## About The Pull Request
Except for Moon Station.
Biodome, Box Station, Void Raptor, Kilo Station, and Blueshift were all
given the new wall healing stations across public areas and departments.
This also adds a few not-so notable things:
- All Bubber maps were given Red Alert access map helpers to the
appropriate places: EVA and Medical Storage.
- AI Sats that are disconnected from the station and are powered through
the sheer power of solars (Biodome and Void Raptor) are given larger
cell map helpers to its APCs so AIs can play a little after round start.
- Box Station's distro is no longer straight piped to air pressure tanks
in mains, and Virology's own atmos is piped correctly.
- In Biodome, the Med-drobe vendor was moved inside of the medical
storage and replaced with a cell charger that used to be at the
Treatment Center.
- Kilostation's Paramedic dispatch is actually secure now, adding
medical accessible windoors to the front desk. Seriously, that Medical
Modsuit was just for grabs.
October 19 2025 UPDATE:
- Jaws of Recovery are added to all secure medical areas.
- Red alert access are given to security EVA areas that apply.
## Why It's Good For The Game
This is my personal initiative that helps bring our maps to be modern to
our tg upstream. And if this PR is test merged for long enough during an
upstream merge, I also have to add the new Jaws of Recovery to our maps
:V
## Proof Of Testing
Works on my local. Process streamed over the Discord's VC.
## Changelog
🆑
map: Bubberstation maps all have wall healing stations.
map: Bubberstation maps EVA, Medical Storage, and Security EVA are
automatically Emergency Access on Red Alert, as upstream maps already
are.
map: Biodome and Void Raptor's AI Sat APCs are given slightly larger
cells.
map: Jaws of Recovery have been added to Biodome, Blueshift, Box
Station, Kilo Station Void Raptor,
map: In Biodome, the Med-Drobe vendor was moved inside of the medical
storage and replaced with the cell charger from the Treatment Center.
map: Kilostation's Paramedic dispatch is actually secure now, adding
medical accessible windoors to the front desk.
map: Fixed a distro issue on Box station.
/🆑
## About The Pull Request
Title.
Tested it, it worked.
I also changed the alien room to use more alien stuff, added the fake
chameleon gun and made the fake lava not burn you naked.
## Why It's Good For The Game
Mostly code.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: Ghost Cafe now has a fake chameleon gun.
fix: Fake lava is now actually fake, woo!
fix: Advanced tools are back in the Cafe, woo!!
add: Cafe visitors now know wires.
/🆑
## About The Pull Request
**Shows as much as I can as quick as I can:
https://youtu.be/3yk_ppzoUwo**
This was a fair bit of work but easier than Engineering at least.
Change log has all the changes, the main deal is to make the department
feel more spacious, less cluttered and able to work together
Whilst this is mainly a medbay area change, AI upload changes are
included as well.
This has been an epic amount of work but keen to get feedback if issues
are seen
## Why It's Good For The Game
- Pretty much every medical main has complained about this department
- The new layout should help cement people to have fun, med to be less
stressy and players to find their way around better
## Changelog
🆑
map: CATWALK - Medbay - Explore and look for things, Medbay should feel
a lot easier to work together
map: CATWALK - Medbay - Freezer room now above main medbay
map: CATWALK - Medbay - Break room moved to hallway separate but better
linked
map: CATWALK - Medbay - Equipment room moved to where CMO office was,
CMO office has new location over-looking med
map: CATWALK - Medbay - Private treatment room available upstairs
map: CATWALK - Medbay - Morgue now has extra coffins and size increased
map: CATWALK - Medbay - Anti tider/riot lockdown shutters added at
reception and CMO office
map: CATWALK - Medbay - Reception desk with queue and one way system
map: CATWALK - Medbay - Cryo is now all together in the same room
map: CATWALK - Medbay - Brand new operating theatre
map: CATWALK - Medbay - Brand new treatment area
map: CATWALK - Medbay - Pharma increased in size
map: CATWALK - Medbay - Huge chem factory area to play with and a brand
new room on the upper level that starts locked
map: CATWALK - Medbay - Sec post is now larger
map: CATWALK - Hallways - A few lights/lattices/catwalks tweaked to suit
new medbay layout, pipes and cables too
map: CATWALK - AI Upload - Re-balanced to have extra protection similar
to every other map, layout tweaks for style as well as clearer layout of
modules
/🆑
---------
Co-authored-by: loganuk <falseemail@aol.com>
## About The Pull Request
Nebula had rd's fax machine copypasted to the cmo's office, this fixes
that
## Why It's Good For The Game
You no longer have to fax both, or toss a coin if you want to send a
paper to either rd or cmo
## Changelog
🆑
map: (Nebula) Renamed fax machine in cmo's office so it's no longer
research directors
/🆑
Co-authored-by: KnighTheThrasher <KnigTheThrasher@users.noreply.github.com>
## About The Pull Request
Moves the docking port in the `whiteshipdock.dmm` ruin closer to the top
center instead of the bottom left where it currently is, fixes the
`width` being off by one, fixes `dwith` and `dheight` being wrong.
What happened here is `dwidth` and `dheight` are supposed to be counted
from the top right instead of the bottom left here, so while the docking
port was placed in the bottom left, the code said it was in the top
right and so no runtimes were thrown when loading a shuttle that
actually didn't fit. But most of the white ship templates _didn't_ fit,
meaning they'd jut outside the boundaries of the ruin, and if another
ruin was placed next to it it'd overwrite parts of them.
I tested all of the white ship templates with these new values and they
all fit well.
## Why It's Good For The Game
<img width="1262" height="997" alt="image"
src="https://github.com/user-attachments/assets/509feef8-4ff9-4483-ae92-6886f4592e54"
/>
Bad!
## Changelog
🆑
fix: fixed white ship sometimes loading partially inside other ruins
/🆑
## About The Pull Request
Four things that were labeled N Twenty rather than N2 O
## Why It's Good For The Game
Correct
## Changelog
🆑
spellcheck: Four pipes labeled N20 are now labeled N2O
/🆑
## About The Pull Request
I think I finally got making new branches down so bits of other PRs
don't slip into this one? Anyways, this is a small change to make
cooking as a comms agent on ice box easier.
## Why It's Good For The Game
I don't think comms agents are supposed to be chefs, but holy shit is it
hard to cook without something like a knife. I mean you have the
ingredients to make cheese, but you can't even slice it. Not having
sugar also locks you out of a ton of foods. After this change you're
still missing things like meat, a food processor, most vegetables, and a
dehydrator, but you can at least make something to hold you over during
long shifts.
## Changelog
🆑
add: Added a knife, sugar, and a carrot to the icemoon listening post
/🆑
Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
## About The Pull Request
These speedloaders were repathed in a previous upstream, but because we
had subtypes of the old paths that weren't updated during the upstream
pull, using the parent type paths wouldn't cause errors, it'd just fail
silently.
## Why It's Good For The Game
Fix
## Proof Of Testing
No
## About The Pull Request
Makes sec eva be all access on red alert
One Alternative solution to
https://github.com/tgstation/tgstation/pull/93293 (Part 3 edition)
## Why It's Good For The Game
So officers can get the space suits without breaking in and asking
mister warden whenever its red alert for auctall emergency time based
stuff
## Changelog
🆑 Ezel
map: Sec eva now becomes all access on red alert on
nebula/catwalk/icebox/wawa
/🆑
This pr makes it so sec eva on deltastation is all access when its red
alert
One Alternative solution to #93293 (Part 2 edition)
## About The Pull Request
## Why It's Good For The Game
So officers can get the space suits without breaking in and asking
mister warden whenever its red alert for auctall emergency time based
stuff
## Changelog
🆑 Ezel
map: Deltastation Sec eva becomes all access when its red alert.
