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[TM ONLY] Teshari Damage States - #4

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R0bro wants to merge 31 commits into
Metastruct:masterfrom
R0bro:Tesh-Attempt-Fixes
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[TM ONLY] Teshari Damage States#4
R0bro wants to merge 31 commits into
Metastruct:masterfrom
R0bro:Tesh-Attempt-Fixes

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@R0bro

@R0bro R0bro commented Jul 31, 2026

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About The Pull Request

Teshari have long had to deal with ill-fitting overlays applied to them. I have chosen to bite the bullet and do the labour by creating species specific states for:

  • bloody clothes
  • damaged clothes
  • body wounds
  • bleeding animations

How it works is simple: if our icon override exists for our species, we use it. If it doesn't exist, we default back to the original. What this means is that future species overrides can be added without code changes.

Why It's Good For The Game

image

This sucks! They look like they're wearing clown shoes for crying out loud!

image

This doesn't suck!

Changelog

🆑 Robwo
fix: Teshari can now get properly bloody and bruised.
/:cl:

R0bro and others added 12 commits August 5, 2026 07:22
Co-authored-by: Alexis <catmc8565@gmail.com>
## About The Pull Request
- [x] Adds shadekin eyes and ears to the limb grower.
- [x] Makes the various species parts available upon research without
having to print 8 different design disks
- [x] Adjust pricing of some bodyparts to be similar to base human parts
- [x] Adds adaptable lungs as researchable expansion for limb grower

## Why It's Good For The Game

Quality of life. Having to print the design disks alongside the limb
grower is pointless, it costs next to nothing materials wise and takes a
bunch of inventory space to do it.

## Changelog

:cl: LT3
add: Added shadekin eyes and ears to limb grower
qol: Limb grower automatically includes species parts, no more species
disks required
add: Adaptive hot/oxy/tox lungs can now be printed from the limb grower
once researched
/:cl:

---------

Co-authored-by: Alexis <catmc8565@gmail.com>
## About The Pull Request

I was looking into changing how the round start ping is being generated
so that it isn't dependant on the QOTR message (on which I eventually
just gave up). While doing so I stumbled upon 3 separate overrides for
the same proc of the ticker, in 3 different files. This induced a
headache of immense proportions and I had to fix it because jesus christ
what the fuck is that?

While I was at it, I grabbed some other ticker procs strewn around
`modular_zubbers` and `modular_skyrat` and threw them into a single file
responsible for handling the ticker.

## Why It's Good For The Game

Do you understand how cancer inducing it is to try and figure out how
code is executed when there are 3 separate overrides for a single proc?

I am of the opinion that any codebase should override any proc AT MOST
once. Multiple overrides for a proc make for worse stack traces, less
clarity in the order of code execution, and more difficulty in finding
original declarations of procs. They also make it harder to keep procs
up to date with upstreams if say, the arguments change (I know BYOND
doesn't enforce proc overrides to have the same arguments as the
original proc; however I consider that a load of bullshit and a major
flaw in the language)

## Proof Of Testing

I did compile the code, and the round ends normally, and the debugger
tells me that code executes normally. Though, given that this does mess
with subsystem code, maybe TM'ing is in order?

## Changelog

No player facing changes
## About The Pull Request

Bubberstation#3687 Reupload of
this PR. I finished it, it never got merged, i dont remember why. Lots
of my PRs just kinda timed out.

A new Borg subtype, for Tarkon specifically.
has access to lots of dodads, very versatile model with access to
multiple types on one shell.
Not obtainable outside of Tarkon.

## Why It's Good For The Game
Would be fitting thematically if they had their own borgs, plus giving
more utility to one borg on a usually very small crew is good, and them
being able to participate in the bulk of the fighting as more than a
backline medic is nice.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

Minor reshuffle of the spawn area to acommodate the spawner.
<img width="906" height="871" alt="image"
src="https://github.com/user-attachments/assets/86fb438d-90a1-433b-a7fe-d9f2a82d83bf"
/>

Module choices
<img width="618" height="559" alt="image"
src="https://github.com/user-attachments/assets/28f868c6-e8fe-45a9-9a5f-e2252e84b83d"
/>

Laws and preamble on module selection
<img width="1503" height="253" alt="image"
src="https://github.com/user-attachments/assets/1775da72-fad2-4d47-bdc7-5c753fc10b98"
/>

Attemting to install more than 3 tarkon modules (the limit)
<img width="554" height="68" alt="image"
src="https://github.com/user-attachments/assets/b3b6d4df-72d2-4d3d-8cd2-59b62e4e1db4"
/>


</details>

## Changelog
:cl:
add: New Tarkon borgs, jack of all trades
/:cl:

---------

Co-authored-by: Odairu <39929315+Odairu@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Maia-J@users.noreply.github.com>
…f having one full complete name, and then 3 seperate names for each head. (Bubberstation#6078)

## About The Pull Request
Title
## Why It's Good For The Game
Being locked into a name scheme is pretty limiting, and this allows
players to do it the old way (by manually setting their name/head names
to be like the old way) while also allowing players to choose a name for
their character over all, and three sub-names for the three heads.
## Proof Of Testing
<img width="1268" height="750" alt="image"
src="https://github.com/user-attachments/assets/0493d6ef-f94f-4c27-bca4-44b82b573d42"
/>
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
:cl:
qol: Hydra allows for a unique whole name, and choosable head names
/:cl:

---------

Co-authored-by: Waterpig <49160555+Maia-J@users.noreply.github.com>
…ion#6032)

## About The Pull Request

This completely does away with the pairing system for security
department rolls. The pairing system always forced you together with
someone if they were going to be alone as a department sec.

What this means is sec officers will be distributed among all the
departments, with the system trying to put preference first, but if
there's two going for the same one, one will inevitably lose out and be
given to another department.

- Benefits are that more departments get their secoffs.
- Disadvantage is that, well, you're still not guaranteed to get your
preferred dept, but it at least makes sense now and won't just force you
together with someone.

This PR has an alternative version, this is Option 1 and my personally
preferred and endorsed option.

closes Bubberstation#6033 (alternative PR)

## Why It's Good For The Game

It makes the system less confusing by no longer forcing you in with
someone even though your preferred department was empty. Also makes it
that more departments get their secoffs.

## Proof Of Testing

This works in theory, and the procs do react as they should in testing,
but I can't simply summon 7 secoffs to my test server so I need this TMd
to be sure

## Changelog

:cl:
balance: Sec officers no longer get forced into a department with
another officer when an empty department is available, making the dept
preference system make sense.
/:cl:

---------

Co-authored-by: Maia <maia@punches.cz>
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7 participants