Skip to content

Trijent prison breake#1

Closed
cuberound wants to merge 3498 commits intoBOBAMAx:masterfrom
cuberound:trijent-prison-breake
Closed

Trijent prison breake#1
cuberound wants to merge 3498 commits intoBOBAMAx:masterfrom
cuberound:trijent-prison-breake

Conversation

@cuberound
Copy link

@cuberound cuberound commented Jan 21, 2026

About the pull request

they get busted before detonating prison wall

Explain why it's good for the game

Testing Photographs and Procedure

Screenshots & Videos

Put screenshots and videos here with an empty line between the screenshots and the <details> tags.

Changelog

🆑
add: Added something
del: Removed old things
qol: made something easier to use
balance: rebalanced something
fix: fixed a few things
spellcheck: fixed a few typos
ui: changed something relating to user interfaces
code: changed some code
refactor: refactored some code
soundadd: added a new sound thingy
sounddel: removed an old sound thingy
imageadd: added some icons and images
imagedel: deleted some icons and images
mapadd: added a new map or section to a map
maptweak: tweaked a map
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/:cl:

cmss13-ci bot and others added 30 commits December 9, 2025 19:24
# About the pull request

Addition of the T3 Despoiler, an alternative T3 evolution for the
spitter that primarily focuses on damage over time effects and
capitalizing on lingering acid effects as well as the removal of helpful
healing chemicals in its vicinity. The level of changes this caste
brought with it warranted additional changes to the systems it
influences, more so a streamlining of the “lingering acid effect” caused
by spitters and acid runners in order to properly mesh everything
together.

Lingering Acid changes:

Lingering acid has been given an additional third tier as well as
changes being done to how lingering acid is removed as well as how much
damage it deals.

Similar to fire, resists now reduce the duration of lingering acid,
rather than requiring a fixed amount of resists to remove it. Each
resist reduces the duration of lingering acid by 27 seconds.

Lingering acid is now able to apply its damage over multiple limbs after
certain duration thresholds have been reached. The general target area
this damage can be applied to is as follows Chest, Groin, Arms with the
damage applied being 1.25 burn damage per second. Lingering acid damage
can deal damage multiple times based on how long it’s applied, increases
occurring at 20 seconds, 40 seconds and 50 seconds past initial
application


Tier 1: 25 burn damage maximum | Duration: 20 seconds 
Tier 2: 87 burn damage maximum | Duration: 40 seconds | Maximum of 4
damage locations
Tier 3: 262 burn damage maximum | Duration: 80 seconds | Maximum of 5
damage locations

With this the damage done the initial overtime is drastically lowered
while also allowing people to more easily circumvent massive damage by
pulling out of an engagement.

Despoiler:

General Stats:

Health: 650
Armor: 25 [ Explosive Armor: 20 ]
Plasma: 500 [ Plasma Regen: 4 ]
Slash damage: Min:23 | Max:27 [ Average of 25 ]
Speed: -10 (hellhound tier, slightly faster then dancer prea)
Evasion: 0

Abilities:

Strong Corrosive Acid | Costs: 125 plasma
Vomit a glob of acid on the item to dissolve it. Multiple items can be
clicked at once as long as you are standing still.

Passive: 
Hyper Corrosive Acid:

Tier 3 lingering acid can be applied by this caste. A target affected by
tier 3 lingering acid also has their brute and bio armor reduced by 15
as long as the lingering acid affects the target.

Corrosive Spit | 5 Second cooldown | Costs: 50 plasma | Damage: 35 Burn
| Activation Type: Toggle
Applies lingering acid onto the target, stacking up to tier 2 lingering
acid if tier 1 lingering acid is already applied. Tier 3 lingering acid
cannot be applied by this ability. Progresses lingering acid by 10
seconds. (getting closer to more hits per second) Splatters t1 lingering
acid on nerby mobs when hitting a mob. applies lingering acid (same as
spitter spray) on cades

Corrosive Slash | 12 Second Cooldown | Duration: 5 Seconds | Costs: 100
plasma | Activation Type: Instant
During the abilities duration, each slash applies a tier of lingering
acid onto the target to a maximum of tier 3.
Progresses lingering acid by 20 seconds. (getting closer to more hits
per second) And reduces slash delay.

Decomposition Enzymes | 24 Second Cooldown | Duration: 6 Seconds |
Costs: 75 plasma | Range: 5 tiles | Translucent Gas | Activation Type:
Instant
Automatically upgrades all tier 1 lingering acid effects to tier 2. This
effect applies when a target gains a lingering acid within the cloud or
enters the cloud with lingering acid already affecting it. Tier 3
lingering acid cannot be applied by this ability.
Entities within the cloud will rapidly begin losing helpful chemicals
while within the cloud, to a maximum of 15 units.
Progresses lingering acid by 10 seconds per process. (getting closer to
more hits per second)

Finishing Acid Stab | 10 Second Cooldown | Windup time: 2 Seconds |
Activation Type: Toggle.

