## About The Pull Request
Changes the "Bolt Lights" wire to a "Feedback" wire, which as well as
disabling the door's lights also disables the deny access sound. Sounds
that happen because the door is actually moving or bolting are
unchanged.
## Why It's Good For The Game
closes#65244
Justification is mostly in mentioned issue, primarily the accessibility
issue of denied door feedback being sound-only when the lights are cut.
Also, "Bolt Lights" is just inaccurate, as it controls all of the lights
on the door.
## Changelog
🆑
balance: The "Bolt Lights" wire is now the "Feedback" wire, and controls
both lights and sounds for the airlock.
/🆑
## About The Pull Request
I was a little too conservative with the recharge values when I made the
module. This PR also allows for multiple instances of the the MOD module
to be installed in a modsuit, since it isn't like they're going to
conflict with one another anyway.
## Why It's Good For The Game
Making a niche MOD module I made a long time ago better.
## Changelog
🆑
balance: Buffed the torsion ratchet MOD module (from that bepis node
with several modsuit mod designs in it). You can also have more than one
at a time.
/🆑
## About The Pull Request
- Ninja no longer has access to an EMP burst shield, now replaced with a
normal EMP shield.
- Ninja throwing stars are now emergy throwing stars.
- On impact, they will release a heavy emp on the target it hit. This
can be a mob, a door, a machine, etc.
- On embed, in addition to the initial heavy emp, the target will be hit
with a light emp every 6 seconds until removing it.
- `DROPDEL`, meaning they're not reusable.
- 75 armor penetration, up from 40. Making it more likely to embed into
armored personnel (security)
- 8 force, up from 2. Meaning they can work as a really bad emergency
weapon.
- 12 throwforce, up from 10. Mainly cause it's made of energy instead of
steel
- Can't be caught
- See: #91855 .
- Shurikens no longer "thud" on impact, now they make a stabbing sound.
## Why It's Good For The Game
Ninja is a cool techno future ninja but they still generate infinite
steel shurikens out of thin air
Ninja is supposed to be a master of stealth but they have an ability
which makes everyone in a twelve block radius know there's a problem
So we can solve both of these at once, replacing their normal shurikens
with more thematically appropriate ones, and replacing their massive EMP
burst with a more directed, stealthy EMP (that also opens up some unique
gameplay like targeting an APC with a shuriken for sabotage)
## Changelog
🆑 Melbert, Toriate
del: Removed ninja's EMP burst
add: Replaced ninja's throwing stars with energy throwing stars, which
EMP on hit and embed, and can't be caught.
sound: Throwing stars now make stab sounds instead of thud sounds
/🆑
## About The Pull Request
Most contributors do not know or forget that we also have action speed
modifiers (which are a tremendous copypasta tbh) and not just move speed
modifiers. This is probably just another example of this.
Also the item had an unused variable, no context tips and didn't have an
attack animation, a balloon alert or a chat message when performing the
action, only a whip sound.
Also gave the chain of command its own file.
## Why It's Good For The Game
I think it makes sense for the chain of command to hasten someone in
ways other than just running one's legs. Also it's kinda more effective
at boosting action speed because `do_after` actions are not as frequent
as moving the mob in any direction at all.
## Changelog
🆑
balance: The secondary action of the chain of command (the chained whip)
also boosts action speed and not just move speed.
qol: The chain of command now has contextual tip for its secondary
action, and plays the whip attack animation when it's done.
/🆑
## About The Pull Request
This PR gives table and wall clocks the beauty element.
## Why It's Good For The Game
These are furnitures that might make the room a smidge prettier.
## Changelog
🆑
balance: Clocks, both mounted or tabletop, now improve room's beauty a
little.
/🆑
Simply put, EMPs now drain cells at hopefully decent rates. Starting at
basic high capacity, a heavy emp (aka a direct ion rifle hit) drains 1/3
of the battery, with each successive tier of cell taking an extra heavy
emp to drain it. At the end, the data looks like this:
- Basic Cell: Instantly drained. Unchanged.
