Commit Graph

11647 Commits

Author SHA1 Message Date
gavla b976715b42 🥠🥠🥠 2026-06-11 15:36:37 -04:00
gavla 9c9ebb82f6 🍞 2026-06-11 15:36:37 -04:00
Cabbage ca607addcc More evac shuttles 2 (#5669)
## About The Pull Request

Adds a couple really expensive shuttles.

- The gold version of Oh Hi Daniel, being a joke and expensive but not
nearly as expensive as
- The Vigilante, a long-range syndicate transport shuttle with a cosy
layout and also some mobs and a sentience balloon. (Also contains a
unique weapon)
- The Millionaire Shuttle, a very gold shuttle that's supposed to feel
fancy, and also it has some silly custom items.

Also adds a "medical bay" pod to the cluster of escape pods, along with
making it require an emagged console.
Also reduces the breacher's price considering that in hindsight it's not
_that_ good of a shuttle.
## Why It's Good For The Game

The last time I made some shuttles people kinda liked them, so I decided
to make a couple more.

## Proof Of Testing

Shuttles are able to be bought and they work just fine. StrongDMM
screenshots follow:
Gold Daniel -
<img width="320" height="352" alt="image"
src="https://github.com/user-attachments/assets/cbd57b08-35f3-47e3-929e-629f6a59fd00"
/>
Vigilante -
<img width="896" height="1376" alt="image"
src="https://github.com/user-attachments/assets/f5f66209-7271-45b8-938b-4cbad8fbf3ac"
/>
Millionaire -
<img width="608" height="1184" alt="image"
src="https://github.com/user-attachments/assets/cd28f2a9-2241-4e01-8516-e8e644a451e0"
/>



## Changelog
🆑
add: Adds a couple more dumb expensive evac shuttles.
balance: Makes the escape pod cluster shuttle emag only.
/🆑

---------

Co-authored-by: Cabbage <supredoode@gmail.com>
2026-06-11 15:36:36 -04:00
gavla ed9004f120 Merge branch 'master' into upstream-6-2-2026 2026-06-09 01:15:39 -04:00
Robwo 5cb8492ae9 Reworks Moon Station's Foundry Into an Outpost Because I Played Curator Once (#5726)
## About The Pull Request
Previously, the foundry was just two rooms. This changes it so the
mining vendors and the actual boulder machine are in two separate areas
with different access.

## Why It's Good For The Game
Curators can now use a mining vendor without having to go to the hop,
ask someone in cargo or break in, like every other map we have in
rotation. This also adds a nice little corner to chill and relax in.

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="1344" height="960" alt="image"
src="https://github.com/user-attachments/assets/dab944a5-448f-414b-a3ef-49cc048e3beb"
/>
<img width="908" height="705" alt="image"
src="https://github.com/user-attachments/assets/5088a603-1e66-4f3a-a102-d7f695160706"
/>


</details>

## Changelog

🆑 Robwo
map: Reworked the Moon Station foundry into a mining outpost
fix: Pod windows smooth with themselves

/🆑
2026-06-05 14:03:25 -04:00
shayoki eb008e505e maps IV 2026-06-03 03:29:02 -05:00
shayoki d98b451cec maps III 2026-06-03 03:18:29 -05:00
shayoki 999e6aaa43 maps II 2026-06-03 02:28:59 -05:00
shayoki cbb7c90890 maps 2026-06-03 01:45:18 -05:00
shayoki 97a15ec8f8 initial 2026-06-03 01:25:02 -05:00
shayoki f601a6ddaf Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 2026-06-03 01:23:54 -05:00
Steamlined e4f2ffa3ca Northstar fixes and improvements (#5721)
## About The Pull Request

Several changes to Northstar based on prior feedback. Full list:

- Fixed chemistry storage access
- Moved firelocks at top of stairs to save people from being Barclay'd
(IYKYK)
- Adds curator access restriction to the weird library door thing
- Replaced medbay gauze with 12-stacks (StrongDMM thought this was
important)
- Modified bar to make access to seating from behind the bar easier
- Extra door leading to locker room to make it easier to enter (no
longer having to go through the garden)
- Expanded ordnance lab and added some data disks
- Added circuit lab to engineering
- Fixed non-working bolt button on the council chamber bathroom
- Brings armory up to par with armories on other stations, adding more
weapons to account for higher population
- Removed waste filter cans in supermatter chamber (the cooling room
already has its own filter cans, so they were superfluous). This
unintentionally optimizes the supermatter setup, though.
- Connected AI satellite to the distro and waste loops, via a pair of
pumps. These can be remotely disabled by any AI that so wishes to do so.
- Replaced most instances of double-doors with two-tile doors instead.
- Replaced cargo bay energy shields with holographic fans, adding blast
doors operable by buttons in case the extra security is needed.
- Add 'bit_den' access to mining dock doors
## Why It's Good For The Game

People like Northstar apparently! So this will make it better. The only
change that isn't an objective upgrade is the cargo shield change.
Though, the blast doors are more robust than the original energy
shields, they do start open (because it looks nicer). May have to be
changed later if it proves too easily abused (though what with almost
all the exterior doors having restricted access, maybe that's a good
change for space-based antags?)
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="1216" height="989" alt="image"
src="https://github.com/user-attachments/assets/100c634c-02de-446c-935a-3de565131789"
/>
<img width="1216" height="989" alt="image"
src="https://github.com/user-attachments/assets/155638db-4070-4c83-bcf0-5fc6e1c0c7f3"
/>
<img width="1216" height="989" alt="image"
src="https://github.com/user-attachments/assets/cd118499-d93e-48a5-97ec-b3cba7f18d92"
/>
(Note: Ordnance isn't actually this purple in current iteration)
</details>

