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Merged
FalloutFalcon
merged 2,120 commits into
ApocryphaXIII:master
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FalloutFalcon:darkpack-pull-1-16-2026
Jan 16, 2026
Merged
Darkpack Pull 1/16/26 Take 3 #8
FalloutFalcon
merged 2,120 commits into
ApocryphaXIII:master
from
FalloutFalcon:darkpack-pull-1-16-2026
Jan 16, 2026
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## About The Pull Request Changes the unregistering of COMSIG_PROJECTILE_ON_HIT to COMSIG_PROJECTILE_SELF_ON_HIT because COMSIG_PROJECTILE_ON_HIT isn't used anywhere in grapple code but COMSIG_PROJECTILE_SELF_ON_HIT is. See lines 70 and 71 for what I mean. ## Why It's Good For The Game Fixes good. ## Changelog :cl: BurgerBB fix: Fix signal unregistration in grapple gun on hit. /:cl:
## About The Pull Request Mechfabs weren't passing ID_DATA to the silo, preventing material ejection. Also added ID_DATA to the ORM as to allow miners to be tracked in the silo (if they insert ores by hand or by dragging a box next to the ORM) ## Changelog :cl: fix: Fixed sheet ejection on mechfabs qol: Miner ORM deposits are now logged in the ore silo /:cl:
## About The Pull Request Title. You can now spawn in/map in/exist in sandbags in a stack of fifty. <img width="1004" height="338" alt="изображение" src="https://github.com/user-attachments/assets/3a0bf21c-20b3-4773-b5be-52ca3aca130b" /> <img width="566" height="549" alt="изображение" src="https://github.com/user-attachments/assets/403fa312-1643-4223-b3c6-57e9cb3e8d7c" /> ## Why It's Good For The Game This should prove useful for mappers and admins who'll require sandbags at one or another point. ~~See I needed sandbags for a map I'm making and varediting a stack into a fifty-stack felt wrong.~~ ## Changelog :cl: Stalkeros add: Stack of fifty sandbags /:cl:
## About The Pull Request show_hud() did not properly unregister the signals which caused stack traces from signal overrides ## Changelog :cl: fix: Fixed runtimes caused by auto-observing someone repeatedly /:cl:
## About The Pull Request These didn't pass the volume and runtimed ## Changelog :cl: fix: Fixed wizard/timeline rewind sound runtimes /:cl:
## About The Pull Request Opportunistic melee behavior did not check for target's existence unlike its parent, which means it could runtime if the target got destroyed before the behavior ran ## Changelog :cl: fix: Fixes runtimes caused by opportunistic melee AI behaviors /:cl:
…hemselves (#94478) ## About The Pull Request ``remove_reagent`` requires a type, not an instance ## Changelog :cl: fix: Fixed damp rags not removing reagents other than space cleaner from themselves /:cl:
## About The Pull Request Stored mobs wider than 32 pixels, like worn purple raptors, would have offset runechat messages because they tried to use their own base_pixel_w instead of base_pixel_w of the atom that actually displayed the message ## Changelog :cl: fix: Fixed runechat offsets for stored mobs /:cl:
## About The Pull Request falloff_distance should never be equal to or higher than maxdistance, which was the case for very large fires, preventing them from playing any sounds ## Changelog :cl: fix: Fixed fire sound runtimes caused by incorrect arguments /:cl:
## About The Pull Request title ## Changelog :cl: fix: Fixed smacking ectoscopic sniffer after you unwrenched it. code: Minor code improvements for ectoscopic sniffer. /:cl:
…a bluespace fishing reel) (#94042) ## About The Pull Request Huzzah! It's been a good while since I last added more fishing features (instead I focused on small fixes now and then), but here I'm at it once more. This PR adds two designs to the Marine Utility techweb node (which previously only had the bio-electric generator kit): The fish gene-gun an as well as the bluespace fishing reel. The fish gene-gun is a pretty easy concept. It's a device that takes empty syringes. When used on a fish with an empty syringe loaded inside it, It'll prompt the user to choose which trait to extract. Once the trait is extracted, the syringe is replaced with a specialized 'fish trait injector' containing said trait. You can then hit another fish with the fish gene-gun again to inject the trait, or use it to remove the injector, which can then be used on its own, or loaded into the gene-gun later (the results are the same anyway). There are