Same behavior as a normal tailstab, however deals 15 burn damage per
lingering acid tier applied to the target, to a maximum of 45 burn
damage. AP is for theburn damage is 100%

# Explain why it's good for the game

new xeno approved


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

<img width="195" height="70" alt="image"
src="https://github.com/user-attachments/assets/2bcd7262-6cf9-4919-b58a-3b8a6dad2026"
/>

<img width="144" height="71" alt="image"
src="https://github.com/user-attachments/assets/aecd1fe4-e13c-4cd2-becd-a09c49aac329"
/>

<img width="111" height="35" alt="Screenshot_2025-07-12_013147"
src="https://github.com/user-attachments/assets/5531504a-c145-4d1d-933b-008b2d0694c6"
/>



https://github.com/user-attachments/assets/66b805a4-e698-4ff5-9978-d9acffad87e3



https://github.com/user-attachments/assets/54bdd4b8-8291-446c-bdb8-eeb373864b27



https://github.com/user-attachments/assets/b2c0f0b8-71d4-47db-8ac5-7ffbc796e243


https://github.com/user-attachments/assets/c1674152-64df-4c5e-a790-2f897febe891



https://github.com/user-attachments/assets/b0373737-69c0-4e09-807f-d1169407ef04

<img width="364" height="365" alt="image"
src="https://github.com/user-attachments/assets/bd382349-abc5-40fb-aa60-4d203789167a"
/>




</details>


# Changelog
:cl:cuberound, blundir, datimesmog, fridge, zenith
add: New t3 xeno Despoiler evolves from spitter
add: New third stage of lingering acid on humans, extends duration to 80
seconds (first teir is 20 second 40) and reduces mob BIO and BRUTE armor
by 15
add: Despoiler spit, 5 sec cooldown 35 damage applies acid effect and
can upgrade it to level 2, splatters t1 lingering acid on adjacent mobs
add: Decomposing enzymes, activate gas around Despoiler, 18 second total
cooldown, lasts for 6 seconds upgrades lingering acid to level 2 and
drains chemicals
add: Despoiler empowered slashes, apply lingering effect and can upgrade
it up to stage 3
add: Despoiler finishing tailstab with 2 second windup, deals 15 extra
burn damage per level of lingering acid on target with 10 extra ap per
level
balance: Despoiler slash gives t1 lingering acid
balance: Xeno acid blood hits mob that they are standing on
/:cl:

---------

Co-authored-by: vincibrv <vojtechvincibr@seznam.cz>
Co-authored-by: kiVts <48099872+kiVts@users.noreply.github.com>
Co-authored-by: Blundir <100090741+Blundir@users.noreply.github.com>
Co-authored-by: Drathek <76988376+Drulikar@users.noreply.github.com>
# About the pull request

This PR does a couple things. Firstly it adds in the clan shield as a
bracer attachment in the yautja gear vendor. it can be attached to your
bracers just like a wristblade or scim. Only one shield is dispensed.

There are also a couple changes made to the shield. First of which: all
shields, not just the pred shield, will no longer lower themselves after
blocking an attack while raised. Secondly, the yautja shield now has
directional blocking using the new directional blocking code from
Forest's shield rework.

raised: 40% block chance

lowered: 20% block chance

sprites by crowford
# Explain why it's good for the game

the shield as it currently is sucks soooo much. you get slowed for a
chance to block 1 bullet or slash just for the shield to be lowered
again. the combistick is a 10000% better tool for blocking, which makes
no sense and should absolutely not be the case. This change should make
the shield a lot better to use, since you no longer have to re-raise the
shield in the middle of a fight every time you block something. having
the shield as a bracer attachie is cool and should bring more variety to
yautja loadouts. Finally, the directional blocking should make fights
more engaging, having to manage what direction you are attacking from in
order to get the benefits of your shield, similar to how the charger
strain's directional armor works.

# Testing Photographs and Procedure


<details>
<summary>Screenshots & Videos</summary>


https://github.com/user-attachments/assets/4d13af19-9fcc-438b-9638-d79f7c52c93e

IMPORTANT NOTE: These are NOT the actual block chances. They are heavily
inflated for the purpose of showcase in this video


https://github.com/user-attachments/assets/333972f8-b66a-43f6-8179-d6983f278a5f


</details>


# Changelog
:cl: Nomoresolvalou
add: Added the yautja shield bracer attachment
balance: shields will no longer lower after blocking an attack
balance: yautja clan shield now has directional block. block chance
reduced by 50% on attacks from the side, and attacks cannot be blocked
from behind.
balance: yautja clan shield raised block chance buffed to 40% (was 30%)
balance: yautja clan shield lowered block chance buffed to 20% (was 15%)
imageadd: Added sprite for yautja shield attachment (sprites by
Crowford)
/:cl:
…1226)

# About the pull request

Fixes cmss13-devs#11165

This PR replaces non-ASCII special characters in UPP name lists with
their ASCII equivalents to prevent names from displaying with question
marks in-game.