## Changelog
:cl:Fogspot
map: Various fixes and improvements to Northstar, including but not
limited to access fixes, moving firelocks at the top of stairs, easier
access to bar, expanded ordnance, circuit lab in engineering, improved
armory on par with other stations, and replacing the cargo energy
shields with walk-through shields and blast doors.
/🆑
2026-06-02 13:42:10 -04:00
SmArtKar f3283799e7 Reworks lavaland tendrils into minibosses (#96186) 2026-06-02 21:00:15 +10:00
MrMelbert 6b631cb2c2 Roundstart nuke ops now spawn on an elevator to wait while the base loads in (#96178) 2026-06-02 20:59:42 +10:00
Wisemonster b8256c9d37 Fix Nebula's boulder refinery being spaced (#96289)
## About The Pull Request
Fixes the boulder refinery on Nebula being constantly spaced.
## Why It's Good For The Game
Apparently there's a couple tiles above the room that are open to space,
so the room is just exposed to space all the time. Miner's shouldn't
have to take space damage just to use the boulder refinery.
## Changelog
🆑
fix: Fixed Nebula's boulder refinery being constantly spaced.
/🆑
2026-06-02 07:42:35 +10:00
Glamyrio f51906eb8a Renames 2 cameras on MetaStation (#96284)
## About The Pull Request

fixes https://github.com/tgstation/tgstation/issues/93036, so it's can
be called double fix, because of aux storage cam was looked at tech
storage, and tech_storage (now with fixed c tag) look at aux storage
## Why It's Good For The Game

bugfix
## Changelog
🆑
fix: Renamed 2 cameras on MetaStation; first cam was with wrong name and
second one was a badnamed
/🆑
2026-06-01 00:02:42 -06:00
TheRyeGuyWhoWillNowDie fd308fa6fd Securiy (#96271)
## Securiy

Securiy

## Changelog
🆑
spellcheck: Securiy
/🆑
2026-06-01 00:02:22 -06:00
Roxy 2f4666665e Fix two issues with icebox lizard gas (#5703)
## About The Pull Request

- The area type for lizard gas on icebox had `requires_power = FALSE`
which means when the APC ran out nothing happened, which is dumb because
there's an APC and an SMES and a deployable generator the power is
clearly supposed to matter
- Because the ruin spawns on the station Z level the circuit imprinter
auto connects to the station ore silo, this doesn't make sense and the
lavaland version doesn't do it so it doesn't anymore
## Why It's Good For The Game

Fixes #5370 

## Proof Of Testing

I spawned in and set the APC charge to 0 and verified that the area
actually loses power and lights go out/machines turn off, then I went
and put some mats into the station ore silo and verified that the
circuit imprinter in the gas station didn't have them

## Changelog
🆑
fix: fixed icebox lizard gas having infinite power
fix: fixed icebox lizard gas circuit imprinter connecting to station ore
silo
/🆑
2026-05-30 14:06:15 -05:00
Thunder12345 0e0b223ed1 Makes the casino shuttle honkbot not run away (#96221)
## About The Pull Request

Adds a non-patrolling subtype of honkbot for the casino shuttle to use.

Fixes #96201 

## Why It's Good For The Game

He's supposed to be spreading joy to the evacuees, not running away roam
the halls.

## Changelog
🆑
fix: The honkbot on the casino emergency shuttle has been told not to
abandon its post.
/🆑
2026-05-29 22:48:48 -06:00
Wisemonster 2405d431b8 Mapped in boulder smelter/refinery fixes (#96254)
## About The Pull Request
Fixes the mapped in refinery/smelters facing the wrong direction,
causing them to not automatically smelt/refine boulders. Fixes #96253
## Why It's Good For The Game
The best miner on the station should be able to work without
supervision, also bug bad.
## Changelog
🆑
fix: Starting boulder refineries and smelters should start facing the
correct direction.
/🆑
2026-05-29 08:40:15 +02:00
Cabbage 72dc90472f Bitrunning Milsim map edit (#5687)
## About The Pull Request

(Re)Adds a bunch of equipment for the milsim SNPCs including:
- Several Miecz SMGs
- A Lanca battle rifle
- Regular buckshot for the Bobr
- A surplus rifle for the desperate soldier.
since apparently the map was a weird hack port from nova(?) and was
missing a bunch of stuff, so I just removed it and made it work with
what we have currently. Enemy density in the other part of the bitrun
was also increased. Autoturrets were kept, but packaged in their own
little box with the WT mags to avoid confusion. Special grenades were
also kept, and the mirage grenades were replaced with adaptive cardboard
cutouts.

## Why It's Good For The Game

Lack of equipment for the hostiles makes it a bit too easy for the
bitrunners to win.

## Proof Of Testing

Loads and runs properly. Most changes localized in this area shown.
<img width="1073" height="1020" alt="image"
src="https://github.com/user-attachments/assets/1572da6f-f8c1-40af-aee7-0718fe8ecf81"
/>

## Changelog
🆑
balance: Gave the bitrunning milsim SNPCs a bit more equipment.
/🆑

---------

Co-authored-by: Cabbage <supredoode@gmail.com>
2026-05-28 03:15:45 -05:00
Thunder12345 fd08322655 Fixes the slow tile in Icebox perma (#96209) 2026-05-25 20:55:20 -04:00
Time-Green 64f76f52a9 Interface Science | The Mariana Trench of Feature Content (#95857)
## Interface Science

You know what the problem is with our features? They're all too easy,
too optimized to use. Look at Genetics; we went from a confusing UI that
a 14 year old hardcoded with html into byond to a polished UI using
tgui, optimized for player comfort, and gameplay has suffered. Too long
we have coddled players with fun and easy content, no more I say!!!

