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[IDB IGNORE] [MDB IGNORE] Darkpack Pull 10/6/26 - #188
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FalloutFalcon merged 475 commits intoOct 7, 2026
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…rcreeps the CMO's compact defib. (#97694) ## About The Pull Request Partial Reverts tgstation/tgstation#94017, the advanced health analyzer is now in the CMO's surgery medkit. Partially reverts tgstation/tgstation#94182, retaining the mapped defib changes (it just standardized them to 4 across all maps, increasing the number on some maps and reducing the number on others), and also retaining the CMO's unique compact defib. This PR also reduces the cooldown on the CMO's compact dafib to 2.5 seconds, twice as fast to deploy again. Now also reverts tgstation/tgstation#74018, and readds EMPs turning off defib safeties. However, it resets after 3 minutes. I feel like this is maybe too short so someone let me know. ## Why It's Good For The Game Following upon the logic as to why tgstation/tgstation#95134 was merged, I feel like this was another ~~pair~~ trio of changes that did not ultimately accomplish any kind of increase of fun, interactivity or nuance that wasn't overwhelmingly negative to the experience of current players. I don't think this tips the scales towards a better state of the game, nor do I think the state of the game prior to this change was worse for the retention of it. I do not believe them to be malicious, but I also do not think the outcome has been entirely positive either and it felt out of touch. I fucking hate that we lost the compact defib like, god fucking damn. That shit was based. I powercrept the CMO defib specifically because I did not want to remove it, and I also because I love CMO mains. You corpse zappers you. ## Changelog :cl: balance: The CMO now has an advanced medical scanner in their medkit. balance: You can now once again print defibrillators and their compact variant (with the researched tech) from cargo. balance: Defibs now can have their safeties switched off by EMP blasts. However, they reset after a while. balance: The CMO's unique compact defibrillator has double the recharge rate. /:cl: --------- Co-authored-by: tonty <39193182+tontyGH@users.noreply.github.com>
…nd misery (and also some mapping helper stuff) (#97636) ## About The Pull Request - Remaps Icebox atmospherics, as well as the surrounding maintenance areas. <img width="1067" height="799" alt="image" src="https://github.com/user-attachments/assets/e7688fd2-b32b-461b-b3b1-aba66b451007" /> <Details> <Summary> (basement view here, click me) </Summary> <img width="677" height="772" alt="image" src="https://github.com/user-attachments/assets/6d9b9a24-5bbc-4e3c-a046-4886ec651259" /> </Details> - Adds "abandoned airlock helper (no wall)" for mappers to have an abandoned airlock without the chance of it being made into a wall - "abandoned airlock helper" now has a very small chance of replacing it with a false wall - Adds long interior corners to trimlines - MAPTEST mode disables holiday tile colors ## Why It's Good For The Game Like Kilo, Icebox's atmos does not have particularly good flow, as all the atmos mechanics added were just taped on however possible The one tile hallway of despair sticks out in particular This remap aims to give it flow that matches more modern atmospherics setups ## Changelog :cl: map: [Icebox] Remapped Atmospherics. The hallway of pain is gone. map: [Icebox] Remapped maintenance around Atmos and Science a bit. image: Adds long corner trimline decals /:cl:
## About The Pull Request Turns the cyborg's eye light off if it's an AI shell and not being actively piloted. ## Why It's Good For The Game You could already tell this information by examining the shell, but this makes whether or not an AI shell is actively being piloted much more immediately readable. (For most cyborg types anyway. Some, like the mediborg, barely look different regardless of eye state. Oh well.) ## Changelog :cl: PapaMichael qol: AI shells now appear "off" when not being actively piloted. /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Removes the mood config which was not supported ~~in favor of 3 new ones to disable its effects on~~ Alternative to #94812 This is technically fixes the reproduction steps listed in #94772 but it doesn't REALLY fix these