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## About The Pull Request pirates were selling mobs on the station market, and the station market does not allow ransoms (surprise) in this house, we love ransoms. closes #93180 ## Changelog :cl: fix: You can now ransom mobs when pirateering again /:cl:
## About The Pull Request yea. ## Why It's Good For The Game bad. ## Changelog :cl: code: Some ethereal emote sounds are properly loaded as part of rcs /:cl:
… be affected or not (#96636)
…ool_act` (#96641)
…ining mobs having ai_retaliate (#96655) target prioritization makes use of retaliation, but not all mobs had it, now they do (should) :cl: CabinetOnFire fix: All mining mobs now remember who hit them, so target prioritization works as intended /:cl:
## About The Pull Request Closes #96618 ## Changelog :cl: fix: Fixed cyborg recharger panel unscrewing /:cl:
## About The Pull Request #95781 broke eye color overrides by defaulting to eyes' own color, which should instead be a fallback as eyes add their own color as a lowest priority override to the mob. Closes #96567 ## Changelog :cl: fix: Fixed eye color effects not working /:cl:
## About The Pull Request Adds an option to the view variables dropdown for atoms that lets you download the sprite (calls `GetFlatIcon` and then uses the `ftp` proc to send it to the user) ## Why It's Good For The Game Easy way to rip complex sprites where you can't just check the DMI file ## Changelog :cl: admin: added download sprite option to view variables dropdown /:cl:
## About The Pull Request Fixes this jank <img width="163" height="141" alt="image" src="https://github.com/user-attachments/assets/496fb4d6-f376-472f-a8f7-736c83aca239" /> ## Changelog :cl: fix: Fixed broken visuals on siderite/shale turfs when dug /:cl:
## About The Pull Request Closes #96601 Also fixes pref button breaking one of the modes permanently when swapped within a round, rain not displaying (due to missing overlay states) when particle weather is disabled, and weather particle plates having the same name as weather planes (causes dupe entries in the planecube debugger) ## Changelog :cl: fix: Radstorms (and other weather) no longer go over your hud on multi-z maps fix: Rain is no longer invisible when you have particle weather disabled fix: Changing the particle weather pref no longer permanently breaks some weathers for the round /:cl:
## About The Pull Request The `pull_request_target` trigger by default checks out the head ref of the PR but runs with the secrets of the base ref, which a bad actor can take advantage of, GitHub blocks the most common vector of this by default now. Changes the workflows to explicitly check out the base ref (the branch being PRed to, instead of the branch being PRed) because neither of these jobs specifically requires that it be the head ref being checked out ## Why It's Good For The Game Changelogs and GBP will work again ## Changelog No
## About The Pull Request https://github.com/user-attachments/assets/a6c6d3d9-3284-4a45-80c4-14dbc4956cf8 Adds custom transfer amount functionality to the ChemMaster UI through a number input (by the eject button) and paired button. ## Why It's Good For The Game If I have to hit the one-off custom transfer button, several times in a row, for my artisanal chemical atrocities one more time, I'm going to lose it. Less-jokingly, maybe someone has some oddly specific mixing things they need it for (I know I do!).
