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# 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! -->
…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>  </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:
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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: