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everything from tg before jan. 1st#1074

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DopplerShift13:masterfrom
carda-system:december-parity
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everything from tg before jan. 1st#1074
carda-sometimesknownas-paxilmaniac wants to merge 1293 commits into
DopplerShift13:masterfrom
carda-system:december-parity

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About The Pull Request

see title

Why It's Good For The Game

one of these days we'll be only a month out of date rather than more than 6

SmArtKar and others added 30 commits December 16, 2025 22:04
…hemselves (tgstation#94478)

## About The Pull Request

``remove_reagent`` requires a type, not an instance

## Changelog
:cl:
fix: Fixed damp rags not removing reagents other than space cleaner from
themselves
/:cl:
## About The Pull Request

Stored mobs wider than 32 pixels, like worn purple raptors, would have
offset runechat messages because they tried to use their own
base_pixel_w instead of base_pixel_w of the atom that actually displayed
the message

## Changelog
:cl:
fix: Fixed runechat offsets for stored mobs
/:cl:
)

## About The Pull Request

falloff_distance should never be equal to or higher than maxdistance,
which was the case for very large fires, preventing them from playing
any sounds

## Changelog
:cl:
fix: Fixed fire sound runtimes caused by incorrect arguments
/:cl:
## About The Pull Request

title

## Changelog

:cl:
fix: Fixed smacking ectoscopic sniffer after you unwrenched it.
code: Minor code improvements for ectoscopic sniffer.
/:cl:
…a bluespace fishing reel) (tgstation#94042)

## About The Pull Request
Huzzah! It's been a good while since I last added more fishing features
(instead I focused on small fixes now and then), but here I'm at it once
more.

This PR adds two designs to the Marine Utility techweb node (which
previously only had the bio-electric generator kit): The fish gene-gun
an as well as the bluespace fishing reel.

The fish gene-gun is a pretty easy concept. It's a device that takes
empty syringes. When used on a fish with an empty syringe loaded inside
it, It'll prompt the user to choose which trait to extract. Once the
trait is extracted, the syringe is replaced with a specialized 'fish
trait injector' containing said trait. You can then hit another fish
with the fish gene-gun again to inject the trait, or use it to remove
the injector, which can then be used on its own, or loaded into the
gene-gun later (the results are the same anyway). There are two caveats
though: Using the fish-gene gun on the same fish more than once
(extracting or injector) will kill it, and it also cannot be used on
dead fish. The fish can still be revived though.

The other thing is the bluespace fishing reel. It greatly increases the
cast range, and it also goes through walls and other solid objects and
is not disrupted by them. If used on objects, reeling the item in will
move it through wall and solid objects as well. Other than that. It's a
pretty standard fishing reel. However, it has one flaw, and that is it
cannot go through reinforced walls (as well as indestructible ones), so
no stealing from the armory etc.

## Why It's Good For The Game
I've been having some honest to god skill issues with aquariums at times
(they were also half-broken in the past but things have gone for the
better...). Some of the fish traits are good, some are bad, others are
utterly terrible (*looking at the anxious zip zap*) and kinda withhold
some of the potential stuff that can be done, which is what prompted me
to make this PR.

Also, bluespace fishing reel because ~~JoJo Vento Aureo reference~~ it's
such a neat concept.

## Changelog

:cl:
add: Two items have been added to the The Marine Utility tech node: a
fish-gene gun to add and remove traits to/from fish, and a bluespace
fishing reel.
/:cl:

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request

What it says in the title. 2 href exploits.

## Changelog
:cl:
fix: Fixed 2 infinite credit exploits.
/:cl:
…er things) (tgstation#94228)

## About The Pull Request

Modsuit storage modules are now called compact storage modules and the
expanded ones are just regular storage modules. (Regular because they
have the same capacity as a backpack afaik) They're researched in the
modular suit equipment node instead of all the way on the advanced
engineering node, and the small storages only take up 1 capacity.

## Why It's Good For The Game

Picking your storage module is now more of a choice instead of "I'm not
going to get a modsuit until advanced engineering suits are researched".
The advanced engineering node is still good though because it has ion
thrusters.

## Changelog
:cl:
balance: Expanded storage modules are now unlocked much earlier
balance: Regular storage modules require 1 complexity instead of 3
spellcheck: Regular storage modules are now called compact storage
modules and the expanded ones are just called storage modules.
/:cl:

---------

Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
## About The Pull Request

ignore my terrible spelling


https://github.com/user-attachments/assets/fe6fd4f1-5b45-44e1-bf5c-60a893ea76bb

god bless https://www.byond.com/docs/ref/skinparams.html (ignore the
fact i'm putting it on a non-main window, it just works)

## Why It's Good For The Game

It's very annoying that much of your text is cut off when using the bar

## Changelog

:cl:
fix: The chat bar now scrolls as you type.
/:cl:
## About The Pull Request

Empty TCG card decks cannot appear in spawners anymore

## Why It's Good For The Game

getting the concept of trading cards but no cards for christmas is a
pretty unthoughtful gift

## Changelog
:cl:

fix: Empty TCG game decks will no longer appear in presents

/:cl:
…ion#94534)

## About The Pull Request

regenerate_organs is a carbon proc that heals all of your organs and
replaces missing ones. It's called when you use a regenerative extract
or an implanted legion core or get ahealed or whatever. This PR makes it
remove emp-derived failure from your cybernetic organs, because it's
supposed to fullheal them and that feels like it should be a part of
fullhealing.