The issue was reported where a player spawned with the name 'Ivka
Zhukov' but it displayed with question marks in front of the name. This
was caused by the name 'Živka' in the `first_names_female_upp` list -
the Ž character (Z with caron) was not rendering correctly.

**Changes made:**
- `first_names_male_upp`: Replaced 18 names with special
Polish/Slavic/Hungarian characters (ł, ő, á, ě, ć, etc.)
- `first_names_female_upp`: Replaced 6 names including 'Živka' ->
'Zivka', 'Snežana' -> 'Snezana', etc.
- `last_names_upp`: Replaced 'Bachoń' -> 'Bachon'

# Explain why it's good for the game

Players spawning with UPP names will no longer see broken characters
(question marks) in their randomly generated names. This improves
immersion and fixes a visual bug that makes the game look unpolished.

# Testing Photographs and Procedure

<details>
<summary>Screenshots and Videos</summary>

This is a simple string replacement fix. The names in the list now only
contain ASCII characters which are guaranteed to display correctly.

</details>

# Changelog

:cl:
fix: Fixed UPP spawn names displaying with question marks due to special
characters (e.g., 'Živka' appearing as '?Ivka')
/:cl:
# About the pull request

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

Mutated Facehuggers (non-players) will now correctly have Mutated icons.

Updates logic for giving hive traits to facehugger items and applying
mutated icon.

# Explain why it's good for the game
Cool Mutated Facehugger > Sad Green Normal Facehugger

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

<img width="326" height="272" alt="image"
src="https://github.com/user-attachments/assets/75a1e863-b105-4a4a-b8ea-160b170ec0bf"
/>


</details>


# Changelog
:cl:
fix: Mutated Facehugger items now use Mutated icons.
/:cl:
# About the pull request

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

Re-centers Mutated xeno icons and fixes invisible Mutated King.

Adds a new variable for xenos for mutated pixel offsets.
Also adds a failsafe if the icon is missing - mutated king is now
visible.

# Explain why it's good for the game
Centered icons is good for perceiving... the center of the mob.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

## BEFORE

<img width="760" height="296" alt="Screenshot_40"
src="https://github.com/user-attachments/assets/230b7483-ecfc-4d63-b6db-42a6d0774fae"
/>

<img width="767" height="345" alt="Screenshot_41"
src="https://github.com/user-attachments/assets/7072566e-abc5-4314-a0b4-8dfa3202d2b3"
/>

## AFTER

<img width="838" height="205" alt="Screenshot_38"
src="https://github.com/user-attachments/assets/90fe66e3-a1f9-4112-8fc5-0eddbc9756de"
/>

<img width="889" height="294" alt="Screenshot_39"
src="https://github.com/user-attachments/assets/04a778b6-2e45-4025-b6f5-4c798e1f276c"
/>

</details>


# Changelog
:cl:
fix: Mutated King is now visible.
fix: Mutated Lesser Drone, Drone, Facehugger, Burrower, Sentinel,
Spitter, Lurker and Queen had their icons re-centered.
/:cl:
# About the pull request

Dedicated to all XM88 ace shots.

This PR:
-allows to store big .458 ammo box on back slot like other loose
ammo/magazine boxes.
-allows ammo transfer from small .458 box to big .458 ammo box.

All above applies to 45-70 ammo boxes.

# Explain why it's good for the game

QoL improvement for .458 ammo manipulations.
Consistency is good.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>



https://github.com/user-attachments/assets/3c1598b8-9e9f-451e-806f-181952b90cc1


</details>


# Changelog

:cl: Labeo0
qol: Allow .458 ammo transfer from small to big ammo box. 
balance: Allow storing .458 ammo box on back slot. 
code: moved .458 ammo box code to different file
/:cl:
# About the pull request

This PR is a follow up to cmss13-devs#11024 reworking how clarity is calculated
heavily. Namely now when comms are down several computers in CIC need to
be used to keep a rolling authentication code current. (This replaces
the mechanic of message length and delay for clarity)

---
**A mentor guide explaining this PR can be found here:**
https://forum.cm-ss13.com/t/guide-to-decoding-encrypting-encoding/17991

--- 

The process for completing a challenge goes like this:
- Get a random series of numbers from the decoder computer.
- Optionally print a punch card for the next step If the decoder has
punch cards stocked (starts with 10 and 20 more are on the table - low
chance for a single failed punch so double check the resulting number).
- Enter that number into the cipher computer (keep in mind its
intentionally hex so if you want to enter the value directly you need to
convert to decimal - though you can scroll the input to iterate
numbers).
- Shift an offset until it creates a word.
- Optionally print a punch card for the next step again.
- Enter the required offset using the knob as well as the resulting
number (punch card entry does not alter offset knob).
- Submit the encoding: If you are incorrect the PONG result will be
****. If you are correct but not timely it will be missing some number
of letters directly proportional to the resulting clarity. If correct
and timely it'll read PONG.

