Darkpack Pull 3/19/2026#20
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FalloutFalcon merged 470 commits intoMar 19, 2026
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…in (#95221) ## About The Pull Request When you craft food, the food's base reagents are cleared and replaced with all the produce's foods https://github.com/tgstation/tgstation/blob/a2af8930399a73e2b668ff8689c7288e9cc28bc3/code/datums/components/food/edible.dm#L338-L350 Then we made crafting also transfer in reagents used in crafting for full parity tgstation/tgstation@74761fd This caused a few bugs, but this commit in particular had a major effect in that it made it so the "clear reagents" step was only invoked when a reagent is used in crafting, which few food actually uses tgstation/tgstation@5970b67 This PR moves the check back outside of the `holder` check I don't think it'll cause any regressions for the second linked commit, as the only recipes that have the `clear_reagents` flag is food However I felt pretty certain the first commit would regress, so I made sure the recipes mentioned in it would continue to work ## Changelog :cl: Melbert fix: Food items no longer "duplicate" their intended reagents when crafted /:cl:
## About The Pull Request Putting the power pack from the laser rifle into the recharger causes runtimes every process call because it's comparing a list to a number ## Why It's Good For The Game Bug fix ## Changelog :cl: fix: fixed recharger not properly charging the laser rifle power pack /:cl:
## About The Pull Request `shock` was copy pasted across a bunch of base types I needed the behavior unified and it was fairly trivial to do So now we have `/obj/proc/shock` which all the old implementations call ## Changelog :cl: Melbert refactor: Made some minor changes to how things like airlocks, vendors, and autolathes shock you. Report any wierdness with that /:cl:
## About The Pull Request Oh this aint ttrpg accruate. I dont know how but i landed on this while looking at stuff and realized you do NOT get night vision and its also is a roll. <img width="423" height="286" alt="image" src="https://github.com/user-attachments/assets/cdeeeed2-3701-4b27-bd6a-c862e7831dd4" /> ## Why It's Good For The Game Night vision for vampire is actually surprisingly hard to find. (Outside COD mabye??) your are not necessarily meant to be adapted to the night as its a curse. TTRPG accuracy. ## Changelog :cl: balance: Removed shroudsights night vision balance: Shroud sight requires a perception + awareness roll /:cl:
## About The Pull Request Makes the chocolate bar take a random brand of chocolate bar from bloodlines. <img width="501" height="638" alt="image" src="https://github.com/user-attachments/assets/8e73ead9-318f-4afa-9c7e-abcbcdf37db7" /> ## Why It's Good For The Game Sovl ## Changelog :cl: add: Chocolate bars now have random brand name. /:cl:
## About The Pull Request Adds the Automatic Fire component to most Full-Auto firearms. Given our extremely asymmetrical balancing, this is going to need some extensive in-round testing and adjustments to catch big oversights I'd not found in my own testing. ## Why It's Good For The Game My Unregistered Automatic Weapon Should Not Be Shooting In A 4 Round Burst Each Click ## Changelog :cl: add: Most Automatic Guns have gotten Full-Auto Capacity, please make an issue report for extremely unfair TTKs /:cl: --------- Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request code bounty on TFN that didn't make the feature freeze, a crime long overdue, will now be corrected... also nagarajas fixes DarkPack13#647 fixes DarkPack13#284 except not reallly because i made an unatomized issue fixes DarkPack13#345 fixes DarkPack13#196 fixes DarkPack13#543 this feature was originally coded by Silverrat for Dyzennon and I promised long ago to port it to Darkpack so that's what I'm going to do requires DarkPack13#542 ## Why It's Good For The Game ye ## Changelog :cl: add: adds Nagaraja add: adds Samedi and their discipline Thanatosis add: adds Giovanni atavism quirk, the Cappadocian accelerated corpse decay quirk, and the 'Monstrous' appearance 0 masquerade breaching face quirk add: adds Harbinger of Skulls add: Cappadocian weakness is now limited to rotten1 and rotten2, with a quirk designed to accelerate the corpse decay fix: removes Giovanni from Camarilla roles besides Tower Employee fix: removes Cappadocian from Giovanni Capo fix: vampires, ghouls, and garou can now play dealer code: included_clans for darkpack quirks so we don't have