user experience.
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
## About The Pull Request
Adds all ice ruin maps to the config file iceruinblacklist.txt
Alphabetises that file.
## Why It's Good For The Game
File is disorderly and missing entries. Some ruins can't be blacklisted
by server runners as a result.
## Changelog
🆑
fix: Added missing entries to server config file iceruinblacklist.txt
/🆑
## About The Pull Request
This replaces references to youtube-dl in the config, pre-compile
script, and error messages with yt-dlp.
also wow yt-dlp seems like gibberish after seeing it so much lol
## Why It's Good For The Game
yt-dlp is more reliable and updated more frequently than youtube-dl, and
works as a drop-in replacement for the purposes of Play-Internet-Sound.
## Changelog
No player-facing changes
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
"Adds intern tags to job titles if players have low amount of job time
on a job, can be disabled manually in gameplay settings
I have tested it a bit, but as this relies on database information I
suggest testmerging and letting me know of any problems if any arise.
The time necessary to not be eligible for an intern tag is configured by
config and some variables under jobs
This time can depend on department exp, specific job exp, or exp to
unlock a "master" job (usually head position)"
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
This should help new players get taught more, and have players be less
harsh to someone who's inexperienced in a department.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Proof Of Testing


<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑 Azarak (code), ReturnToZender (bugfixing)
add: New players to a department now show properly as interns.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->
---------
Co-authored-by: sebdaz <azarak10@gmail.com>
Co-authored-by: Swift <jackwars4@gmail.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
## What's going on here
Kept you waitin huh!
This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).
If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.
Most of the rest of it is pipelining done to accommodate how icons are
cut.
## Path To Merge
Almost* all sprites and code is done at this point.
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily
This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.
Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.
Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.
## What does it look like?






## Credits
<details>
<summary>Historical Mumbojumbo</summary>
I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.
This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.
Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.
This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.
The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.
Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.
Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.
The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.
</details>
<details>
<summary>Detailed Credits</summary>
Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.
Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother
And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>
## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Adds a config to toggle the vetted system on and off if uncommented
it'll use the system to check if players are vetted
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
Useful for testing, so that coders don't have to add their ckeys to the
vetted list when running the code locally. Also for downstreams who
prefer not using the system.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Proof Of Testing

<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
config: adds a config for the vetted system
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->
Co-authored-by: BongaTheProto <93835010+BongaTheProto@users.noreply.github.com>
* Added a config to override the def gateway delay for specific start points. (#85341)
## About The Pull Request
I've a few gripes with start points and the gateway delay. First of all,
there's no way to discriminate peaceful away locations that do not need
a with a 30 minutes timegate from the rest. Places like the beach and
the museum hardly have anything OP that could tip the scales.
Second, none of the awaystart landmarks have identifiers of their own,
which means all awaystart landmarks from all away missions are linked
under the same destination point datum. This is hardly an issue in the
current state where only one map is ever loaded and all maps have only
one way in that directs you to one of several locations at least until
the gateways are linked, but it's nevertheless something that I have to
take care of, since the config requires it.
## Why It's Good For The Game
See above.
## Changelog
🆑
config: Added a config for specific gateway delays so locations like the
beach and the museum don't have to take 30 minutes to become available
like the rest.
/🆑
* Added a config to override the def gateway delay for specific start points.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
I've a few gripes with start points and the gateway delay. First of all,
there's no way to discriminate peaceful away locations that do not need
a with a 30 minutes timegate from the rest. Places like the beach and
the museum hardly have anything OP that could tip the scales.
Second, none of the awaystart landmarks have identifiers of their own,
which means all awaystart landmarks from all away missions are linked
under the same destination point datum. This is hardly an issue in the
current state where only one map is ever loaded and all maps have only
one way in that directs you to one of several locations at least until
the gateways are linked, but it's nevertheless something that I have to
take care of, since the config requires it.
## Why It's Good For The Game
See above.
## Changelog
🆑
config: Added a config for specific gateway delays so locations like the
beach and the museum don't have to take 30 minutes to become available
like the rest.
/🆑
* Donk Co Interstellar Trading Post 6016 (#83075)
## About The Pull Request
Adds a new space ruin to the pool. It's the haunted trading post. It is
a whiteship dock with a large (safe) common area. The back rooms contain
loot and danger. Here are a few 'teaser' images.
https://i.imgur.com/M1te9Ha.pnghttps://i.imgur.com/SF3bJ62.pnghttps://i.imgur.com/i9xeUFP.pnghttps://i.imgur.com/UBwpJAM.png
Notable treasures: Cash, Donk Co merch, Donk Co guns, Donk Co Donk
Pockets, Donk Co vendors, Donk Co ID Cards, and the Donk Co Secret
Recipe.
Oh yeah the secret documents teach you how to make three prototype
variants of Donk Pockets. There is no limit to the amount of times it
can be read, so if you want to corner the market remember to lock up the
documents. Or you can share them with your friends.
**Now COMPLETE!**

