Upstream Pull 4/1/2026#31
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FalloutFalcon merged 214 commits intoApr 1, 2026
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## About The Pull Request This changes spiderwebs to drain stamina from mobs whenever they enter a turf filled with spiderwebs. ## Why It's Good For The Game The old movement code was very janky and buggy. Because it used the `CanAllowThrough` proc, a mob could spam several dozens of movement attempts per second, resulting in a massive amount of shaking and `stuck in the web` messages. This had the effect of not really slowing or stopping movement, since the RNG was being rolled so fast that it was a minor inconvenience. I feel like the stamina drain effect makes more sense and feels more natural. ## Changelog :cl: balance: Sticky spider webs now drain stamina when mobs enter the turf /:cl:
## About The Pull Request Chem scanning a maint pill now removes the achievement for eating it. ## Why It's Good For The Game cheater. You can still scour maints for pills with stuff you'd like, but you lose the achievement for doing so. ## Changelog :cl: fix: Chem scanning a maintenance pill removes the achievement value. /:cl:
## About The Pull Request This lets people ride and tame spiders by feeding them mouse, lizard, moth, fly, and worm meat. You can only do this when a spider is a spiderling or young; once it's fully grown, it's no longer possible. This also refactors some tameable code to use `TRAIT_TAMED` instead of setting variables on mobs individually. ## Why It's Good For The Game It looks cool. <img width="1920" height="1080" alt="dreamseeker_97k7fgzdhv" src="https://github.com/user-attachments/assets/87d53102-468d-4dd7-b0a7-004f9a98df17" /> ## Changelog :cl: add: Spiders can now be tamed and ridden. They eat mouse, lizard, moth, fly, and worm meat and can only be tamed when they are spiderlings or young. code: Refactored tameable code to use TRAIT_TAMED instead of setting individual variables on each mob. /:cl:
…angry (#95342) ## About The Pull Request Cannabis will slowly calm monkies down, removing enemies from their enemies list over time and eventually making them docile while it is in their system Nicotine does similar, but does not make them docile Booze on the other hand makes monkeys see enemies as greater enemies depending on strength of the drink ## Why It's Good For The Game Adding interactions between reagents that modify "player behavior" and actual "ai behavior" seems like fun to me, ## Changelog :cl: Melbert add: Cannabis will calm down an angry monkey, eventually even turning them docile (not pacifist!) temporarily add: Nicotine will also calm down an angry monkey, albiet slower than Cannabis and will never turn them entirely docile add: Booze on the other hand will make a monkey even angrier (though only if they are already upset with someone) /:cl:
## About The Pull Request Cleans up the code, swing combat will be real one day ## Changelog :cl: refactor: Rewrote dispenser bots to use item_interaction /:cl:
## About The Pull Request One more refactor, one less attackby ## Changelog :cl: refactor: Rewrote BCI implanters to use item_interaction /:cl:
## About The Pull Request Moving Pun Pun's name handling in #94463 broke their name assignment as it used `var/name_to_use = name` Prior, it would save `var/name_to_use = "Pun Pun"`. But after moving it, it would use `var/name_to_use = "monkey (842)"`, as name is randomized in human init. I will note that I think `use_random_name` var is broken... that may require future investigation. ## Changelog :cl: Melbert fix: Pun Pun is Pun Pun again /:cl:
…act (#95378) ## About The Pull Request Another attackby() gone ## Changelog :cl: refactor: Rewrote integrated circuits to use item_interaction and screwdriver_act /:cl: --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request Another one bites the dust ## Changelog :cl: refactor: Converted circuit printers/duplicators to item_interaction /:cl:
## About The Pull Request Converts basicmob bot construction to use item_interaction instead of attackby() ## Changelog :cl: refactor: Converted bot construction to item_interaction /:cl:
…(#95380) ## About The Pull Request Refactors Revenant abilities into a component Revenant abilities now indicate if they are locked <img width="419" height="185" alt="image" src="https://github.com/user-attachments/assets/7223f025-d99c-4c09-883b-b53f29947c36" /> <img width="337" height="97" alt="image" src="https://github.com/user-attachments/assets/321bf64f-df57-4da5-9951-a2795637cea3" /> They also more accurately update if they are un/usable (ie, if you enter a wall, they turn red.) Also, Revenants are no longer affected by gravity. They already weren't affected by gravity (as far as I could tell) this just prevents them from getting the no-grav alert. ## Why It's Good For The Game - Not all future Revenant abilities need to be an AOE spell - It makes them easier to parse at a glance (what powers you have / don't have / can use) ## Changelog :cl: Melbert qol: Revenant abilities indicate if they are locked, and better indicate if they are currently usable qol: Revenants are no longer alerted that they have no gravity (they always have gravity) refactor: Refactored Revenant abilities, report any oddities with them. /:cl:
## About The Pull Request More attackby()s gone ## Changelog :cl: refactor: Converted vehicles to use item_interaction/tool_acts /:cl:
## About The Pull Request Reimplements Daimonion Refactors Daimonion 4 and 5 since the objects they used were outdated and Daimonion 5 was using global lists (lol) in order to not curse a victim twice. Solar said hes gonna redo Daim 2 so dont worry about my comment ## Why It's Good For The Game Baali ## Changelog :cl: chazzyjazzy add: re-adds Daimonion /:cl: --------- Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: XeonMations <62395746+XeonMations@users.noreply.github.com>
## About The Pull Request ## Why It's Good For The Game ## Changelog :cl: fix: Fixes fera options appearing on non-fera splats /:cl: --------- Co-authored-by: buffyuwu <buffyvrc@gmail.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request This reverts commit 7945cc7. ## Why It's Good For The Game A few mistakes were made in the syntax of the comments and I think its a bandaid fix for what the actual issue (which seems like it was fixed after the following commit??)
## About The Pull Request This PR gives Gargoyles their wings sprite overlay and allows them to use a /datum/action to fly. I originally thought this was way harder than what it was because I didn't know about the wings/functional subtype and sprite_accessory datums. when I found those this PR ended up becoming like, forty lines lol. ## Why It's Good For The Game Gargoyle ## Changelog :cl: add: Adds Gargoyle wings and flight /:cl: --------- Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request Turns out by default we werent logging SUBTLE and SUBTLER due to neither being in the config files. ## Why It's Good For The Game ## Changelog :cl: /:cl:
## About The Pull Request Kinfolk wont try to access a auspice they dont have when checking rank ## Why It's Good For The Game runtime bad. ## Changelog :cl: code: Fixes runtime from kinfolk not having an auspice to check when deciding rank. They default to a cub. /:cl:
## About The Pull Request fixes masquerade violating face trait so nosferatu take breaches from having their face visible fixes DarkPack13#326 ## Why It's Good For The Game bugfix ## Changelog :cl: fix: fixes masquerade violating face trait /:cl:
…arkPack13#814) ## About The Pull Request This PR adds the level two Thaumaturgy ritual 'Burning Blade' It also fixes discipline datums not having their level var set which resulted in all ritual rune drawing actions to have level = 1 when players had higher levels selected it also weakens the blood guardian (now renamed to sanguine assistant) to more closely fit lore (sanguine assistant ritual, blood imp ritual in revised) it also makes all rituals an intelligence + occult roll ## Why It's Good For The Game Bugfix and the use of an unused sprite 'egorium' the animated burning scythe ## Changelog :cl: add: Adds level two Thaumaturgy Burning Blade ritual fix: fixes ritual drawing actions having level = 1 when people had higher levels selected /:cl: --------- Co-authored-by: XeonMations <62395746+XeonMations@users.noreply.github.com>
## About The Pull Request Lets be real Abby practically made this pr hahaha I had no clue how to make it besides fixes DarkPack13#569 ## Why It's Good For The Game bugfix ## Changelog :cl: fix: Fixes invisible glass sprites /:cl: --------- Co-authored-by: buffyuwu <buffyvrc@gmail.com>
…o upstream-pull-4-1-2026
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