a massive excluded_clans list for quirks that are available for all clans minus one /:cl: --------- Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
…se is_custom_emote variable in living_say (#95082) ## About The Pull Request During message hearing, mobs are displayed two versions of the message they hear, determined by the languages they understand, their mob type (AI's and ghosts get follow buttons, for example), and special handling for runechat. It's a bit of a deep drive, but this bug's been present since #62130. This implements a check for the flag being sent down, so that when the runechat is generated, we don't get the cleared placeholder string set in `/mob/proc/check_for_custom_say_emote()` - set because the message is never meant to be parsed as a chat message. Before, the message string sent down `/mob/dead/observer/Hear()` did not know the message was an emote, so the message passed to the function that generates the runechat receives the placeholder string. With this PR, that function now receives the correct string, the same as living would handle it. While searching for this bug, I found that a variable was set, but never used more than once in `/mob/living/Hear()` - I changed the code that accesses this variable to access the saved inline version instead (hopefully saving some cpu!!). ## Why It's Good For The Game ## Changelog :cl: fix: fixed runechat's for radio emotes appearing incorrectly for observers code: reuse the emote check from living's hearing function /:cl:
## About The Pull Request makes the process acctually do anything and makes sure lattice over them stop them from hurting you. ## Why It's Good For The Game fix ## Changelog :cl: fix: Acid turfs wont hurt if under a catwalk /:cl: Co-authored-by: XeonMations <62395746+XeonMations@users.noreply.github.com>
## About The Pull Request Noticed that gargoyle leg and tail checkbox and clan beastmark feature was being displayed for all vampires, not just those with that relevant feature, so I made sure the proc returns false if all conditions fail, extra safety in garg legs and tail's apply_to_human aswell to avoid ventrues with gargoyle legs also removed a duplicate comment from garg legs and tail proc that was copy pasted ## Why It's Good For The Game bugfix ## Changelog :cl: fix: added safety checks for gargoyle tail and legs and beastmarks /:cl: --------- Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request Some tweaks after feedback. ## Why It's Good For The Game It was spammy and hitting the wrong balls despite a billion successes is bad! Its fine mostly at low stats but when you have high stats it can run out of balls your actually aiming for plus random chance outside the roll. ## Changelog :cl: qol: Balls hit in billiards are now purely based on success rather success being a modifier. qol: Hit balls are all displayed on a single line to avoid spam. qol: Moved striking ball to right click to allow you to place the cue back onto the table /:cl:
…k13#711) ## About The Pull Request ## Why It's Good For The Game This was used as a stop gap because discs were annyoing to search for. This is no longer the case. ## Changelog :cl: fix: Typhon's Brew actually shows up if you have Serpentis refactor: Reworks DISCIPLINE_KNOWLEDGE traits into checks for the disc code: Some type casts on `attack_self`s mostly have type safety to prevent run-times if you use it while not a human /:cl: --------- Co-authored-by: XeonMations <62395746+XeonMations@users.noreply.github.com> Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
## About The Pull Request The tgui was using a deprecated type 'content' when now it needs to use 'children', inStock was working better as stock > 0 instead of checking the 'available' boolean, and in the process i found out that upstream added its own stock tracking system so I changed the stock tracking to use that instead, the vars amount and max_amount fixes DarkPack13#723 ## Why It's Good For The Game bugfix ## Changelog :cl: fix: thaumaturgy archive now correctly handles stock /:cl:
## About The Pull Request See changelog. ## Why It's Good For The Game More mostly accurate forms ## Changelog :cl: fix: Default protean fight form swapped from dog to wolf fix: Animalism summon is a true wolf instead of renamed dog. add: Gangrel protean has dog and corvid /:cl:
…City into upstream-merge