/🆑
## About The Pull Request
The chaplain's energy swords were weird fake energy swords that couldn't
be turned on or off. This is largely because, in the past, we couldn't
easily convert other objects into null rods conveniently. Though we did
get the transforming component, it never was added to the chaplain
weapons. Maybe because there would be a lot of copypasted code.
Now, with the ``nullrod_core`` element, we can easily turn an object
into a null rod. So I did that. It's now an energy sword AND a null rod.
The future is now.
For clarity, the stats on the null rods are identical to before. The
only difference being that it has the ability to switch on and off, and
it now emits light. That's it really. If there are any extra stats I
missed, let me know.
Also adds the carp'sie plushie to the list of wearable objects for
chaplain suit storage.
## Why It's Good For The Game
This has bugged me like, for a really, really long time. And we now have
a lot of the bits and pieces to make more of the null rods actually
closer to the objects they're ripping off.
## Changelog
🆑
qol: The chaplain energy swords now work like energy swords. Turn them
on and off! Light your way with the blade. Light a cigarette with your
blade like a badass. Feel bad that it isn't a REAL energy sword.
fix: The carp'sie plushie now fits in chaplain suit storage.
/🆑
## About The Pull Request
Somehow this sprite ended up going missing, probably while resolving
merge conflicts. This restores the sprite for the bonesetting mode.
Also some of the cabinets were mapped in empty. Oops.
## Why It's Good For The Game
I got told this the moment I woke up, and when I sat down to fix it, the
pr was merged. AAAAAH
## Changelog
🆑
fix: The Jaws of Recovery bonesetting mode now has an actual sprite.
fix: Some Jaws of Recovery cabinets that were strangely empty are now
filled.
/🆑
## About The Pull Request
Adds the Jaws of Recovery, a form of Jaws of Life. These spawn in
cabinets in medical, similar to the fireaxe and mech removal tool.
Jaws of Recovery have two heads; prying, like a standard set of jaws of
life, and bonesetting.
Jaws of Recovery cannot be used to open windoors, and cannot be used to
open certain restricted doors. These doors include command staff private
offices, any command specific areas, AI upload areas and security areas
that aren't the brig entrance.
Jaws of Recovery also send out an alarm whenever used to open a door
that is of meaningful significance, like a departmental area. This does
not happen when opening maintenance airlocks, public accessible doors,
external airlocks and the auxiliary base.
The standard Jaws of Life and Syndicate Jaws of Death are entirely
untouched and function as expected.
<img width="240" height="177" alt="image"
src="https://github.com/user-attachments/assets/4e661720-25c7-42b5-963d-707b77d3683f"
/>
## Why It's Good For The Game
In my last PR I removed the broad access available to paramedics.
https://github.com/tgstation/tgstation/pull/92751
I have already explained my reasoning as to why this broad access is a
mistake. This is not anywhere close to that broad access being returned.
This is a slow, deliberate interaction meant to create friction when
someone is moving around using this tool.
Now, obviously, the change was something of a kick in the teeth for
paramedics (which I won't apologize for doing). I hadn't received any
moderate alternatives that sounded like a good idea for months. That is,
until the PR was merged and someone told me about how paramedics over on
Baystation have jaws of life, but they alert people over the radio when
they are used. Seemingly they were as much worried about paramedic
tiders as we are, and they're a high roleplay environment. We clearly
invited a problem on our end that they had sought to resolve because
they too realized that it was a mistake to just give the role this
access.
Now, obviously, [RETA exists to get medical staff into an
area](https://github.com/tgstation/tgstation/pull/92753). That's all
well and good and I like that system. This does not detract from that PR
whatsoever either. This is meant to serve as an extra emergency measure
in the event a paramedic REALLY needs to get into an area while trying
to create some kind of accountability for their actions by telling sec
when they start being used to pry open airlocks. If sec doesn't like how
much the paramedic is invading areas without reason, they at least know
where and when they've been going into locations and might be
incentivized to go investigate.
