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Darkpack Pull 2/21/26#12

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FalloutFalcon merged 274 commits intoApocryphaXIII:masterfrom
FalloutFalcon:upstream-pull-2-21-26
Feb 21, 2026
Merged

Darkpack Pull 2/21/26#12
FalloutFalcon merged 274 commits intoApocryphaXIII:masterfrom
FalloutFalcon:upstream-pull-2-21-26

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About The Pull Request

Phantastic-Swan and others added 30 commits January 25, 2026 00:20
## 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:
darkpack13-api bot and others added 8 commits February 19, 2026 16:30
## 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:
@FalloutFalcon FalloutFalcon requested review from a team as code owners February 21, 2026 16:08
@FalloutFalcon FalloutFalcon added Upstream Merge Copy and paste Darkpack code. If it compiles, it ships! and removed GitHub Tools Sprites Map Edit Config Update Sound UI labels Feb 21, 2026
@FalloutFalcon FalloutFalcon added this pull request to the merge queue Feb 21, 2026
Merged via the queue into ApocryphaXIII:master with commit a51a310 Feb 21, 2026
41 of 46 checks passed
@FalloutFalcon FalloutFalcon deleted the upstream-pull-2-21-26 branch February 21, 2026 16:51
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