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Special Fran Port#11

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FalloutFalcon wants to merge 315 commits intoApocryphaXIII:masterfrom
FalloutFalcon:special-fran
Draft

Special Fran Port#11
FalloutFalcon wants to merge 315 commits intoApocryphaXIII:masterfrom
FalloutFalcon:special-fran

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About The Pull Request

Why It's Good For The Game

Changelog

🆑
add: Added new mechanics or gameplay changes
add: Added more things
del: Removed old things
qol: made something easier to use
balance: rebalanced something
fix: fixed a few things
sound: added/modified/removed audio or sound effects
image: added/modified/removed some icons or images
map: added/modified/removed map content
spellcheck: fixed a few typos
code: changed some code
refactor: refactored some code
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/:cl:

tgstation-ci bot and others added 30 commits January 27, 2026 20:24
…sing gibbings (#94961)

## About The Pull Request

Closes #94785
Also apparently we never passed dusted and gibbed to update_effects, so
more specific death moodlets didn't update their descriptions. Whoops.

## Changelog
:cl:
qol: Ashwalkers are now desensetized to non-ashie deaths, and enjoy
witnessing gibbings
fix: Some specific death moodlets now properly register when their
target has been dusted or gibbed in their description
/:cl:
…(#95007)

## About The Pull Request

Adds a 1/1000 chance of a sufficiently fast and damaging (brute)
projectile removing a lobotomy tier brain trauma on hitting whatever
bodypart has your brain in it (HARS acknowledged)

## Why It's Good For The Game

From where you're kneeling it must seem like an 18-carat run of ~~bad~~
good luck.
Truth is... the game was rigged from the start.

## Changelog

:cl: Melbert
add: A bullet to the brain has a rare chance of providing a free
lobotomy
/:cl:
## About The Pull Request

sheering -> shearing

## Why It's Good For The Game

I assume they meant shearing & not searing, cause it's the body being
smushed. They definitely didn't mean sheering.

## Changelog
:cl:

spellcheck: spine implant emp damaging text spells "shearing" correctly

/:cl:
## About The Pull Request

In addition to holding an analyzer, the following will also show you
precise stats during tend wounds

- Operating computers
- Vitals readers
- The Health Analyzer MODsuit module

## Why It's Good For The Game

Health analyzer displaying stats during tend wounds is very helpful
But so is holding other surgical tools. 
So I figure why not allow the three other means of health scanning
people hands free work in place of an ol' analyzer?

## Changelog

:cl: Melbert
qol: Operating computers, Vitals readers, and the health analyzer
MODsuit module (when active) can be used in the place of a health
analyzer to display precise health stats during a Tend Wounds surgery
/:cl:
## About The Pull Request

Because cable coils are by default 30 cable, what was presumably
intended to drop four cable actually dropped four stacks of cable. This
modifies the deconstruction logic of improvised mounted weapons to spawn
`/obj/item/stack`s once, with their count set in `new()`, rather than
repeatedly spawning single stacks and having them merge, which allows
granularity when it comes to cable.

## Why It's Good For The Game

Unless you're deconstructing something via a wiremill, it shouldn't
produce eight times as much cable as it cost.

## Changelog
:cl:

fix: Improvised mounted weaponry now drops a reasonable amount of cable

/:cl:
## About The Pull Request

#94621 missed a few REMs in life code, and a few outside which just...
made zero sense outright. This cleans it up and makes sure everything is
up to modern code.

## Changelog
:cl:
fix: Fixed some reagents still using old (and now, incorrect) math for
their metabolization values
/:cl:
## About The Pull Request

Makes the lootpanel act like you'd expect it to.

## Why It's Good For The Game

You should not need to manually refresh the loot panel. You should not
be able to monitor a turf on the other side of the station.

## Changelog

:cl:
fix: The lootpanel will now properly close with distance from the target
like most other tguis.
qol: The lootpanel will now automatically refresh when new items enter
it. Removed the manual refresh button.
/:cl:

Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
## About The Pull Request

Improves some blackbox logging for bitrunner domain creation, by also
logging how much information they had when they chose it.

Also some minor code improvements, by making methods for whether the
name/reward of a domain is visible.

## Why It's Good For The Game

Right now, if we just look at blackbox logs, we cannot easily tell if a
domain is being deliberately avoided when possible, as we cannot tell if
it's run unintentionally or intentionally. Now we will record that
information, so we can act on it, and hopefully perform actions to
improve the domains that people attempt to avoid.
## About The Pull Request

1. Adds doppler radar towers to Lavaland and the Icemoon

Weather radios now need a doppler radar on the target z-level to get an
accurate reading. Without a radar tower, the expected timing of incoming
storms will be off by a random factor.

Lavaland and the Icemoon both have a few towers mapped into them. 

The towers themselves can be constructed with plasteel if they some how
get destroyed. They also have an in built GPS.

Each tower requires a cable connection to function. They need a pretty
small amount of power to function.

2. Adds anomalous radar towers

Attaching a weather anomaly core to a radar tower results in an
anomalous radar tower.