## Changelog
🆑
add: Adds the Jaws of Recovery. One can be found in a locked glass
cabinet in medical. These jaws of life are restricted on what they can
force open, and alert security and medical whenever they are utilized to
pry open departmental doors. They can't be used to open high security
doors whatsoever. And they come with a bonesetter attachment instead of
wirecutters. You know, for power-relocating your arm.
/🆑
## About The Pull Request
Fixes one (1) misplaced wire that caused Moonstation to not have power
to the eastern side of the staiton.
Fixes one(1) misplaced wire in telecomms that caused telecomms not to
use its emergency backup power.
Adds some redundant wires that I felt were needed to remove deadends.
## Why It's Good For The Game
AAAAAAAAAAAAAAAA
## Proof Of Testing
Tested
## Changelog
🆑 BurgerBB
fix: Fixes Moonstation Wiring
/🆑
## About The Pull Request
Moves all gas tanks to slightly off station to match other maps.
This is due to a massive plasma fire caused by a tider with a fire axe
that set all of Engi on fire and the station by breaking it.
Pretty much my fault so this PR fixes that mistake.
Also took the time to add a filter layer above + more space downstairs
for projects and pipery anctics plus balance of reinforced windows
instead of plasma glass and a bunch of other bits
## Why It's Good For The Game
- Fixes way too easy gas flooding via breaking the tanks open
- A few qol tweaks
- Okay quite a lot of qol tweaks
## Changelog
🆑
map: CATWALK - Atmos gas tanks are now in space rather than inside the
station, widens Z1 & Z2 Atmos to suit
map: CATWALK - Old gas tank chambers re-purposed as storage and chill
area, upstairs laid out a bit, downstairs floor much neater, another
ladded added to atmos
map: CATWALK - Added air mix pump to upper level atmos for passion
projects
map: CATWALK - In SM chamber moved position of a table and rack about
map: CATWALK - OHSA screamed that one ladder used the wrong markings at
lower SM freezers, corrected
map: CATWALK - Added 2x extra pipes to mix chamber and cobweb tweak
map: CATWALK - Replaced a lot of plasma glass with reinforced glass at
atmos
map: CATWALK - Missing power cable upper engineering added - Good spot
by Aliceee2ch
map: CATWALK - Adds missing Pipe Scrubber machine to Turbine storage -
Another Aliceee2ch spot
map: CATWALK - New atmos lift for heavy equipment or canisters between
levels
map: CATWALK - Gravity generator can be accessed just outside
engineering front door now
map: CATWALK - Tool storage shrunk, if you want to play poker go to the
bar or the library or dorms, tech storage re-organised
map: CATWALK - Solar Arrays adjusted to actually be usable in the event
of power loss
/🆑
---------
Co-authored-by: loganuk <falseemail@aol.com>
## About The Pull Request
This is a general clean up of some of our modular vending machine code,
highlights are:
- Merges the skyrat `modular_vending` folder into our own
- Eliminates the `skyrat_products`, `skyrat_product_categories`,
`skyrat_contraband`, and `skyrat_premium` vars, merge their stuff into
the bubber equivalents
- Changes the handling for modular autodrobe additions to just add them
to the global list because the autodrobe uses global lists for some
reason, this fixes#4758
- Change a `+=` to `|=` to prevent duplicate entries in vending machines
causing both to appear out of stock
- Fix a duplicate recolor button in the vending machine TGUI
## Why It's Good For The Game
Less duplicate code and bugs, the autodrobe one in particular was funny
because what was happening is the category lists of items were global
lists, and the modular code for adding our own stuff to categories just
`+=` adds it, and that runs every time an autodrobe is created on the
map, so each time the same stuff was being added to the same list and
bloating it to several hundred
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="425" height="559" alt="image"
src="https://github.com/user-attachments/assets/e9ab16ed-3c7c-4061-90d5-dc27a7d8a40e"
/>
</details>
## Changelog
🆑
fix: fixed the autodrobe being mostly out of stock and broken
fix: fixed certain vending machines having duplicate items that broke
fix: fixed a bug with the recolor button in vending machines appearing
twice
code: merged modular skyrat vending machine code into our folder
/🆑
## About The Pull Request
The #93241 whcih was meant to fix this had way too many engineering
things in there by accident
A tiny rapid change for Catwalk map
The Xenobio kill chamber had no airlock helper which meant slimes could
just open the door and run havoc
Also added cold air flaps as that was missing too.
