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Darkpack Pull 6/13/2026#59

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FalloutFalcon:darkpack-pull-6-13-26
Jun 14, 2026
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Darkpack Pull 6/13/2026#59
FalloutFalcon merged 639 commits into
ApocryphaXIII:masterfrom
FalloutFalcon:darkpack-pull-6-13-26

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tgstation-ci Bot and others added 30 commits May 29, 2026 22:00
## About The Pull Request

Main changes

- `handle_mutations` is gone, DNA Injectors are now managed via a status
effect
- `handle_diseases` is gone, disease stages are just handled via life
signal
- `handle_bodyparts` is gone, it was unused and in the future any
implementations should use a life signal
- `spec_life` is gone, the main content of it is now in `human/Life`,
most children implementations now use life signal, zombie tongues now
handle zombie groans
- Life signal was split in two (pre and active)

Other changes

- DNA injector code was cleaned up considerably
- HARS now alerts admins when you inject someone else with it like
Monkey
- `COPY_DNA_SE` is no longer mistakenly unused (meaning stuff like
transformation sting no longer copies "active mutations")

## Why It's Good For The Game

Across the course of a full round we spend the same amount of time doing
literally nothing in life as we spend on handling human breathing.

Now in the context of a full round this is 8 seconds. Which in the grand
scheme of things, not a whole lot, but if we can get a tiny performance
gain from... not doing literally nothing (especially when we can do
these things cleaner with signals) that's a win in my book

## Changelog

:cl: Melbert
refactor: Refactored dna injectors (both the ones that change appearance
and activate mutations), report any oddities with them like failing to
revert your appearance or mutations not applying correctly
code: Ever so slightly changed how diseases tick, report any oddities
code: Ever so slightly changed how some species mechanics tick, like
golems and slimes, report any oddities
code: The code behind printing appearance modifying dna injectors from
genetics has changed, report any oddities
code: Some backend transformation sting code changed slightly, report
any oddities
code: Zombie "idle" groaning is now tied to the tongue rather than the
species itself
admin: Force-injecting someone with HARS give an admin alert, the same
as force-injecting someone with Monkey
fix: Several methods of copying DNA (including transformation sting)
mistakenly copied "active mutations", this has been fixed
/:cl:

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
## About The Pull Request

Adds a non-patrolling subtype of honkbot for the casino shuttle to use.

Fixes #96201 

## Why It's Good For The Game

He's supposed to be spreading joy to the evacuees, not running away roam
the halls.

## Changelog
:cl:
fix: The honkbot on the casino emergency shuttle has been told not to
abandon its post.
/:cl:
## About The Pull Request
Gives the voidwalker darkvision

## Why It's Good For The Game
Why wasn't this a thing before?? 
It should have been a thing before.
Oh well, minor oversight.

## Changelog
:cl:
qol: gives the voidwalker nightvision. Why wasn't this a thing before??
/:cl:
## About The Pull Request

Fell for it again award, these are lazylists 
fixes #96290 

## Changelog

:cl: Melbert
fix: Fix mutators printed from genetics
/:cl:
…(#95998)

## About The Pull Request

Completely removes individual inventory UI handling from mob and HUD
code and moves it to slot datums.
``/datum/inventory_slot`` now is responsible for displaying items on the
player UI and does so through vis_contests as opposed to screen_loc -
which ensures that wide items will display properly rather than be
offset to the right.
Centralized, slot_id based handling allows us to significantly simplify
inventory and HUD code (see how many lines were removed) as you no
longer need to individually track all items for both the HUD owner and
the observer, and makes it easier for us to fully datumize inventory
handling in the future.

Also fixes a bug where observers would see players' storage UI and have
the items linger on-screen after its closed.

## Why It's Good For The Game

Makes working with inventories and HUDs easier, fixes visual issues with
wide items, I need this for human rendering refactors.