## About The Pull Request ## Why It's Good For The Game ## Changelog :cl: /:cl:
## About The Pull Request ## Why It's Good For The Game ## Changelog :cl: add: readds height /:cl: --------- Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com> Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com> Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com> Co-authored-by: Hatterhat <31829017+Hatterhat@users.noreply.github.com> Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: loganuk <falseemail@aol.com> Co-authored-by: Y0SH1M4S73R <y0sh1m4s73r@gmail.com> Co-authored-by: Pink <sightld2@gmail.com> Co-authored-by: Bridget (Yaki) <53800426+YakiAttaki@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Aylong <69762909+AyIong@users.noreply.github.com> Co-authored-by: Nick <jughu1@hotmail.com> Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Gboster-0 <82319946+Gboster-0@users.noreply.github.com> Co-authored-by: Gaxeer <44334376+Gaxeer@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com> Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> Co-authored-by: mcbalaam <104003807+mcbalaam@users.noreply.github.com> Co-authored-by: RengaN02 <60517664+RengaN02@users.noreply.github.com> Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com> Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com> Co-authored-by: paganiy <126676387+paganiy@users.noreply.github.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: FeudeyTF <72273449+FeudeyTF@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Iajret <8430839+Iajret@users.noreply.github.com> Co-authored-by: Nick <nick@nfreader.net> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: theOOZ <sheepwiththemask@gmail.com> Co-authored-by: grungussuss <96586172+grungussuss@users.noreply.github.com> Co-authored-by: Pik1ta <supernikitapetrov@gmail.com> Co-authored-by: mskinner5278 <m.skinner5278@gmail.com> Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> Co-authored-by: Pepsilawn <reisenrui@gmail.com>
## About The Pull Request fixes DarkPack13#527 changes camarilla bouncers to be wearing a red turtleneck bulletproof vest balaclava combo <img width="506" height="101" alt="image" src="https://github.com/user-attachments/assets/a2c822dd-5bac-4c42-afea-456a09f11841" /> little errors are from the MP5 not having a worn sprite, will work that out later ## Why It's Good For The Game bugfix and personal preference ## Changelog :cl: fix: endron bouncers now wear the correct uniforms, camarilla bouncers now wear red turtlenecks and armoured vests /:cl:
## About The Pull Request Adds logic for getting the "most important" splat on a mob, functionally right now, its the firs full splat you have. Renames the issplat helpers to be more clear that they are getters instead of returning truth ## Why It's Good For The Game In theory should simplfy some logic if you need to decide a singular splat to use. And some helpers for halfsplat checks if someone finds that useful issplat is a bit confusing. ## Changelog :cl: refactor: Cleans up some syntax on splat helpers /: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 See: The-Final-Nights/The-Final-Nights#967 except it probably does break sheets but given this is rebase-repo I'm not sure how one could modularly *not* break sheets. ## Why It's Good For The Game See: The-Final-Nights/The-Final-Nights#967 ## Changelog :cl: spellcheck: Renamed Metis to Crinos /:cl:
## About The Pull Request Makes indexes of stat holder lists a type rather then string ## Why It's Good For The Game The only place a string was useful was tgui so we do text2path there instead of EVERYWHERE else. Allows for better handling, as you can access the type directly if you need something like a name, and dont have to wrap all logic on strings which is annoying. Its a hanger-on from when we were direct saving the list for prefs. this is no longer needed. ## Changelog :cl: code: List index for stats was made its type instead of a type as a string /:cl:
## About The Pull Request Reimplements Melpominee. ### Caveats: - ~~Dot 5 is not Virtuosa because I'm not skilled enough at this time to make it work in a user-friendly way. It has been replaced with an earlier edition's 5 dot, Death of the Drum, which is functionally identical to the old implementation (Shattering Crescendo, which in V20 is a 6 dot.)~~ - ~~Siren's Beckoning does not include the odd cumulative success system from the book, mainly because I'm not skilled enough to code it but also because we do not have Derangements at this time.~~ - ~~Siren's Beckoning is meant to have a particle effect but it does not work at this time.~~ - ~~The Missing Voice does not follow a moving target.