## About The Pull Request
Updates maps.txt with webmaps and removes pop settings. Min/max pop is
set by the config repo.
## Why It's Good For The Game
Updated webmaps
## Changelog
🆑 LT3
qol: Updated station web maps, now including all the Bubber maps!
/🆑
## About The Pull Request
this converts the dependency on byondstorage, which is laggy (due to
being a large json file written to disk every 10 seconds), to using
indexeddb, like we did prior to 516. this is achieved by using an iframe
to give us a persistent origin, as the web is evil and has invented
same-origin policy
https://developer.mozilla.org/en-US/docs/Web/Security/Same-origin_policy.
this also hosts the iframe page on the github pages site for a secondary
repository (see tgstation/byond-client-storage) so it works OOTB without
requiring server operators to setup the webroot cdn (which i don't
believe is configured on the tg servers at the moment)
however, if a server is using the webroot cdn, it will use that instead
of github pages
you could also host the iframe.html page on a separate host from your
cdn or github pages if you wanted to
if we can't access the configured cdn at all, it failovers to use
byondstorage anyway, if the internet stops working and you still want
your chat history to save, i guess
## Why It's Good For The Game
saving this enormous json file is laggy, and this solution would fix
https://github.com/tgstation/tgstation/issues/89988 and fix
https://github.com/tgstation/tgstation/issues/92035
i am open to other solutions, but this does seem to require the least
amount of external dependencies of posed solutions
## Changelog
🆑
fix: you should experience less stutters every 10 seconds
server: server operators can now configure an alternative storage domain
for clientside data storage, read the example configuration for more
/🆑
---------
Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
## About The Pull Request
If an event is not found in the list, it will be null, so the stack
trace when there is an invalid one in there will always return "Invalid
event attempting to be configured." AKA nothing useful to indicate which
event in the config is actually causing the failure.
Also stops stack trace from declaring 'invalid' config when they are
simply not loaded due to the current map.
It should be printing out [variable] instead.
Also removes a bunch of non existent events from the events.json and
fixes a few inconsistencies with the default weights.
## Why It's Good For The Game
Stack traces with useful information are good.
## Changelog
Nothing player-facing
## About The Pull Request
- [ ] I tested this pr
Adds "Midround Mass Traitors" and "Midround Mass Changelings" heavy
rulesets
Midround Mass Traitors will turn a number of the crew into sleeper
agents
Midround Mass Lings will spawn a number of changeling meteors
BY DEFAULT:
- Traitors will spawn 2-4 sleeper agents
- Lings will spawn 2-3 changeling meteors
- They won't run without >=2 candidates
- They have no config blacklist (so the HoP can roll mass midround
traitor, despite not being able to roll normal midround traitor. However
default blacklisted roles like security officers are still blocked)
- They're weighted impossible on tier 0, same weight as most midrounds
on tier 1, and fairly high on tiers 2 and 3
- They're repeatable but very unlikely to repeat
- Significantly higher min pop brackets than their solo counter part
## Why It's Good For The Game
Adds more options for lategame antags than big midrounds
## Changelog
🆑 Melbert
add: Two new heavy dynamic rulesets: "Midround Mass Traitors" and
"Midround Mass Changelings"
/🆑
## About The Pull Request
Heretic has received a complete overhaul. This PR touches nearly every
aspect of the antagonist. For readability's sake, not every change is
going to be listed in this pull request.
For the full list of changes please refer to the design doc:
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.
Code by Me, @Xander3359 and @Arturlang
TGUI by @Arturlang
Sprites by OrcaCora and GregorDM
Writing bits by @necromanceranne
### Core changes
- Cross-pathing has been removed. Main knowledge spells are now
exclusive to their path (for the most part).
- For every main knowledge unlocked (save for the robes and the blade
upgrade), Heretics can choose one option from a draft of 3 random side
knowledges (this is a free point).
- Heretics can now purchase side knowledges from a new tab, the
"Knowledge Shop". Side-knowledges have been divided by tier (Stealth,
Defense, Summons, Combat and Main). Tiers are unlocked as you progress
toward your main path.
- Heretics now gain the grasp and mark upgrade immediately, but their
main knowledge choices cost twice as much (except for the first spell,
the robes and the blade upgrade).
- Path specific robes have been introduced! They come with their own set
of quirks.
- Each Path has received a passive ability. This passive is upgraded
when you first create your robes, and again when you complete the Ritual
of Knowledge.
- Paths have been rebalanced as a result of the removal of cross-path
progression. Cosmic and Moon paths have received soft reworks.
- Upon unlocking the path 2nd level or reaching a total of 8 points
worth of knowledge, Heretics will lose the ability to blade break (and
the limit on blades all together).
- Ascension now automatically calls the shuttle with no possibility of a
recall.
- Late join Heretic has been removed.