| Before| After |
|--------|--------|
| <img width="1217" height="1164" alt="image"
src="https://github.com/user-attachments/assets/2f7dc484-e0ce-412e-ae5f-df96e30a5508"
/>| <img width="1189" height="1143" alt="image"
src="https://github.com/user-attachments/assets/b5593581-3325-4821-b549-d6a9c7b40f8e"
/> |
## Why It's Good For The Game
- Fixes an oversight
## Changelog
🆑
map: CATWALK - Xenobio slime chamber door access fixed, previously any
slimes could just open it, also added air flaps.
/🆑
Co-authored-by: loganuk <falseemail@aol.com>
## About The Pull Request
Completely rewrites the abandoned crates code to modern code standards,
replacing messy switch statements with weighted loot spawners.
## Why It's Good For The Game
- Clear code
- Simple to add new loot types or modify existing ones
## Changelog
🆑
refactor: Abandoned crates refactored
/🆑
## About The Pull Request
One of the development hell cycles with mapping is how long it takes to
fix quality or run issues with maps.
By adding a prefix called "maptest_" to some of the unit tests it allows
mappers to only target some tests instead of the usual 350+ tests to run
each time or trying to trigger them individually and faffing.
This does not rename the unit test files themselves to preserve history
but just the "/datum/unit_test/" in each file.
This does not break the current CI or obstruct other tests - A few other
map files that call these tests specifically have been edited to point
at the new datum name.
This assumes you are using the TG testing extension to do this.
| All Tests | maptest_ |
|--------|--------|
| <img width="426" height="106" alt="image"
src="https://github.com/user-attachments/assets/d1d6f81e-16bd-473a-88da-e8b56f8bd3d0"
/> | <img width="434" height="96" alt="image"
src="https://github.com/user-attachments/assets/ea1c47fe-a6ce-40c6-b2cb-65b9c8e94a29"
/> |
| <img width="360" height="886" alt="image"
src="https://github.com/user-attachments/assets/65bcd774-79ad-432e-8211-c67fb9d3e443"
/> | <img width="370" height="833" alt="Screenshot 2025-10-01 204609"
src="https://github.com/user-attachments/assets/ad360796-5698-42fd-bd2e-51de1a02ab87"
/> |
## Why It's Good For The Game
- Should make it easier for mappers to test locally, saving CI/Github
resource for TG
- Mappers can now test their work 56% faster
## Changelog
🆑
code: Mappers can now run just mapping unit tests - Should be 56% faster
- Should have no player impact
/🆑
Co-authored-by: loganuk <falseemail@aol.com>
loads a smaller centcomm and map, this reduces init time to like 10
seconds.
## Why It's Good For The Game
for when you want to test something real quick and you don't need a full
environment
## About The Pull Request
Not reported yet but I noticed this and immediately knew I broke it, my
bad.
Fixes latejoiners not being buckled into their chairs & Hangover station
trait effects, also merges the two hangover landmarks into one cause i
dont see why they had to be two, I put it in the same updatepaths as the
PR this is a fix to.
## Why It's Good For The Game
Bug fixes
## Changelog
🆑
fix: Latejoiners are buckled in to their chairs & Hangover station trait
now kicks their effects in again.
/🆑
## About The Pull Request
This is was created because I found several rare and exciting canisters
in game and then finding out there is no way to actually construct the
vendor they belong to!...
<img width="768" height="385" alt="image"
src="https://github.com/user-attachments/assets/70261cea-daaf-41df-a212-21cef6d6bd0c"
/>
### This PR:
* Makes all noteable vendors constructable, if you have the canister.
