TG Pull November 2025#324
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## About The Pull Request Adds a wood biological type for limbs and adds internal descriptions for flesh and wood. ## Why It's Good For The Game Fixes #93889 ## Changelog :cl: LT3 fix: Peg limbs are now internally classified as wooden /:cl:
…880) ## About The Pull Request Makes the base builder console "you can't build here" response thing say the name of the area, rather than the path ## Why It's Good For The Game You can't build within area/shuttle/auxillary_base ## Changelog :cl: spellcheck: Auxbase construction console says the name of the area rather than the path in failure messages /:cl: --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
…e blob tiles (#93893) ## About The Pull Request See title. ## Why It's Good For The Game Closes #84270. Blob minions can no longer attack blob tiles, but this takes care of them getting free healing from the blob while fighting its minions. ## Changelog :cl: Rhials fix: Non-blob-spawned blob minion mobs can no longer traverse blob tiles. /:cl:
## About The Pull Request Fixes #92445 The animation was not playing properly due to a small bug in the code. This PR fixes the animation, making it play throughout the process of emagging a door instead of the sparks disappearing and opening. <img width="269" height="566" alt="emagAniFix1" src="https://github.com/user-attachments/assets/2bac41e9-c9b2-4037-b673-e83a00fdbc3d" /> Oh noes, I captain but can't use door? . . . . . . . . <img width="242" height="558" alt="emagAniFix2" src="https://github.com/user-attachments/assets/cf0ad0ff-a179-4b77-9981-5c990d6a4e1b" /> Break everything. ## Why It's Good For The Game Animation bug fix for using Doorjack. ## Changelog :cl:Soot-IX fix: eMagging doors didn't display proper animation. Now doors more sparkly when Doorjacked. /:cl:
## About The Pull Request Improves stack trace for non-hallucinations being passed to `cause_hallucination`
## About The Pull Request Adds a control button for visitation shutters ## Why It's Good For The Game For whatever reason Icebox perma has been missing a shutter control button for a while, now it has one. https://github.com/user-attachments/assets/78f544c7-6e85-4bae-9e33-ae064cad510d ## Changelog :cl: map: adds visitation shutter control button to icebox perma /:cl:
…component/houlihan_teleport (#93810) ## About The Pull Request Isolates signpost teleport code into a component `/datum/component/houlihan_teleport`, which takes a question argument and a list of zlevels. Removes `/obj/structure/no_effect_signpost` and turns existing mapped-in instances into `/obj/structure/signpost`s Adds/documents/fixes some attack signals that were added to the element ## Jebediah <img width="100%" alt="image" src="https://github.com/user-attachments/assets/b227e5bd-1c93-41b3-b87f-1a559cf81112" /> ## Changelog :cl: refactor: Signposts have had their code improved internally. Please make an issue if a signpost that should teleport you no longer can. /:cl:
…rific (#93867) ## About The Pull Request Allows users to edit color matrix filters and layered filters' transforms through Filterrific, which were the two last unsupported filter fields. The menus are pretty minimal, but you shouldn't be touching them if you don't know what you're doing anyways. https://github.com/user-attachments/assets/e87447f3-e5d6-4f6c-a8e4-bf50a1d5fa79 ## Why It's Good For The Game Makes our tooling actually work ## Changelog :cl: admin: Implemented color matrix and transform modification support for Filterrific /:cl:
…'t work well in vacuums (#93866) ## About The Pull Request Turns out ear protection was subtracting the values rather than adding them to the protection, and I didn't notice that much until later (now). Also flashbangs don't have much of a bang (flashbangs without the bang basically) when there's no air. ## Why It's Good For The Game Also everyone should know that IRL sounds don't work well in vacuums cuz there are no molecules to carry sound waves around. Unfortunately we are not so refined about it in game, which is a fucking shame. This is a very simplistic implementation than anything. The fact that I'm adding it to this PR as well is because being in a vacuum gives you plenty of sound protection now. It's about *some* consistency. ## Changelog :cl: fix: Fixes ear protection equipment doing nothing. balance: Detonating a flashbang in space or any environment with little to no air no longer stuns anyone NOT on the same tile as the flashbang with loud bangs. Flashing still works as intended though. /:cl:
## About The Pull Request Makes space vines properly respect armor and protective equipment that they previously ignored: - Toxic vines check for full-body protective with thick material cloths. - Thorns vines now respects armor. - Minor code readability improvements. ## Why It's Good For The Game It doesn't make sense that toxic vines could poison me in a fully sealed spacesuit or bio-suit. Respecting armor is always good for game balance. ## Changelog :cl: balance: Thorns kudzu vines respects armor. balance: You can protect yourself from toxic kudzu vines by fully covering your body with thick clothing. However, this won't help against toxic thorns. /:cl:
## About The Pull Request Moves all blood handling into procs and adds ways to easily hook into basically every basic blood behavior. This PR is not meant to fix every single case of janky blood logic in the game. The main point and motivation of this PR is to add hooks for blood behaviors. This allows for way more flexibility with blood code. I am not going to fix our 3000 instances of single-letter vars, wacky blood transfers, etc. This is just the groundwork for future PRs to build off of, and by itself, should do very little to change blood behavior. I also added a rigorous set of unit tests for verifying that all of the basic blood volume procs work correctly. ## Why It's Good For The Game Previously, blood was handled via directly reading/writing [var/blood_volume]. This was INCREDIBLY inconsistent and there was no way to hook into it. This PR makes blood handling way more consistent, which is great for all sorts of features.
## About The Pull Request What it says on the tin. ## Why It's Good For The Game This is obviously the incorrect icon state. ## Changelog :cl: fix: Ashen bows look like they are actually made from bone. /:cl:
## About The Pull Request Viscerator has PASSMOB, but doesn't respect the flag. Fixes possible oversight. Adds flags PASSMACHINE && PASSFLAP. ## Why It's Good For The Game PASSMOB: - Possible oversight - Supposed to be respecting the PASSMOB flag PASSMACHINE && PASSFLAP: - Realistically manhacks would be able to fly over machines, and fly through flaps ## Changelog :cl: ArchBTW balance: viscerators get PASSMACHINE && PASSFLAP fix: viscerators respect the PASSMOB flag /:cl:
primarly, readds some sprites to the lighting master file and adds directional defines for most of our wallmounts
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from the linters: [18:03:58] Runtime in code/datums/components/wall_mounted.dm,118: /obj/structure/sign/city/store/gummaguts Could not find attachable object at /area/vtm/interior/shop (131,146,2) (131,147,2) for runtimetown |
* me when i sprite * it EXISTS it is REAL * fiery burny pellets and supply stuff * oopsie doopsie i forgot a slash * expensiver * BEGIN AGAIN

About The Pull Request
Pulls the latest TGStation commits to keep us up-to-date
Please dont squash this one!!!
Highlights include:
A few of my prs got merged c:
Puce
Handcrafted spears fall apart? Might expand this for ghetto crafting stuff.
Why It's Good For The Game
MODERN CODE
Changelog
🆑 Beautiful TG coders
code: Monthly TG Pull. Thank you TG.
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