### New UI
<img width="750" height="635" alt="moon path ui"
src="https://github.com/user-attachments/assets/184ef783-5c9c-48a1-a2f7-4807ca93e990"
/>
### Knowledge shop
<img width="787" height="669" alt="Knowledge shop"
src="https://github.com/user-attachments/assets/3dc89b84-8c70-4d47-b612-54396e3ea6e7"
/>
### Quality of life //General balance changes
- Heretics will now gain X-ray vision for a few seconds when nearby an
eldritch essence (this effect has a cooldown).
- Ritual of knowledge now requires 1 uncommon item instead of 2. You may
now use a stunprod instead of a baton to complete the ritual. Beartraps
have been removed from the list of possible reagents.
- The maximum number of possible sacrifices required to ascend has been
reduced from 6 to 5 while the minimum has been upped to 4.
- Codex Cicatrix no longer requires a special pen to be made.
### Passive abilities
- Heretics now start with a passive ability. You can find what it does
on the path info tab after a path has been selected, and what they gain
when upgraded.
- Crafting your first set of Eldritch robes will bump your passive to
level 2.
- Unlocking the 2nd level will subsequently unlock your "Ritual Of
Knowledge"
- Completing the ritual of knowledge or ascending will net you the final
level.
### Path Specific Robes
- Armorer's Ritual is no longer a side knowledge. Each path will have
their own unique version of the ritual. This is placed after the 2nd
spell in the tree.
- Robes can no longer be destroyed by fire and acid, grant t4 flash
protection (Moth Heretics stay winning) and protection against basic
syringes, to bring them on par with other antagonist's armor sets.
- The recipe to craft the robes is now a set of armor/vest, a mask (any
mask will do now, not just gas masks), plus the unique reagent required
for the blades (Plasma for Cosmic, Trash For Rust, match for Ash and so
on)
- Wearing the robes as a non-heretic may yield some unfortunate
side-effects.
### Moon Path Rework
Moon path rework.
Moon Heretics gain immunity to brain traumas and slowly regenerate brain
health. Equipping the moon amulette channels its effects through the
moon blade; making it unblockable and cause sanity damage instead of
brute. Ring leader's Rise now summons an army of harmless clones that
explode when attacked; the explosion briefly stuns non-heretics and
cause sanity and brain damage to them. Moon blade can also now be used
when pacified and Moon spells are no longer blocked by regular anti
magic, only mind magic protection.
**Cosmic Path Rework**
Cosmic path has received the biggest batch of changes alongside Moon.
The path has been dead last in ascension and pickrate (less than 5%) for
almost 2 years. It did gain some popularity over the last few months,
reaching the highest ascension rate in the game (12%) while mantaining a
relatively low pickrate.
Cosmic sits in a weird spot, where pretty much every knowledge
surrounding the path is either mediocre or, in the case of the
ascension, dysfunctional. Yet it has maintained a smidge of relevancy
due to how quickly Cosmic heretics can capture and sacrifice targets
thanks to Star Touch.
As a result, the best course of action would be to rebalance the
entirety of the kit; granting the heretic more tools to manipulate space
and dictate the flow of a fight, while lessening their ability to end a
confrontation by instantly sleeping their opponents.
lastly The Star Gazer is now ghost controlled ; And they shoot lazers!
<img width="636" height="451" alt="gazer gag 3"
src="https://github.com/user-attachments/assets/601d6881-c042-4e42-8ce6-ac90cd27848b"
/>
## Why It's Good For The Game
### Ok...but why do we want this?
Again, if you want my full reasoning, please check my doc
https://hackmd.io/@BiST8PJVRjiwVPY86U3bLQ/B11HyChz1g.
To keep it short and concise; Heretic is too complex and unintuitive for
its own good. Too impenetrable for new players and too abusable for
experienced players. This can be chalked up to a lot of poor design
decisions. But ultimately, what I believe being the biggest contributor
to the current status of Heretic is the ability to move into different
paths, also known as "Cross-Pathing".
### Cross Pathing my beloathed.
Cross-pathing, while cool in theory, overcomplicates the antagonist and
overloads them with power. Players dealing with the heretic are
incapable of working out what a given heretic can do. This also leads to
late game heretics having 3 rows Worth of action buttons and virtually
no weakness.
Over the last year, I've often received the understandable but also kind
of unfair accusations of making Heretic too powerful without a clear aim
or purpose.
My goal with the paths I've reworked over the last year (Rust,Void and
Blade) wasn't necessarily to just make them stronger (although that was
also part of the goal, as they were paths that were underperforming),
but for them to have more interactions with the sandbox and to better
live up to the fantasy presented to the player.
If an harbringer of frost gets countered by a cup of coffee, we probably
messed something up.
Unfortunately, the current incarnation of Heretic doesn't really allow
for surgical balance changes to specific paths. Every time a knowledge
gets buffed, we make every path that can easily tap onto that knowledge
stronger by default. It doesn't take a genius to understand why this
system is ultimately unsustainable.