- High Capacity: 3 hits
- Super Capacity: 4 Hits
- Hyper Capacity: 6 Hits
- Bluespace: 8 hits.
Also potatoes take halfed emp damage, because theres not really much
silicon to emp, given its a potato.
## Why It's Good For The Game
As of now, this is the stats to drain a cell with EMPs. (Do note some
stuff just doesnt drain at all and this is for those that do just run
the proc to the cell itself)
- Basic Cell: Instantly drained.
- High Capacity: 10 hits
- Super Capacity: 20 Hits
- Hyper Capacity: 30 Hits
- Bluespace: 40 hits.
The EMP gun on the station can shoot 10 bolts before needing a recharge.
It is *physically impossible* to use the ion to depower something with
an upgraded cell without needing to reload, and even landing 10 direct
hits with the ion to bring down a stock cell is frankly a big ask.
Additionally, using emps as crew or sec runs the risk of you getting
caught in the splash damage and now your modsuit/pda/whatever doesnt
work. Hopefully, this will make the EMP gun actually useful for its
intended purpose of countering silicons/mechs.
## Changelog
🆑 WebcomicArtist
balance: EMPs now drain cells better, starting at 3 emps to drain a
basic cell, up to 8 for bluespace.
/🆑
---------
Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
## About The Pull Request
TL;DR: "What do you mean we didn't have an old fashioned in the game
before?"
This adds a bunch of different classic cocktails to the game that I
always felt were rather odd holes in the lineup of drinks that
bartenders could make, as well as a few less classic ones 'cause why
not. Adds thirteen new alcoholic drinks and one non alcoholic one.
Mechanically relevant drinks include the Blue Blazer and Hot Toddy which
warm you up like coffee, Bitters and Soda which settles upset stomachs,
and the Suffering Bastard which, in it's role as a hangover cure, calms
nausea, prevents headaches, and very slowly heals brain damage, giving a
way to heal chip brain damage that doesn't require chemistry or surgery.
Full list here: https://hackmd.io/@0lHAWBNkSXixU4v6xxYS_w/SkjlmIbsgx
<img width="439" height="435" alt="drinks"
src="https://github.com/user-attachments/assets/406ca285-63af-49d4-b0e8-176edb251291"
/>
PS This is basically my first real project and also my first time
spriting for anything, so I would really appreciate any advice or
reccomendations.
## Why It's Good For The Game
More variety for service is always nice, but also many of these drinks
are extremely commonly ordered in real world bars. Adding them here
fills some weird gaps in the bar's line up, allows people to order more
drinks that they personally like, and decreases the amount of awkward
interactions in which people order a drink that they're familiar with
and then get confused when a partender somehow can't give them an
daiquiri despite having everything to make it.
## Changelog
🆑
add: You can now make 15 new classic (and some less classic) cocktails.
Includes old standards like the Old Fashioned, Daiquiri, Ramos Gin Fizz,
and more!
/🆑
## About The Pull Request
Halves poly's speech rate.
Poly talks too damn much. A great majority of engineering messages are
just poly, and this makes you ignore engineering comms unless it's
someone with loudcomms. Even at a half of its current rate, Poly will
still be taking up half of engicomms but at least there'll be a
reasonable chance that an orange message will be useful.
## Why It's Good For The Game
I've accidentally ignored important communication because the orange
text registers as poly and is thus ignored. I am certain I am not the
only one, as engineering is the least-communicative department to play
most of the time. Maybe if 80% of the messages in orange weren't
useless, irrelevant nonsense, engineering radio would be more useful.
## Changelog
🆑
balance: Poly talks less now
/🆑
## About The Pull Request
In https://github.com/tgstation/tgstation/pull/92884, someone pointed
out that logs from tree flora only yielded **one** plank when cut, which
isn't enough to make a bonfire, and also is ridiculously low.
This PR ups that amount from 1 to 10, just enough to craft a bonfire.
I'd also make tree chopping not so instantaneous and slightly more
realistic, however that's outside the scope of this PR.
## Why It's Good For The Game
Trees are weak af source of wood compared to hydroponics.
## Changelog
🆑
balance: Tree logs (not hydroponics towercaps) give more planks when
cut. From 1 -> 10.