Challenges have a configured grace time (currently 1 minute) but
otherwise degrade at the same rate that comms clarity degrades over time
(currently 2.5% every 30s). That means if you're very timely you could
technically resubmit the same answer again and get a bit of clarity back
again, but after that grace time its directly proportional to the age of
the challenge for how it would degrade normally.

Challenge phrases are a config so technically they could change at any
point. The UIs are designed around 7 letter words, but I gave them
enough height to support another row of numbers. The first configured
word determines the length of words for all. The configured value will
be forced uppercase, and anything not `A`-`Z` will be forced to be `-`.

Most art assets (card bgs, card logos, and item icons) were done with
the help of Blundir. Inkscape SVG of the punch card is also in the
assets. The font used is
https://www.1001fonts.com/special-elite-font.html#license

Some other changes:
- `stars_decode_html()` is massively faster now using a regex (it
performed abysmally on these punch cards without the change).
- USCM and WY paper item icons are now properly set on Initialize. For
example if you spawned USCM paper it would revert to the paper icon
because `update_icon` explicitly set anything without data to "paper"
- The CRT theme now sets the round gauge ring color.
- Fax windows now open with the same window size as papers.
- The photocopier now has the correct amount when copying bundles.
- objectives_controller no longer places things in containers' contents
twice.
- See below:

# Explain why it's good for the game

- Adds a minigame mechanic using a Caesar cipher that requires the
attention from someone with at least `SKILL_INTEL_TRAINED` regularly
while comms are down
- Submitting an encoding gives feedback to the user what the strength of
the comms are (namely just if the code they put in was correct and
timely)
- Adds punch cards that can be used to copy values between these
machines
- Punch cards visually display the data punched out and are supported in
bundles, faxes, fax bundles
- You can even write in the margin for the punch card (one is spawned
with instructions)
- Additional intel loot that you can find (though doesn't count towards
intel points but I am sure someone will incorporate them eventually
somehow) - blank ones have the utility of being able to restock the
computers in CIC

# Testing Photographs and Procedure
<img width="2560" height="1392" alt="testing"
src="https://github.com/user-attachments/assets/97ee1d19-0a68-477f-9914-5be8243bb536"
/>

<details>
<summary>More Screenshots & Videos</summary>

https://youtu.be/4pYSN1n4Vko

<img width="471" height="564" alt="decay"
src="https://github.com/user-attachments/assets/f61ddf56-c061-41aa-9091-04713c691cc2"
/>
<img width="1156" height="1091" alt="overflow"
src="https://github.com/user-attachments/assets/844218a7-9021-4a34-b7b0-74ce0a53e61d"
/>
<img width="702" height="932" alt="bundle"
src="https://github.com/user-attachments/assets/7607ebbd-65ab-41c6-8992-de3ac4119b79"
/>
<img width="702" height="932" alt="bundle_fax"
src="https://github.com/user-attachments/assets/b6a60b3d-d19b-4eef-be7a-d067c285b673"
/>

After clarity calculation tweaks again: 
<img width="436" height="543" alt="image"
src="https://github.com/user-attachments/assets/f3cdbbde-8bed-41d7-b59e-f0e1842b392a"
/>

New Hyperdyne assets: 
<img width="1911" height="1342" alt="image"
src="https://github.com/user-attachments/assets/c0cf12cd-3b04-467f-ac50-7bf60b69e45b"
/>

Blanks are now actually in contents so that writing can be preserved: 
<img width="2220" height="1133" alt="image"
src="https://github.com/user-attachments/assets/24dac4f4-46be-414e-bad3-aa073741b6f9"
/>

</details>


# Changelog
:cl: Drathek Blundir
add: Added rolling encryption Caesar cipher minigame to maintain comms
clarity without a comms tower.
add: Added punch card papers which can be used to copy values for the
minigame that can also be written on, bundled, faxed that actually
visually display the punched data. Using blank punch cards on one of the
computer restocks 5 punch cards. Some can be randomly found with intel
loot.
balance: Comms clarity now degrades over time (only matters if comms are
down) but can be reset back to near full clarity using the cipher
minigame.
qol: Fax windows now open with the same dimensions as papers (larger).
fix: USCM and WY paper item icons are now properly set on Initialize.
fix: The photocopier now sets the correct amount of papers when copying
a bundle.
fix: The objectives_controller no longer adds items to object contents
twice.
ui: Added 3 interfaces: Decoder computer, Cipher computer, and Encoder
computer.
code: Papers and faxes now support adding additional stylesheets and
header data (used to accommodate punch cards and give them flavor of a
white background when faxed).
refactor: Reworked stars_decode_html to use a regex and is much faster
at parsing.
imageadd: Added punch card assets including two background and two logos
used (WY and Hyperdyne).
maptweak: Changed 3 of the computers in CIC and placed a few blank punch
cards on the table next to them.
config: Various configs changed to accommodate this, namely that
challenge words can be configured for the minigame. The first word
determines the length of all.
/:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->

# About the pull request

Self-explanatory. I'm increasing the amount of items you can shove in a
basic reagent grinder that has not been updated to 16.