## Why It's Good For The Game

bugfix

## Changelog

:cl:
fix:full healing effects now remove emp-derived failure from cybernetic
organs
/:cl:

Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
## About The Pull Request

The left and right icons were backwards, south-left-side had
south-right-side and visa-versa.

## Changelog

:cl: Melbert
fix: Fix inverted south stair icons
/:cl:
SyncIt21 and others added 17 commits December 31, 2025 11:48
…tion#94652)

## About The Pull Request
- Fixes tgstation#94061

## Changelog
:cl:
fix: dimensional anomaly transformed airlocks save their cycling id
/:cl:
## About The Pull Request

Closes tgstation#92741 and informs
the player about ESC to clear the current keybind.

## Why It's Good For The Game

We should probably tell players this instead of passing it down verbally
from generation to generation.

## Changelog

:cl: LT3
qol: Keybindings page now tells you how to clear a keybind
/:cl:
## About The Pull Request

Before:

<img width="530" height="177" alt="dreamseeker_FlzPesJnIz"
src="https://github.com/user-attachments/assets/80c7548b-873a-4d25-8d00-e7f78fa63090"
/>

After:

<img width="541" height="110" alt="dreamseeker_slppdfXtaW"
src="https://github.com/user-attachments/assets/39a243c7-7df5-4300-8a6c-0db345029e82"
/>

## Changelog
:cl:
fix: Fixed population lock text in uplinks
/:cl:
## About The Pull Request

This PR changes it so that if you commit suicide via handheld experiment
scanner, all of your belongings are placed inside the resulting toilet's
cistern rather than just your brain.

## Why It's Good For The Game

It was pointed out that most forms of suicide that "destroy" the body
preserve the items, while this one does not.
This is largely a measure for ensuring that various items required for
traitor objectives or other reasons are not destroyed.

## Changelog

:cl:
fix: Meat toilets will now contain all of the belongings they were
wearing prior to transformation, which can be retrieved if the cistern
is open and the lid is closed.
/:cl:
## About The Pull Request

Fixes tgstation#94663 
It seems that using the "Deploy to Shell" verb as an AI will launch a
popup asking which mob in view you want to trigger the verb as, which is
obviously unintended behaviour.
I've resolved this by moving all of the behaviour to a proc which the
verb calls, so existing code which passes in a mob should still function
as it did previously.

There might be a different way to do this but I'll be honest I try not
to ever add verbs so I don't know what it is.

## Why It's Good For The Game

When you use a verb from the verb panel you implicitly expect to be the
mob using the verb, not to have to select yourself from a list first.

## Changelog

:cl:
fix: AI shell deployment verb no longer requires you to select yourself
from a list first
/:cl:
## About The Pull Request

Merry Christmas!

This PR expands on the more gruesome areas of chef content, such as
cannibalism.
Human limbs can now be individually butchered for their meat and skin
with a knife or another butchering implement once the skin has been cut
and retracted (forks now can be used as bootleg retractors). If the limb
contains organs, those will need to be removed first, which also can be
quickly performed with a butchering tool at the cost of damaging the
inhards (head and chest will require the bone to be cut first, which can
be done with a butcher's cleaver if you don't have a saw)
You can also butcher humans whole by right clicking them with a
butchering implement on combat mode, which will attempt to gut/cut apart
the selected limb. Obviously this requires the limb to be prepped first,
so meat hooks/kitchenspikes now allow mobs strung on them to be operated
on without needing drapes. Its a pretty bad spot to be performing
surgeries at though, so beware! Torsos can only be butchered after all
other limbs have been. The gutting/butchering delay is based off the
owner's stat, halving if the limb is detached and doubling if the owner
is still alive and kicking.

<img width="392" height="265" alt="dreamseeker_D7QWbWKStd"
src="https://github.com/user-attachments/assets/050d7c25-3572-4b02-ae93-d8efefe54885"
/>

(The video is too large for github)
https://streamable.com/459a0y

After being butchered, most limbs will leave behind a nonfunctional
skeletal limb (with exceptions like jelly limbs with no skeleton inside)
which is always disabled. Skeleton chests husk their owner, so you'll
need to replace it first.
Gibbers now source their meat from the victim's limbs (and not their
species) at an RNG-based percentage based on the matter bin's tier.

As to allow individual limbs to be butchered, you can now perform (some)
surgeries on individual limbs. There are some obvious restrictions like
zombification or bioware surgeries, but most of the ones that make sense
can be performed on someone's chopped off head as long as you've got the
tools.
Wounds also contribute to surgeries now, major slash wounds count as
cut/open skin (and sealing the vessels would reduce their bleed rate),
and critical blunt wounds count as sawed bones.

I've refactored gibbers, butchering and meat spike code as well as fixed
some backend bugs while I was at it.

## Why It's Good For The Game

While rather gruesome, I feel like the freedom which these mechanics
provide fits us pretty well. We already have plenty of nasty stuff and
this doesn't really go that much further, and a chef serving their own
leg in their dish is pretty funny. (Also you can scrape plasma off
plasmamen bones)
@github-actions github-actions Bot added Map Edit Map Related Tools GitHub Things affecting the GitHub SQL Ping kannthus and hope she doesn't cry. Config Update Config changes, Ping kannthus. Sprites Funny little pixels on our screen Sound Soundwaves that hit the player at roughly 342 m/s UI labels May 21, 2026
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