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Darkpack Pull 7/22/2026#30

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Merged

Darkpack Pull 7/22/2026#30
chazzyjazzy merged 957 commits into
Monkestation:masterfrom
chazzyjazzy:master

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About The Pull Request

Darkpack Pull for Crimson Grid 7/22/2026

Why It's Good For The Game

darkpack

Changelog

🆑
add: Darkpack pull 7/22/2026
/:cl:

tgstation-ci Bot and others added 30 commits July 10, 2026 02:55
## About The Pull Request

The trait "blood fountain" applied by Leparin and Nitrous Oxide now also
makes you bleed slightly more when you get an ominous nosebleed, or when
a really authoritative guy yells at you that you need to bleed right
now.

(You get an Ominous Nosebleed when a Dark Matter Singularity or
Bioscrambler pick you as their target)

## Why It's Good For The Game

Someone asked if it worked this way in tg-general and it did not, but I
thought it was a funny idea.
I'll be honest I suspect these values on the Ominous Nosebleed are not
likely to be noticed unless you're juggling aggro back and forth with
someone else but that's fine.

## Changelog

:cl:
balance: Heparin and Nitrous Oxide now make nosebleeds worse, and also
make you bleed more if someone very convincing tells you to start doing
it.
/:cl:
## About The Pull Request
2 seconds unused sound with an undertale sfx and a sample of the
well-known bgm track baked into it, both of which are assumed to be
copyrighted without a public license compatible with our codebase.

## Why It's Good For The Game
https://www.youtube.com/watch?v=b78jYfOVCVM

## Changelog
N/A
## About The Pull Request

resolves: tgstation/tgstation#56396

Modifies `atoms_movable.dm` and `skittish.md`, as a subscriber to the
`COMSIG_MOVABLE_BUMP` signal, to allow the latter to bubble up an
intercept flag to `living.dm`, so that it can cancel a shove and
function properly.

I looked at every other registered `COMSIG_MOVABLE_BUMP` signal receiver
and found that only one ever possibly returns non-zero, and that is
`/obj/item/clothing/gloves/gauntlets/proc/rocksmash`. However, when
`rocksmash` is called via a bump signal, it will return `NONE` because
the `proximity` parameter will not be set. Therefore, unless I missed
something, there should be no collateral damage from this change.
## Why It's Good For The Game

Skittish has been broken seemingly since its addition to the game. This
fixes that.

<img width="640" height="480" alt="crate"
src="https://github.com/user-attachments/assets/0ce01c07-0e44-498b-aac0-02c448a6d379"
/>
<img width="640" height="480" alt="locker"
src="https://github.com/user-attachments/assets/6fc946fb-e953-43d0-9bd3-9d958a3d9744"
/>

## Changelog
:cl:
fix: Fixed Skittish behaving strangely with lockers not against a wall,
and crates in general.
/:cl:
…96841)

## About The Pull Request

- Knockdown, Stun, and Paralyze now have a 66% change to trigger glorf
by default (down from 100%)
- Immobilize and Incapacitating now has a 0% chance to trigger glorf
(down from 100%)
- Sleep and Unconscious still has a 100% chance to trigger glorf 
- A second roll is made depending on severity of the effect: >6 second
stuns have a 100% chance, >2 second stuns have a 66% chance, <2 second
stuns have a 0% chance
- Disarm knockdowns will always trigger a glorf (they are unaffected by
the aforementioned changes)
- All forms of incapacitation induced glorfing will no longer cause
cigarette choking unless the effect was of >30 second duration
- Modified chance to glorf on punched from 100% if above 9 force to 66%
if above 9 force or 100% if above 12 force
- Fixed a bug where getting glorfed right after you open the chat window
but before you type anything forces the last message to be repeated
- Changed the glorf effects on death to cut off abruptly rather than
append something

<img width="365" height="37" alt="image"
src="https://github.com/user-attachments/assets/85c963f4-72f0-4cf5-b919-e4570bfe159b"
/>

## Why It's Good For The Game

We use microstuns for temporary effects in many places (such as a 0.1
second immobilize on shuttle transition), which is cool and good, but
these microstuns will constantly trigger glorfing (which is mildly
annoying) and cigarette choking (which is literally lethal)

As funny as it is the first time to die to choking on a cigarette
because you smoked while a shuttle moved, it gets tiresome fast