### Blade Breaking
I feel that after a heretic has reached the near peak of their power,
they no longer need the ability to instantly escape any encounter. Check
my doc for my full reasoning.
## Less versatile, more specialized paths.
By removing cross-pathing, we remove a huge maintainability burden from
the antagonist. Paths can now be designed around clearer strengths and
weaknesses. They become easier to balance and less of an headache to
understand for everyone.
It also means we can give paths some needed quality of life quirks
without having to worry how such a change might have a knock-on effect
for other paths.
Ash heretics can finally let loose without dying by their own flames.
Cosmic Heretic can go to space without having to carry a modsuit. Moon
Heretic can use their abilities without fear of one random trauma
ruining their day, and so on.
### What a horrible night to have a curse...., wait how do I curse
people again?
As of right now the heretic tree has quite a hefty amount of trinkets
that pretty much never see use.
Partly because the tree itself is a nightmare to navigate. And partly
because why would anyone set up an elaborate plan or scheme when they
can unleash 2 rows of spell in the span of bunch of seconds.
Heretics mostly gravitate towards powers that push them towards greater,
more potent combat strength. If it doesn't contribute to killing people
quicker, it isn't worth doing for most. And given the opportunity cost
associated for taking those powers, they will remain that way so long as
there are better choices to be poached.
The new draft system encourages Heretics to play more with the tools at
their disposal. If you want to go for a specific combo from the side
path options, you may now do so by tapping into the knowledge shop.
Yes, the shop does include a few knowledges from the other paths. But
these are limited to 1 per path, are very expensive and can only be
unlocked very late into the shift.
## Drip Of the Mansus
The iconic heretic robe is actually sequestered to a side path that is
most easily access by only two paths at a time. Since heretic paths are
being made to be much more specialized, the most obvious way in which
this can be showcased is through an easily
identifiable outfit.
By using the robes, we can both telegraph WHAT heretic you are looking
at, and just how much power they've accumulated and when it is
reasonable to take the kid gloves off and treat them as a genuine
threat. If a heretic is in their
robes, that heretic is now a significantly more prominent danger to the
station.
It also serves as a useful means for gating some of the more powerful
effects of a heretic's path behind the robes, AND enable options for
disarming them of that power should they be captured without making it
something endemic to their mob.
A major problem with heretics is a lack of certainty as to how powerful
they have become. A heretics robes is one of the milestones to help
players dealing with heretics identify that.
### Will this be 100% fair and balanced?
This is a massive overhaul to a pretty complex and bloated antagonist.
I've done my best to show the changes to several maintainers and other
members of the community for their feedback. But at some point we'll
have to see how this behave in the environment to get a feel if
something is over or undertuned. (that's my way of saying, yes this is
likely gonna require a testmerge or two).
What I will say is that I'm not trying to change the core identity of
Heretic.
Heretics should have the upperhand in single encounters early on, be
able to joust a small group of players after they unlock their final
spell, and end the round when they ascend. They're a progression
antagonist. They should retain their payoff as well as pose a danger as
they grow stronger.
But if more players feel like they are more reliably able to play the
antagonist in more varied and interesting ways, rather than the
antagonist largely existing as a measuring stick for 'robustness' due to
its elitist design philosophy, then the rework has been a success. There
should be something for
everyone in the antagonist, as is true for all of our antagonist roles.
## About The Pull Request
A bit of our modular code was reverted that shouldn't have been, and
upstream added a config for starting quirk points that defaults to -2
when we're currently set up for 0, so that is changed as well
## Why It's Good For The Game
The server borked
## Proof Of Testing
I tested and was able to add/remove quirks as normal
## Changelog
🆑
fix: fixed quirk balances being broken
/🆑
## About The Pull Request
Re-adds Bridge Assistant as an available role, for 30 days (Potentially
permanently, if staff approve). This also spawns a coffeemaker aboard
the Bridge each shift. :3
## Why It's Good For The Game
So, per debates on Discord, we've run into concerns around Blueshield
player quality, and concerns that BS is oftentimes very popular because
it's a method of flirting with Command staff. Additionally, BA is very
beloved as a trait, and I'll be honest, it's a relatively harmless role
to add. You solely have access to the Bridge, and you're basically there
to fetch coffee, do paperwork, and be Command's sleeve. You know what I
mean by that. ;3c
My personal opinion is that we should keep it permanently, regardless of
what happens with Blueshield. A role dedicated to literally doing
nothing but idle RP with Command should help for those who want to just
RP and relax, and it's fitting to have an assistant fetching you coffee,
running paperwork for you, and potentially turning traitor. (Right now,
it can't roll traitor, but we can enable that on request.)
## Proof Of Testing
N/A, but it's in the occupation list along with a long list of alt
titles. :3
## Changelog
🆑 Luna/Rykka
add: Adds Bridge Assistant back to Occupations
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: nevimer <77420409+nevimer@users.noreply.github.com>
Co-authored-by: nevimer <foxmail@protonmail.com>
<img width="819" height="348" alt="image"
src="https://github.com/user-attachments/assets/0424ec76-2648-43d3-8e94-d44558b44bcf"
/>
## About The Pull Request
Follow up from #92751 - Not to conflict with it but as an idea on how to
change it for the long run.