runtimes because it still exists because of <img width="390" height="70" alt="image" src="https://github.com/user-attachments/assets/940316ed-4c77-484e-903e-8310e16b15af" /> <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game This config is terrible supported, you get alot of runtime for it as a bunch of code tries to access to mood datum but its not there. its entirely a footgun and there is very little reason to remove mood as a concept imo. ~~I think this address the core root of why someone would actually want to disable it, its effects on the balance of the game with stuff like move-speed. This lets us keep all the other shit it does, like conveying useful information to the player like there hunger or mood events from actions they took in game.~~ <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> :cl: config: Removes "Disable mood" config /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request See title. Plasmamen can walk around wearing a human skin suit without catching fire. This is significantly worse than using a normal envirosuit because it's flammable, doesn't put itself out when you're on fire, takes up your suit slot, and makes you look awful. But you can roleplay as a normal human man. Included in this PR are two refactors that I made when I thought I'd need to make a new envirosuit item and then realised I didn't, but think are still code improvements: - The human skin suit tricking medical scanners works by trait rather than direct item check - The clown envirosuit producing lube instead of water copy/pastes less code than it previously did This was a suggestion from Perry on the Manuel discord and I thought it was funny and wouldn't take much effort so I coded it. ## Why It's Good For The Game It's a little something for Plasmamen who are jealous of the skin that their fellow crewmembers enjoy having. ## Changelog :cl: add: Plasmamen wearing a human skin suit won't catch fire. The suit itself is flammable though, so make sure you change while under a shower or something. /:cl:
## About The Pull Request Two years ago [we removed diseases from Miasma](tgstation/tgstation#83455) with the reasoning that standing in Miasma quickly generated a large number of randomly generated diseases. In comments the original PR author said that they had a vague plan in the future to replace this with a miasma-specific disease, however that never actually ended up happening. Instead this PR reintroduces disease spread to Miasma, but pulls exclusively from the pool of diseases that you can contract by eating food off the floor. You also won't catch another one if you already have one (because Miasma really does give you diseases fairly quickly). ## Why It's Good For The Game Without disease spread Miasma really just sort of doesn't do anything. The floor food disease pool reintroduces a health impact from breathing stinky germ gas but which has a fairly predictable round impact, so there's now more of an incentive to get rid of Miasma when it presents itself because it doesn't just make people who can smell sad. This basically makes Miasma annoying (as something which primarily enters rounds via Regal Rats fucking around and making things dirty) but not like a round-shifting hazard, which I think is roughly the correct place it should exist. Also I think the floor diseases are kind of funny, maybe we should add a couple more. ## Changelog :cl: add: Breathing Miasma can get you sick with the same diseases you get from eating dirty food off the floor. /:cl:
## About The Pull Request Second half to fully fix* situations where we runtime because we dont have a datum. (by ensuring that we always have said datum) #94772 follow up for #97752 ## Why It's Good For The Game Runtime bad! this keeps dummies from having any actual effects or setting of mood, I dont know if we want any more verbose returns then this tho. ## Changelog :cl: code: Dummies have a blank mood datum /:cl:
## About The Pull Request - Rotschreck now gives pacifism during it's duration. (Lore inaccurate, but forces vampires to actually run away during rotshreck instead of ignoring it and continuing to fight.) - Various disciplines are now unable to be used while in frenzy. - Frenzy now gives +2 to resisting dominate and presence. - Frenzying vampires now jitter. (That's visible right?) - Hunger frenzy gives strong grabbing, so you