/🆑
## About The Pull Request
### Bows deal more damage.
Increases the baseline damage of the shortbow to 25, and the divine bow
to 30.
The divine bow also launches arrows at a higher velocity than normal
bows.
### Flaming arrows have sprites now, and deal burning damage. Oh, and
actually do reasonable damage.

I'm not at all skilled at animation but at least it has an actual,
visible sprite now.
I completely overlooked the fact this did 20 damage when I changed bows
to use damage multipliers. Oops.
### Ashen Bow and Ashen Arrows
Made from sinew, bone and for the bow specifically, leather. The bow is
largely identical to a shortbow, but the arrow has mining bane. If you
feel like hunting megafauna with a bow, this is your means of doing so.
<img width="384" height="128" alt="demonstration_ashen"
src="https://github.com/user-attachments/assets/1c4f493c-f694-4b09-a406-c63140628d56"
/>
Assets partially taken from
https://github.com/Skyrat-SS13/Skyrat-tg/pull/5266
Which in of itself took assets from
https://github.com/BeeStation/BeeStation-Hornet/pull/1802
The functionality is entirely new. I also did some sprite edits.
### Arrow quivers are made from wood.
Iunno, this was really weird to me. Cardboard seems like a poor quiver
material.
### Other Stuff
Shortbows and ashen bows have the ability to be renamed.
## Why It's Good For The Game
Bows are fun, but kind of middling. They're a lot slower to fire than
the vast majority of ranged weapons, and don't really have enough oomph
in their own right to intimidate people being shot by them.
This is even true of the divine bow, which is the chaplain's version.
Because of how slowly it fires and how little damage it does, the
chances of actually killing someone who poses any real threat to you
with it is pretty laughable. This is not true of the nullrod that you
sacrificed to get this weapon. 30 damage is within the ballpark of
chaplain weapons and their potential damage in some contexts. A slow to
attack weapon probably should have a more impactful hit when considering
your alternative options.
The ashen bow is mostly because I really want to go fauna hunting with
entirely bone-based weaponry. Does this mean some ashwalkers might be
putting arrows into you from afar? Yes. Does this sound fun? Yes. Is
this especially strong? Not really. Miners out damage these bows by a
significant margin, and their armor is usually good enough where they're
not at risk from arrows sticking into them or hurting them very much.
This is also a degree more effort to make than other weapons because of
the leather requirement and the need to kill several fauna for the
materials. The outcomes should be more fun than the costs.
## Changelog
🆑
balance: Shortbows and divine bows do more damage. The divine bow also
launches arrows at a higher velocity than normal bows.
image: Flaming arrows now have proper sprites.
balance: Flaming arrows now deal BURN damage. And also deal an
appropriate amount of damage for an arrow.
add: Ashen bows and arrows, made from sinew and bone. And leather for
the bow.
add: Ashen arrows deal significantly more damage to mining mobs.
balance: Arrow quivers are made from wood rather than cardboard.
qol: Shortbows and ashen bows have the ability to be renamed.
/🆑
## About The Pull Request
Stops trash bags from updating their worn_icon_state to states that
don't exist.
## Why It's Good For The Game
Purple and black sucks, and nobody's gonna make 18 more tiny sprites
just for belt trashbags.
## Changelog
🆑
fix: Filled worn trashbags are no longer spriteless
/🆑
## About The Pull Request
When we move diagonally, we multiply our movement rate by sqrt(2) (cause
A\*A + B\*B = C\*C right).
The problem with this is most of the time our movement rate is cleanly
divisible by 0.5 (our tick rate), and sqrt(2) is like 1.47 something.
This means anytime you move diagonally, you become desynced from the
tick, and get movement jitter (about 80% off window for standard
diagonals, tho that gets better as it compounds). I saw this in my
smooth movement pr (#92935), it's been a problem for 4 years now
(#63058) we just like, never noticed cause why would you the rest of the
game is horrible too.
This behavior also possible with normal movement, but that is not
CONSTANT like this is.
