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Darkpack Pull 1/16/26#4

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FalloutFalcon merged 2120 commits intoApocryphaXIII:masterfrom
FalloutFalcon:darkpack-pull-1-16-2026
Jan 16, 2026
Merged

Darkpack Pull 1/16/26#4
FalloutFalcon merged 2120 commits intoApocryphaXIII:masterfrom
FalloutFalcon:darkpack-pull-1-16-2026

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About The Pull Request

Upstream Sync

tgstation-ci bot and others added 30 commits December 17, 2025 02:59
## About The Pull Request

Changes the unregistering of COMSIG_PROJECTILE_ON_HIT to
COMSIG_PROJECTILE_SELF_ON_HIT because COMSIG_PROJECTILE_ON_HIT isn't
used anywhere in grapple code but COMSIG_PROJECTILE_SELF_ON_HIT is.

See lines 70 and 71 for what I mean.

## Why It's Good For The Game

Fixes good.

## Changelog

:cl: BurgerBB
fix: Fix signal unregistration in grapple gun on hit.
/:cl:
## About The Pull Request

Mechfabs weren't passing ID_DATA to the silo, preventing material
ejection. Also added ID_DATA to the ORM as to allow miners to be tracked
in the silo (if they insert ores by hand or by dragging a box next to
the ORM)

## Changelog
:cl:
fix: Fixed sheet ejection on mechfabs
qol: Miner ORM deposits are now logged in the ore silo
/:cl:
## About The Pull Request
Title.
You can now spawn in/map in/exist in sandbags in a stack of fifty.
<img width="1004" height="338" alt="изображение"
src="https://github.com/user-attachments/assets/3a0bf21c-20b3-4773-b5be-52ca3aca130b"
/>
<img width="566" height="549" alt="изображение"
src="https://github.com/user-attachments/assets/403fa312-1643-4223-b3c6-57e9cb3e8d7c"
/>
## Why It's Good For The Game
This should prove useful for mappers and admins who'll require sandbags
at one or another point.
~~See I needed sandbags for a map I'm making and varediting a stack into
a fifty-stack felt wrong.~~
## Changelog
:cl: Stalkeros
add: Stack of fifty sandbags
/:cl:
## About The Pull Request

show_hud() did not properly unregister the signals which caused stack
traces from signal overrides

## Changelog
:cl:
fix: Fixed runtimes caused by auto-observing someone repeatedly
/:cl:
## About The Pull Request

These didn't pass the volume and runtimed

## Changelog
:cl:
fix: Fixed wizard/timeline rewind sound runtimes
/:cl:
## About The Pull Request

Opportunistic melee behavior did not check for target's existence unlike
its parent, which means it could runtime if the target got destroyed
before the behavior ran

## Changelog
:cl:
fix: Fixes runtimes caused by opportunistic melee AI behaviors
/:cl:
…hemselves (#94478)

## About The Pull Request

``remove_reagent`` requires a type, not an instance

## Changelog
:cl:
fix: Fixed damp rags not removing reagents other than space cleaner from
themselves
/:cl:
## About The Pull Request

Stored mobs wider than 32 pixels, like worn purple raptors, would have
offset runechat messages because they tried to use their own
base_pixel_w instead of base_pixel_w of the atom that actually displayed
the message

## Changelog
:cl:
fix: Fixed runechat offsets for stored mobs
/:cl:
## About The Pull Request

falloff_distance should never be equal to or higher than maxdistance,
which was the case for very large fires, preventing them from playing
any sounds

## Changelog
:cl:
fix: Fixed fire sound runtimes caused by incorrect arguments
/:cl:
## About The Pull Request

title

## Changelog

:cl:
fix: Fixed smacking ectoscopic sniffer after you unwrenched it.
code: Minor code improvements for ectoscopic sniffer.
/:cl:
…a bluespace fishing reel) (#94042)

## About The Pull Request
Huzzah! It's been a good while since I last added more fishing features
(instead I focused on small fixes now and then), but here I'm at it once
more.

This PR adds two designs to the Marine Utility techweb node (which
previously only had the bio-electric generator kit): The fish gene-gun
an as well as the bluespace fishing reel.

The fish gene-gun is a pretty easy concept. It's a device that takes
empty syringes. When used on a fish with an empty syringe loaded inside
it, It'll prompt the user to choose which trait to extract. Once the
trait is extracted, the syringe is replaced with a specialized 'fish
trait injector' containing said trait. You can then hit another fish
with the fish gene-gun again to inject the trait, or use it to remove
the injector, which can then be used on its own, or loaded into the
gene-gun later (the results are the same anyway). There are two caveats
though: Using the fish-gene gun on the same fish more than once
(extracting or injector) will kill it, and it also cannot be used on
dead fish. The fish can still be revived though.

The other thing is the bluespace fishing reel. It greatly increases the
cast range, and it also goes through walls and other solid objects and
is not disrupted by them. If used on objects, reeling the item in will
move it through wall and solid objects as well. Other than that. It's a
pretty standard fishing reel. However, it has one flaw, and that is it
cannot go through reinforced walls (as well as indestructible ones), so
no stealing from the armory etc.

## Why It's Good For The Game
I've been having some honest to god skill issues with aquariums at times
(they were also half-broken in the past but things have gone for the
better...). Some of the fish traits are good, some are bad, others are
utterly terrible (*looking at the anxious zip zap*) and kinda withhold
some of the potential stuff that can be done, which is what prompted me
to make this PR.

Also, bluespace fishing reel because ~~JoJo Vento Aureo reference~~ it's
such a neat concept.

## Changelog

:cl:
add: Two items have been added to the The Marine Utility tech node: a
fish-gene gun to add and remove traits to/from fish, and a bluespace
fishing reel.
/:cl:

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request

What it says in the title. 2 href exploits.

## Changelog
:cl:
fix: Fixed 2 infinite credit exploits.
/:cl:
## About The Pull Request

Fixes DarkPack13#409 

also introduces the 'explosive dice' or whatever people were calling it
on discord, a popular feature where rolling a ten grants two successes
like a reverse botch i suppose

## Why It's Good For The Game

blorp

## Changelog

:cl:

code: adds the hair, adds the 10 dice two successes

/:cl:

---------

Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
@FalloutFalcon FalloutFalcon requested a review from a team as a code owner January 16, 2026 06:10
@FalloutFalcon FalloutFalcon added Upstream Merge Copy and paste Darkpack code. If it compiles, it ships! and removed GitHub Tools SQL Map Edit Config Update Sound UI labels Jan 16, 2026
@FalloutFalcon FalloutFalcon added this pull request to the merge queue Jan 16, 2026
Merged via the queue into ApocryphaXIII:master with commit bdc8ef5 Jan 16, 2026
22 of 27 checks passed
FalloutFalcon added a commit that referenced this pull request Jan 16, 2026
github-merge-queue bot pushed a commit that referenced this pull request Jan 16, 2026
@FalloutFalcon FalloutFalcon deleted the darkpack-pull-1-16-2026 branch January 16, 2026 06:37
@FalloutFalcon FalloutFalcon restored the darkpack-pull-1-16-2026 branch January 16, 2026 06:37
@FalloutFalcon FalloutFalcon deleted the darkpack-pull-1-16-2026 branch January 16, 2026 06:37
@FalloutFalcon FalloutFalcon restored the darkpack-pull-1-16-2026 branch January 16, 2026 06:41
@FalloutFalcon FalloutFalcon deleted the darkpack-pull-1-16-2026 branch January 16, 2026 06:46
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