## Why It's Good For The Game
This ruin is a multi-room dungeon with multiple solutions to each room.
It has plenty of action from mobs, traps and hazards. Each room has some
form of treasure or unique item in it. There's a boss at the end with
great rewards for fighting it, including a cool gun (slightly worse
variant of laser carbine).
This ruin is also a whiteship dock and space base. The public area is
entirely safe: stick to the well lit sector and don't trespass in the
employees only areas and you won't be harmed. There is a variety of
vendors to resupply at (including a brand new Donk Co snack vendor) but
unlike most other space ruins you do have to pay. A whiteship can dock
at this ruin if you have one, so you can bring groups of people to party
or attack the dungeon together.
## Changelog
🆑
add: Adds the Haunted Trading Post space ruin.
add: Adds 10+ unique items for the Haunted Trading Post
add: Adds 5 dangerous mobs for the Haunted Trading Post
add: Adds 4 new types of hazardous traps for the Haunted Trading Post.
/🆑
---------
Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Donk Co Interstellar Trading Post 6016
* [MIRROR] Donk Co Interstellar Trading Post 6016 [MDB IGNORE] (#3943)
* Donk Co Interstellar Trading Post 6016
* i'd rather a pepsi
---------
Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
---------
Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com>
Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
## About The Pull Request
Added a missing entry to game_config.txt
Fixed this entry being an integer, not a float
## Why It's Good For The Game
Config can be used to modify the speed at which the traitors progress.
It was missing from the example config.
## Changelog
🆑
config: Added an entry for TRAITOR_SCALING_MULTIPLIER, disabled by
default
/🆑
## About The Pull Request
Added a missing entry to game_config.txt
Fixed this entry being an integer, not a float
## Why It's Good For The Game
Config can be used to modify the speed at which the traitors progress.
It was missing from the example config.
## Changelog
🆑
config: Added an entry for TRAITOR_SCALING_MULTIPLIER, disabled by
default
/🆑
## About The Pull Request
Adds a new space ruin to the pool. It's the haunted trading post. It is
a whiteship dock with a large (safe) common area. The back rooms contain
loot and danger. Here are a few 'teaser' images.
https://i.imgur.com/M1te9Ha.pnghttps://i.imgur.com/SF3bJ62.pnghttps://i.imgur.com/i9xeUFP.pnghttps://i.imgur.com/UBwpJAM.png
Notable treasures: Cash, Donk Co merch, Donk Co guns, Donk Co Donk
Pockets, Donk Co vendors, Donk Co ID Cards, and the Donk Co Secret
Recipe.
Oh yeah the secret documents teach you how to make three prototype
variants of Donk Pockets. There is no limit to the amount of times it
can be read, so if you want to corner the market remember to lock up the
documents. Or you can share them with your friends.
**Now COMPLETE!**