To fix ss13, I have added a feature with the most awful, unusable UI
ever. It's just wires with random sequences that may or may not do
something. And yet, you will use it till your fingers bleed and your
eyes go white, and you will be grateful. "Thank you coder daddy", you
say as you sacrifice yourself to a display of unending, procedurally
generated dogshit.

<img width="563" height="294" alt="image"
src="https://github.com/user-attachments/assets/e56c947f-a40c-4df9-beed-672812357576"
/>

Or maybe you're a sick little deviant, and you don't respect me. Instead
of using my awful UI, you start optimizing. You've forced the secret
pulse code, and you're not going to pulse them again and again. You make
your own interface by connecting it with signallers, or integrated
circuits. Ahhh, you beat me! Damn it, and you're gonna get away with it
too.

## About the Pull Request

Adds new job content to science. Science spawns with a few "gizmo"
devices and can order more through cargo. These gizmo's have random
functionalities, like the strange objects you can find in maintenance.
These functionalities come with different settings to change how they
operate.

However, there are no buttons, just wires or a voice interface. You need
to solve, for example, a wire puzzle. You just pulse the wires, and if
you hear ping the sequence is good, if you hear buzz its bad. Just keep
going till you hear a creak sound.

If you do a sequence correctly, there are a bunch of randomly generated
ways this interacts with the functionality, mimicking real life settings
and interactions. Imagine a TV remote with randomized buttons, and you
have to map them out again.

Once you've mapped the sequences, you can make an interface. For simple
ones, you can just make some signaller assemblies. For the best control,
you could connect it with a bunch of integrated circuit signallers, and
program sequences into an integrated circuit machine.

Below is a short video of how the puzzle solving works. (I can't be
arsed to figure out how to record tgui, here's a video I made with my
phone. Also I had the sequences written down, which I STRONGLY recommend
you do.)


https://github.com/user-attachments/assets/93f79f0f-df14-4ff9-8096-f079ebae7e91

<details>
  <summary>Actual details</summary>
  
I have hidden the details to make exploring the feature itself more fun.
The whole thing was written to be convoluted, but intuitive. You should
be able to hit it with a multitool, and figure out everything from
there. It will take a bit to get the gist of it.

Nonetheless, for review purposes I have written down the details here.
If you're reading this for non-review purposes, you should know I have
embedded an internet curse that will at some point in 2026 teleport you
2 meters in a random direction. Continue reading at your own discretion.

The gizmo objects is usually generated with 1 or 2 'gizmodes'.
'Gizmodes' contains the fun-ctionality, and holds different operating
modes (so dubbed 'gizpulse'). You can't directly select a gizpulse, but
instead it generates a bunch of mode selections.

For example, a function that toggles lights has two gizpulses: toggle_on
and toggle_off. There are four different mode selects:
Cycle mode: Adds signal to cycle to the next gizpulse, and to activate
the current gizpulse
Select mode: Adds a signal for selecting every gizpulse, and a signal to
activate whatever the activate gizpulse is
Direct activate mode: Adds a signal for selecting every gizpulse, and
also immediately activates that gizpulse
Cycle-active mode: Cycles to the next mode, and activates it
(inconvenient but only has 1 signal to worry about)

So a light gizmode with the randomly selected 'select mode' has three
signals: select toggle_on, select toggle_off and trigger the currently
selected gizpulse.

Currently implemented gizmodes:
- Lights: toggle on, toggle off
- Move: start moving, stop moving 
- Food printer (its filled with the spongebob grey goop thing): print
food (donut or burger)
- Mood pulser (AOE): happy pulse, sad pulse, radiation pulse
- Mopper: select different reagent, dump onto tile (1/2/3 range), make
smoke cloud
- Teleporter (5 to 15 tiles, random dir): Teleport self, teleport mobs
in range 1, do both
- Electric: charge from nearest cell (looks into objects and stuff),
magically gain some charge, make lightning, make emp, charge nearby
object, defibrillate in an area
- Copier (makes fake copies of mobs and objects, visual copy only): scan
objects, print objects, erase all copies
- Sputter: dump oil and shake, throw self
- Bad: explode, explode, explode harder, explode with fire, stab you,
warning, make robot spider, breaks your bones, throws a grenade at you,
radiation pulses
- Some behind the scenes gizmodes (language toggle for voice interface,
for example)

The voice interface starts with wires, with signals to toggle the
language or dump the code words. After that, you can talk to it using
the code words similarly to the wire sequence to solve the rest of the
gizmodes.

</details>

I've added two to every map, somewhere in or near the experimentor room.
They may ocassionally spawn from a maintenance crate spawner
<img width="611" height="331" alt="image"
src="https://github.com/user-attachments/assets/3782700f-57d3-4591-9282-e0de590056e1"
/>


## Why It's Good For The Game

It's really difficult to have "experimentation" type features in the
game. It all has to fit into 1h rounds, and people get used to it real
quick. The experimentor and strange objects kinda try, but it's just one
button and praying a bear doesnt spawn you explodes you.