* Adds canisters to syndismokes, syndiechem, liberation station,
magivend, shambler's juice and bombuddy
* Replaces the old tptally random canisters spawner, with a variety of
spawners weighted for power and split according to different themes.
* Adds the new main canister spawner to maint.
### Spawner weights
The random canister spawner from maintenance has a:
* **93,5%** chance to spawn a common station vendor refill(with weights
for wardrobes being somewhat reduced.)
* **6%** chance to spawn a rare and special vendor refill.
* **0.5%** chance to spawn a oddity level., super powerful vendor
refill.
## Why It's Good For The Game
One must never place a filled canister in maint if it isn't going to be
constructed It's wrong to make promises you don't mean to keep.
## Changelog
🆑
add: Nearly all notable vendors are now constructable if you have the
canister.
add Added refill canisters for syndiesmokes, liberation station,
magivend, bombuddy 3000, shambler's juice and syndichem.
add: Random vending refill canisters now have a chance to spawn in
maint.
image: Robco Toolmaker and Centdrobe canisters have new sprites.
/🆑
## About The Pull Request
- Fixes#93220
Someone mapped a generic structure and hardcoded the icon states to use
the old turbine. This replaces the old structure with the real turbine.
## Why It's Good For The Game
Consistency.
## Changelog
🆑
map: Replace snow cabin gateway geothermal generator with real turbine
/🆑
## About The Pull Request
Station alarm consoles now register to all Station Z levels+Areas if
they were created on a station Z level (this doesn't include mining, but
station ones will see mining areas), otherwise will be a "local" console
to that Z level only.
Mostly the same applies for Cyborg/AI, but if they were built on a
non-station Z level then they have their Z level added on top of Station
Z levels, so example Nukie saboteur borgs will see alarms they might
need, while a Golem/Oldstation AI will also be able to see their own
alarms.
Because of how alarms and spawning in worked, Cyborgs/AIs had CentCom's
Z level as something it would detect, so we simply create the mob at the
spawn location rather than on the title screen during Initialization,
fixing that issue as well.
## Why It's Good For The Game
Adds easy multi-z support for station alarms and removes the previous
bandaid of having to deconstruct your board and multitool it or map in
every single station alarm console to allow station alerts (which is
quite silly) which was done in
https://github.com/tgstation/tgstation/pull/88343.
Closes https://github.com/tgstation/tgstation/issues/61592
Closes https://github.com/tgstation/tgstation/issues/83042
Closes https://github.com/tgstation/tgstation/issues/69314
I find this solution better since it catches pretty much all use cases
without the need for special subtypes and needing players to actually
know the difference between these things.
## Changelog
🆑
fix: Cyborgs and AIs will now see alerts of the whole station rather
than solely the Z level they were spawned on.
fix: Cyborgs and AIs will no longer get alerts about Thunderdome.
/🆑
## About The Pull Request
Re-adds Bridge Assistant as an available role, for 30 days (Potentially
permanently, if staff approve). This also spawns a coffeemaker aboard
the Bridge each shift. :3
## Why It's Good For The Game
So, per debates on Discord, we've run into concerns around Blueshield
player quality, and concerns that BS is oftentimes very popular because
it's a method of flirting with Command staff. Additionally, BA is very
beloved as a trait, and I'll be honest, it's a relatively harmless role
to add. You solely have access to the Bridge, and you're basically there
to fetch coffee, do paperwork, and be Command's sleeve. You know what I
mean by that. ;3c
My personal opinion is that we should keep it permanently, regardless of
what happens with Blueshield. A role dedicated to literally doing
nothing but idle RP with Command should help for those who want to just
RP and relax, and it's fitting to have an assistant fetching you coffee,
running paperwork for you, and potentially turning traitor. (Right now,
it can't roll traitor, but we can enable that on request.)
