## About The Pull Request
New enhanced Xenoborg sprites replacing the prior ones as well as adding
new ones for the rest of the missing Xenoborg modules. The sprites now
are less flat colored and have a trim around the harder metal plates to
vary the color pallette. Also makes their hats now better positioned to
their heads.
## Why It's Good For The Game
New better less scuffed borg sprites yippee.
## Proof Of Testing
<img width="1250" height="502" alt="xenoborg remastered"
src="https://github.com/user-attachments/assets/c86ea581-0636-4ef8-8aa4-5870138a1802"
/>
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
cl:
add: Adds new Xenoborg sprites while replacing old ones with new ones.
fix: Improves hat wearing for standing Xenoborgs.
add: the missing Security, CC, and Clown Xenoborg sprites.
/🆑
## About The Pull Request
See title and proof of testing.
## Why It's Good For The Game
Listen, I've been racking my brain on how to do this since I first coded
this species. I finally figured out a way. Besides, I think the
component itself will prove useful for any future stuff. This adds more
protean content that I feel people will enjoy.
## Proof Of Testing
<img width="381" height="387" alt="dreamseeker_UezPpr0cxQ"
src="https://github.com/user-attachments/assets/cd876c0b-0cde-4f30-878f-2da4ae0332e0"
/>
Also I won't lie, hardlight stuff for the suits is kind of a task on
itself on needing to piece together. That's one icon event that can't
just be solved by sane conventional methods.
## Changelog
🆑
add: Proteans can temporarily transform their wearers to look more like
them.
/🆑
## About The Pull Request
Adds butts (up to size 8) and bellies (up to size 9)
Check out what they look like in the Proof of Testing.
## Why It's Good For The Game
It allows for a lot more customization and spicy content, making way for
the potential for new emotes using these genitals to be added. While I
can understand that some people may be against this, I honestly feel it
is no different than any of the hyper genitals or regular genitals we
already have. If the size is somehow an issue despite us having other
hyper genitals, I can reduce the max size.
## Proof Of Testing
See below. Hyper and NSFW warning.
<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/24dde7a9-98e8-49f8-aee2-118da5dfe2c4
<img width="1426" height="397" alt="image"
src="https://github.com/user-attachments/assets/87e8d620-960f-407c-a816-cdc82073070a"
/>
<img width="1435" height="406" alt="image"
src="https://github.com/user-attachments/assets/27791cf5-a753-491b-8622-1c3f6dabd81c"
/>
</details>
## Changelog
🆑
add: Added new genitals: Bellies + Butts
/🆑
---------
Co-authored-by: Roxy <94389951+SapphoQueer@users.noreply.github.com>
## About The Pull Request
Adds the Synth Persocomm to both cybernetic brains. Allows automatic
connection of ID to internal computer as well with the ID in your ID
slot. No more linking it via janky methods (though you still can).
Fixes the bug with spawning as lone infil as a synth. No more bugged
uplink in your brain computer.
## Why It's Good For The Game
If my brain is half computer I should be able to use it as a computer.
Fixes multiple issues with the Persocom and adds it to organics with an
augmented brain.
Also bugfix good.
## Proof Of Testing
<img width="1622" height="823" alt="image"
src="https://github.com/user-attachments/assets/9d259d09-2347-4bee-a61a-e873d3eb8b7e"
/>
<img width="1449" height="647" alt="image"
src="https://github.com/user-attachments/assets/be36fdc7-fbcc-43d6-99d1-e0a7d5fc6dc8"
/>
<img width="1463" height="838" alt="image"
src="https://github.com/user-attachments/assets/18b2dd39-c05e-43fc-bac5-00da4d642fca"
/>
<img width="1520" height="789" alt="image"
src="https://github.com/user-attachments/assets/f63fd2a2-bf3b-4652-9e92-32baff97f36d"
/>
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: Uplink location being set to the Persocom when playing as a synth.
It will now fall back to one of the other options.
add: Small persocom update. Automatic ID imprinting and PDA theme
application on spawn. Ghost roles will not automatically imprint their
ID. Don't imprint it as a Persistence role or Ruggero will punch you.
add: Persocom to cybernetic brain options.
add: Additional EMP effects such as stuttering and jittering to the
surplus brain to bring it in line with the cortical brain. EMP effects
are tripled compared to the cortical brain. Woe.