Changes have been tested.

# Explain why it's good for the game

I was excited to learn that I could pour the contents of pill bottles
into the reagent grinder, so, I tried it out... Only to realize I
couldn't put more than ten tiny ass pills into the grinder. With this
update, now I can.

An increase from 10 to 16 has also been necessary for chemists due to
the increase in beaker capacity

<!-- !! If you are modifying sprites, you **must** include one or more
in-game screenshots or videos of the new sprites. !! -->


<details>
#<summary>Screenshots & Videos</summary>

[dreamseeker_2025-12-08_12-12-49](https://github.com/user-attachments/assets/744b44b6-8692-45d8-9be2-1a60887362a2)

</details>


# 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
label your changes in the changelog. 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. -->
<!-- If you add a name after the ':cl', that name will be used in the
changelog. You must add your CKEY after the CL if your GitHub name
doesn't match. Maintainers freely reserve the right to remove and add
tags should they deem it appropriate. -->

:cl: Puckaboo2
balance: Reagent grinders can now hold 16 items, up from 10.
/:cl:

<!-- Both :cl:'s are required for the changelog to work! -->
# About the pull request

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl: Puckaboo2
spellcheck: Adds periods to ends of descriptions.
spellcheck: Capitalizes sentences at the beginning of descriptions.
/:cl:
…s. (cmss13-devs#9575)

I am not sure if this should be QoL or Balance change, so i keep it
balance because it allows you to do thing that was not possible before
because of wonky code.

# About the pull request
Allows Abduction ability to be casted at same tile as barricade, flipped
tables and glass window panes (as long as they don't face ability
casting direction), and also allows abduction to be cast trought low
obstacles, such as:

- smokes (like boiler or explosion smoke)
- window frames
- small long crates
- normal long crates
- platform edges
- disposal units (bins)
- hydro trays (botany)
- janitor cart
- trash cans (hybrisia)
- line nexter (hybrisia)
- tables (not flipped)

#  Explain why it's good for the game
As person who enjoyed playing oppressor i found it frustrating when cade
was destroyed at corner, so cade facing towards you was open, but at
same tile, there was another cade facing 90 degree in other direction,
so when you cast ability it gets blocked, same follows for other small
obstacles, its so annoying when you want to cast through tables, trays
or crates and your ability get blocked by them, this change allows for
abductor main ability to be more usefull.

_With this change now you can cast ability at tiles that have barricade
in them as long as they dont face casting direction, same follows for
flipped tables and window panes._

# Testing Photographs and Procedure
<details>
<summary>>Click Here<</summary>

Some testing done with abduct:


https://github.com/user-attachments/assets/1b0fc84d-517b-426f-b279-e6adde07abaf



https://github.com/user-attachments/assets/d2080ed4-0a05-4b7a-8d0c-851753dcbea7



https://github.com/user-attachments/assets/26c5acae-eecf-4050-bf83-d8b8d6f2ed54



https://github.com/user-attachments/assets/af0e2779-222d-41dd-a3b0-9a59be3b91f2


</details>

# Details for Reviewers.

**Need to re-type**

<details>
<summary>opressor.dm</summary>

line 117 check if tile contains any structures, if one of checks is
**FALSE** it will continue to next check.

line 162 check if structure is barricade then go to 164 and attach cade
direction to "cade_facing" var.

line 165 check if **cade_facing** direction faces 180^ in opposite
direction of casting, for example if you cast from west to east, if cade
on east is facing west (towards you) it will then trigger line 166,
where it sets **"blocked = TRUE"**, preventing ability continuation.

line 167 check if **cade_facing** direction faces same direction you are
casting at, for example if you cast from west to east and cade east is
facing east (the direction you cast to) it will then trigger var
**"allow_one_more_step = TRUE"**, afterwards it will continue to line
168, where it will check if "allow_one_more_step" is **TRUE**, if it is,
it will break code before it will reach end of turflist, thanks to that
it will make hook appear at same tile as cade, but still get blocked (so
you don't cast trough it).