…on (+ modernization) (#96421) ## About The Pull Request Notable changes: - Obsessed get a slight strength buff related to their obsession - When grabbing any of your targets (your obsession included), your grab is harder to escape from, and cause (slightly) more stamina damage from failed escapes - Obsessed also get a slight strength buff while standing near their obsession (for at least 20 seconds). This effect is applied instantly if the obsession is incapacitated. - The grab strength bonus applies to all mobs, rather than just your targets - You get a 25% reduction to incoming stamina damage - Psicodine or Alcohol will prevent Obsession stammering / emote tells, but also prevents these beneficial effects from activating - Witnessing the death of your obsession grants you a permanent positive moodlet (until they are revived) - Obsessed tells have been reworked a bit, being less obvious in general and having their chance to trigger reduced the longer you stand around your obsession (resetting after leaving their view) - Obsessed stammer was also reworked a bit, now being closet to Social Anxiety's stammer, also reducing in severity the longer you stand around your obsession (resetting after leaving their view) - Obsessed antag status is now lost when transferring out of the affected brain and gained when transferring into the affected brain, making it play nicer with slime clones or mindswap Other changes: - Modernized a bunch of obsession code - Replaced hardcoded checks for grab resistance with a signal ## Why It's Good For The Game I wanted to give Obsession just a *little* something to help enable them. I figure grab strength and pain resistance is a pretty fitting / flavorful place to start. The grab strength is intended to give them more ability to detain their targets (by means of wrestling). Even a passive grab isn't a guaranteed escape. The stamina damage resistance is intended to give them a slight chance to resist being detained by security. Not a significant one, just a slight one. ## Changelog :cl: Melbert balance: Obsessions get moderately stronger grabs against their objective targets (this includes their obsession and any other kill/theft targets they may have). balance: While standing near their obsession (for 20 seconds or if they are incapacitated), Obsessions get slightly stronger grabs against anyone, rather than just their objective targets. balance: While standing near their obsession (for 20 seconds or if they are incapacitated), Obsessions get slight stamina damage resistance. balance: Obsession stammering has been reduced in severity a bit, and also becomes less likely the longer you stand around your obsession. balance: Obsession emotes have been made a bit less obvious, and also become less likely the longer you stand around your obsession. balance: Taking Psicodine or drinking alcohol will prevent Obsessions from stammering or emoting around their obsession, but also disables their stamina resistance and stronger grabs. balance: Obsessions get a "permanent" mood bonus for killing their obsession (until they are revived). refactor: Obsessed has been refactored significantly. It will now play a lot nicer with mindswaps. Report any oddities. refactor: Grab strength has been refactored a bit, primarily affects martial arts and drunken brawling. Report any oddities. /:cl:
…hacked upload boards. (#96323) Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
…6639) Co-authored-by: Lucy <lucy@absolucy.moe>
… mail items, special bar kegs on St Patrick Day, Beer Day and Talk-Like-a-Pirate Day. (#96509) ## About The Pull Request This PR adds a simple holiday spawner type that can be used for objects that are only spawned if the holiday they're associated with is being celebrated. Right now it has three subtypes, all related to the kitchen (liquid ingredient, powdered ingredient, meat ingredient). The involved holidays are the fictional tiziran and mothic festivities Atrakor's Might and Fleet Day. Extra stuff is also spawned on Bee Day and Beer Day. On Vegan Day, the monkey meat slabs in the meat fridges are replaced with plant-based meat slabs (killer tomato slices and pod people meat, plus veggies) and the fridge is renamed from "meat fridge" to "vegan fridge". This PR also adds a few more holiday-specific mail objects such as Speak-Like-a-Pirate Day, Fleet Day, Atrakor's Might, Chernobyl's Disaster Anniversary (it's just a geiger counter), Monkey Day and Draconic Language Day. EDIT: I've decided to make the bar backroom beer keg into a spawner that will spawn special kegs on specific days (otherwise it's a 1 in 25 chance). These kegs can contain drinks a little more refined than the average beer keg. Also it comes with a resprite of kegs because the old one was starting to look a little ass compared to other reagent dispensers. ## Why It's Good For The Game For being fictional festivities revolving around food and culture, and despite the lot of recipes for moths and lizard people, we aren't offering anything to chef players to let them cook said recipes beside what's given on any bog-generic round. This is a step toward a slightly less lackluster implementation of those festivities and recipes into the game. Also chance for cooler kegs for the bartender. ## Changelog :cl: add: The kitchen fridges may have additional ingredients on certain holidays, in particular Atrakor's Might (lizardpeople) and Fleet Day (mothpeople), and Vegan Day. add: Added a few more holyday-specific mail items. add: Replaces the beer keg in the bar backroom with special kegs on St. Patrick's Day, Beer Day and Speak-Like-a-Pirate day. On any other day, there's a chance that the beer keg will be replaced with one containing whiskey or rum, or in rare cases, one of those special kegs. imageadd: resprited the keg as well. /:cl:
## About The Pull Request Fixes the power crowbar from being rejected despite being in the EMT belt's allow list. ## Why It's Good For The Game Fix bug ## Changelog :cl: LT3 fix: Fixed jaws of recovery not being able to be stored in the paramedic EMT belt /:cl:
## About The Pull Request Fixes #96687 Basically, /datum/element/climb_walkable makes it so that if you share a turf with this object, you can keep walking onto other objects with that component. so if you're on a crate you can step onto tables for example. Issue was, if an with /datum/element/climb_walkable gets initialized it would give itself this trait via COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON, and if it then moved and would be blocked by a crate, it would instead move "onto" the crate. This is not a perfect fix, I think in general this is not an ideal way to handle elevation movement, but fixing that would turn this into a big refactor. ## Why It's Good For The Game Prevents roundstart crates from clipping into the backrooms ## Changelog :cl: fix: Fixes crates not respecting density in all cases and being able to move into other crates or tables /:cl:
## About The Pull Request I changed how `add_bodypart_overlay` works and then forgot to update its return value ## Changelog :cl: Melbert fix: Fix emote overlays sticking /:cl:
## About The Pull Request headmin disabled this map and asked i removed these i dont think these things are too impactful as they are purely defensive meaning theyre meaningless save for like, icebox security, and escape shuttle but its whatever in the end. ## Why It's Good For The Game no more mounted guns. ## Changelog removes both the mounted guns. :cl: del: Removed both mounted guns in the heretic gateway per headmin request /:cl:
## About The Pull Request We were iterating all cargo packs once per cargo pack, and for each subgroup we were regenerating all their ui data info. This wastes a catastrophic amount of time. Instead, let's just build a list of group -> list(pack data 1, 2, ...) and send over that, since that's what the ui is ultimately asking for. Should reduce a semi prominent source of overtime on live.
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
## About The Pull Request The button which allows you to manually toggle night lighting on APCs is currently broken. When pressed outside of night shift, the APC will briefly swap to night lighting before immediately going back to standard. I suspect this might be caused by the changes to 'apc_main.dm' which occured during PR #95744. Additionally, the low power night light enabling introduced in #69374 doesn't seem to account for station security level when APCs get repowered. If a whole station loses power while on red alert during night shift (perhaps by a powersink) then the station will be entirely on night lighting when repowered. I assume neither of these quirks are intentional and have attempted to fix them here. ## Why It's Good For The Game Unless I've completely misunderstood something, this should (probably) fix a bug as per local testing. ## Changelog :cl: fix: Night shift lighting can be manually enabled through APCs again. fix: Night lighting is no longer automatically reenabled during red alert night shifts when APCs are drained and recharged. /:cl:
## About The Pull Request Gives parrots hand (singular), removing snowflaked item carrying from it. Parrots can now interact with items it's carrying. Tremble before Poly's new strength! Also made hand keybinds works on singlehanded mobs. ## Why It's Good For The Game was bored, figured I can knock off parrots off the stat panel phase out. looked at the code and realized that parrots have snowflaked item pickup, thought to myself "wait, isn't there multihanded support? surely that means that means theres one handed support too!" which is how this PR came to be. removes another thing from the stat-panel phase out and makes parrots handling items much more intuitive. ## Changelog :cl: code: Swaps out parrot's sovlful unique item carrying ability with a soulless hand (singular) fix: Fixes specific hands hotkey breaking hands on singlehanded mobs /:cl: --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
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add: Upstream 2026-07-01
/:cl:
conflicts: code/modules/mob/living/carbon/human/human_update_icons.dm