Paramedics currently start with broad department access. This proposal
replaces that by granting temporary department access only when an
emergency is called.
When a player presses "Call X" on a Requests Console, responders called
receive temporary access to the common work areas of that department.

> [Security] The Automated Announcement System coldly states, "SECURITY
EMERGENCY in Research Lab! (Called by Sloan Keppel, Scientist) RETA door
access granted to responders."
> [Science] The Automated Announcement System coldly states, "RETA
activated (Called by Sloan Keppel, Scientist). Security personnel now
have temporary access to your areas."
They do not receive access to sub rooms or high risk areas.
- Access lasts 5 minutes (configurable)
- Access is removed when the timer expires or the emergency is resolved
- No mapping changes are required (uses existing request consoles)
- Removes Paramedics round start access but gives them external access
to rescue bodies in space by default
- Flashing blue lights on doors affected by temporary access
<img width="897" height="837" alt="image"
src="https://github.com/user-attachments/assets/97980cb4-3481-44b6-9f96-fc241ca16f57"
/>
**The full document is here:
https://hackmd.io/@NM8HxpG_Toahg5pimrpsKw/Hk0tKq3Yxe**
**Wiki documentation for players and admins:
https://wiki.tgstation13.org/Guide_To_RETA**
## Why It's Good For The Game
- Removes paramedics’ broad “Doctor+” access.
- Keeps them effective as emergency responders.
- Responders must be called in OR access upgraded.
- Keeps sensitive areas secure.
- Prevents spam or stacking through cooldown.
- Scales across all maps without mapper work.
- Gives admins a new tool for temp department wide access
- Dedicated logging file and unit tests
- Very performant, only affects living players with connected mind
- Gives Request Consoles more use as an alarm button and further utility
- Imagine later on "Request Janitor" which sorts access and tells
Janitor where needed
## Changelog
🆑
add: RETA System - Request Consoles give temporary access to responders
when used for some areas. Paramedics lose broad access but get external
space access.
qol: Request consoles now show name and job role on call message &
Cooldown on spamming calls + sound prompt
qol: Medibot access no longer based on Paramedic trim ID - Still has
original access
image: Added "lights_reta" for temporary door access when in effect
admin: Gives admins "RETA door access" verb for giving department wide
area access on maps.
config: New config settings for RETA
/🆑
## About The Pull Request
Adds a new species, lycans. They start as a cursekin, but can transform
between lycan form and cursekin form at will via an action button, with
a three-minute cooldown between swapping forms. **You need to select
ears/tail as a cursekin or your lycan form won't have them. (You can
toggle them off in-game via the show/hide mutant parts verb)** The
secondary mutant color for body color also changes the lycan form body
color.
### Cursekin Form
In cursekin form, you are pretty much comparable to a baseline human,
albeit with far more customization due to opting for mutant colors over
skin tone. At this time, the one notable difference is that your body
will reject any inorganic organs/implants that may be attempted to be
inserted.
### Lycan Form
In lycan form is where you really start to see the differences from a
human, some key differences are:
- You now have built in armor, but, are unable to wear clothes, armour,
or any gear.
- Your punches do damage equivalent to a butcher cleaver (minus AP), but
you cannot use guns.
- You are oversized
- You have night vision and better hearing, but this comes at a cost as
you will take extra damage from flash bangs, on both the eyes and ears
fronts.
- You have chunky fingers and are illiterate.
- You get the hunger increase of vulps.
### To Do:
- [x] Code in all the features outlined by the bounty issuer.
- [x] Polish the code.
- [x] Fix any remaining bugs.
- [x] Have the PR test-merged.
- [x] Fix any new bugs that come up.
- [ ] Full merge.
## Why It's Good For The Game
It's a whole new species with mostly unique mechanics not seen by other
species. The transformation aspect is not seen in any other species
unless you count slimes, and the cybernetic rejection is not used by
other species in this exact way to my knowledge. This lets players play
as a species capable of transforming between two species, which makes
for some interesting possibilities.
## Proof Of Testing
Everything seemed to work on my end.
## Changelog
🆑
add: added a new species, werewolves (and werehumans)
image: added icons for the werewolves from Monkestation
/🆑
---------
Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Someone I'm helping got hit by this in local testing. These configs
aren't really supposed to represent production recommendations so I
think it's fine to just comment out
## About The Pull Request
Repo default max traitors upped from
1 per 38 players (up to 2 traitors at 50 pop, up to 3 traitors at 80
pop)
to
1 per 24 players (up to 3 traitors at 50 pop, up to 4 traitors at 80
pop)
Note: The ruleset can be executed twice or even thrice depending on RNG,
meaning a particularly chaotic round may spawn with up to 6/9 traitors
at 50 pop (and more may be added via midrounds and latejoins).