What I'm doing here is flooring the resulting delay to the tick rate,
because that's basically close enough, and I prefer moving slightly
faster to moving slightly slower.
## Why It's Good For The Game
Best case displays (with all other problems resolved)
Old:
https://github.com/user-attachments/assets/0151af94-9204-4ba9-ad0c-7e4958faa254
New:
https://github.com/user-attachments/assets/2eb4df09-abff-4e10-b32f-3765755336e1
## Changelog
🆑
fix: Moving diagonally will no longer lead to stutter stepping (it's
tickbound)
/🆑
## About The Pull Request
fixes https://github.com/tgstation/tgstation/issues/92951
## Why It's Good For The Game
This was still using outdated args.
## Changelog
🆑
fix: Syndicate Tomes once again can be used to beat the shit out of
people.
/🆑
## About The Pull Request
moves all implementations (im aware of) for "Im a parent type dont spawn
me please" to the datum layer to standardized behavior
adds a standerized proc for filtering out "bad" items that we dont want
spawning. applies to it the subtype vendor, gifts, and a new spawner and
mystery box for a random gun (neither playerfacing)
"port" of https://github.com/shiptest-ss13/Shiptest/pull/4621https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa
small warning: I dont have EVERY abstract type defined right now but,
ive done a good enough job for now. Im tired of data entry rn
## Why It's Good For The Game
standardizing behavior. Might be a micro hit to performance however
having this lets us not rely on icon state to determine whether
something is a parent type and makes it much easier to tell something is
a parent type (could be applied further to things like admin spawning
menus and things like that).
need feedback on if this is actually good for the game.
## Changelog
🆑
add: Soda cans show up in the silver slime drink table.
add: Examine tag for items that are not mean to show up ingame.
refactor: Standardizes how gifts rule out abstract types.
fix: gifts no longer check if something has an inhand, massively
expanding the list of potential items.
/🆑
## About The Pull Request
Closes#92778Closes#86829
<img width="347" height="39" alt="image"
src="https://github.com/user-attachments/assets/c50bd1ff-8c00-47a7-a31a-617fae2adc5b"
/>
1. Splits `TRAIT_UNKNOWN` into `TRAIT_UNKNOWN_APPEARANCE` and
`TRAIT_UNKNOWN_VOICE`
2. Renames some stuff like `getvoice` and `getspecialvoice`
3. Gets rid some crummy signals around `get_visible_name` and
`get_voice`
4. Heads now apply the disfigured trait when relevant (rather than
snowflake checking for damage amount)
5. Ling voice refactored into using special voice (it was only used by a
viro symptom anyways; I don't anticipate this overlap being problematic)
6. Mask voice changer refactored into a trait
## Why It's Good For The Game
Potted plants shouldn't have magical voice concealing powers -
especially not over radio, but not over in person either. It's a damn
plant
So I addressed this by refactoring our face and voice system. Overall
things should be a lot cleaner and easier to use.
## Changelog
🆑 Melbert
refactor: Refactored a lot of code relating to human face and voice, ie,
what shows up in examine and in say. Report anything odd when examining
people, with ID cards, when talking over radio, or when disguised
refcator: Refactored how you get disfigured when your head's super
damaged
refactor: Refactored ling mimic voice and traitor voice changer
del: Potted plants no longer hide voice. They still hide appearance,
though
qol: Honorifics now show in examine / in world, rather than only when
speaking.
/🆑
## About The Pull Request
Having 2 different species with similar names, looks, attributes etc.
seemed like it would be confusing so I thought we should probably trim
it down to 1, however since I'm doing that I thought of other changes to
go along with it:
- The passthrough ability was replaced, now while you're passing through
things you no longer drop stuff, but you put a tombstone where you start
phasing, and are pulled back to it while done. You still can't interact
with anything in this form. Having the tombstone dug out will be raiding
your grave, so you'll be pulled out as a dead skeleton.
