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Upstream Pull 4/1/2026#31

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FalloutFalcon:upstream-pull-4-1-2026
Apr 1, 2026
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Upstream Pull 4/1/2026#31
FalloutFalcon merged 214 commits into
ApocryphaXIII:masterfrom
FalloutFalcon:upstream-pull-4-1-2026

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timothymtorres and others added 30 commits March 15, 2026 09:57
## 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:
chazzyjazzy and others added 18 commits March 31, 2026 03:32
## 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>
@FalloutFalcon FalloutFalcon requested review from a team as code owners April 1, 2026 17:12
@FalloutFalcon FalloutFalcon enabled auto-merge April 1, 2026 17:13
@FalloutFalcon FalloutFalcon merged commit 2e0e92a into ApocryphaXIII:master Apr 1, 2026
23 of 25 checks passed
@FalloutFalcon FalloutFalcon deleted the upstream-pull-4-1-2026 branch April 1, 2026 17:24
@FalloutFalcon FalloutFalcon added the Upstream Merge Copy and paste Darkpack code. If it compiles, it ships! label Jun 21, 2026
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