## Proof Of Testing
N/A, but it's in the occupation list along with a long list of alt
titles. :3
## Changelog
🆑 Luna/Rykka
add: Adds Bridge Assistant back to Occupations
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: nevimer <77420409+nevimer@users.noreply.github.com>
Co-authored-by: nevimer <foxmail@protonmail.com>
## About The Pull Request
Video = **https://youtu.be/U_74c5BlrH4**
Layout overhaul of Catwalk service area, designed to encourage more
interaction, better flow and linkage between the service department
areas.
## Why It's Good For The Game
- More space for kitchen/bar
- More space for people
- More movement flow
- More chance for random chaos
## Changelog
🆑
map: CATWALK - Kitchen now has more space and a downstairs serving area,
also shutters for chef sanity
map: CATWALK - Bar now has more space & can now serve coffee
map: CATWALK - Community Centre/Library has had a re-design, now
includes a theatre!
map: CATWALK - Public walkway linking Library/Psych/Kitchen/Botany with
better stairwells
map: CATWALK - Laser tag arena now open to all, Red versus Blue, Cameras
kept out of it so the AI does not panic
map: CATWALK - Botany made more prominent and easier to find
map: CATWALK - Central APC for hallways re-located to be easier to find
and fix
map: CATWALK - Psychologist office made smaller but now has
windows/curtains and shutters
map: CATWALK - Reinforced windows for service swapped out for standard
/🆑
---------
Co-authored-by: loganuk <falseemail@aol.com>
## About The Pull Request
This PR removes sec vendors from all maps that are located in
arrivals/sec checkpoints.
Metastation/Icebox is a little more repurposed to a hop like customs
office
<img width="574" height="356" alt="Screenshot 2025-09-28 155423"
src="https://github.com/user-attachments/assets/23977bdd-e2d4-4d2d-a952-ad7e094819c1"
/>
<img width="568" height="422" alt="Screenshot 2025-09-28 161310"
src="https://github.com/user-attachments/assets/753e4eb2-9049-4017-8701-f0940701bca4"
/>
Nebula station lost their secvendors in trade for 2 segways for the 2
checkpoints they have on the whole map
And besides those maps its just the sec vendors for the others
## Why It's Good For The Game
This removes a ridicilous amount of armour from every map each vendor
removed from a map representing 25 armour pieces. If you want cosmetic
changes theres the job vendor in the department itself otherwise you
just have to wing it with the gear there is from the locker making the
general available armour a little more scarce
## Changelog
🆑 Ezel.
map: Reduces the amount of general available Sec clothes vendors across
all maps
/🆑
## About The Pull Request
Replaces the standard walls with reinforced walls in the AI core - Same
as other maps - Also replaces the windoor with a reinforced version to
match other maps
## Why It's Good For The Game
- Fixes a possible oversight that was not corrected
## Changelog
🆑
map: Icebox - AI Core - Standard walls in core become reinforced,
standard windoor becomes reinforced version
/🆑
Co-authored-by: loganuk <falseemail@aol.com>
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## About The Pull Request
We added these templates to fix NebulaStation's power grid. Now that
upstream has fixed it, these are breaking it. So, it's time to get rid
of them.
Until this PR is merged, you can fix power by putting a power cable into
the gravgen room shown in the proof of testing screenshot.
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## Why It's Good For The Game
Engineers are no longer gaslit into believing the power grid works
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## Proof Of Testing
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<img width="763" height="459" alt="image"
src="https://github.com/user-attachments/assets/ef5aab7e-5142-4dd0-8d92-7ef23b1d3e7c"
/>
## Changelog
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🆑 ReturnToZender
fix: NebulaStation's power grid now properly distributes power
/🆑
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## About The Pull Request
The security desk button required the access "secuirty", which is higher
clearance than anybody on the station. Also, because of the 4-way
cycling of the doors, pressing a button to open the doors would open two
and then close one real quick, which looked bad, so that's fixed too.
also fixes the same typo in some random poster
## Why It's Good For The Game
fixes#93114
the result looks better
## Changelog
🆑
fix: The icebox sec entrance door controlling buttons are now usable.
/🆑