I don't claim to have solved this perfectly, but I think this is fun.
You truly have to start experimenting, be systematic and write things
down. If you figure out how something works, you can go to the next
stage of making it more convenient to use. I think it's really fun to
mess around with integrated circuits and USB's, and make, for example, a
BCI controlled bluespace launchpad.

So I lean into it! There's different settings to account for, and its up
to you to make it usable! If you like integrated circuits, you'll love
this (maybe).

The gizmo functions are aimed at benefiting the station as a whole in
some ways, to motivate people to make some fun systems for these to get
maximum benefit! A mood pulser near a busy area will make everyone
happier! (I do need to add more like these, I got distracted doing
stupid shit.)
2026-05-23 18:59:25 +00:00
Tim 054653de87 Add a "Prison Block" holodeck map (#96032)
## About The Pull Request
This adds a new "Prison Block" holodeck simulation, accessible only when
the holodeck safeties are disabled (or emagged). The layout features
four functional jail cells with holographic flashers, a security desk,
evidence lockers, an electric death chair, and camera/record consoles.

<img width="288" height="320" alt="StrongDMM-2026-05-10 20 22 24"
src="https://github.com/user-attachments/assets/f32da2c6-9281-4681-b415-4eac5d9bf167"
/>

## Why It's Good For The Game
While many departments have dedicated holodeck programs, Security
currently lacks a specialized simulation. By placing a functional brig
within an emagged simulation, we create opportunities for emergent
scenarios:
- Antagonists now have more non-lethal options to detain and hold
personnel
- Security now has a backup brig during station emergencies
- Power cuts, EMPs, or AI intervention can trigger instant prison breaks
- With the press of a button, switching the simulation can transform it
into a death trap for everyone inside

This creates high-tension gameplay for both the captors and the
captives.

The electric chair was only used in the pirate shuttle (ruin?) and
didn't work properly, so it needed some code updates. Also, I did not
like how insulated gloves prevented electric shocks from working, so I
made it bypass insulation.

I had to add holodeck versions of brig lockers and security windoors so
now any ID can open windoors/lockers. People cannot open
windoors/lockers without an ID, so you must strip them of their ID when
imprisoning them, otherwise they can just walk out.

## Changelog
🆑
map: Added a "Prison Block" holodeck simulation, accessible via the
disabled safety/emagged menu.
code: Fixed electric chairs to work, and they now bypass insulation from
gloves when executing a mob.
code: Added holodeck versions of brig lockers and windoors that allow
anyone with a station ID card to access them.
/🆑
2026-05-23 20:41:43 +02:00
Steamlined 8053fe6a5e Porting Northstar (#5535)
## About The Pull Request

Re-adds Northstar from the /tg/station archive, updated to account for
the current version of Bubberstation. Total list of changes from the
original archived version are:

- Fixed all broken turfs, updated to current
- Added cryopod rooms on decks 1 and 3
- Updated arrivals to use interlink ferry, interlink works as expected
- Fixed AI chamber/upload turret controls (I don't know why these broke
but they're fixed now)
- Added privacy shutters to luxury dorm rooms
- Added a fish plaque to the bar (my friend told me this was very
important)
- Replaced council chambers with NT rep office, council chambers is now
part of the teleporter room (it was weird how there was just two council
chambers right next to each other, before)
- Added departmental guard posts to all departments (except service)
- Updated medbay to add vitals monitors next to stasis beds and
operating tables
- Fixed several missing APCs and air alarms
- Added a lustwish to the deck 3 dorms area, near the fighting ring
- Slightly expanded the vault, and added a safe, as well as the gold and
silver chests
- Added firelocks to engineering (why these were not there normally I do
not know)
- Added many many MANY fire alarms, so there's no fire zones without
alarms now (apart from most areas of maintenance, but these have been
properly marked)

The automapper seems to already place a lustwish in the prison, so I
haven't touched that one (not that I can figure out what's placing it
there anyway...). There is no blueshield quarters at present, but the
locker spawns in the captain's office as is standard on maps missing
bluey quarters.

I haven't changed the overall structure of the map significantly. So
yes, it's still 4 whole Z-levels. And yes, robotics is still down the
hall from science. If this actually ends up being a map we run, I might
change it, but moving the entirety of robotics is a big endeavor and
I've already sisyphus'd my way this far.

Tested on a local server. Everything seems to work fine, including all
the shuttles, and although I admit I myself lack enough knowledge on the
particulars of xenobio and botany to test these thoroughly, a friend who
IS better at these tested them and concluded they work as expected.
## Why It's Good For The Game

More maps = More good. I realize adding more highpop maps isn't what
anyone asked for, especially NORTHSTAR of all things. But I wanted to do
it, and so I did. Yes, it's probably going to meet the same fate as
Catwalk in the end. BUT, it might NOT. Maybe people will love it against
all the odds. For whatever it's worth, I AM willing to hear feedback and
alter the map accordingly. I love this damn map.
## Proof Of Testing
<details>