two caveats though: Using the fish-gene gun on the same fish more than once (extracting or injector) will kill it, and it also cannot be used on dead fish. The fish can still be revived though. The other thing is the bluespace fishing reel. It greatly increases the cast range, and it also goes through walls and other solid objects and is not disrupted by them. If used on objects, reeling the item in will move it through wall and solid objects as well. Other than that. It's a pretty standard fishing reel. However, it has one flaw, and that is it cannot go through reinforced walls (as well as indestructible ones), so no stealing from the armory etc. ## Why It's Good For The Game I've been having some honest to god skill issues with aquariums at times (they were also half-broken in the past but things have gone for the better...). Some of the fish traits are good, some are bad, others are utterly terrible (*looking at the anxious zip zap*) and kinda withhold some of the potential stuff that can be done, which is what prompted me to make this PR. Also, bluespace fishing reel because ~~JoJo Vento Aureo reference~~ it's such a neat concept. ## Changelog :cl: add: Two items have been added to the The Marine Utility tech node: a fish-gene gun to add and remove traits to/from fish, and a bluespace fishing reel. /:cl: --------- Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request What it says in the title. 2 href exploits. ## Changelog :cl: fix: Fixed 2 infinite credit exploits. /:cl:
## About The Pull Request Fixes DarkPack13#409 also introduces the 'explosive dice' or whatever people were calling it on discord, a popular feature where rolling a ten grants two successes like a reverse botch i suppose ## Why It's Good For The Game blorp ## Changelog :cl: code: adds the hair, adds the 10 dice two successes /:cl: --------- Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request this pr ## Why It's Good For The Game yeah ## Changelog :cl: code: quietus /:cl: --------- Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request ~~squatting on the PR number for updatepaths (this is an updatepath heavy PR)~~ ## Why It's Good For The Game map porting. raaagh. also some fun new mapping objects (maybe) that downstreams can use. ## Changelog :cl: code: two additional levels of fog density added to effects.dm map: lots of updatepath fixes /:cl: --------- Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request got tired of the TG sounds so i dumped assets from bloodlines and made this https://github.com/user-attachments/assets/d0991252-0b78-4050-ab81-838703caf1bc ## Why It's Good For The Game vamire (: 👍 ## Changelog :cl: sound: pause menu sounds from bloodlines /:cl: Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request this will be, i hope, the very last missing maptype pr for the TFN map this isn't done but i locked the fuck in for like the last four hours i need a cigarette so badly. bitcoin miner is implemented and so is Lasombra Primogen's silver longsword looks like we have less than 20 missing paths now ## Why It's Good For The Game mappers can start mapping and i guess they have a big project planned ## Changelog :cl: fix: the last tfn updatepaths /:cl: --------- Co-authored-by: XeonMations <62395746+XeonMations@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
<!-- 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 Gives platforms a layer under tables Fixes DarkPack13#481 <img width="261" height="124" alt="image" src="https://github.com/user-attachments/assets/7ee61bdd-d6a6-4478-b9d3-54af6a01bc6c" /> <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Despite me thinking its bad practice, alot of old maps expect tables to layer ontop of platforms/low-walls for aesthetic <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> :cl: fix: Platforms/low-walls now layer under tables again /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request Adds radio transicers to runtime town and the mall though I couldnt find a decent spot to map the clinic or endron ones. Also adds a brief guide for map updates for downstreams ## Why It's Good For The Game Important. ## Changelog :cl: map: gave anarchs, cammies, and police, radio tranceivers on Westfield Mall /:cl:
…o darkpack-pull-1-16-2026
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About The Pull Request
I am a little dumb