/🆑
---------
Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
## About The Pull Request
This ports changes from
https://github.com/NovaSector/NovaSector/pull/6016 and
https://github.com/NovaSector/NovaSector/pull/6398.
- The quirk no longer automatically applies the Genetics power to the
quirk user. Prior to this PR, communication was mostly anonymized and
only _not_ so when one possessed the gene. This presented a clear
downgrade for individuals who had the genetic variant over the quirk
variant. With this PR, communication through the quirk is not anonymous,
but adding the gene on top of the quirk will allow a user to upgrade it
into being anonymous.
- Every time someone uses the quirk everyone else (in sight) will see
where their attention is sent. This does not add a visual cue besides
the warning in the chat, so it's still somewhat discrete.
- Added a new quirk, Psionic Dampener. This blocks most forms of
telepathic communication.
- Telepathy was made multiline for readability.
## Why It's Good For The Game
Currently, Telepathy as a quirk has a discrepancy where non-synths
receive the mutation Telepathy, while synths receive a different
version. The mechanical differences of these created a problem where,
depending on who was using it, this either did or did not anonymize the
identity of the caster. Additionally, these changes allow the quirk
holder who seeks the genetic variant in-round to properly receive the
benefits of such.
Other changes allow people to opt-out of receiving telepathic messages,
in order to avoid negative interactions from those who abuse it.
Multiline telepathy is a desirable feature for the sake of proof
reading.
## Proof Of Testing
<img width="654" height="279" alt="image"
src="https://github.com/user-attachments/assets/056f4d52-5365-4b5f-a422-40791c5e568d"
/>
## Changelog
🆑
add: Added a new quirk Psionic Dampener, affecting telepathy from
quirks, genetics, slimes, xenomorphs, revenants and so on.
balance: Telepathy (Quirk) no longer automatically gives the gene.
qol: The telepathic communication power granted by the quirk or the
genetic power is only anonymous if the caster has the mutation, not the
target.
qol: Telepathy (Quirk) now shows when the user uses the power and on
whom, but not the contents of the message.
qol: Telepathy is now multiline.
/🆑
## About The Pull Request
kills cargo imports with no mercy, moves it into goodies with
newly-added subcategories
also adds a persi only agent ID single pack per request
also also tarkon and persi can buy private packs via id money
## Why It's Good For The Game
ugly UI that doesn't work for other factions and needs hacks to work
with cargo ui is not great
## Proof Of Testing
<summary>Screenshots/Videos</summary>
<img width="1268" height="1124" alt="image"
src="https://github.com/user-attachments/assets/fd3d9a58-ea0b-4242-88d2-b6123a214c72"
/>
## Changelog
🆑
add: cargo imports moved into it's own category with a brand subcategory
system, and orderable without a private account (god why did i do this)
add: persistence only agent ID single pack
add: persistence and tarkon can now buy stuff via ids directly
add: captain access can always unlock departmental orders
fix: persistence and persistence cargo consoles sending cargo pods to
the station if cargo bay is selected
del: entire cargo company imports system
/🆑
## About The Pull Request
refactors the implanted wound analyser code a bit, makes it trigger
whenever you examine yourself instead of being an action button
also gives it a different icon, adds it to research and moves it to a
brain implant
## Why It's Good For The Game
less action button bloat good, adds a reason to have it in addition to
the health scanner implant (can have both now), makes it printable with
science
## Proof Of Testing
<img width="1288" height="910" alt="image"
src="https://github.com/user-attachments/assets/e89e669c-321c-425e-86df-47738d7c3c1b"
/>
<img width="2527" height="1421" alt="image"
src="https://github.com/user-attachments/assets/f1bcc08a-b6ef-4426-87a0-33a3952e099a"
/>
<img width="644" height="264" alt="image"
src="https://github.com/user-attachments/assets/60143368-3ea6-421c-b192-df694cbeb507"
/>
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: Moved Internal Wound Analyzer from being a chest implant to a head
implant. Expies rejoice. May need to reselect it in character options.
add: Internal wound analyzer to science research.
refactor: Removed Internal Wound Analyzer action button. Simply examine
yourself to activate it. Pairs nicely with the self-aware quirk. 15
second cooldown to avoid filling your chat window.
/🆑
Reverts Bubberstation/Bubberstation#5486
As it turns out, there are far more mood interactions than initially
thought and it is in fact breaking things.
As well as tg adding more and more meaningful interactions for mood it's
not a good idea to keep this right now.
## About The Pull Request
Adds a free quirk that locks you out of other mood quirks, hides judging
mood face from your screen and moves hunger meter to where mood face
was. All of the negative and positive bonuses are disabled with this
quirk and mood slow down will be replaced with slow down if you are
hungry
## Why It's Good For The Game
I'm huge hater of this feature since the day i started playing this game
and i absolutely despise seeing the mood face on my screen and with this
quirk you will no longer have to worry about some arbitrary mood meter
saying how your character feels like, you can roleplay how you are
feeling like and do whatever you please. and no this is not turbo
broken, the positive mood you can have has way more mechanic value than
having mood always set to neutral so you are locking yourself out of the
positives and negatives
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="232" height="281" alt="quirk equipped"
src="https://github.com/user-attachments/assets/97108596-4135-411e-86dd-a2fe9d1d864d"
/>
<img width="162" height="276" alt="hungry"
src="https://github.com/user-attachments/assets/a3569085-3581-49b0-8483-807d70203bb4"
/>
<img width="539" height="122" alt="quirk selection"
src="https://github.com/user-attachments/assets/30043354-e36a-4756-80a1-75c87d350907"
/>
</details>
## Changelog
🆑
add: Added new quirk that lets you disable and hide your mood from your
hud
/🆑
---------
Co-authored-by: Copilot <copilot@github.com>
## About The Pull Request
Exactly what the title says.
The quirk will make all traumas you get more resilient by 1 meaning
traumas curable with neurine now will have to be cured with brain
surgery, traumas curable with brain surgery will now become curable with
lobotomy etc.
You can configure the trait to make traumas you will get only curable
with lobotomy or blessed lobotomy(or unremovable) if that's still not
enough for you(this option is called hardcore mode in quirk
configuration), and you can make traumas that would be curable with
blessed lobotomy straight up unremovable if you really want to have them
rest of your round(permanent traumas in quirk configuration)
## Why It's Good For The Game
Adds another configurable negative quirk to the game that people can
customize their character with
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="528" height="198" alt="image"
src="https://github.com/user-attachments/assets/658e2169-5b46-4161-af9d-a2a60a96f871"
/>
</details>
## Changelog
🆑
add: Added new negative quirk that makes brain traumas more resilient
/🆑
## About The Pull Request
- Fixes the privacy policy still showing up after accepted.
- Makes it so closing out of the window kicks you.
- Converts the whole thing from preference based to SQL based.
## Why It's Good For The Game
Fixes and polish for a previously accepted PR are good for the game,
yes.
## Proof Of Testing
I can't take a screenshot of a privacy policy that didn't show up the
second time around after I accepted it, but it properly filled out the
database and worked during testing.
## Changelog
🆑
add: Closing out of the Privacy Policy window instead of accepting it
now kicks you.
fix: Fixed the Privacy Policy window showing up after you've already
accepted it once, for real this time.
/🆑
## About The Pull Request
Does as the title suggests, I also put the files into proper folders
while I was in there per where they would be on base /tg/ based on where
they were in the Effigy PRs. This is a port of all three of these PRs:
https://github.com/effigy-se/effigy/pulls?q=is%3Apr+is%3Amerged+blooper
## Why It's Good For The Game
This lets us change vocal barks easier, as well as letting us have more
control over how easily and quickly we can remove and add specific ones
if necessary.
## Proof Of Testing
It compiled and ran without any runtimes. I would still highly recommend
test merging this for a few weeks to get everything transferred over.
## Changelog
🆑 xPokee, LT3, TealSeer
refactor: Refactored vocal bloopers to be a config based subsystem.
config: Added all the previous vocal bloopers to the new config, as well
as some new ones, look for them!