<summary>Screenshots/Videos</summary>
<img width="1216" height="989" alt="dreamseeker_06-05-26_20-06-42"
src="https://github.com/user-attachments/assets/a38d6780-0783-4f0b-8306-29086738c3f6"
/>
<img width="1216" height="989" alt="dreamseeker_06-05-26_20-07-12"
src="https://github.com/user-attachments/assets/e7b870af-b3a1-4795-90ac-528193911564"
/>
<img width="1216" height="989" alt="dreamseeker_06-05-26_20-07-19"
src="https://github.com/user-attachments/assets/5974e54e-53f0-4eba-b164-defe30b4d8f9"
/>
<img width="1216" height="989" alt="dreamseeker_06-05-26_20-07-42"
src="https://github.com/user-attachments/assets/c2c35f68-8d43-4baf-8490-12d9fafd10ba"
/>
<img width="1216" height="989" alt="dreamseeker_06-05-26_20-09-33"
src="https://github.com/user-attachments/assets/5cd5126d-3e1e-4e84-8699-53e4375b0a49"
/>
<img width="1216" height="989" alt="dreamseeker_06-05-26_20-09-46"
src="https://github.com/user-attachments/assets/73fbe4c4-2c57-4bd0-b7ae-5604711c0350"
/>
<img width="1216" height="989" alt="dreamseeker_06-05-26_20-09-56"
src="https://github.com/user-attachments/assets/ea9b5df5-755d-417c-8b7e-0f02b08957b1"
/>
<img width="1216" height="989" alt="dreamseeker_06-05-26_20-10-06"
src="https://github.com/user-attachments/assets/cee42823-14ef-4a4a-9a71-bebf65306ca6"
/>
<img width="1216" height="989" alt="dreamseeker_06-05-26_20-10-39"
src="https://github.com/user-attachments/assets/48a8d081-730e-491f-a9b3-909dbd16587c"
/>
</details>

## Changelog
🆑 Fogspot
add: Added Northstar
config: Added Northstar to votable maps list
/🆑
2026-05-22 19:32:26 -05:00
SyncIt21 eaba74a2eb Fixes for boulder processing machines (#96033)
## About The Pull Request
- Opening the panel of a boulder refiner machine or un-wrenching it now
turns off its environment light
- The boulder refiner machine has reagent holder of type
`/datum/reagents/plumbing` which fixes rounding errors & has other
plumbing optimized features
- The boulder refiner machine now only takes in booster reagents & only
outputs waste reagent. This means even if you have a tank with random
reagents attached to it, it will only take in booster reagents if
present & exclude the rest thus saving you time & space from taking in
other reagents
- booster reagents is now a static list shared by all machines thus
saving memory
- Removed `supply_offset` & `demand_offset` vars from core plumbing
component. These vars were making the pipes extend outside the tile
causing it to overlap with adjacent tile machine pipes making everything
ugly. Now the pipes are perpendicular to the conveyer belt sprite and
will only take in boulders from the conveyer belt direction


https://github.com/user-attachments/assets/5583a790-32b6-40df-a414-1602dd84fefd




- Map edited smelters so the conveyer belt is in the direction of the
refiner


## Changelog
🆑
fix: opening panel of boulder refinery with screwdriver or un-wrenching
it turns of its light
fix: boulder refinery only takes in booster reagents and excludes others
and only outputs waste chemicals as intended
fix: boulder refinery machines outputs waste reagents without rounding
errors in them
qol: removed conveyer sprite from boulder smelter & pixel shifts the
refiner so you can see it's plumbing pipes properly
sprite: smelters will now only take in boulders in the direction of its
conveyer belt. It's plumbing pipes are perpendicular to its conveyer
belt
/🆑
2026-05-22 14:58:52 -04:00
ArrisFairburne 5219b06d26 Biodome maptainance two exclamation mark (#5340)
## About The Pull Request

more biodome stuff i didnt get to commit before it was merged wheee

## Why It's Good For The Game

Fixes to stuff that I didn't get to include in the last PR.

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog

🆑
map: More tweaks to Biodome
/🆑

---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
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2026-05-21 14:48:12 -05:00
BurgerLUA 8899e1ce82 Fixes missing APC in Moonstation Robotics (#5633)
## About The Pull Request

Fixes missing APC in Moonstation Robotics

## Why It's Good For The Game

Fixes missing APC in Moonstation Robotics

## Proof Of Testing

Fixes missing APC in Moonstation Robotics

## Changelog

🆑 BurgerBB
map: Fixes missing APC in Moonstation Robotics
/🆑
2026-05-21 11:45:05 -04:00
HometownFunky 5739c883d9 Removes Armadyne Combat Gloves' innate shockproofness (#5625)
## About The Pull Request

So, turns out the Armadyne Combat Gloves in the secvendor (and loadout)
available to sec were subtypes of the combat gloves.
<img width="539" height="160" alt="inherit"
src="https://github.com/user-attachments/assets/a587f136-3ff4-4c00-a049-d4680e904b23"
/>
This meant that they were fully insulated to boot. It's a 50 credit
glove item that secoffs can get for 10 credits, and there are 6 in each
sec vendor.
<img width="85" height="98" alt="gloves"
src="https://github.com/user-attachments/assets/0a8ad937-d05d-4a4a-987e-f5a4c8407428"
/>
~~This brings the siemens_coeff down to the levels of the standard issue
black gloves, which is 0.5~~
This makes the gloves a subtype of color/black
<!--Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->

## Why It's Good For The Game

I feel this was an oversight, as I don't think security is meant be able
to get round start insulation.
## Proof Of Testing