instantly aggro grab. - Frenzying vampires cannot recognize anyone, people look staticy and you cannot examine them. - Frenzying vampires are incapable of language, only being able to growl/hiss, and not understanding any language. ## Why It's Good For The Game Frenzy as of now is quite underwhelming for what it does. A vampire can enter a hunger frenzy and then politely excuse themself from a conversation, before calmly drinking some hobo in privacy. Or a vampire in rotshreck can ignore the fire, and continue attacking the hunter who thought that vampires were weak to fire. For strong grabbing, I added that because I felt it was LRP when a frenzying vampire would be trying to grab someone to drink, but was a non-threat because the person would just move. This makes frenzy more noticeable, and harder to ignore, without outright taking away all agency from the vampire. ## Changelog :cl: balance: Frenzy balancing /:cl: --------- Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com> Co-authored-by: chazzyjazzy <chardowdude@gmail.com>
## About The Pull Request Recreates the generalized glowing eyes flaw from oldcode with new behavior ## Why It's Good For The Game de-splat detectors vampire glowing eyes, makes the code betterer ( i was told ) and adds soulful fluff ## Changelog :cl: ChiropterousHoarder, dwinters99, buffyuwu add: Added variant of Glowing Eyes for non-kindred that only breaches in near-total darkness and increases flash sensitivity /:cl:
## About The Pull Request removes the violation observer component and the proximity monitor and reverses it so that instead of NPCs constantly scanning for masq breaches (and thus updating their aoe refs every step), a masq breacher for loops through every atom/movable searching for violation_observer flag set to TRUE and sends comsig_seen_masquerade_violation to all of them with the breacher as the arg. basically instead of every npc constantly looking for a masq breach, now only masq breachers walk around with a 'hot zone'. TODO: actually use the masquerade violating arg on /obj ## Why It's Good For The Game performance? doesnt seem like i've made a major dent as that for loop is nasty - especially when u consider masq violating face, eyes, body. but that's todo. ## Changelog :cl: refactor: removes violation_observer component and prox monitor, bringing it to /atom/movable /:cl:
## About The Pull Request Pulls the latest TGStation commits to keep us up-to-date Please dont squash this one!!! Highlights Include: ## Why It's Good For The Game MODERN CODE ## Changelog :cl: /:cl:
## About The Pull Request Rewords serpentis 1 so that it doesn't imply that it gives you any sort of mind control ability, only that you freezes you in place. ## Why It's Good For The Game In V20, the intent for what serpentis 1 does is to freeze someone in place, there is no mention of any mind controlling or similar effects. ## Changelog :cl: fix: Serpentis 1 no longer implies that it can mind control you. /:cl:
## About The Pull Request Fills out the last few initial tribes gifts plus 3 gifts for each breed. ### crinos **Primal Anger** Very simple, trade 1 ttrpg damage worth of agg loss for 3 rage. 1 scene cooldown **Shed** DEXTERITY + PRIMAL_URGE to shed your current cuffs and apply a status effect to make cuffs easier to escape Tweaked cuff resist code for this > Slipping restraints now uses a system similar to breaking cuffs that uses DEXTERITY + STEALTH to escape ### homid **Apecraft's Blessings** 1 turn doafter Roll WITS + CRAFTS for a reduction of difficulty based on amount of succesese for the next roll made to employ a tool of human origin (This represents all items outside stuff like gangrel claws at the moment) **City Running** 1 rage Makes the roll for climbing -2 difficulty lasts 1 scene **Master of Fire** 1 gnosis Lets you heal fire damage as if it were brute. ### lupus **Hare's Leap** Roll STRENGTH + ATHLETICS difficulty 7, doubles (or triples on a willpower spend) your jump distance for a scene **Heightened Senses** 1 gnosis grants a reduction of -2 difficulty of for all stats that use perception (a extra -1 for crinos to lupus) addtionatly grants you an action that lets you roll PERCEPTION at difficulty 8 to preform uncanny tracking and draw a line to a mob you've prevously examined (uses the same memory system as heart-drum and reworked discs) **Predator's Arsenal** replaces