Darkpack Pull 2/21/26#12
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FalloutFalcon merged 274 commits intoApocryphaXIII:masterfrom Feb 21, 2026
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## About The Pull Request Fixes the HFRs damage from being over the 10 000 moles of fuel limit. Also makes the code easier to read, by separating the lines of code a little. Tested on a local repo by launching the HFR and exceeding the 10 000 moles fuel limit. Instead of the HFR exploding almost instantly, it now started taking damage at a reasonable rate and could be saved. ## Why It's Good For The Game Fixes #94786 Also makes the code slightly more readable and as such easier to maintain. ## Changelog :cl: Swan fix: fixes the HFR health dropping exponentially once it starts taking damage from having too many moles /:cl: Co-authored-by: NiceNiceSwan <kubapawelczyk41@gmail.com>
## About The Pull Request This checks which files were modified in a PR and skips larger tests when it doesn't contain game files. ## Why It's Good For The Game I can make solely-TGUI PRs in peace without waiting on it to check if monkeys are doing their business and whatnot Saves your runners for PRs that actually require them ## Changelog --------- Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request `Moved` -> registers id card in wallet -> `dropped` -> unregisters id card Fixes it by registering in dropped. This does mean we register, unregister, and register again, which is less than ideal - but I'm not sure how else to tackle this cleanly... ## Changelog :cl: Melbert fix: Fix wallet (again) /:cl:
## About The Pull Request The actual icon state had the incorrect name It also changed the worn icon state when it shouldn't ## Changelog :cl: Melbert fix: Fix alt stunsword skin /:cl:
## About The Pull Request Fixes #94975 by making the radheal symptom correctly update the host's health after healing. There's not really much else to say. :cl: fix: Viruses that heal their hosts through radiation no longer cause phantom pain. /:cl:
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
## About The Pull Request **Qol** - Adds examines & screen tips for washing items in sinks - Adds examines & screen tips for wall frame items i.e deconstructing with wrench & what structures you can mount them on **Fixes** - Plumbing components inside shuttles now properly reconnect - Plumbing iv drip has their connectors (red & blue pipes) visible again - Sinks consume reagents when washing and won't wash when it becomes dry - Fixes #94942 placing ducts by hand on turf won't run time. Also Plumbing machinery properly reconnects when un wrenching ducts in circular connections - All plumbing machinery now operates in the plumbing subsystem & map loaded machines begin processing **Refactor** - Refactored sink frame into a wall frame item meaning it can now be carried in hand and mounted on walls - Refactored the sink attack chain to use `item_interaction()` instead of `attackby()` - All sinks are now wall mounted components meaning destroying the wall they are attached to will cause it to deconstruct ## Changelog :cl: qol: added examines & screen tips for wall frame items qol: added examines & screen tips for washing items in sinks fix: plumbing components inside shuttles reconnect to their machine counterparts correctly fix: plumbing iv drip has its red & blue connectors visible again fix: sinks consume reagents when washing and won't wash when it becomes dry fix: map loaded plumbing machines begin processing fix: placing stack of ducts by hand of ducts works again fix; plumbing machinery properly reconnects when un wrenching ducts in circular connections refactor: sinks are now proper wall mounted components meaning destroying their attached walls will cause it to get destroyed & sink frames are wall frame items that can be carried in hand /:cl:
## About The Pull Request
Deletes the remainder of NAP code on `/machinery`
Keeps the NAP code on Securitrons, but rethemes it and allows admins (or
mappers IG) to enable it by editing a var
## Why It's Good For The Game
There are only two NAP machinery interactions, sleepers and stasis beds.
One, you can't get anymore outside of space.
The other just seems to confuse people as to why stasis ("the only way
medical doctors know how to treat people") suddenly doesn't work
It's stinky code, it barely works, no one uses it, it can go bye bye.
If someone wants to re-add it they should do it via components, it'd be
much cleaner.
...