~~It's a one line change.~~ It's no longer a one line change, it never
is.........
<img width="299" height="153" alt="cobm"
src="https://github.com/user-attachments/assets/4c9261bc-a2e4-4393-a0b4-59e1d042c2d2"
/>
Here is the compiled version IN the away mission that gave it the
conflict
## Changelog
🆑
balance: Armadyne Combat Gloves are no longer a combat glove subtype
/🆑
2026-05-20 17:08:18 +02:00
Wisemonster 7dafa080d9 Adds beartraps to janitor closets on wawastation and icebox (#96077)
## About The Pull Request
Adds beartraps to stations that were missing them, specifically
wawastation and icebox.
## Why It's Good For The Game
Makes janitor's starting gear more consistent across different maps.
## Changelog
🆑
add: Added beartraps to the janitor closets of wawastation and icebox
/🆑
2026-05-19 06:58:06 -04:00
TheRyeGuyWhoWillNowDie 307e9e05ca fixes shoe factory active turfs (#96142)
## About The Pull Request

replaces open plating and girders with regular walls

## Why It's Good For The Game

the console said i had active turfs connected to 28 thousand active
turfs when i was mapping my map and it scared me

## Changelog
🆑
map: fixed active turfs on shoe factory ruin
/🆑
2026-05-19 08:48:03 +02:00
MrMelbert 3edf7f0099 [Icebox] Half remaps security, deletes the labor shuttle because it made no sense (#95766)
## About The Pull Request

Click the triangles to see pictures

<Details>

<Summary> Top floor security has seen some changes, with EVA being
attached to the security lockers, and the firing range being added in
the place of the old transfer center </Summary>

<img width="1029" height="803" alt="image"
src="https://github.com/user-attachments/assets/c84065f6-6e92-4a0a-b6b4-c323f948fc38"
/>

</Details>

<Details>

<Summary> The middle floor didn't see a ton of changes, though
visitation has shifted left to make room for the new labor camp exit
</Summary>

<img width="616" height="574" alt="image"
src="https://github.com/user-attachments/assets/44658fe1-a048-4c3c-a951-3727d9b710f4"
/>

</Details>

<Details>

<Summary> The biggest changes are seen on the bottom floor - the lowest
perma-brig floor was trimmed down in size ab it, and the room has been
replaced with the Labor camp.</Summary>

<img width="993" height="950" alt="image"
src="https://github.com/user-attachments/assets/446a1677-3f67-4f8e-933e-92a20d22aa36"
/>

</Details>

This also comes with some mechanic changes to icebox labor, given
there's no more shuttle: You still teleport people into the labor camp,
but when the amount of points have been achieved, you can walk through
the point gate rather than needing to fly a shuttle home.

## Why It's Good For The Game

The labor shuttle didn't have much of a reason to exist on icebox, you
weren't flying anywhere, you were just walking a few steps downwards

Integrating it into the perma-brig allows for a more unique labor
experience than other maps, and one that fits the setting a bit more

## Changelog

🆑 Melbert
add: [Icebox] Security saw a minor remapping, with most notably the
removal of the labor shuttle and the integration of the labor camp into
the bottom floor of the perma-brig.
/🆑
2026-05-18 11:16:27 -04:00
gavla d1543b27c4 Small revamp to Box Station's Dorms and Chemistry. And some decal fixes. (#5600)
## About The Pull Request

Box Station is known for its incredibly lackluster chemistry room for
plumbing. This hopes to resolve that by pushing the orderly room
downwards. See screenshots.

This PR also slightly revamps the insides of dorm rooms themselves. 1x2
and 2x2 Largebeds from infinidorms now have their own spot in Box
Station dorms for those that prefer it. See screenshots again.

This PR also fixes some misplaced floor decals on Box and Ouroboros.

## Why It's Good For The Game

Slightly more room for mass plumbing (along with the plumbing layering
revert) on Box Station should be viable now.
&
Big bed option for big person now on box is an option. 🥴

## Proof Of Testing

<details>
<summary>Screenshots!</summary>

<img width="982" height="875" alt="image"
src="https://github.com/user-attachments/assets/283146c5-a480-4a00-a68b-c7aa2a7ae766"
/>

<img width="942" height="878" alt="image"
src="https://github.com/user-attachments/assets/ddfd9d34-a82e-434c-bd5a-832cd46a744d"
/>


<img width="312" height="642" alt="image"
src="https://github.com/user-attachments/assets/0ec18567-f864-4d56-bc6b-2f3156a1efd9"
/>

</details>

## Changelog

🆑
map: Box Station's Medical Sec outpost has been moved lower to give
chemistry more area for plumbing.
map: Box Station's Dorm rooms have been given some different, larger
beds.
map: Fixed some floor decals on Ouroboros.

/🆑
2026-05-18 09:44:59 +02:00
Robwo ac67a00105 Takes the Skyrat Ferry Out Back With A Chain Saw (#5590)
## About The Pull Request

So there I was, porting pubby, and I thought "wow I really don't want to
make such large concessions for the ert ferry" then remembered I had a
redesign in my files laying around unused so here I bring you my
redesign that doesn't use the unique turf icons!

## Why It's Good For The Game

The old shuttle was massive and almost every ported map had to make a
large dock to fit it's wide birth. This is why we have the massive room
at arrivals on meta station... its for housing _The Beast_. Needless to
say, reducing the footprint so it's docking airlocks are not inset makes
a huge difference for how much space mappers need to account for.

