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[IDB IGNORE] [MDB IGNORE] Darkpack Pull 10/6/26 - #188

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Oct 7, 2026
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vinylspiders and others added 30 commits September 15, 2026 20:44
…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:
darkpack13-api Bot and others added 16 commits October 3, 2026 20:14
## 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.
@FalloutFalcon
FalloutFalcon requested review from a team as code owners October 7, 2026 00:22
@FalloutFalcon FalloutFalcon changed the title Darkpack Pull 10/6/26 [IDB IGNORE] [MDB IGNORE] Darkpack Pull 10/6/26 Oct 7, 2026
@FalloutFalcon FalloutFalcon added the Upstream Merge Copy and paste Darkpack code. If it compiles, it ships! label Oct 7, 2026
@FalloutFalcon
FalloutFalcon merged commit 9214e1d into ApocryphaXIII:master Oct 7, 2026
34 of 35 checks passed
@FalloutFalcon
FalloutFalcon deleted the apoc-pull-10-6-26 branch October 7, 2026 00:38
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