/🆑
---------
Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Adds a new gateway which is like the half life gateways step brother in
terms of gameplay except more dangerous and less intuitive while being
more entertaining and offering more interactions at the same time, this
one is ported from nova but will offer a smidge less loot and be a
smidge more brutal due to the differences in server balance and culture
## Why It's Good For The Game
admin funny.
wont be rotation and will be reliant on admins specifically enabling it
during the round for people to access it.
## Proof Of Testing
Tested and loaded in local, works as intended
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: Added a new gateway for admins to fuck around with.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 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. -->
<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->
## About The Pull Request
**The majority of the work was done by Ozzo in #1471.**
GAS are snake bugs hailing from Baystation 12.
- They hate the heat, but are durable against low-pressure environments
and the cold.
- They cannot wear suits and most clothes, but have built in armor (it's
in their name).
- It is harder to grab GAS.
- They are taller than the average spaceman.
https://github.com/user-attachments/assets/f9ac1078-0d41-4a26-850f-26a2cd7bbf01
They currently have no lore or species description, but plans are in the
works for both to be made.
## Why It's Good For The Game
It's a new species that was well-recieved when it was tested the first
time around, before being lost due to a lack of work on it. I am here to
continue work on it and add new features to it if they are requested by
the person that wanted them.
## Proof Of Testing
It compiled and ran, hence me being able to take the video. There were
no runtimes. I attached an image of a stylish GAS as further proof of
testing.
<details>
<summary>Screenshots/Videos</summary>
<img width="137" height="111" alt="image"
src="https://github.com/user-attachments/assets/4b2ddd78-9312-4f0e-bbac-37bd51290490"
/>
</details>
## Changelog
🆑
add: Added a new species: Giant Armored Serpentids (GAS)!
/🆑
## About The Pull Request
Very similarly to the (alt) breasts, the (alt) penises had larger sizes
within the DMI, yet, they were not enabld. This enables them.
How to make the penis bigger:
Just turn it on!
Its a perfect joke.
## Why It's Good For The Game
I will copy-paste my reasoning from the breasts PR, because it is quite
frankly the same thing.
More customization is good. Some players who left bubber have told me
they'd come back to the server if we had more of splurt's customization
because they don't like that server, but it has Better Character
Creation Options Like Bigger Penis, so it's where they go. I was going
to wait for a dedicated hyper pref to add this as it was stated to be a
prerequisite, but that has been basically deemed impossible by the
several people who have tried, so I'm pring it anyways in the hopes that
it gets accepted.
I do not believe this to be a major issue either way as public nudity is
already frowned upon within the server, as well as being an IC crime,
and ooc enforced as "put that shit away if people LOOC it" even on
smaller sizes. Underwear too, does exist, which the vast majority of
characters have on. Especially with them already being in the code, I do
not see much of a reason to not have them be enabled.
## Proof Of Testing
<img width="264" height="536" alt="afbeelding"
src="https://github.com/user-attachments/assets/c586aead-55fc-4301-a28d-7a7628b76487"
/>
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: The (alt) sprites for penises now have 3 extra stages of size.
/🆑
## About This Pull Request
Brought back based off of
https://github.com/Bubberstation/Bubberstation/pull/2007, made
functional again by myself.
Original Code: https://github.com/Skyrat-SS13/Skyrat-tg/pull/14023
Fleshmind is a PVE event that incorporates some PVP elements in the
later stages of its growth. You defeat it by destroying all its
processors. It has six stages of growth with each stage expanding on its
abilities and the structures and mobs it can deploy. It will announce to
the entire station each time it gains a level or loses a level. Each
level means it has a new processor.
- **Level 1:** The start when it spawns in. It will spawn some basic
structures.
- **Level 2:** It will begin to spawn screamers and whisperers
- **Level 3:** The wireweed is much more situated, and this is the point
where it spawns a very dangerous mech. This is the point where it
becomes very critical. It also starts to spawn Babblers (structures that
spew propaganda into comms) and Modulators. (Gives you hallucinations)
- **Level 4** No new special abilities.
- **Level 5** No new special abilities
- **Level 6** It automatically calls the emergency shuttle to hijack and
spawns a deathsquad on Centcomm. This ends the round.
**Counters:**
- Fight in groups. Carry a melee weapon. (You can still melee the
mechivers and try to kill them before they convert you)
- Wirecutters cut wireweed.