</details>

# Changelog

:cl: Venuska1117
balance: Abduction ability can now be casted at same tile with cade,
flipped table and glass window panes, as long as it doesn't face
praetorian ability casting direction.
balance: Abduction ability can now be casted through smoke, such as
boiler smoke, explosion smoke, and other related smoke effects.
balance: Abduction ability can now be casted through small obstacles
such as: window frames, small long crates, normal long crates, platform
edges, disposal units (bins), hydro trays (plant trays), janitor cart,
trash cans (hybrisia) line nexter (hybrisia).
fix: Abduction ability can no longer be casted through multitile
vehicles.
fix: Abduction ability can no longer be casted through glass windows
panes.
/:cl

---------

Co-authored-by: Venuska1117 <venus117@o2.pl>
# About the pull request

As title

# Explain why it's good for the game
Makes it more dynamic, and less likely for a crit pred to get
accidentally killed.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
balance: Yautja masks now fall off at different rates if human or in
crit.
fix: The 15% chance max for Yautja mask fall off is now functional.
/:cl:

Co-authored-by: forest2001 <forest2001@cm-ss13.com>
…1096)

# About the pull request

Title, fix of cmss13-devs#11081

🆑
fix: fixed some cases of double manufacturer logo being applied
/🆑
…evs#11091)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->

# About the pull request

Adds a verb for restoring your ghost to your base character.
This verb sets your appearance to that of your preset dummy and your
name to your preferences' real name.
It does the former by creating the preview dummy and then deleting it to
copy its appearance.

Turned the ghostize appearancing into a separate proc. 

Partially ported from tg

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game

Sometimes you want to be known as Edwin 'Edwin' Thomas instead of Jiuze
Linguin the UPP private when talking in deadchat

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding, and may discourage maintainers from reviewing or merging
your PR. This section is not strictly required for (non-controversial)
fix PRs or backend PRs. -->


# Testing Photographs and Procedure
<!-- Include any screenshots/videos/debugging steps of the modified code
functioning successfully, ideally including edge cases. -->

<!-- !! If you are modifying sprites, you **must** include one or more
in-game screenshots or videos of the new sprites. !! -->

<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# 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
label your changes in the changelog. 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. -->
<!-- If you add a name after the ':cl', that name will be used in the
changelog. You must add your CKEY after the CL if your GitHub name
doesn't match. Maintainers freely reserve the right to remove and add
tags should they deem it appropriate. -->

:cl:
add: Adds a verb for restoring your ghost to your base character,
Restore Ghost Character, next to Re-Enter Corpse in the status panel.
code: Split the ghostize appearance proc
/:cl:

<!-- Both :cl:'s are required for the changelog to work! -->
Bibby0110 and others added 29 commits January 19, 2026 14:14
…13-devs#11552)

# About the pull request

Shouldn't really have the UI available to you when you're dead or
unconscious

Fixes cmss13-devs#10884 

# Explain why it's good for the game
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: CIC tablet now closes when you die/fall unconscious
/:cl:
# About the pull request

- Adds Trijent Z levels and details original z level
- nightmare inserts
- changes how gun spawners work + some minor balancing on them

I probably could have atomized this but I didn't

## Trijent

Adds 2 new z levels, a sublevel and a 2nd higher level.
Sublevel is mostly used for a few flank routes. Hivecore restrictions
apply to all areas now in the sublevel.
higher level is mostly used for 2nd floors of big buildings like the
hospital and admin.
Adds a bunch of detailing and fluff
Most areas do not cross Z levels as, for whatever reason, that has an
exponential cost on initialization.
Also replaces the CMB with NSPA on the map (bodies, gear, areas, survs,
etc)

## nightmare inserts

Adds a bunch of new nightmare inserts to Trijent. The goal is to add
thematic variety while also making use of the new gun spawners to shift
surv loot from being a guaranteed static spawn and being more RNG
dependent. There's a lot of them, so I can't reasonably cover them all.
Just look at mapdiff.


## gun spawners

Ammo for shotguns and GLs will now properly spawn as intended before.
Adds new thematic spawner types for civilians, corporate security, and
CMBs. A bunch of these are now spread throughout trijent and the new
nightmare inserts. Also made it so that the current special gun spawner
can only spawn 1 sadar at a time instead of like 6 lol. Also removes the
type19 from the pool because it's OP.
 
# Explain why it's good for the game

Z levels are roadmap so that means it's an objective good
detailing and fluff is good.


as for the spawners and nightmares: instead of the thought process being
"I know the flamer spawns in secure dome so i need to go there to get
one" like it is on LV624 right now, it should be "There should probably
be some guns in the security areas and some materials in the engineering
and cargo areas" There should also be random inserts everywhere that may
or may not have useful equipment for players to stumble on. The goal is
to make the locations things can spawn super spread out at a fairly low
chance so no particular spawn is worth "metarushing" every single round.
Good gear can exist, but it should be at a fairly low chance and as
random as reasonably possible.


# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

look at mapdiff

</details>


# Changelog
:cl: BOBAMA, Drathek
add: New thematic gun spawners for mappers
balance: Current gun spawners no longer spawn absurd quantities of
rocket launchers or Type19s
fix: gun spawners now spawn ammo for shotguns and GLs
fix: minor GC issue with mutliz stairs and build_blocker
mapadd: Trijent Z levels
mapadd: A lot of new nightmare inserts to Trijent
maptweak: Original Trijent Z is now more detailed
/:cl:

---------

Co-authored-by: harry <me@harryob.live>
# About the pull request

Fixes cmss13-devs#5966

# Explain why it's good for the game

fixes some of the unsightly issues with semiotics, cameras and lights.

- culls a number of unnecessary lights around the ship
- relocates or removes a number of cameras around the ship
- most of, if not all semiotics have been moved or shifted.

I've probably missed some stuff, but the majority of it has been
corrected. If anything else if found, please put in the comments below
with pictures.

# Testing Photographs and Procedure

look at mapbot in checks

# Changelog

:cl:
fix: fixed issues outlined in issue 5966 with semiotics, lights and
cameras
maptweak: tweaked ship lights, cameras and semiotics
/:cl:

---------

Co-authored-by: Steelpoint <6595389+Steelpoint@users.noreply.github.com>
…vs#11418)

# About the pull request

When multiple pill bottles are inserted, adds a checkbox toggle to
enable the auto-selection of new pill bottles.

# Explain why it's good for the game

Saves clicks for chemline workers that load pill bottles as needed
without affecting the ones that pre-load.

# Testing Photographs and Procedure

Tested bottle insert/eject functionality, made some pills. 
Made sure it didn't affect OT and worked in research as well.
<details>
<summary>Screenshots & Videos</summary>


![chemmaster_auto](https://github.com/user-attachments/assets/7c230f56-b520-469c-a18b-0ddaad11f7d7)

</details>

# Changelog

:cl:
qol: ChemMaster toggle to allow pill bottle auto-selection
/:cl:
…hand (cmss13-devs#11066)

# About the pull request

Fixes cmss13-devs#11062

# Explain why it's good for the game

Bug fix

# Testing Photographs and Procedure

<details>
<summary>Screenshots & Videos</summary>
</details>


# Changelog

:cl: Sergeys
fix: fixed that some items cannot be crafted at low amount of crafting
resources.
/:cl:
…13-devs#11500)

# About the pull request
Resolves Issue cmss13-devs#10607
# Explain why it's good for the game
Stuff not aligning properly is bad.
# Changelog
:cl:
maptweak: Walkways in the RMC ERT map now line up with the RMC ERT
shuttle's doors.
/:cl:
…nother fix to TGUI strip panels (cmss13-devs#11321)

# About the pull request

Confusing title, I know.

# Explain why it's good for the game

Exploit fix, although I'm probably the only one that knew how to
reproduce it properly

also fixes items being put into nullspace to non-existent limbs, yep, it
existed for a long, long time

# Testing Photographs and Procedure
It works, yes
No, there won't be a video

# Changelog

:cl:
fix: You will no longer be able to use the offhand 'item' as a deadly
weapon.
fix: Items will no longer be inaccessible when attempting to place an
item on a limbless slot in the TGUI strip panel
/:cl:
# About the pull request

Didn't think I'd make a part four but here we go.

Adds whistles that gets blown automatically upon giving out an order,
and adds a trench whistle subtype that buffs leadership abilities at the
cost having increased cooldown and having to reveal your location
audibly

# Explain why it's good for the game

This PR was made to further amplify the importance of leadership roles
in the field, especially when said roles are now limited due to aSLs no
longer being given the leadership skill

These trench whistles are automatically given to squad leaders, CO, and
XO, and remains a loadout choice to the SOs and FTLs, with the latter
requiring to forego the RTO bag for it, or the SOs needing to choose it
over the medical or engineering kit.

They are limited in quantity deliberately, and losing it means losing to
the upgrade for the duration of the round

SEAs are also given it, but not synthetics

Orders SFX definitely not ripped from another game I play fervently

# Testing Photographs and Procedure
Disclaimer, the lack of cooldown is for demonstration purposes of the
SFX
https://youtu.be/FiI3NRglST0

Sprites courtesy of EldritchSack, the other colors will be released when
cmss13-devs#10994 gets merged
<img width="96" height="64" alt="image"
src="https://github.com/user-attachments/assets/61d104fd-8829-43c6-8eb6-804638b6d36f"
/>


# Changelog
:cl: Nihisohel, EldritchSack for the sprites
add: Whistles are now automatically used when an order is being given
add: Additionally, adds a trench whistle, capable of further enhancing
leadership orders at the cost of longer cooldown, slowing you down
momentarily, and audibly revealing your location
balance: Changed the normal whistle cooldown from 10 seconds to 5
seconds, putting my trust in everyone not to spam this shit
balance: These trench whistles are only available to SLs, COs, and XOs,
and remains a vendor choice for the FTLs and SOs
/:cl:
…vs#11318)

# About the pull request

'Fix' for an exploit, and some minor additions as well

# Explain why it's good for the game

Title, adds a cooldown between camera shots, as the polaroid picture
generation will lag the server to a standstill if spammed multiple
times.