## Why It's Good For The Game
This ruin is a multi-room dungeon with multiple solutions to each room.
It has plenty of action from mobs, traps and hazards. Each room has some
form of treasure or unique item in it. There's a boss at the end with
great rewards for fighting it, including a cool gun (slightly worse
variant of laser carbine).
This ruin is also a whiteship dock and space base. The public area is
entirely safe: stick to the well lit sector and don't trespass in the
employees only areas and you won't be harmed. There is a variety of
vendors to resupply at (including a brand new Donk Co snack vendor) but
unlike most other space ruins you do have to pay. A whiteship can dock
at this ruin if you have one, so you can bring groups of people to party
or attack the dungeon together.
## Changelog
🆑
add: Adds the Haunted Trading Post space ruin.
add: Adds 10+ unique items for the Haunted Trading Post
add: Adds 5 dangerous mobs for the Haunted Trading Post
add: Adds 4 new types of hazardous traps for the Haunted Trading Post.
/🆑
---------
Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Adds a config that skews random spawners weights. (#84616)
## About The Pull Request
Title. It's an exponent that multiplies weights of random spawners.
For example, if the exponent were 0.8, and the spawner has a natural
99.9% chance to spawn a donk-pocket and a 0.01% of a vial of
adminodrazine, after calculations it'd be roughly 99.6% vs 0.4%.
## Why It's Good For The Game
This can give admins/keyholders more control over random spawners.
~~However, most of the random spawners are maploaded things so an admin
would've to get to edit the config quite fast before SSatoms initializes
to witness the most out of it, but I'm just ranting.~~
## Changelog
🆑
admin: Added a config that regulares random spawners weights.
/🆑
* Adds a config that skews random spawners weights.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Title. It's an exponent that multiplies weights of random spawners.
For example, if the exponent were 0.8, and the spawner has a natural
99.9% chance to spawn a donk-pocket and a 0.01% of a vial of
adminodrazine, after calculations it'd be roughly 99.6% vs 0.4%.
## Why It's Good For The Game
This can give admins/keyholders more control over random spawners.
~~However, most of the random spawners are maploaded things so an admin
would've to get to edit the config quite fast before SSatoms initializes
to witness the most out of it, but I'm just ranting.~~
## Changelog
🆑
admin: Added a config that regulares random spawners weights.
/🆑
* Adds a config to change the interval profiler information gets saved (#83849)
## About The Pull Request
As title says
## Why It's Good For The Game
Important for server operation
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Adds a config to change the interval profiler information gets saved
---------
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
## About The Pull Request
As title says
## Why It's Good For The Game
Important for server operation
---------
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
* Adds some shuttle wreckage (Lavaland Ruin) (#83582)
## About The Pull Request
To try and figure out the map-making process, I've made a little ruin to
add to Lavaland and hopefully pique the interest of any passing shaft
miners.

Currently, in-game it looks something like this

## Why It's Good For The Game
It's a nice bit of story for the shaft miners to come across while
blasting their way across the wasteland, with a few potential prizes
mixed with danger. At the very least, this should help increase the
variety of ruins available.
## Changelog
🆑
add: Added another ruin to Lavaland
/🆑
* Adds some shuttle wreckage (Lavaland Ruin)
---------
Co-authored-by: r3dj4ck0424 <51569477+r3dj4ck0424@users.noreply.github.com>
## About The Pull Request
To try and figure out the map-making process, I've made a little ruin to
add to Lavaland and hopefully pique the interest of any passing shaft
miners.

Currently, in-game it looks something like this

## Why It's Good For The Game
It's a nice bit of story for the shaft miners to come across while
blasting their way across the wasteland, with a few potential prizes
mixed with danger. At the very least, this should help increase the
variety of ruins available.
## Changelog
🆑
add: Added another ruin to Lavaland
/🆑
* Fixes space ruin blacklist (#83748)
## About The Pull Request
Removed double entries, added ruins that weren't included, fixed typos &
outdated names.
## Why It's Good For The Game
Now you can ban any ruin in the game from generating in your server, and
it will work.
## Changelog
🆑
fix: Fixed entries in config file 'spaceruinsblacklist.txt'.
/🆑
* Fixes space ruin blacklist
---------
Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com>
## About The Pull Request
Removed double entries, added ruins that weren't included, fixed typos &
outdated names.
## Why It's Good For The Game
Now you can ban any ruin in the game from generating in your server, and
it will work.
## Changelog
🆑
fix: Fixed entries in config file 'spaceruinsblacklist.txt'.
/🆑
- [x] #82282
- [x] map in aux base how the hell did i forget it
- [x] fill out maints
- [x] properly test the goddamn thing
- [x] fix major cameranets
- [ ] fix any issues
- [x] write a proper pr body
## About The Pull Request
adds this map to the map rotation
bottom level (24.5.2024)

upper level (24.5.2024)

## general map details and department stuff
- the station is more focused on the bottom level, so falling in doesnt
roundremove you
- this is an asteroid station, so assistants can larp as dorfs and mine
towards the sweet loot
- there is plenty multiz usage
- service is the center of the station
**Service** - Is the center of the station. Arrivals docks directly in
the middle of the station next to Upper Service, so bar might get more
traffic. Not much different than normal Service, but janitors closet is
also present here, he sleeps on the floor. We do not talk about the
janitor. Above Bar is Library and Hydroponics with an overlook to look
at bar. The Theater has a big curtain and a podium directly in the bar.
29.3.2024