- Ion Weaponry is extremely useful. It also stuns all the mobs.
- Target the processors. If you can pick them off in space, it has
practically zero EVA abilities.
- If someone gets assimilated, should get them to medical if you kill
them.
To run it requires 35 active players and a minimum of an hour to have
passed.
## Why It's Good For The Game
With mold being disabled, there is a missing PVE element in the game,
this fills that niche while also playing around with the idea of
temporary conversion antags in a way that I think works really well.
Wireweed/fleshmind also distracts the crew and security enough to
provide clever antagonists with an opening to commit crimes and get away
with them while the crew has their hands full.
## Proof of Testing
It's been test merged for two months now, it works.
## Changelog
🆑 xPokee, StrangeWeirdKitten, Gandalf2k15
add: New midround event: Fleshmind
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request
Picking up the work from
https://github.com/Bubberstation/Bubberstation/pull/4672 that has since
gone stale and unadded to the game. PR description will be the same as
previously.
Partial Port of https://github.com/NovaSector/NovaSector/pull/465
reworked to use right clicking on self similar the ghouls rather than a
spell.
Coded as a bounty for Dinklemyr
## Why It's Good For The Game
Similar to Nova's explanation, suitable for a lot of character ideas
who's mechanical limbs can be popped off.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
Unfortunately I don't have the images from the initial PR, but I can
confirm this works as intended.
</details>
## Changelog
🆑SpaceCatSS13, YakiAttaki
add: The cybernetic limb mount quirk has been added, synths and people
with synthetic limbs can now take this quirk to remove their limbs at
their discretion.
/🆑
---------
Co-authored-by: Alexis <catmc8565@gmail.com>
## About The Pull Request
Inspired by the space dolphins of yogstation, resprited and rewritten
for your gaming pleasure.
Introduces two new neutral mobs - Space Dolphins and Space Manatees
Introduces new event that spawns these mobs. A new TAG_NEUTRAL was
introduced to storyteller, and aurora caelus was moved to it.
### Space Dolphins
- 25 health
- 10 damage
- Fast movement
AI is aggressive against space carp, but otherwise neutral until
attacked.
### Space Manatees
- 150 health
- 10 damage
- Slow movement
- Doubles the speed of a vehicle when driving it:
<img width="387" height="187" alt="image"
src="https://github.com/user-attachments/assets/8a0c1958-e133-4a18-be04-8c55b4000cb0"
/>
- Can't be gold extracted
AI is the same as dolphins
### Space Dolphin event
- Severity: Low/None
- Track: Moderate
Functionally identical to the space carp event, except dolphins don't
pathfind onto station. Shares the same weight and track as said event.
95% of spawns will be dolphins, with a 5% rare manatee.
The announcement message is the same as the space carp event. Reasoning
for this below.
## Why It's Good For The Game
I kept saying this back when I was maintainer, but we severely lack
event variety, both of the environmental and of the regular dangerous
kind. More events make rounds more interesting and diverse, and also
make us feel less like TG by giving our rounds a unique identity. (It
also means that in the future we can have unique storytellers that make
use of the TAG system in a cool way)
Also using meta knowledge on event announcements messes with the entire
paranoia aspect of the game, so this event fills in one possible hole of
"Oh it's space carps" and replaces it with "Shit is it space carps or
dolphins"
I have more stuff planned to expand the event pool, this is just a small
teaser. Next up will be an actual full set of 3-4 themed events of the
*magical variety*. Actual danger included. Probably in a month or
something idk [give me money](https://ko-fi.com/waterpig) to make me
work faster and maybe add an extra event :3 (I'm a sellout)
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
[Screencast_20260121_163640.webm](https://github.com/user-attachments/assets/f2ce7600-007c-420d-8e56-cc17e2a38638)
</details>
## Changelog
🆑
add: Space dolphins and space manatees might make their way to the
station. These silly space mammals are neutral, but might attack carp
they see.
image: Space dolphin and Space manatee icons
balance: Aurora caelus is now a Neutral event instead of a Positive one
inside storyteller
/🆑
## About The Pull Request
Adds a dirty quirk, as requested in a bounty in
https://discord.com/channels/1059199070016655462/1415440129362886727/1415440129362886727.
