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## About The Pull Request Infectious zombies no longer suffer from mood, and have had their speed increased moderately (Still slower than a spaceman, but no longer agonizingly so). Also, they now have a large amount of stam resistance. ## Why It's Good For The Game Every time I have seen zombies they die instantly against a crew with even the slightest modicum of skill. They cannot infect anyone most of the time due to crew powerwalking away and then they just get killed by lasers or stunned and then killed with melee in perfect safety. Indeed the only time I have seen zombies metastasize into an actual threat is when an admin spawned several hordes of like 8 in maintenance and even then they got only a minimal amount of victims for the amount of them (I think only like 5 people died and most zombies got killed for most of the waves). In short, for what their supposed to be (An option for nukies or what a tot is investing their entire supply of TC into) they are incredibly underpowered unless you are doing something cheesy with them. (Xenobio to make enough monkey zombies the server lags is a popular one). These changes should make them an actual credible threat, and maybe sec will actually have to pull out armory gear instead of just disabling a zombie and harm batoning it to death.
…s (#96542) ## About The Pull Request Being given a fresh nonfunctional skeleton arm no longer disables both hands, and also doesn't prevent two handed items from being used even after it's fixed. Also, presumably the same problem with legs. The problem is that these limbs are disabled in that the moment `update_disabled()` is called they'll flip to disabled and stay there, but they're not already set to disabled. `update_disabled()` is called within `apply_ownership()` within `update_owner()` within `add_bodypart()`. So, when a limb is replaced with the nonfunctional skeleton arm, the following occurs: - Initial limb torn off. Decrement `usable_arms`. - `add_bodypart()` called, above chain goes down, `update_disabled()` called, because the limb isn't already disabled, it officially disables it and decrements `usable_arms` for a second time - a few lines later, where new limbs are supposed to increment `usable_arms`, it doesn't because it's now officially disabled - now you can't do anything because `usable_arms` is 0. Even when you get the limb fixed, usable_arms only increments once, so you're permanently locked out of two-handed items. Setting all these nonfunctional limbs to disabled at base prevents the second decrement, fixing the problem. ## Why It's Good For The Game having all of the organic tissue ripped off my arm all at once would probably make me unable to use my hands for a while too, but our spacemen are built stronger. ## Changelog :cl: fix: Being given a nonfunctional skeleton arm no longer disables both hands /:cl:
## About The Pull Request Broke this in my previous PR. My bad :
…d_event (#96550) ## About The Pull Request The `fresh_laundry` mood_event is now only applied to clothing in `/obj/item/clothing/under` ## Why It's Good For The Game Before, we could easily get multiple `fresh_laundry` moodlets even though we just laundered anything but our jumpsuit <img width="589" height="335" alt="freshly_laundered_shoes" src="https://github.com/user-attachments/assets/6793d342-14f1-445e-ad8f-7331392183b8" /> Now we prevent applying a moodlet that specifically mentions a "freshly laundered jumpsuit" from applying to clothes that clearly aren't jumpsuits ## Changelog :cl: fix: Fixes non `/obj/item/clothing/under` items from applying the `fresh_laundry` mood_event /:cl:
…ng some things properly. (#96517)
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request Attempting to teleport after blowing itself up ## Why It's Good For The Game <img width="412" height="93" alt="image" src="https://github.com/user-attachments/assets/b5c814d7-1126-43dc-8ac5-4d1ecf117591" /> ## Changelog :cl: fix: fixed a runtime with bluespace meteors /:cl:
## About The Pull Request About what it says on the tin. The left-facing and right-facing sprites got mixed, somehow. ## Why It's Good For The Game I'm not telekinetic why is my welder floating please help ## Changelog :cl: fix: Alien welding tools no longer have mixed directions when held in the right hand. /:cl: Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
…movement (#96614) ## About The Pull Request The original jingles werent ours to use. https://file.house/f/BvbXenbCnFfCtVkxbVKEuxW51EY8xgkJkP1dWuPemn4=.mp4 Also does the following to the tram movement sound: 1. It uses sound tokens now (means it updates with movement) 2. It has longer range 3. It no longer has a long end noise ## Changelog :cl: CabinetOnFire sound: replaces tram jingles sound: improves tram movement audio /:cl:
…nd cargo console UIs (#96585)
…96619) ## About The Pull Request When the surplus energy sword is inactive you can put it into your belt slot. There is a worn sprite for it now as well to accommodate this, shown in the video below as well as the active check. https://github.com/user-attachments/assets/59c2e404-b6d7-4125-a207-582697da351c ## Why It's Good For The Game It's a expensive and powerful black market item, it's cool to be able to show it off without having to wave it around in people's faces. Belt slot is valuable real estate already; i don't see any issues with letting it hold a tiny item, and you can't leave it active while on your belt. ## Changelog :cl: qol: you can put the surplus esword onto your belt image: updated belt.dmi with worn sprites for the surplus esword /:cl: --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request farsight only has effects on the user's client, no reason it should ever effect anything the user's inside ## Why It's Good For The Game <img width="573" height="97" alt="image" src="https://github.com/user-attachments/assets/8d1c686a-c35d-40e7-9e67-186951d30fd4" /> ## Changelog :cl: fix: fixed a runtime when attempting to use the farsight mutation while inside something /:cl:
## About The Pull Request arguments are important for functioning procs ## Why It's Good For The Game <img width="342" height="96" alt="image" src="https://github.com/user-attachments/assets/af33d6e3-5483-4e6b-8e7a-638f85eb149c" /> the hell was this guy doing to drop an ied 42 times in one round ## Changelog :cl: fix: fixed a runtime when dropping an IED /:cl:
## About The Pull Request now notifies in chat when your chuuni heal on spellcast fails due to the cooldown ## Why It's Good For The Game clarity good, theres no indication of the healing cooldown anywhere else ## Changelog :cl: xyc fix: chuuni casting now notifies you when the healing on spellcast is on cooldown /:cl:
## About The Pull Request `` ^this is small text^ `` <img width="458" height="17" alt="image" src="https://github.com/user-attachments/assets/f2850440-bdd5-4cfa-b3e1-963e54f895b8" /> ## Why It's Good For The Game Allows a greater range of creativity and emphasis for people when they're talking to each other. Overall, there's a level of freedom this would unlock for people and I think it'll primarily be fun. Muttering, saying something under your breath. Stuff like that. :cl: add: Added a new <small> html option for Say. Use ^text^ for smaller text. /:cl:
## About The Pull Request `/living` emote ## Why It's Good For The Game <img width="551" height="95" alt="image" src="https://github.com/user-attachments/assets/1509a0ca-59db-47a4-a4ab-26ee8914273d" /> ## Changelog :cl: fix: fixed a runtime when a noncarbon yawned /:cl:
## About The Pull Request Fixes a small typo in the foam scepter desription ## Why It's Good For The Game Typo is bad ## Changelog :cl: spellcheck: Fixed a typo in foam scepter description /:cl:
<img width="1024" height="1024" alt="image" src="https://github.com/user-attachments/assets/7e757aaf-96f6-46f9-aa1f-77c60ecd9f9a" /> <img width="629" height="1200" alt="bounce" src="https://github.com/user-attachments/assets/0461cd0c-c9f8-4072-a1ff-60e86dbe48ad" /> <img width="629" height="800" alt="squish" src="https://github.com/user-attachments/assets/cd23f199-f82e-4299-9704-2c0a00005732" />
## About The Pull Request this currently replaces the mecha subtype with the car subtype which isnt right ## Why It's Good For The Game Fix ## Changelog N/A
## About The Pull Request Late joining as an AI causes a runtime due to the client being moved too soon resulting in the below runtime <img width="776" height="51" alt="image" src="https://github.com/user-attachments/assets/d8227e4f-f54b-4d5b-80bd-15bfc2681259" /> This also causes the AI after_spawn() proc to be skipped, and this fix solves that. ## Why It's Good For The Game Fix runtime go brr ## Changelog :cl: fix: fixes runtime when latejoining as AI /:cl:
…ould keep interupting each other. (#96638)
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🆑 MassMeta
add: Upstream 2026-06-24
/:cl:
conflicts: .github/CODEOWNERS
_maps/RandomZLevels/moonoutpost19.dmm
code/modules/holiday/holidays.dm