Ultimately my changes here sought to make force say trigger a bit less
consistently, to keep the jokes from being ran into the ground and make
it a bit less unfun to play around

## Changelog

:cl: Melbert
balance: Knockdown, stun, and paralyze now have a 66% chance to
interrupt speech (down from 100%)
balance: Immobilize and Incapacitate now has a 0% chance to trigger
interrupt speech (down from 100%)
balance: Sleep and Unconscious still has a 100% chance to trigger
interrupt speech
balance: Chance to interrupt speech from a stun makes a second roll
based on stun severity: >6 second stuns have a 100% chance, >2 second
stuns have a 66% chance, and <2 second stuns have a 0% chance
balance: Shove knockdown is unaffected by these changes, and always
interrupts speech
balance: Having speech interrupted from stuns no longer causes you to
choke on cigarettes unless the stun effect was high severity (>30
seconds)
balance: Chance of interrupting speech on punch was modified from 100%
at 9 damage to 66% at 9 damage and 100% at 12 damage
fix: When your speech is interrupted from death, it now cuts off
abruptly, rather than appending a generic interrupt indicator
fix: Fixed a bug where you repeat your last said line if your speech is
interrupted after opening your say box, but before typing anything
/:cl:
## About The Pull Request

Adds in more sawn off gun varients. Specifically:
- Sawn off pump-action shotgun
- Sawn off AK74 (Bootleg draco ahhh)
- Sawn off lever action rifle (mares leg)
- Sawn off musket (ripoff pistol-musket)

See full additions on:
The-Final-Nights/The-Final-Nights-Rebase#373

Also, there's videos that can be provided of testing. Works well, feels
decently balanced due to firearm recoil changes.

## Why It's Good For The Game

Flavor, concealable firearm variants that is somewhat TT friendly, and
feels decently balanced.

## Changelog
:cl:
add: Adds new sawn off variants of the AK, pump-shotgun, lever action,
and musket.
/:cl:
…tepping on broken glass (DarkPack13#1204)

## About The Pull Request

Adds in a trait that prevents mobs from being stunned when stepping over
glass and applied it to the Garou Crinos and Hispo forms. Homid and
Glabro are still affected for obvious reasons and Lupus I would imagine
still not fare well on account of being a regular wolf and animals tend
to not do well when stepping on glass.


Testing proof:
Homid: 


https://github.com/user-attachments/assets/82f22aee-220c-456a-98ef-77e07095fb5c


Glabro: 


https://github.com/user-attachments/assets/f1ca5ce9-0a44-4948-aa84-e6b9e8459333


Crinos: 


https://github.com/user-attachments/assets/d26734c4-a88f-4809-b841-0d836a6de44e


Hispo: 


https://github.com/user-attachments/assets/23448bd7-8154-4296-bab3-2176b435e82f


Lupus: 


https://github.com/user-attachments/assets/aa115b55-58a3-4e74-b663-79d7545cd4d2



## Why It's Good For The Game

The big scary war forms shouldn't be taken down by stepping on a shard
of glass or broken bottles. This prevents the giant murder machines
being brought down to a joke for not being able to wear shoes.



## Changelog


:cl:
balance: Crinos and Hispo no longer get stunned by broken glass
/:cl:

---------

Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
…al now regrows limbs and regenerates organs. (DarkPack13#1191)

## About The Pull Request
Self explanatory title. Ghouls can't regrow limbs. Regrowing limbs WILL
violate the Masquerade - be careful where you regen.

Garou have also received a refinement of their passive healing - they
can, gradually, heal burn damage and organ damage over time.
With enough patience, you are also able to regenerate your limbs. It
takes a while, though - don't think you can rely on passive healing for
everything.