This quirk does a few things.
1. Walking around, you have a small chance to spread dirt to the floor.
2. If you are barefoot, you track colored footprints that fade out over
7 seconds.
3. If you are attacked, you have a puff of colored, opaque smoke fly off
you. **This cannot be spammed and must be refreshed by digging in
trash.**
4. People around you get a small mood debuff.
5. You get a small examine blurb telling people that you're dirty.
Both the dirt color and flavor text can be customized in the quirk.
If you are cleaned with soap...
1. You scream, flail, and get a -6 mood debuff.
2. **All above effects are disabled.**
3. You can refresh your filth by rummaging in trash
Hygeinebots also always try to clean dirty people.
## Why It's Good For The Game
We have filth goblins on station, and this lets them reflect who they
are mechanically. Its also a small, but minor, way to give janitors just
a bit more things to do - and a small source of conflict where you may
have people running around trying to clean you because god you just
smell so bad.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/6c627e3f-0874-4609-84e8-d7137628ecf1
</details>
## Changelog
🆑
add: Dirty quirk - spreads dirt, makes everyone annoyed at you, defeated
by soap.
/🆑
---------
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request
Makes you able to see one extra tile to the left/right, making it feel
as if you have a wider screen. But you can also keep the original 19x15
if you want.
## Why It's Good For The Game
I feel like it looks better? Less square? Mode modern and widescreen?
idk. I feel like people will generally like this.
If you think it doesn't look better? stick with 19x15, the choice is
yours.
<details>
<summary>Before</summary>
<img width="1258" height="989" alt="afbeelding"
src="https://github.com/user-attachments/assets/3a7b259c-bd22-4fbd-94f5-6257d2c13772"
/>
</details>
<details>
<summary>After</summary>
<img width="1384" height="989" alt="afbeelding"
src="https://github.com/user-attachments/assets/bdebd573-4920-4cc1-b7be-9d99ef961062"
/>
</details>
## Proof Of Testing
With chatbar because someone told me they were worried the chatbox would
be too small with the change
<details>
<summary>After with chatbar</summary>
<img width="1920" height="1080" alt="afbeelding"
src="https://github.com/user-attachments/assets/55ca42ae-391d-4d38-9069-730669f53c9a"
/>
</details>
<details>
<summary>Before with chatbar</summary>
<img width="1919" height="1030" alt="afbeelding"
src="https://github.com/user-attachments/assets/34b443ea-ffaa-49b7-97d4-baef56f67f01"
/>
</details>
## Changelog
🆑
add: There's a new widescreen dropdown within game preferences, letting
you pick between 15x15 (4x3), 19x15 (widescreen), and 21x15 (ultrawide)
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
# About The Pull Request
This PR aims to put the some of the feature set I originally intended
research borgs to have and some quality of life things.
It also includes some small changes for some other modules mostly small
things such as removing names already being defined twice and it moves
some mining borg items into the proper mining borg tech web.
Also research borgs now have their own tech web instead of relying off
other techwebs.
### This PR adds these items to research borgs:
- robotics RCD with proper functionality to fix synths. (Upgrade item
only! Does not allow decon or construction!)
### This PR changes a few grippers:
- Research borg circuit gripper now allows full assembly use
- Research borg Illegal gripper now allows upgrades to be preformed on
other cyborgs (Only obtainable via emag or illegal upgrades!)
## Why It's Good For The Game
I made this PR to allow research cyborgs to have more expanded use for
what their intended purpose is which in my eyes is a support role
allowing them to build machines and gadgets that science builds wile
also preforming some basic tasks, and when malfunctioning becoming a
reliable back bone to the silicons or their subversive for repairs or
upgrades with some of these tasks taking longer than robotics preforming
such tasks.
Other cyborg changes were done to clean up and are some small quality of
life changes that I think I was suggested and research borgs get their
own tech web now because they should of had one in the first place but
for some reason I never made it one.
I've been holding off on this PR for a few months and in that time I've
been deciding if it would be worth to finish it or not and the more I
look and see how things are actually used and the state of research
borgs are in it makes me wonder if players who brought up some of the
original features, I intended this borg module to have, were complaining
out of bad faith or were worried bad faith players would exploit this,
and my response is if players are going to use these items intended for
the research department are used for bad faith as borg, what makes one
think they won't just as a non borg.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
Please note these images were taken few months ago during ice scream day
Card IDs have been removed also!