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="448" height="960" alt="image"
src="https://github.com/user-attachments/assets/48012bad-1fc6-437d-813e-222400555bd7"
/>

</details>

🆑 Robwo
map: centcom has reevaluated its ferry design to make docking easier
/🆑
2026-05-18 09:44:19 +02:00
Tim 0cdc81aa3f Add human limbs to the holodeck medsim organ crate (#96127)
## About The Pull Request
This adds a set of human arms and legs to the holodeck organ crate in
the medsim program. I forgot to do this when I added the initial crate
in #88195, and I didn't notice it until I fixed organs/limbs in:

- #95967

The code is set up so that any organs or body parts that are holograms
will be deleted when the simulation is changed or turned off. (also
affected by EMPs) This means any surgery you give to someone using these
limbs is extremely likely to vanish at some point in the round.

## Why It's Good For The Game
Mah immersion + funny

## Changelog
🆑
map: Add human limbs to the holodeck medsim organ crate
/🆑
2026-05-18 08:43:10 +02:00
Aliceee2ch 5d7fca1675 Makes genetics more public (#95931)
## About The Pull Request

what it says in the title, i added another way to get in genetics
without crossing entire science department for that (or breaking desk
lol).

## Why It's Good For The Game

ppl really shouldnt walk in 10 rooms just to get their insulatd mutation

## Changelog

🆑
map: Genetics Lab was made less secure and more public on every map, try
it out!
/🆑
2026-05-16 13:08:22 +02:00
Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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2026-05-16 00:56:00 +02:00
LT3 a0b1c19f8b Void Raptor medical map fixes (#5573)
## About The Pull Request
Fixes two wallmounts in the medbay surgery area
Paths the maintenance area between pharmacy/chem as maintenance so it's
sheltered from radstorms.

## Why It's Good For The Game

Fix

</details>

## Changelog

🆑 LT3
map: Void Raptor's maintenance area between pharmacy and chemistry is
now protected from radstorms
/🆑
2026-05-15 08:54:46 -07:00
theOOZ 5c9df4da52 deathmatch map in space: deep space (#95897)
## About The Pull Request

Revival of #93185. I added some jetpacks to the map, and changed the
color of the rocks.
The rest of this is the old PR, except for the screenshots - all of
those are remade.

Its a deathmatch map in space, for space combat.

You're either a spaceman or a syndicate spaceman. Or a random
spacetider.
There's no random guns, you'll have to use your loadout or the weapons
around the map. Like halo, or unreal tournament, or quake, or......
2026-05-13 18:01:25 -05:00
Derpguy3 04348b8431 Fixes Deltastation's Medbay Door Button (#96006)
## About The Pull Request

Fixes the door button in Deltastation's medbay desk, making it actually
open/close the doors to medbay's treatment center.
2026-05-13 17:59:41 -05:00
BurgerLUA 369d4a5602 Misc Moonstation Fixes (#5566)
## About The Pull Request

For Moonstation
- Fixes missing plasma sheet in xenobiology.
- Fixes missing cell charger in Robotics.
- Changes all the directional access doors to have the delayed variant
so it's like other maps.
- Adds airlock cycle helpers to the bridge and brig.
- Removes some directional access to the bridge so it's harder to escape
from, like other maps.
- Moves the robotics desk away from the science door so people don't get
pushed around.

## Why It's Good For The Game

Fixes good.

## Proof Of Testing

If it passes tests, it werks.

## Changelog

🆑 BurgerBB
map: Fixes some missing Moon Station stuff.
/🆑
2026-05-13 13:05:20 -05:00
Yobrocharlie 336b529c9e More maintsrooms changes (#5469)
## About The Pull Request

The maintsroom is a passion project of love, slowly but surely I hope to
make this gateway be something genuinely special to be enjoyed by most
people, im not trying to do anything specific rather just- broad appeal.

## Why It's Good For The Game

the vision, bug fixes, and improoving player experience while removing
softlocking.

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
Softlock prevention
<img width="445" height="315" alt="image"
src="https://github.com/user-attachments/assets/161df46e-77ad-4231-9d5c-687280fda81b"
/>
Hint of where to get the keycard to progress, the text is hard to read
but thats fully intentional
(This is written in a lore friendly manner and is written by somebody
addressing the person reading the note directly)
<img width="708" height="347" alt="image"
src="https://github.com/user-attachments/assets/7dcd4035-7daf-4b2b-96ec-95ab8d164331"
/>
Xenomorph name select and description working properly
<img width="1224" height="682" alt="image"
src="https://github.com/user-attachments/assets/b2e6eb9a-523c-4eb5-bd6e-a517e560833b"
/>

</details>

## Changelog

Slight adjustments to the map in preparation for the next PR which will
be adding a megafauna boss

Adds hints to the players telling them how to progress and adds multiple
keycards to certain areas to prevent players from taking the one keycard
and then leaving softlocking everybody else out of progression

Fixes an issue with the xenomorphs in which they could not select their
name and description now they can.

(The additions do not need to be player facing as said CL will be
covered in the next PR as i plan to do no tests between this PR and the
next PR)
🆑
fix: Fixed maintsrooms xenomorphs not being able to choose their
name/desc
/🆑
2026-05-13 12:47:18 -04:00
Boopideedoo 9cbbe8a195 Gives a new small area for the extinguisher so it aint blocking trashcan (#96013) 2026-05-09 14:40:38 +02:00
SmArtKar d988a7b68e Removes a rogue syndiedome ruin decal (#95999)
## About The Pull Request
<img width="478" height="331" alt="image"
src="https://github.com/user-attachments/assets/e32d741a-69f3-4c01-be20-87470e039fb2"
/>


## Changelog
🆑
fix: Removed a rogue syndiedome ruin decal
/🆑
2026-05-09 10:25:51 +02:00
SmArtKar 940d91bb62 [MDB IGNORE] Adds new features and tiles for lavaland biomes (#95955)
## About The Pull Request

Adds new floor types and natural decor to both Siderite and Shale
biomes, as well as makes flora and fauna spawns differ between said
biomes.