## Why It's Good For The Game
BYE BYE EYESHOOTING META
## Changelog
:cl:
add: Adds eyes, ears, and limb regrowth for bloodheal. 
/:cl:
## About The Pull Request

changes the graveyard subsystem + role to being just a random event

## Why It's Good For The Game

addresses role bloat and a random subsystem in favor of a random event

## Changelog

:cl:
add: adds the 'graveyard' random event in place of what we had before
which fires once per round with about the same rarity as the sarcophagus
event. in this event, 20% of the graves across the map will spawn 2
zombies max each
add: artifacts and all tremere spellbooks can now be sold at pawn shops
add: masquerade sensitive items can now be sold at pawnshops, but you
may breach if you don't pass a manip + subterfuge diff 8 roll
add: adds three new zombie types, the fat zombie, the skeleton, and the
suit zombie
add: the graveyard zombies now have bloodpoints and can be bitten
add: necromancy users can now purchase an 'obolus' (a coin forged from a
Wraith's soul) from the necromancy tome, which can be sold
add: necromancy users can now purchase graveyard keys from their
necromancy tome, giovanni start with them as they are assumed to control
the graveyard's mortal front
add: adds being able to speak to observer ghosts to necromancy 1
Shroudsight similar to spirit speech for Garou
balance: Shroudsight now has triple the cooldown (3 minutes -> 9
minutes) to compensate for the 'talking to ghosts' trait which has been
shown to be too powerful, it also now has a vitae cost of 1
add: graveyard keys can now open and shut the graveyard gate
fix: fixes shroudsight double-rolling, it now only rolls it's
appropriate roll datum (perception) + awareness
del: removes the 'graveyard keeper' role
code: deletes the 'graveyard' subsystem
config: extends the lobby time to 5 minutes, 2 minutes was too short
config: multiplies the time between events by 10x since they were firing
once every 2.5 minutes which is way too short in a 3 hour round
/:cl:

---------

Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
…kPack13#1177)

## About The Pull Request

EDIT: PLEASE MERGE DarkPack13#1181
BEFORE THIS ONE. TY.

Separates the cooldowns for telepathy, only disguise_voice has a roll
for implant thoughts, cancellable without triggering cooldown or
willpower reduction, rebalances mind reading's cooldown to 3 minutes and
implant thoughts to 5 seconds.

This was initially intended for TFN but as I was messing around with
this I realized that it should probably just be upstreamed due to how
much it has been changed and because I do genuinely think the
functionality and balancing is better than it was previously (totally
not because I don't want to fuck around with TFN edits). As a result the
maximum length of the specific_search input is multiplied by 10 (1024 ->
10240) based on a quality of life PR made on TFN.

I do not think this is particularly a problem for the upstream given how
much has been changed in this PR already
## Why It's Good For The Game

Highly requested on TFN since the telepathy cooldown was increased to 9
minutes whilst also only having 1 cooldown for both ability options,
completely preventing any form of mental communication realistically
that people enjoyed using it for) and probably why the cooldown is set
to 1 turn on this repo despite the mind reading ability being pretty
powerful and spammable even if it uses WP against splats.

- You can easily set separate cooldowns for future balancing if you
disagree with the cooldowns I've set here.

- Addresses the concerns of the power that mind reading has whilst
allowing for regular telepathic communication and allows you to
nerf/buff either one without impacting the other.

- Clicking "cancel" now actually cancels usage of the ability rather
than going forward and wasting a cooldown timer as well as stopping you
from wasting willpower if it was a supernatural you clicked before
changing your mind.

- Rolls upon picking mind reading or disguise thoughts prevents people
from selecting implant thoughts on bad rolls to avoid triggering the
cooldown of mind reading and only selecting mind reading if their rolls
are good.

- Lack of a roll for implant thoughts allows for more regular
communication and it makes sense to only roll when you disguise its
origin rather than having to get through two rolls of varying
difficulty, whereas before you had to both pass the telepathy_success
and disguise_voice_roll rolls.

- Cooldowns are actually sane now.

Disclaimer to players: Don't use implant thoughts to be antisocial
dickheads or that generously low cooldown will probably be increased by
your respective forks. Use it wisely.
## Changelog
:cl:
code: Mind reading success rolls after it's picked from the telepathy
menu rather than before.
code: Undisguised Implant Thought usage no longer requires a roll.
code: Separates the mind reading and implant thought cooldowns.
balance: Mind Reading cooldown set to 3 Minutes.
balance: Implant Thought cooldown set to 5 seconds. 
balance: Increases message length for the specific thought searches via
mind reading (From TFN).
fix: Clicking "Cancel" on the telepathy menu no longer runs the
highlighted option anyway.
fix: fixed previously unnoticed bug resulting from nested quotes
clashing.
/:cl:
## About The Pull Request
Makes the topic report use the hostedby config as a backup. 