## Why It's Good For The Game
#67823 changed this number
This was done because dynamic would force spawn midround traitor IF any
midround ruleset failed to execute. But dynamic no longer does that. So
this value should be reverted.
## About The Pull Request
Rather than use hardcoded timers for the logout report, the report
instead utilizes a timer based on config values. The default value is
the current live value.
This timer can also be configurated to utilize randomization. Currently,
it defaults to randomizing between -3 minutes to +3 minutes for when the
report is sent.
The logout report timer is also added to the admin log.
## Why It's Good For The Game
This shouldn't be dictated by the codebase, as it is an admin tool.
## About The Pull Request
Title
## Why It's Good For The Game
Vox_Primalis is un-played, and un-maintained. There's 2 sets of vox
species as of right now, the one with the old sprite, and the one with
the fancier sprite. All of our vox players swear by the old sprite ones,
not that there's many vox players even keeping that in mind though.
Having 2 seperate voxes additionally, is Hella Fucking Confusing.
I'll be working on the full removal of them in the meanwhile but that
might take a while because uhh life = busy
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
config: disabled vox_primalis as a roundstart species
/🆑
## About The Pull Request
This PR makes it so the displayed station time in-world moves more
slowly, at a rate of 2x normal time. It has no effect on the speed of
the game itself, only the time displayed on clocks.
Mostly for lore reasons, so players aren't playing a 36-hour shift in
setting every time they play the game. Just something minor that always
bothered me.
This does mean Night Shifts are longer, though.
Includes upstream TG PRs 92428 and 92469.
## Why It's Good For The Game
Makes time more accessible for players by slowing it down. Now you can
set meetings for specific times in-game and have a rough idea of when
that will be!
## Proof Of Testing
Should just work out of the box. Compiles with no errors.
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑 LT3, ReturnToZender
add: The displayed station time has been slowed down, making time more
consistent for players.
/🆑
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request
Resurrects everyone's favorite map, with some spit-shining.
- [x] Update all paths so it compiles (obviously)
- [x] Fix some disconnected cables
- [x] Add extra firelocks to the main foyer area
- [x] Add Captain's cast to the cap's office
- [x] Add detective caseboards to the detective office
- [x] Do a pass over security camera coverage, several departments were
missing massive amounts of cameras in areas
- [x] Do a pass over external airlocks, sided all access on these is
reportedly weird on certain docks
- [x] Do a pass over department wall signs (the direction ones) and make
sure they're not wrong
- [ ] Potentially clean up some of the worst offenders of
"impossible-to-navigate maints"
- [x] Ensure we're not missing any standard every-map additions that
have been created since it was decommissioned
- [x] ???
- [x] Secret things I don't know about yet because people are going to
give me feedback
## Why It's Good For The Game

The people demand Blueshift
## Proof Of Testing
It's a work in progress but yes I'm testing as I go
## Changelog
🆑
map: Blueshift is back on the menu
/🆑
## About The Pull Request
Adds a config option `roundstart_blue_alert` which determines if the
station is put on blue alert on roundstart.
**Greenshifts** are unaffected, they will still have a unique
announcement indicating it's a greenshift
**Roundstart reports** are unaffected, they will be sent regardless.
## Why It's Good For The Game
Some servers put more player agency on command to control the report
level, some servers re-theme the levels so blue is more of an involved
thing, some servers put more weight on the current level, etc. Giving
the option of staying on green until someone decides to up it is neat I
guess.
Before doing this I tried to find when this was even added - to see what
the justification was and make sure I wasn't violating it - and wasn't
successful. R4407 had "`Security Level Elevated`" in their reports but
didn't have security levels implemented, so it was purely fluff.
## Changelog
🆑 Melbert
config: Adds "roundstart_blue_alert", allowing you to disable roundstart
blue alert. Defaults to "on".
/🆑
## About The Pull Request
The game will now log when someone signs up or removes their candidacy
for ghost polls for roles.
This also fixes a runtime I experienced while testing it and running
pirates with no candidates signed up, IDK if it had any effect but it's
possible the runtime was causing the ship not to spawn.
## Why It's Good For The Game
Mostly just that I saw admins requesting this on several recent
occasions.
It's already possible to dig up some of this information through the
existing logs but it's a bit of a pain.
## Changelog
🆑
admin: Additional logging for when people sign up for ghost roles.
/🆑
## About The Pull Request
Adds a config option `roundstart_blue_alert` which determines if the
station is put on blue alert on roundstart.
**Greenshifts** are unaffected, they will still have a unique
announcement indicating it's a greenshift
**Roundstart reports** are unaffected, they will be sent regardless.
## Why It's Good For The Game
Some servers put more player agency on command to control the report
level, some servers re-theme the levels so blue is more of an involved
thing, some servers put more weight on the current level, etc. Giving
the option of staying on green until someone decides to up it is neat I
guess.