HOWEVER, the Securitron code is perfectly fine on its own so I left it
in for admemery or future mapping. Idk it might be funny to put a
securitron on the luxury shuttle that charges you money
## Changelog
:cl: Melbert
del: Admins can no longer use the NAP button
/:cl:
…es (#94992) ## About The Pull Request Fixes it so if you're playing a basic mob with the dextrous component (eg. gorilla, dextrous holoparasite), you can still use "Pick up" in the shift-right-click menu. This is a rare situation, and I don't know how many people even use the old right click menu anymore, but it was annoying me while testing something else so I fixed it. This doesn't impact telekinesis, because you don't get that option on the right click menu from a distance anyway. ## Why It's Good For The Game I think the "pick up" option in the menu on an item should probably pick up the item. ## Changelog :cl: fix: Fixed right-click menu pick up of items not working in rare cases. /:cl:
## About The Pull Request Removes a ferry console from the heretic beach away mission ## Why It's Good For The Game It allows players to call the ferry shuttle to the station and access CC, which shouldn't be possible outside of admin intervention ## Changelog :cl: fix: Removed a ferry console which should not be at the heretic beach :cl: Co-authored-by: Josh Powell <josh.powell@softwire.com>
## About The Pull Request Its a boolean, switch case only makes sense if it can be a null (which its not in any of these cases) ## Changelog Not player facing
## About The Pull Request This PR refactors wall construction on girders, wooden barricades and metal foam to use a centralized element, which listens to item interaction signals and attempts to make any available wall recipe. This change is an atomized prerequisite to my blueprinting system, since that system requires a sane way to dynamically change the speed at which walls are built. This PR will later be expanded to refactor girder construction steps in general. I also added `proc/valid_typesof(base_type)` as a side effect of my previous attempts at refactoring this stuff. There's now what amounts to a code comment easter egg in the same file, because DM is wacko and you're going to get cursed now too. :) ## Why It's Good For The Game The old system had ~20 bespoke yet highly similar wall construction steps. Some of the wall recipes were also concatenated from a string on the used stack type. To put it bluntly, the code was fucking horrible. Same thing goes for the rest of the girder construction steps, they were all bespoke. ## Changelog :cl: refactor: Refactored girders and wall construction. Report any bugs. tweak: Some niche wall types might have their wall delay changed by like 2 seconds. This doesn't affect normal walls, reinforced walls, falsewalls or any other important wall types. /:cl:
…'s technically useless on them) (#94958)
## About The Pull Request readds the backend for the report buttons, a report needs a reason to actually be considered and its logged to admins. fixed double reinforcements by actually verifying the guy is in the list. https://github.com/user-attachments/assets/b0994039-77d6-40e2-ab3d-2a93d6dbcac1 ## Why It's Good For The Game Better then nothing, though i still find it being locked to mundane to be overly restrictive to how the masq and veil actually work. ## Changelog :cl: add: re-adds reporting masquerade violations and reinforcements /:cl:
## About The Pull Request Readds the sound effect and waddle from moving inside of a cardboard box. https://github.com/user-attachments/assets/3cb12727-57aa-4666-a0d2-3f3ca482fc31 ~~Im like pretty sure im cargo culting with the `set_glide_size` here as i cant tell the difference when I remove it.~~ Spent way 2 much time testing, It makes it look smoother. ## Why It's Good For The Game Snake!!! ## Changelog :cl: add: Readds the funny cardboard box waddle and sound effect /:cl:
## About The Pull Request readds height scaling which is an essential feature so that everyones character can be 6'7 Was originally gonna do this with the merits/flaws but... ended up deciding that it would be fun and would limit character creativity Still need to make the display on the slider be actual human heights Also WARNING!!!!!! I can see this as an issue already but this is probably gonna break sprite overlays like gangrel legs or gargoyle horns/legs. Like for ex if someone takes a very short gargoyle/gangrel theyd have floating horns and legs that jam through their character's skull ## Why It's Good For The Game character customize ## Changelog :cl: add: Readds character height customization as a numerical preference slider /:cl:
…o upstream-pull-2-21-26
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ApocryphaXIII:master
with commit Feb 21, 2026
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About The Pull Request