Right now we report nothing for all the TG servers, some downstreams
MIGHT have a host assuming i understand this right and its only going to
show up if you arent using TGS.

https://hub.harry.live/s/51.79.52.10/1887
<img width="886" height="711" alt="image"
src="https://github.com/user-attachments/assets/2f45f2e8-c38d-478b-b073-c495733446ce"
/>
## Why It's Good For The Game
As far as I can tell, most servers dont have a world.host anymore as
that seemingly is not used by tgs.

Creates slightly better parody with the hub status as well. 
<img width="425" height="330" alt="image"
src="https://github.com/user-attachments/assets/cfecf318-7b80-4666-a5b6-2bca0432050b"
/>
## Changelog
:cl:
server: status topic reports hostby config if we have no true world.host
/:cl:

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request

I realize it's pretty easy to break the intended behavior of surgery
implements, so we should test it
## About The Pull Request

`NONE` to `..()`, rookie mistake.

## Why It's Good For The Game

Works

## Changelog
:cl:

fix: fixed the janitor keyring being unable to open doors

/:cl:
darkpack13-api Bot and others added 6 commits July 21, 2026 20:47
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not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Basically 4 was supposed to grab targets while ignoring everyone who was
either unconscious or deaf, instead it was making your malkavian
characters target only deaf conscious people, this makes the power
affect non deaf people while ignoring deaf people.
<img width="1643" height="857" alt="image"
src="https://github.com/user-attachments/assets/780450df-6f95-4b43-ab22-3fe14225f080"
/>

## Why It's Good For The Game

I believe the power only affecting deaf people isn't intended.

## Changelog

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and its effects on PRs in the tgstation guides for contributors. Please
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:cl:
fix: fixed dementation 4 working incorrectly
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
your name to the right of the first :cl: if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
## About The Pull Request

Custom activation logic ran before the normal occult artifact
identification flow. So when the weapon was still unidentified, using it
would show the "dead piece of silver" message instead of letting the
item be identified first. This pr makes it so activation only happens
once properly identified.
<img width="667" height="485" alt="image"
src="https://github.com/user-attachments/assets/b27f0251-22b8-41d0-a360-d0ebd258c0b2"
/>

## Why It's Good For The Game

Fixes likely unintended behavior

## Changelog
:cl:
fix: fixed klaives not working properly
/:cl:

---------

Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
chazzyjazzy and others added 11 commits July 22, 2026 16:07
## About The Pull Request
Adds three new kinds of keybinds to interact with Disciplines: the first
for selecting which Discipline to use, the second for quickly activating
a specific power in the selected Discipline, and the third being an
optional keybind for every individual power. The latter takes up ~40% of
the keybind menu when enabled but is still pretty convenient since it
only takes one key to activate a power rather than two with the former.

Both default Discipline keybinds and individual power keybinds can be
toggled with a config. Keybinds are automatically generated from a
define, meaning codebases can set their own maximums for amount and
level of Disciplines and have a matching number of keybinds
automatically created.

Things I want to get done before I undraft this PR:
- [x] Beg one of my artist friends to make a sprite for the currently
selected Discipline to make it visually distinguishable
- [x] Have a good night's rest and improve the quality of the
implementation when I wake up
- [x] Contemplate how this can be made more player-friendly and possibly
implement my findings
- [x] Add a config for this feature

Credit to @cheapcents (aka 2Cents on Discord) for the selected
Discipline sprite, with some color palette edits made by myself.

## Demonstration


https://github.com/user-attachments/assets/5ebeb92b-fab1-474b-9455-2c398bc22cab

<img width="920" height="770" alt="image"
src="https://github.com/user-attachments/assets/5452f3b7-9289-4048-abac-6dafd6161e25"
/>


## Why It's Good For The Game
Provides a more intuitive and faster alternative to using the mouse to
flip between Discipline levels to get the one you want. Also eliminates
the possibility of players using macros for Disciplines to gain an
advantage by letting all players normally do it as a QOL feature.
 
## Changelog
:cl:
qol: You can now use keybinds to select and cast Disciplines
/:cl:

---------

Co-authored-by: cheapcents <91615253+cheapcents@users.noreply.github.com>
@chazzyjazzy

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this is being selfmerged without passing all checks as codeowner reviews has a file limit of 1000, this PR exceeds that

@chazzyjazzy
chazzyjazzy merged commit 507d84e into Monkestation:master Jul 24, 2026
17 of 18 checks passed
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