Darkpack Pull 6/13/2026#59
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FalloutFalcon merged 639 commits intoJun 14, 2026
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## 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:
## 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:
…o darkpack-pull-6-13-26
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