Normal stock
<img width="587" height="299" alt="dreamseeker_nWLUzOEgdY"
src="https://github.com/user-attachments/assets/6010fc2b-1d07-421a-a85b-5555b3889bbd"
/>
Normal upgraded
<img width="584" height="288" alt="dreamseeker_S4yChSmUFw"
src="https://github.com/user-attachments/assets/c4b0e5d1-92a5-4410-8a2b-1a505fbe833f"
/>
Hacked and upgraded
<img width="584" height="287" alt="dreamseeker_3UtWhSGNig"
src="https://github.com/user-attachments/assets/f3069a8b-48f3-43af-916f-2710d9fae89e"
/>
</details>
## Changelog
🆑
add: Research borg RCD
add: Assembly usage for research borgs
add: Allowing research borg Illegal gripper to apply borg upgrades
balance: Research borg
code: Removed some double name defines
code: Made mining borg items under the mining borg tech web
refactor: Research borg tech web into it's own tech web
/🆑
## About The Pull Request
Allows the cargo export gate to be configured to pay out cargo techs,
customs agents, and the QM based on the preference of the crew.
## Proof of Testing ##
<img width="837" height="664" alt="image"
src="https://github.com/user-attachments/assets/9d5c51a0-99fb-413d-82a2-d9a3530e88b2"
/>
## Why It's Good For The Game
Allows QM and Customs Agent to get a share of the bounty cube tips if
desired.
## Changelog
🆑 LT3
add: Customs agent and quartermaster accounts can receive a share of
export gate payments if desired
/🆑
## About The Pull Request
Cooldown between using of the foam 5s->8s
Range of the foam 5->7
Increased the temperature range in which firebot will not use the foam
Changed color of the foam
## Why It's Good For The Game
Hot Ice Firebots proved to be real good at doing their job, these tweaks
are there to slightly reduce their 'power' and so they don't spam the
foam as much
## Proof Of Testing
<img width="479" height="461" alt="image"
src="https://github.com/user-attachments/assets/53b9a460-9227-4316-a159-41db8cd65f7e"
/>
## Changelog
🆑
balance: Firebots with Hot Ice foam cooldown 5s->8s, range 5->7, changed
color of the foam to reflect the upgrade
/🆑
## About The Pull Request
- Adds a prompt when an admin is removing someone's antagonist datum if
they would like to re-roll for a new antagonist to replace them
- Brings back the Create Antagonist verb
- When creating an antagonist, it tells the admin who was selected
## Why It's Good For The Game
Admin quality of life
## Changelog
🆑 LT3
admin: Admin button in the traitor panel to automatically re-roll
antagonists
admin: Admin create-antagonist verb
admin: Game logs now include what player gets turned into an antagonist
/🆑
## About The Pull Request
The second version of a xenoborg chassis line i've been working on, with
rest, sitting, and belly-up gestures. Requesting pull now because of irl
circumstances. To be improved on in the future if the PR is accepted and
people use them.
## Why It's Good For The Game
More cyborg chassis variety is good.
## Proof Of Testing
<img width="533" height="338" alt="Xenoborg V2"
src="https://github.com/user-attachments/assets/a3ab5816-a60f-4deb-af94-aae215650204"
/>
## Changelog
🆑
add: Added new cyborg sprites for Mining, Cargo, Medical, Service,
Science, Peacekeeper, Engineering, Ninja, and Syndicate Cyborgs.
/🆑
## About The Pull Request
Adds new Firebot variant and new Freon Firefighting Foam
Freon Firefighting Foam works same as Firefighting Foam (like ones in
advanced extingishers) with added beenfit of bringing temperature
down/up to 20C even if there's no fire, it also leaves no plasma stains
on the floor. This foam is not meant to be available to players and used
only by the upgraded Firebot.
You can upgrade standard Firebot by giving it a piece of Hot Ice! Doing
so will make it use it's foam if air temperature is below 18C or above
22C, effectively helping keep corridors at room temperature.