Before doing this I tried to find when this was even added - to see what
the justification was and make sure I wasn't violating it - and wasn't
successful. R4407 had "`Security Level Elevated`" in their reports but
didn't have security levels implemented, so it was purely fluff.
## Changelog
🆑 Melbert
config: Adds "roundstart_blue_alert", allowing you to disable roundstart
blue alert. Defaults to "on".
/🆑
## About The Pull Request
The game will now log when someone signs up or removes their candidacy
for ghost polls for roles.
This also fixes a runtime I experienced while testing it and running
pirates with no candidates signed up, IDK if it had any effect but it's
possible the runtime was causing the ship not to spawn.
## Why It's Good For The Game
Mostly just that I saw admins requesting this on several recent
occasions.
It's already possible to dig up some of this information through the
existing logs but it's a bit of a pain.
## Changelog
🆑
admin: Additional logging for when people sign up for ghost roles.
/🆑
## About The Pull Request
Ok there's a lot here, sorry bout that.
- Cleaned up the permissions panel backend pretty signficantly
- Added some extra security measures to said code, mostly proc call
checks
- Properly implemented filtering code jordie wrote years and years ago
for permissions logs
- Cleaned up the permissions ui generally, more bars, nicer lookin
stuff, etc
- Fixed the Management panel's relationship with combined roles, and
renamed it to Housekeeping. Its display is expanded too.
- Added tracking to rank datums on where exactly they came from
- Added a new tab to the permissions panel which allows the modification
and deletion of ranks
- Beefed up rank modification to try and avoid accidential temp rank
additions to the db
I'm doing my best to avoid perms escalation issues, tho they are always
possible right.
Also, got mad at some query cleanup handling, did a pass on it. this
isn't nearly all of em, but it's some.
## Why It's Good For The Game
I realized there is no way to, in game, cleanly edit/create ranks, and
that the way the existing system worked was quite opaque.
I'm trying to fix that here. It does mean potentially opening up DB rank
deletion/modification to bad actors, but frankly I am not overly worried
about that. Admin modification has always been a vulnerability so like.
Here's a video with my changes (mostly, it's lightly outdated)
https://file.house/XqME7KWKk0ULj4ZUkJ5reg==.mp4
## Changelog
🆑
refactor: Fucked with admin rank setup very slightly, please yell at me
if anything is wrong.
admin: Updated the permissions panel to be a good bit more user
friendly, added rank management support to it.
server: I've added code that gives the game modification/deletion perms
for the rank table, be made aware.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Ok there's a lot here, sorry bout that.
- Cleaned up the permissions panel backend pretty signficantly
- Added some extra security measures to said code, mostly proc call
checks
- Properly implemented filtering code jordie wrote years and years ago
for permissions logs
- Cleaned up the permissions ui generally, more bars, nicer lookin
stuff, etc
- Fixed the Management panel's relationship with combined roles, and
renamed it to Housekeeping. Its display is expanded too.
- Added tracking to rank datums on where exactly they came from
- Added a new tab to the permissions panel which allows the modification
and deletion of ranks
- Beefed up rank modification to try and avoid accidential temp rank
additions to the db
I'm doing my best to avoid perms escalation issues, tho they are always
possible right.
Also, got mad at some query cleanup handling, did a pass on it. this
isn't nearly all of em, but it's some.
## Why It's Good For The Game
I realized there is no way to, in game, cleanly edit/create ranks, and
that the way the existing system worked was quite opaque.
I'm trying to fix that here. It does mean potentially opening up DB rank
deletion/modification to bad actors, but frankly I am not overly worried
about that. Admin modification has always been a vulnerability so like.
Here's a video with my changes (mostly, it's lightly outdated)
https://file.house/XqME7KWKk0ULj4ZUkJ5reg==.mp4
## Changelog
🆑
refactor: Fucked with admin rank setup very slightly, please yell at me
if anything is wrong.
admin: Updated the permissions panel to be a good bit more user
friendly, added rank management support to it.
server: I've added code that gives the game modification/deletion perms
for the rank table, be made aware.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
An extremely simple pull request changing one value. Ups the max
positive quirks from 6 to 8. Obviously this requires a config change.
## Why It's Good For The Game
People have been asking for this limit to be increased for a long long
time now, its a very very popular suggestion on the discord. And letting
people have more positive quirks allows for further customization of
characters.
## Proof Of Testing
## Changelog
🆑
balance: ups the limit of positive quirks to a max of 8
/🆑
## About The Pull Request
Disables random events in the config. It should already be this way on
the box config. Either way this change is just for people running their
own fork.
## Why It's Good For The Game
look man I've been testing stuff on local and halting storyteller and
going "hm what the fuck man why are anomalies still spawning" only to
realize it's because this shit is on in the config if you run a local
and you have to manually turn it off. Saves people from a pitfall.