<img width="260" height="409" alt="image"
src="https://github.com/user-attachments/assets/3430b0aa-0bbc-44df-ae75-67c2c3cca5a6"
/>

This allows you to cancel ongoing storms **or summon storms yourself**. 
Each cancellation and summon uses a percentage of the core's charge.
After the charge runs dry, the core is destroyed, and the tower goes
back to being normal.

Yes, you can construct a radar tower on the station to summon storms on
the station, *including* rad storms.
All storms summoned abide by radstorm rules, meaning maint is safe. 
Summoning onto the station uses significantly more charge.

3. Limits weather anomaly cores to 5

Because they are charge based and spamming weather events all round
would be annoying, slightly lowers the max core count.

## Why It's Good For The Game

Weather manipulation seems super appropriate for weather anomaly cores.
Initially it was just going to be the machine, but then I thought "what
if I want the frame of the machine to be available roundstart on
Lavaland to encourage cooperation with miners" and then I thought "what
if it tied into the weather radios, which opens up rare sabotage
methods"

So that's how we got here. The towers exist to facilitate the anomaly
use while also allowing enterprising traitors to sabotage, potentially
leaving their target unaware in a storm.

## Changelog

:cl: Melbert
add: Adds doppler radar towers to Lavaland and the Icemoon. These towers
ensure weather radios have accurate readings.
add: Adding a weather anomaly core to a radar tower upgrades it, giving
you control of weather - allowing you to cancel storms or even spawn a
weather event of your choice. However, the core will expire after use,
requiring replacement.
add: You can construct radar towers with plasteel. Even on the station.
Yes, you can summon weather onto the station.
balance: Limits weather anomaly cores to 5. 
/:cl:
## About The Pull Request

Desensitized is no longer binary yes/no, now scales from 0.1x to 1x (or
beyond, I guess)

Desensitized jobs start as 0.5x desensitized (which is the threshold for
being considered "truly desensitized")
Some antags are now 0.1x to 0.25x desensitized

Witnessing death of a fellow human gives you slight desensitization
(currently -0.025x).
A normal crewmember, after witnessing 20 deaths, is on par with a
roundstart desensitized crewmember.
Likewise a desensitized crewmember has almost no reaction to death after
witnessing 20 deaths.
Your own deaths count towards this value.

There's an achievement for managing to go from 1x to 0.1x across the
course of an entire round.

## Why It's Good For The Game

This is intended to contribute to the "story" people face across the
length of a round.
Rounds with few overall deaths results in crewmembers regularly getting
shocked, but bloodbaths results in crewmembers "dehumanizing and facing
the bloodshed".

## Changelog

:cl: Melbert
add: Desensitization to death is no longer binary - some antagonists are
now more used to it than others.
add: Witnessing the death of a fellow humanoid (or dying yourself) will
slightly desensitize you to future deaths.
add: Adds an achievement for managing to max out desensitization across
a round.
add: Desensitized crewmembers care less when splattered with blood.
add: Holodeck mobs have a reduced death mood impact.
/:cl:
…lf (#94948)

## About The Pull Request
TRAIT_DISFIGURED and physical disfiguration are now handled by the head
bodypart rather than being on the mob itself. This is mostly for
internal purposes, but it does mean that:
- Players can now perform plastic surgery on torn off heads.
- Disfigured mobs' heads keep their face hidden, and when attached to a
different body won't magically get repaired and vice versa, attaching a
new head to a disfigured corpse no longer disfigures it.
- Robotic (and other non-huskable) heads no longer become disfigured
from husking
- Also in the rare case of grafting a head torn off from a husk onto
another body, they no longer permanently turn into an Unknown. (lol)

## Why It's Good For The Game

Saner code, we generally want limb-specific behaviors to be on limbs
themselves and not on the mob. Also yeah that one weird edge case.
~~Husks are next on the chopping block~~

## Changelog
:cl:
qol: Plastic surgery can now be done on detached heads.
refactor: Refactored how disfiguration is handled to be stored on head's
side
fix: Robotic (and other non-huskable) heads no longer become disfigured
from husking
fix: Attaching a head from a husk to a different body no longer
permanently turns them into an Unknown.
/:cl:
darkpack13-api bot and others added 11 commits February 19, 2026 18:19
## About The Pull Request

readds height scaling which is an essential feature so that everyones
character can be 6'7

Was originally gonna do this with the merits/flaws but... ended up
deciding that it would be fun and would limit character creativity

Still need to make the display on the slider be actual human heights

Also WARNING!!!!!! I can see this as an issue already but this is
probably gonna break sprite overlays like gangrel legs or gargoyle
horns/legs. Like for ex if someone takes a very short gargoyle/gangrel
theyd have floating horns and legs that jam through their character's
skull

## Why It's Good For The Game

character customize

## Changelog

:cl:
add: Readds character height customization as a numerical preference
slider
/:cl:
## About The Pull Request

Adds Necromancy Tomes to the relevant Giovanni role inventories.

## Why It's Good For The Game

Engaging with intended content is good 

Fixes: DarkPack13#586
## Changelog
:cl:
fix: Necromancy tomes will properly spawn for Capo/La Squadra Roles
/:cl:
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