## Changelog
:cl:
refactor: Refactors inventory UI to be completely datum and
vis_contents-based
fix: Observers should no longer see doubled up inventory UIs
/:cl:

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request

Adds a new negative quirk, called Limper. This quirk, as you could
probably guess, will make you limp. Specifically, the limp it gives you
is the same level as a compound fracture, so it's pretty significant.
Luckily, you spawn with a cane, which as long as you are holding you
won't be slowed down. This quirk is -6 points as it is pretty
significant (have to hold an item in one of your hands at all times,
losing this item makes you hella slow) but not quite as devastating as
other disability quirks.
## About The Pull Request

Refactors teleporter interference into an item flag, refactors
teleporter interference checks to check your contents for items with
this flag rather than doing a hard check for a bag of holding. Currently
this flag is only used by BOH and SMOH, replicating current (intended)
behavior

Closes #96170
## Securiy

Securiy

## Changelog
:cl:
spellcheck: Securiy
/:cl:
## About The Pull Request

fixes tgstation/tgstation#93036, so it's can
be called double fix, because of aux storage cam was looked at tech
storage, and tech_storage (now with fixed c tag) look at aux storage
## Why It's Good For The Game

bugfix
## Changelog
:cl:
fix: Renamed 2 cameras on MetaStation; first cam was with wrong name and
second one was a badnamed
/:cl:
darkpack13-api Bot and others added 16 commits June 9, 2026 20:06
## About The Pull Request
Locks plant mutating to a specific type of tray which can be put in like
an evil pentex lab.
## Why It's Good For The Game

Having gardens full out funny TG plants can definitly be immersion
breaking and the speed at which stuff mutates also can feel a little
silly. This also locks it behind a specific faction so its not like
these things wont make an apperance its just alot-alot harder
I think at some point still I might go through and make the mutations
properly weird and pentex themed but this is a stop gap.

https://www.youtube.com/watch?v=rwAg0klZlAA
## Changelog
:cl:
balance: Locks plants mutating behind a "strange" tray. (To be mapped
inside pentex labs)
balance: Removes the exotic seed crate from cargo
/:cl:
… floors (DarkPack13#1132)

## About The Pull Request

did you know stone floors were meant to random pick from these icons?

<img width="700" height="111" alt="image"
src="https://github.com/user-attachments/assets/b184611c-19f1-4c58-be64-b84b9505aa8b"
/>

I didnt, because it wasnt implemented correctly and instead just used
cave floor icons

## Why It's Good For The Game

floor

## Changelog
:cl:
fix: fixed stone floors using cave floor icons
/:cl:
Brings Corax gnosis up to what it should be.
## About The Pull Request
I still think this can be handled better but lets make sure that it
doesnt overlap with tg mutations as thats bound to cause issue.
## Why It's Good For The Game
slightly better behavoir, tho i think i can do better.
## Changelog
:cl:
code: discipline power effects are on there own layer
/:cl:
## About The Pull Request
Pulls the latest TGStation commits to keep us up-to-date
Please dont squash this one!!!

Highlights include:
Fixing a crash caused by diffrences in TGUI caches between servers.

## Why It's Good For The Game
MODERN CODE

## Changelog
:cl: Beautiful TG coders
code: TG Pull. Thank you TG.
/:cl:
## About The Pull Request

Corax start with 6 gnosis no matter their breed form. This brings it in
line with the tabletop.

Source:  W20 core rulebook page 406
<img width="310" height="66" alt="image"
src="https://github.com/user-attachments/assets/a6c3e61d-6598-4a4d-a581-b41938de1a8a"
/>

Testing proof:
<img width="1434" height="755" alt="image"
src="https://github.com/user-attachments/assets/a28cb5b0-c299-4987-ab27-10e4fdbe23bd"
/>
<img width="1463" height="734" alt="image"
src="https://github.com/user-attachments/assets/d6817cf3-868c-4841-a58f-5c8045b55ff0"
/>



## Why It's Good For The Game

Considering how Corax don't have a totem of their own and have to try
and bargain with the Garou to gain access to one in order to regain
gnosis, this helps give them a bit more to last throughout the round
when they're cut off from getting more. And since stepping sideways
isn't a thing yet they can't get into the Umbra to get more gnosis
without going through a totem anyways.

## Changelog

:cl:
balance: Gives Corax the proper amount of gnosis they should have 
/:cl:
@FalloutFalcon FalloutFalcon requested review from a team as code owners June 13, 2026 23:49
@FalloutFalcon FalloutFalcon added the Upstream Merge Copy and paste Darkpack code. If it compiles, it ships! label Jun 13, 2026
@FalloutFalcon FalloutFalcon enabled auto-merge June 14, 2026 00:02
@FalloutFalcon FalloutFalcon merged commit 0af04b6 into ApocryphaXIII:master Jun 14, 2026
32 of 36 checks passed
@FalloutFalcon FalloutFalcon deleted the darkpack-pull-6-13-26 branch June 14, 2026 00:28
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