your attack verbs and stats with that of claws 1 for scene. This gives you an exame text to reflect this only shown on a PERCPETION + ALTERTNESS roll at difficulty 9 (this roll is shown to you on a fail, but to the examiner on a success) Had to do a intresting rework to how we handle roll output targets for this. ### silver fangs **Falcon's Grasp** 1 rage makes grabs straight to a neck grab. grants a +3 bonus to grapping rolls lasts 1 scene ### star gazers **Channeling** burns 1 to 3 rage in exchange for that many bonus dice on the next roll. ### ghost council **Sense Magic** roll PERCEPTION + INVESTIGATION (will be changed to enigma if we get that) depending on result, makes all magic or lingering magic (the aftermath of usages of magic)visible as a sparklying effect. If you score 3-4 success, also gives a list of the "hints" of magic type (blood, spirits)or subtype (time) ### galestalkers **Beat of the Heart-Drum** 1 gnosis. uses mobs you've tasted the blood of, are holding a piece of (blood, limbs, organs), or have an item with there fingerprints roll PERCEPTION + SURVIVAL on success create a status effect that continually beats based on distance to allow tracking. <details> <summary>Todo</summary> **crinos** Primal Anger - [x] Code - [ ] Sprites Shed - [x] Code - [ ] Sprites **homid** Apecraft's Blessings - [x] Code - [x] Sprites City Running - [x] Code - [ ] Sprites Master of Fire - [x] Code - [x] Sprites **lupus** Hare's Leap - [x] Code - [x] Sprites Heightened Senses - [x] Code - [x] Sprites Predator's Arsenal - [x] Code - [x] Sprites **silver fangs** Falcon's Grasp - [x] Code - [x] Sprites **star gazers** Channeling - [x] Code - [ ] Sprites **ghost council** Sense Magic - [x] Code - [x] Sprites **galestalkers** Beat of the Heart-Drum - [x] Code - [ ] Sprites Other. - [x] Sprite for willpower burning hud </details> ## Why It's Good For The Game Ensures we dont have tribes that do nothing. Improvements to the code. ## Changelog :cl: Add: All werewolf breeds have 3 unique gifts and every tribe now has atleast 1 unique gift. add: Adds new werewolf gifts; Primal Anger, Shed, Apecraft's Blessings, City Running, Master of Fire, Hare's Leap, Heightened Senses, Predator's Arsenal, Falcon's Grasp, Channeling, Sense Magic, Beat of the Heart-Drum refactor: Rolls output targets are based on a set of flags giving more granular control of targets including based on success qol: Changes out dice rolls are outputed to be built at the target so the target can use the guestbook name of the mob who rolled balance: Slipping restraints now uses a system similar to breaking cuffs that uses DEXTERITY + STEALTH to escape fix: Fixes oversight where bonus was not always properly added to dice pool and only displayed visually code: Rolls pass in an item used in the act if any code: Cleans up helpers for dice roll values like difficulty code: All magic items now return a "magic type" datum with information like power or type of magic (e.g blood, spirit, time) code: Adds effects to represent "lingering magic" left by most gifts or discs. code: Reworks Fey Sight to detect items based on magic sources they give off rather then all items on a person. code: Organs track who they were last attached to. code: adds a generic system for tracking mobs you've examined to be reused for any power that calls for such (Beat of the heart-drum and multiple vampric discs) /:cl: --------- Co-authored-by: NullDagaf <55005783+NullDagaf@users.noreply.github.com> Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
## About The Pull Request Mask of shadows makes inspecting harder by making it so you fail to notice any details about the person such as what they are wearing and etc ## Why It's Good For The Game You are translucent and smoky, it should be hard for anyone to see you. ## Changelog :cl: add: Donning the Mask of Shadows makes those under it's effect harder to examine/inspect /:cl: --------- Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request <img width="287" height="550" alt="image" src="https://github.com/user-attachments/assets/c2dad775-ed5c-484f-b562-aa590258eaea" /> ## Why It's Good For The Game Aint meant to be two of those.
## About The Pull Request fixes DarkPack13#1623 and some other behavoir cleanup.
…o apoc-pull-10-6-26
FalloutFalcon
enabled auto-merge
October 7, 2026 00:32
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