~~ Not planned - ~~Dot 5 is using placeholder audio pending suitable sound effects. I'm not sure of the source of this audio and therefore it's license. It'll be changed before this PR is ready for review.~~ <details> ### The Missing Voice The character can “throw” her voice anywhere within her line of sight. This enables the Daughter to carry on surreptitious conversations, sing duets with herself, or cause any number of distractions. This power can also be combined with other Melpominee powers to disguise their source (and some Daughters use it to conceal the fact that Melpominee powers do not function through recorded media). *Click on a location to speak from that location. Allows talking to people off-screen.* ### Phantom Speaker The Daughter can project her voice to any individual she has personally met. Distance is no object, but it must be night wherever the target presently is. The vampire can sing, talk, or otherwise project her voice in any way she sees fit (including other uses of Melpominee), but she cannot hear what she is saying, and therefore suffers a +1 difficulty to any rolls accompanying her utterance. For instance, the vampire could project her voice to an enemy in an attempt to intimidate him, but would suffer a +1 to the difficulty of the Charisma + Intimidation roll. *Select a name from your saved guestbook and send a message to them from any distance. Depending on successes, subsequent messages to not cost additional bloodpoints.* ### Madrigal Music has the power to sway the listener, engendering specific emotions through artful lyrics, pounding crescendo, or haunting melody. The Daughters of Cacophony can tap into music’s power, forcing listeners to feel whatever they wish. The emotion becomes so powerful that the listener must act, though what a listener does isn’t something the Siren can directly control. *Change the emotion of everyone in range who fails a Wits + Awareness check to the emotion you select.* ### Siren's Beckoning The Daughters of Cacophony don’t spread madness as surely (or as visibly) as the Malkavians, but their songs are definitely detrimental to one’s sanity. With this power, the Daughter can drive any listener to madness. Most of the time, the victim is too fascinated to realize that he should leave the area and block out the music from his mind. *Select a target and stun them and yourself for 5 seconds, provided they fail a Willpower check. Remain stationary to continue channeling the stun for up to a total of 20 seconds. Using items will not cancel the channeling.* ### Virtuosa Most of the low-level Melpominee powers can only be used on one target at a time. When the Daughter reaches this level of mastery in her Discipline, she can "entertain” a wider audience. Each member of the audience hears the same message. *When activated, Phantom Speaker and Siren's Beckoning can be used on multiple people. 1 additional bloodpoint cost per 5 people past the first target.* ### Death of the Drum The Daughter can sing powerfully enough to rend flesh, split skin, and crack bone. While some Kindred unfortunate enough to witness this power make reference to the fact that even mortal singers can shatter glass at the right frequency, others note that volume and intensity don’t seem to matter when a Daughter employs Death of the Drum. The Siren can sing a soothing lullaby and still kill a target. *Select a target and deal a tremendous amount of Aggravated damage and ear damage.* </details> ## Why It's Good For The Game Daughters of Cacophony are once again fully featured! ## Changelog :cl: add: Melpominee code: Moves Emotion to /mob code: Proc to convert Emotion to a quality (i.e. Afraid -> fear) /:cl: --------- Co-authored-by: FalloutFalcon <falloutfalconplays@gmail.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com> Co-authored-by: buffyuwu <buffyvrc@gmail.com>
## About The Pull Request adds stool variations [black, blue, and green] <img width="398" height="451" alt="image" src="https://github.com/user-attachments/assets/01f0f210-e1b5-49a2-be2a-2bfda7bb808e" /> <img width="206" height="356" alt="image" src="https://github.com/user-attachments/assets/5ab87ca1-f4a8-42ee-a43c-4cb44333b848" /> ## Why It's Good For The Game we only had red stools but we had black blue and green variants of most chairs I just wanted blue stools in the downstream but figured it would be better to do the rest and put it here ## Changelog :cl: add: black, blue, and green variants of barstools /:cl:
…o darkpack-pull-3-19-26
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