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Skeleton variants for every species [WARNING: SCARY] - #4643

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ATDoop wants to merge 332 commits into
impstation:masterfrom
ATDoop:skeleton-variants
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ATDoop wants to merge 332 commits into
impstation:masterfrom
ATDoop:skeleton-variants

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@ATDoop

@ATDoop ATDoop commented Sep 16, 2026 •

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!!!ignore this PR being disgusting it'll be fine when upmerges are done

About the PR

i wantd to make skeletons of every species so i did that. these will be randomly chosen from when a closet skeleton rolls. most skeletons will play identically to normal closet skeletons, but species like allulalo and decapoids will retain their single handed restriction. basically, they're all identical, except for when that wouldn't make sense.

this is a draft for now because i don't want to have to remake a million yml files when nubody is done

Why / Balance

rattle me bones!

Technical details

kodepiia and diona skeletons have displacements because their bodies are fucked up and scary shaped. i dont know yet if i actually can make closet skeletons roll a random species yet, i havent done any of the actual implementation.

POTENTIALLY ASKED QUESTIONS

Q: Why did you skip Grays?
A: Imagine peeling a grape. You know what it looks like, right? Now imagine cutting it in half. No surprises there. Still the same. Now imagine you could see through grape skin. You wouldn't be surprised. It's not interesting. It's just the same, all the way through. It's all the same. Just wet flesh filling a thin membrane. Nothing else. No matter how hard you try you'll never find anything of note. It's all just the same.
Q: Why did you skip Ants and Apids and Goblins?
A: i didnt feel like makingg them
Q: This doesn't line up with how I imagined my character's skeleton.
A: you can kill me
Q: Trees and bugs and squids dont have bones you buffoon!
A: Wrong
imageimageimage
Q: Why didnt you resprite the human skeleton/why do they look so different from the human skeleton
A: I DONT KNOW!!!!!!!!!!!!!!!

Media

Aseprite_YygTv2JAmc Aseprite_5UPzSWiZRL Aseprite_WVFsvTD0bi Aseprite_aPWorN5mPY Aseprite_BO8nw3LEZt image Aseprite_IXRBlVhK6j Aseprite_sJhCV8AEEv

Requirements

Licensing

  • I give permission for any changes to the repository made in this PR to be relicensed under MIT.

Changelog

🆑 Doop, portfiend

  • add: EEEEEEEEEEEEEEEEK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  • add: HELP!!!! HELP ME!!!!!!!
  • add: AIEEEEEE!!!!!!
  • tweak: I DON'T WANT TO DIE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

B-Kirill and others added 30 commits January 25, 2026 21:59
* feat

* only clothing

* fix

* Revert "fix"

This reverts commit 858c3f8.

* fix

* reversal

* removed double namespace

* ehhh

* wrong robust toolbox

* typo
* Initial commit

* Separate ranged and melee

* Move to controls tab
Co-authored-by: Rory Flowers <roryflowers@github>
…lds (space-wizards#41396)

Resolves 43194; part ass. and temp con. validation
AAAAAAAAAAAAAAAAAAAAA

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
* Refresh UI on canister startup

* Rework DirtyUI to not fail during tests on fake canisters

* Feedback from Discord
Removes a vestigial shutdown handler

When opporozidone removes the RottingComponent, the PerishableComponent's
RotNextUpdate is set to 0 - and then it undergoes a period of catch-up to
the current time. If the entity is susceptible to rot in that interval, it'll
accumulate 2 minutes 30 seconds worth of rot, per second.

This gets worse the longer the server has been running, as there's a greater value
in _timing.CurTime to catch up to. This handler seems to be vestigial from the
MiasmaSystem and does not seem to be necessary for anything anymore.
This is an alternative to space-wizards#42540 that doesn't remove them from the game entirely. I don't personally take issue with this kind of content being in the game, but do think the loadout bloat is a bit extreme.

They now have a small chance (2%) to show up in lockers around the station. They generally spawn in job-appropriate lockers. Intern jobs spawn in their "main" job's lockers. Misc jobs without lockers (e.g. reporter) have been moved to a maints loot table.
…ards#41252)

* Move character preview handling into a specialized control

Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com>

* Restore job name that I accidentally removed from character picker buttons

* Just resolve dependencies the standard way

---------

Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com>
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
Centronias and others added 14 commits October 24, 2026 15:40
HOW IT FEELS TO DO SISYPHUS' JOB FOR HIM

refactor fixes; removed appearance rando for now

append CD records functionality to DB

visual layer fixes & golobby fix

whatever

red dot

AND I HOPE WE BOTH DIEEEEEEEEEEEEEEEEEEEEEEEEEEEE

save me they them mokrill

;

my bals hurt
Visual Nubody (The Ghost of Wolfie Ascends)
i hate this

uhhhh

Impstation Drinks & Foods

few imp ones i missed

NF fixes

more fixes

remove doubled metabolism on soap

solves all problems

i solve all problems for real except the one i just deleted

oops

fix fails
fix

syndicate oven flatpack

smell

boop

fix all the linter errors except the scary one

oops these too

fix??

my brain is huge and my meat is massive

AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

this should just work

hubris
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github-actions Bot commented Nov 9, 2026

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This pull request has conflicts, please resolve those before we can evaluate the pull request.

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