- Removes holy water interactions
- Ghosts now have organic limbs & are a Humanoid, so they can have
surgery and other forms of healing used on them.
https://github.com/user-attachments/assets/5db0c204-0070-466b-8b6c-1702ff0fd94e
## Why It's Good For The Game
Ghosts being available to Wizards is okayish but is a rather big buff
for one you get free, yes you can still be caught up to if you're in
hallways and such but it's way easier to get away with than like, your
default teleport scroll even. Being available to Miners though was a big
mistake because it opened them to be quite an annoyance with it. The
only counter was the fact no healing worked on them, which I don't think
is how it should be balanced.
I thought I could trust players with such tools but apparently I had too
high hopes.
Anyway this makes it more bearable for it to be given out at the low
cost it currently is at, it's still good as flavor, to spook people or
ghost around, and I think while it doesn't make 100% sense why you lose
access to your hands, inventory, and UI when you supposedly "drop" your
tombstone, I think it's still a good advantage for "scouting", sorta
like a lesser spirit realm rune.
Closes https://github.com/tgstation/tgstation/issues/91849
## Changelog
🆑
del: Merged ghosts and spirits into one species.
balance: Spirit's passthrough ability is now tied down 7 tiles from a
tombstone, but is no longer affected by holy water nor does it make them
drop their equipped gear.
balance: Ghosts can now be healed.
/🆑
## About The Pull Request
Rebellion masks are now behind hair.
Lets you plug your internals into the mask
## Why It's Good For The Game
> Rendering
I just think it looks a lot nicer than a big oval over your entire head.
I've been using tricks to simulate this change and it looks quite nice.
> Internals
If the Joy mask works for internals, I don't see why this can't either.
It's a silly cosmetic. The actual, like, balancing point of internals is
not so much what you're plugging it into (which we've really
proliferated as over time), and more the actual air supply.
## Changelog
🆑
image: The rebellion mask now renders beneath your hair.
qol: The rebellion mask now lets you plug in internals.
/🆑
## About The Pull Request
Paradox Clone ruleset has a 1/5 chance of spawning an additional clone
of the same target. This chance is configurable (so server operators can
disable it), but the amount of clones it adds is not.
The second clone is *not* on a team with the first. Paradox Clone's
primary objective has been updated to `Be the only [x] alive`, rather
than `Kill [x]`.
- [ ] I tested this pr
## Why It's Good For The Game
A while back someone suggested "What if Paradox Clone spawned a third
clone with the objective to protect the guy instead of kill them"
I thought this sounded pretty neat but the idea of spawning an antag
that worked against antags seemed to be grounds for problems. So I stole
half the idea.
This adds a little more variety in Paradox Clone happenings:
- Clones have no idea or indication if there are other clones (unless
you spawn together - which is not guaranteed), so each clone is less
sure of things and has to improvise more
- Neither the clones nor the crew can be fully complacent after dealing
with one "clone"
- More plausible deniability for Genetics or Changelings to mess with
people
- And yes, even the clones aren't 100% sure if the *other* clone is real
or fake, so now they're roped in on the fun
## Changelog
🆑 Melbert
add: There's a 1/5 chance that Paradox Clone spawns a second clone if
there are enough candidates. Neither clone is aware of or on a team with
the other - There can only be one.
add: Paradox Clones are now tasked to `Be the only [x] alive`, meaning
means of identity cloning (such as Genetics or Changelings) may throw a
wrench in your plan.
/🆑
## About The Pull Request
There was no name for the eating ice cream status effect so it defaults
to the curse of mundanity. This gives it the name "Cooling Off"
## Why It's Good For The Game
Dispels the curse
Makes it at least vaguely clear what the status effect actually does.
## Changelog
🆑
qol: Eating ice cream no longer curses you
/🆑
## About The Pull Request
Removes the security department from the Captain
Captain still remains under Security in jobbans
<img width="436" height="74" alt="image"
src="https://github.com/user-attachments/assets/ffac3488-282c-458e-80f1-82fd316fb006"
/>
## Why It's Good For The Game
There seemed to be a common misconception that the Captain was
officially integrated into security as a consequence of the Captain
gaining security department for the purpose of jobban sorting
However, Captain is *not* a member of Security.
## Changelog
🆑 Melbert
del: Captain's no longer sorted under Security in places such as the
manifest or job selection
/🆑