<img width="1216" height="997" alt="dreamseeker_uIv1OgVkpD"
src="https://github.com/user-attachments/assets/327d9caa-a58c-4d70-acbe-477da69b4d71"
/>

---

Basalt biome now spawns more legions and goliaths, but less watchers and
no brimdemons. You can rarely find new volcanic pore rocks which will
spew out lava when destroyed.

<img width="505" height="361" alt="dreamseeker_TA9rXzOgad"
src="https://github.com/user-attachments/assets/fb19a60a-c927-441b-abad-161ce5022a60"
/>


Siderite biome has a lot of rock formations and may sometimes spawn new
stalagmites. You can expect to see a ton of bileworms, raptors and
watchers there.


<img width="747" height="613" alt="dreamseeker_uZgRX8qqh3"
src="https://github.com/user-attachments/assets/d356f1c6-371a-4b8b-899b-470edb0d2790"
/>


Shale is full of lobstrocities, goldgrubs and brimdemons, and home to a
new glowgrowth "plant" - colony of bioluminescent fungi growing on
natural air vents.

<img width="274" height="220" alt="dreamseeker_EtxiS4X9M7"
src="https://github.com/user-attachments/assets/cbefba67-b618-4a65-ad12-9ee5182b650c"
/>


While it cannot be planted by itself, it contains luminescent fluid
inside which will grant whoever eats it minor night vision as long as it
is inside their bloodstream (as well as cyan-glowing eyes)

---

Ruins now properly respect their biome's rock (and now floor as well)
type, since it was broken for some of them previously.

<details>
<summary>More images under the dropdown</summary>

<img width="1216" height="997" alt="dreamseeker_fpXXV0Rt3D"
src="https://github.com/user-attachments/assets/fa790ca1-7045-490e-bcb2-c1f9da9f277c"
/>
<img width="414" height="303" alt="dreamseeker_l6E8S2fzCe"
src="https://github.com/user-attachments/assets/8b10dcca-c546-41ce-9363-a12b0f225881"
/>
<img width="784" height="587" alt="dreamseeker_RUWQo0unNp"
src="https://github.com/user-attachments/assets/d7364abc-ec68-4daf-b3cb-a03b8ba7e5de"
/>
<img width="1216" height="997" alt="dreamseeker_zoltABvkBw"
src="https://github.com/user-attachments/assets/324f50f8-83c9-4451-8eff-33ebf81c1d0d"
/>
<img width="1125" height="571" alt="dreamseeker_ky5qvl2XtC"
src="https://github.com/user-attachments/assets/ff08d22f-fc15-4961-b76e-7c10d7814096"
/>

</details>

Credit for original versions of new flora/feature sprites to
SentryPrimis on the /tg/station discord

## Why It's Good For The Game

Makes biomes more distinct and interesting, as well as gives them unique
atmosphere, since right now they only differ in rock type and mineral
distribution.

## Changelog
🆑 SmArtKar, SentryPrimis
add: Siderite and Shale lavaland biomes now have unique floors, as well
as flora, features and fauna!
fix: Fixed some ruins generating with default basalt walls instead of
their biome's walls
/🆑
2026-05-07 10:20:43 +01:00
Alexis d9a6b832ed Reverts 'Virosec' and Returns Redsec to Base /tg/ + Red Skyrat Security Gear (#5518)
## About The Pull Request
Does as the title suggests. This was voted on and approved unanimously
by maintainers.

**BLUE DONATOR ITEMS HAVE BEEN LEFT INTACT.**
## Why It's Good For The Game
A lot of players discussed discontent with 'virosec' and I feel this is
a solution that works.
## Proof Of Testing
I forgot to take screenshots, but it compiles, builds, and almost
everything is red.
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
add: Added back base /tg/ redsec along with red Skyrat clothing items.
del: Removed 'virosec'.
/🆑
2026-05-03 18:47:46 +02:00
Cabbage f472677673 removes the centdrobe and commdrobe at the interlink (#5505)
## About The Pull Request

Replaces the centdrobe and commdrobe in the interlink admin office with
a simple intern uniform and hat and scarf because I saw someone grab
centcom gear from that office once and use it on station. Also removes
the centcom stamp from the interlink admin office.

## Why It's Good For The Game

Prevents people from getting and abusing the "free" centcom stuff.

## Proof Of Testing

loads properly upon building and running.

---------

Co-authored-by: Cabbage <supredoode@gmail.com>
2026-04-30 16:07:01 +02:00
Dmeto fa6f5e2b2d Fixes Icebox boulder processing room being exposed to ice wastes (#95882) 2026-04-29 06:49:29 +02:00
ElGitificador 51c387295c fixes the Heretic gate med cam appearing on ss13 cams (#95853)
## About The Pull Request
removed it s "ss13" and "medbay" network tag and added heretic_gate
instead, having defined said network as well. IDK if the network is
really necessary, afaik no other cam in the gate uses it, so your call
## Why It's Good For The Game

dat. should fix #95786 
## Changelog
🆑
fix: fixed heretic gate cam appearing in on station ss13 network
/🆑
2026-04-28 13:13:15 +02:00
Rhials e1a4b84002 Un-curses the bear mask in the pizzeria virtual domain (#95842) 2026-04-26 15:08:53 +02:00