I am genuinely surprised nobody has at least tried to do a cooldown for
this long.

Additionally, pressing unique-action will now switch its camera focus,
unlike the previous iteration of using rightclick context menus, and the
old disposable camera can now be purchased in the character loadout
screen

# Testing Photographs and Procedure
Well it works, don't need a video for this


# Changelog
:cl:
add: Adds the old disposable camera as a 3 point loadout purchase, go
out and do some Frank West larp I guess
balance: Changed the size of the old disposable camera from small to
tiny.
fix: Adds a delay to picture taking as to not lag the server
qol: Pressing Unique-action on polaroid cameras will now switch its
focus.
del: Removed the change focus verb for redundancy.
/:cl:
…-devs#11301)

# About the pull request
Adds the functionality of pouring the contents of pill bottles into
`/obj/item/reagent_container/glass`. With an opened pill bottle in hand,
click on a reagent container with liquid in it (not tanks, that's ) and
it will begin to dump pills into the container. Two scenarios will
happen:

1. You miscalculate how filled a beaker is and you successfully dump
your pills until a single pill overflows the beaker. You lose the excess
in that pill.

2. You run out of pills to dump. Hooray!

Changes have been tested. Thank you, Drathek and MistChristmas for
helping me make this possible.

# Explain why it's good for the game

All those pill bottles sitting around the medbay... Nobody wants them,
they're just littering the place. Well, why not take those spare
dylo/kelo/bica/dexalin bottles and pour their contents into a beaker and
make /ari/derm/mera/D+ with them instead? Just pour them into a beaker
filled with liquid and boom.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl: Puckaboo2
add: You can pour the contents of pill bottles into glass reagent
containers.
spellcheck: Fixes some spelling and grammar errors.
refactor: Refactors pill bottle dumping into the ChemMaster.
/:cl:

---------

Co-authored-by: MistChristmas <7815982+MistChristmas@users.noreply.github.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->

# About the pull request

+ title
+ my guess is that the spit projectile gets QDEL'd before the proc is
triggered, hence why it's missing from the message.
# Explain why it's good for the game

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding, and may discourage maintainers from reviewing or merging
your PR. This section is not strictly required for (non-controversial)
fix PRs or backend PRs. -->


# Testing Photographs and Procedure
<!-- Include any screenshots/videos/debugging steps of the modified code
functioning successfully, ideally including edge cases. -->

<!-- !! If you are modifying sprites, you **must** include one or more
in-game screenshots or videos of the new sprites. !! -->

<details>

+ before

<img width="443" height="46" alt="Screenshot 2025-10-04 045231"
src="https://github.com/user-attachments/assets/7691655f-4275-4e89-98d4-0bf847258375"
/>

+ after
<img width="380" height="135" alt="Screenshot 2025-10-04 070711"
src="https://github.com/user-attachments/assets/fa4ec136-c8bf-4eb3-9663-ce53b9ded326"
/>
<img width="512" height="123" alt="Screenshot 2025-10-04 070716"
src="https://github.com/user-attachments/assets/8e243076-1ec0-4daa-b5af-d2c2f5114023"
/>

</details>


# 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
label your changes in the changelog. 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. -->
<!-- If you add a name after the ':cl', that name will be used in the
changelog. You must add your CKEY after the CL if your GitHub name
doesn't match. Maintainers freely reserve the right to remove and add
tags should they deem it appropriate. -->

:cl:
fix: fixed wrong window break message
/:cl:

<!-- Both :cl:'s are required for the changelog to work! -->
# About the pull request

Fixes cmss13-devs#11427 

# Explain why it's good for the game
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: Restore ghost appearance now changes your chat name
/:cl:
# About the pull request

This PR adds a "Copy Coordinates" button to the Laser Designator and
Rangefinder Binoculars interface

# Explain why it's good for the game

Currently, Spotters and Squad Leaders have to manually drag-select text
in the chat window or the UI to copy coordinates. This is tedious, slow,
and prone to user error (e.g., selecting the line above by accident,
missing a digit, or copying extra text).

# Testing Photographs and Procedure

<img width="446" height="295" alt="image"
src="https://github.com/user-attachments/assets/f3095f85-07b1-4fd5-a455-8c1c61174a85"
/>
<img width="478" height="93" alt="image"
src="https://github.com/user-attachments/assets/8c9826b4-5a8e-4338-8be7-95c5f7966847"
/>

# Changelog

:cl:
qol: Added a "Copy Coordinates" button to the Laser
Designator/Binoculars UI
/:cl:
@cuberound cuberound closed this Jan 21, 2026
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.