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
no
Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic
from the ground-up
- Dynamic configuration is now vastly streamlined, making it far far far
easier to understand and edit
- Threat is gone entirely; round chaos is now determined by dynamic
tiers
- There's 5 dynamic tiers, 0 to 4.
- 0 is a pure greenshift.
- Tiers are just picked via weight - "16% chance of getting a high chaos
round".
- Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be
selected".
- Tier determines how much of every ruleset is picked. "Tier 4 (High
Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3
latejoins".
- The number of rulesets picked depends on how many people are in the
server - this is also configurable[2]. As an example, a tier that
demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and
will not spawn 2 rulesets if population <= 25.
- Tiers also determine time before light, heavy, and latejoin rulesets
are picked, as well as the cooldown range between spawns. More chaotic
tiers may send midrounds sooner or wait less time between sending them.
- On the ruleset side of things, "requirements", "scaling", and
"enemies" is gone.
- You can configure a ruleset's min pop and weight flat, or per tier.
- For example a ruleset like Obsession is weighted higher for tiers 1-2
and lower for tiers 3-4.
- Rather than scaling up, roundstart rulesets can just be selected
multiple times.
- Rulesets also have `min_antag_cap` and `max_antag_cap`.
`min_antag_cap` determines how many candidates are needed for it to run,
and `max_antag_cap` determines how many candidates are selected.
- Rulesets attempt to run every 2.5 minutes. [3]
- Light rulesets will ALWAYS be picked before heavy rulesets. [4]
- Light injection chance is no longer 100%, heavy injection chance
formula has been simplified.
- Chance simply scales based on number of dead players / total number
off players, with a flag 50% chance if no antags exist. [5]
[1] This does not guarantee you will actually GET 3-4 roundstart
rulesets. If a roundstart ruleset is picked, and it ends up being unable
to execute (such as "not enough candidates", that slot is effectively a
wash.) This might be revisited.
[2] Currently, this is a hard limit - below X pop, you WILL get a
quarter or a half of the rulesets. This might be revisited to just be
weighted - you are just MORE LIKELY to get a quarter or a half.
[3] Little worried about accidentally frontloading everything so we'll
see about this
[4] This may be revisited but in most contexts it seems sensible.
[5] This may also be revisited, I'm not 100% sure what the best / most
simple way to tackle midround chances is.
Other implementation details
- The process of making rulesets has been streamlined as well. Many
rulesets only amount to a definition and `assign_role`.
- Dynamic.json -> Dynamic.toml
- Dynamic event hijacked was ripped out entirely.
- Most midround antag random events are now dynamic rulesets. Fugitives,
Morphs, Slaughter Demons, etc.
- The 1 weight slaughter demon event is gone. RIP in peace.
- There is now a hidden midround event that simply adds +1 latejoin, +1
light, or +1 heavy ruleset.
- `mind.special_role` is dead. Minds have a lazylist of special roles
now but it's essentially only used for traitor panel.
- Revs refactored almost entirely. Revs can now exist without a dynamic
ruleset.
- Cult refactored a tiny bit.
- Antag datums cleaned up.
- Pre round setup is less centralized on Dynamic.
- Admins have a whole panel for interfacing with dynamic. It's pretty
slapdash I'm sure someone could make a nicer looking one.


- Maybe some other things.
See readme for more info.
Will you see a massive change in how rounds play out? My hunch says
rounds will spawn less rulesets on average, but it's ultimately to how
it's configured
🆑 Melbert
refactor: Dynamic rewritten entirely, report any strange rounds
config: Dynamic config reworked, it's now a TOML file
refactor: Refactored antag roles somewhat, report any oddities
refactor: Refactored Revolution entirely, report any oddities
del: Deleted most midround events that spawn antags - they use dynamic
rulesets now
add: Dynamic rulesets can now be false alarms
add: Adds a random event that gives dynamic the ability to run another
ruleset later
admin: Adds a panel for messing around with dynamic
admin: Adds a panel for chance for every dynamic ruleset to be selected
admin: You can spawn revs without using dynamic now
fix: Nuke team leaders get their fun title back
/🆑
(cherry picked from commit 4c277dc572)
Adds 2 new species: Spirits and Ghosts
Spirits are available roundstart during Halloween, Wabbajack and
Xenobio's black slime extract
Ghosts are available through Magic mirrors
They fly around, and don't have legs and instead float around. They also
can't get legs implanted onto themselves.
They also do have organs, so they are affected by flashbangs, they do
get hungry, they do need oxygen to survive (they don't take damage in
space but they do suffocate & get slowdown), and can process chems.
Gibbing a ghost gives ectoplasm, an ingredient for ghost burgers.
Chaplains also got a buff here, null rod-type weapons' bane is now
against Spirit mobs, rather than hardcoded revenants. This means it now
includes Spirits/Ghosts, but also Soulscythes & Cult shades.
Also re-adds https://github.com/tgstation/tgstation/pull/81630 which was
reverted in https://github.com/tgstation/tgstation/pull/86506 which I
assume was accidental.