**Civilian** - Also in the center of the station, next to bar. There
isnt much to talk about dorms, its pretty normal.
**Cargo** - Absence of chutes that go to departments, reminder that mail
sorting is a thing. Cargo bay is a big open area with a boutique/shop
facing primary hall that starts closed, and Cargo has its own crate
elevator. Theres upper Cargo where mining, bitrunning and a secure
warehouse is located (There may be a murder scene). The quartermasters
office spans two z-levels and is relatively compact. Not much else
different from regular cargo. ~~Oh also the QM starts with an empty
PML-9 and a mostly functional rocket~~
29.3.2024

**Medical** - Large centralized medbay, also two z-levels. There is a
public waiting room with triage and a reception. There is also an inner
elevator for the crippled. There are two medbay-access patient rooms
that are unrestricted from the inside, and two operating rooms. Medbay
has its own rad shelter. The virologist does not get their own
satellite, but is still relatively secure.
29.3.2024
https://i.ibb.co/hs9kKbV/ezgif-1-f7b697b067.gif (large gif)
**Command** - AI Sat transit tube access is here. HoP has an open stall
facing primary hall, ~~and maybe a piano trapdoor~~ pretty classic
bridge, Captain does not get his own office but gets a really
comfortable quarters with his own emergency mass ejection for abandoning
ship. The council meeting room is present above bridge, with ERT Ferry
dock docking inside adjacent to the council room.
**Security** - Mostly bottom z level security. Very compact brig cells,
and a meeting room that everyone that is related to security may spawn
in if youre lucky. Warden has a weapon handout point facing the inner
security hall and the equipment room. Reeducation chamber has a shocked
grille treadmill. HoS and Warden Room and armory are on the upper
z-level, and warden has a VERY good overlook over permabrig. Armory is
seperated into nonlethal to mostly nonlethal and lethal.
29.3.2024

**Science** - Also pretty centralized, breakroom with a smoking corner,
two z levels and a big overlook. RD office overlooks toxins and bomb
site. Genetics and RD Office is on the upper floor, with a science
exclusive monkey exhibit. Xenobio is thick due to proximity to bomb
site, otherwise normal.
29.3.2024

**AI Sat** - Okay at this point assume any department is multiz. The
antechamber is an elevator and the turrets are on said elevator. The
elevator may be sent to the top level by engineers, where the AI core
is. Telecomms is on the bottom level, and AI core is above it. Contains
a borg entertainment room, and also the upload. The elevator being
raised is necessary to properly enter AI Room.
**Engineering** - Contains a less stale but still average and less than
optimal SM setup. Prone to catastrophic disaster. The SM Room is two
levels and very open, and CE has a trapdoor directly into the shard.
Turbine is above atmospherics, so is the crystallizer. The HFR and main
atmos and distribution room are on the bottom level. Piped by **Kendra
Hunter**. Contains a built in electrolyzer corner so atmos mains stop
gutting the aesthetics to place down some dumb machine.
## Why It's Good For The Game
another interesting map into the roster, different from the other multiz
maps in the form that you dont get stuck in hell by falling down a hole
todo write better section
## Changelog
🆑
add: wawastation, the station map
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Ports storyteller from horizon, who deleted their repo.
### How it works
_Written by Majkl-J_
Basically, the storyteller runs several "Tracks" that slowly fill up
with points. Upon reaching their set limit, an event is chosen and
spawned, and the storyteller takes a somewhat-random amount of points
from that track.

In this example, the moderate track will soon spawn an event.
Each track has its own sets of events it can spawn, sorted by intensity
(Roleset is midround and roundstart antags). Every event also has little
tags that the storyteller can be made to prioritize.
As with dynamic, events have a certain weight that determines the chance
they roll. Prioritized events get a multiplier to this weight.

In this example, we can see some of the tags. Some storytellers can be
made to increase/decrease the weight of these events.
#### Extra stuff it does
Keeps track of med, engineering, and sec players. Whilst this still has
no actual usage, it is good to know it is capable of this.
## Why It's Good For The Game
Storyteller is an alternate event controller, in my opinion, superior to
dynamic.
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑 Nevimer, Majkl-J, BurgerBB, Azarak
add: Ported the storyteller event system from horizon
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: iero <>
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Return <donwest947@gmail.com>
Co-authored-by: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
## 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>