Ghosts have an innate ability to become incorporeal, which allows them
to phase through walls and stuff. Using this will immediately make them
drop any non-ghost limb/organ (not implants cause I thought it would be
funny). This ability is not available if they have holy water in their
system, and like revenants they also can't walk over blessed tiles with
it. They are also invisible to cameras while using this (not the obscura
though).
Sprites taken from observers directly, if anyone wants to make custom
sprites for them feel free. If anyone wants to make this obtainable
somehow in-game as well I wouldn't be opposed, halloween is just where I
thought it would fit most.
This also adds a lot of fixes that I encountered trying to add this,
from systems that have been neglected throughout the years.
https://github.com/user-attachments/assets/e368d710-80a0-4c63-b271-1abe3dd41a5e
We haven't gotten a new halloween species in a long time and thought it
would be fun if you can play as an actual ghost, the soul that remains
after a person passes, so Halloween feels more haunted. It's overall
made in just good fun, with a bonus that Ghosts are a cool species to
play with as well for Wizards & maybe Chaplains in the future (Dead sect
when?)
🆑
add: Added a new halloween species: Spirits, a species without legs and
instead floats.
add: Added a new magic mirror species: Ghosts, like spirits but with the
ability to become incorporeal, traversing through solid wall.
fix: Mobs unable to use storage items now can't use storage items.
fix: Mobs unable to use items can now not open airlocks & closets
fix: Mobs unable to pick items up can no longer pick items up and
immediately drop, moving one tile at a time.
fix: Mobs with intentional missing limbs (Alien larva) no longer show
their limbs as missing on examine (again)
fix: Golems' pref page had a missing icon, it now has one.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
(cherry picked from commit 096c032402)
## 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
Adds 2 new species: Spirits and Ghosts
Spirits are available roundstart during Halloween, Wabbajack and
Xenobio's black slime extract
Ghosts are available through Magic mirrors
They fly around, and don't have legs and instead float around. They also
can't get legs implanted onto themselves.
They also do have organs, so they are affected by flashbangs, they do
get hungry, they do need oxygen to survive (they don't take damage in
space but they do suffocate & get slowdown), and can process chems.
Gibbing a ghost gives ectoplasm, an ingredient for ghost burgers.
Chaplains also got a buff here, null rod-type weapons' bane is now
against Spirit mobs, rather than hardcoded revenants. This means it now
includes Spirits/Ghosts, but also Soulscythes & Cult shades.
Also re-adds https://github.com/tgstation/tgstation/pull/81630 which was
reverted in https://github.com/tgstation/tgstation/pull/86506 which I
assume was accidental.
### The difference between Spirits and Ghosts
Ghosts have an innate ability to become incorporeal, which allows them
to phase through walls and stuff. Using this will immediately make them
drop any non-ghost limb/organ (not implants cause I thought it would be
funny). This ability is not available if they have holy water in their
system, and like revenants they also can't walk over blessed tiles with
it. They are also invisible to cameras while using this (not the obscura
though).
Sprites taken from observers directly, if anyone wants to make custom
sprites for them feel free. If anyone wants to make this obtainable
somehow in-game as well I wouldn't be opposed, halloween is just where I
thought it would fit most.
This also adds a lot of fixes that I encountered trying to add this,
from systems that have been neglected throughout the years.
https://github.com/user-attachments/assets/e368d710-80a0-4c63-b271-1abe3dd41a5e
## Why It's Good For The Game
We haven't gotten a new halloween species in a long time and thought it
would be fun if you can play as an actual ghost, the soul that remains
after a person passes, so Halloween feels more haunted. It's overall
made in just good fun, with a bonus that Ghosts are a cool species to
play with as well for Wizards & maybe Chaplains in the future (Dead sect
when?)
## Changelog
🆑
add: Added a new halloween species: Spirits, a species without legs and
instead floats.
add: Added a new magic mirror species: Ghosts, like spirits but with the
ability to become incorporeal, traversing through solid wall.
fix: Mobs unable to use storage items now can't use storage items.
fix: Mobs unable to use items can now not open airlocks & closets
fix: Mobs unable to pick items up can no longer pick items up and
immediately drop, moving one tile at a time.
fix: Mobs with intentional missing limbs (Alien larva) no longer show
their limbs as missing on examine (again)
fix: Golems' pref page had a missing icon, it now has one.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
This situation is a mess because the map config on this repo, the map
config on the config repo, and the map config on the live server all
differ from each other, most concerningly the live server one has almost
no minimums set, and no maximums either, this changes the config file
here to consolidate changes from TG (using their minimums for their
maps) and here (the values set in the config repo for our maps)
## Why It's Good For The Game
Kilo is currently running with 80 people online
## Proof Of Testing
Yeah
## Changelog
🆑
config: clean up the map config and ensure all maps have
minimums/maximums set as necessary
/🆑