## Why It's Good For The Game
Firebots are rarely given a chance to shine, giving them option to
effectively work as walking space heaters widens their use and
practicality by a lot, especiely on maps like Ice Box notorious for
having their corridors go cold all the time. The upgrade also require
Hot Ice which is an atmos made material made with Freon, that currently
doesn't have many uses, giving atmos techs another way to contribute
with their projects to well being of the station.
## Proof Of Testing
<img width="404" height="216" alt="image"
src="https://github.com/user-attachments/assets/bf2e968e-18c3-495d-8ed7-335daca6fdbb"
/>
<img width="393" height="35" alt="image"
src="https://github.com/user-attachments/assets/0e327489-2360-4c9f-b05b-b26e78ede0af"
/>
<img width="428" height="131" alt="image"
src="https://github.com/user-attachments/assets/bdb0500d-d83c-4880-8c23-0d2b2399f627"
/>
## Changelog
🆑
add: You can upgrade Firebots by giving them Hot Ice. Doing so makes
their foam fix air to room temperature.
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## TL;DR for engineers new/returning to the RB-MK
At T1, the RB-MK2 is cooled openly, like a supermatter. Generally
speaking, the hotter it runs, the more power is generated. The more
power it generates, the hotter it becomes. The gimmick here is that
you're meant to find a sweet spot temperature for your setup and go with
it to maximum power generation.
RB-MK2s melt down when too much power is generated. Melt downs are
(generally) prevented when the safety system is enabled. When safeties
trigger, the reactor does get damaged, which can easily be fixed with a
welder. Sometimes the rod might get stuck if the reactor is too damaged
when safeties are triggered.
If the RB-MK2 melts down, you should immediately decrease power
generation. You can do this by blasting the machine with super cold air
and disabling overclock settings. You can forcibly stop a meltdown by
disabling the RB-MK2 forcibly, but this will cause the machine to suffer
massive damage that may or may not explode violently in your face
depending on the damage of the machine and how far in the meltdown stage
it is.
You should not be turning off safeties or messing with the vent settings
or overclocking it unless you know what you're doing.
You should at most build an RBMK in a small 9x9 circle, with an empty
space for the sniffer. Building too many RB-MK2 units close together
will increase tritium consumption, which in turn increases power
generation and heat generation.
## TL;DR for admins
Expect engineers to immediately melt down the RB-MK2 when they get their
hands on it. Feel free to untm this PR or get a maintainer to un tm this
if this ruins too many rounds (either through bugs or just general
fuckery).
## About The Pull Request
### Major Changes
Nearly every aspect of the RB-MK2 was tweaked in terms of power
generation, heat generation, and tritium consumption. It should be
somewhat balanced now. It is now normal (and intentional) to run the
RB-MK2 hot instead of doing the coldest possible temperature.
Replaces the roundstart station supermatter with an engine selection
beacon. This beacon cannot be moved, and allows you to select the engine
to use for the shift. Currently supported engine types are RB-MK2 and
The Supermatter Crystal (large/standard).
Adds RB-MK2 upgrade disks that can be researched. This can be researched
after energy manipulation. Current upgrades are: Safety Improvements,
Overclock Upgrade, and Auto-Vent upgrade.
Adds RB-MK2 voidouts. RB-MK2 voidouts occur during meltdowns when there
is no tritium left to process. This is a bad thing and you shouldn't do
this. This also fixes the infinite meltdown state bug.
Adds Supermatter interaction with the RB-MK2. You can construct an
RB-MK2 next to a supermatter and fill the fuel canister with
hyper-nobellium (along with tritium for fuel) to directly energize the
supermatter to absurd levels. At least 30 moles of hyper-noblium is
required for this (does not get consumed).
Building too many RB-MK2 units close together will increase tritium
consumption, which in turn increases power generation and heat
generation.
Building too many RB-MK2 units (more than 12) may trigger very negative
events. (Subject to change).
### Minor Changes
RB-MK2 research was moved to the energy manipulation techweb instead of
it having its own node.
You can no longer overclock the RB-MK2 without the Overclock upgrade.
Tweaked the sensitivity/spamminess of the RB-MK2 sniffer.
Improved the sprites of the RB-MK2 sniffer.
## Why It's Good For The Game
RB-MK2 needed code improvements and this PR aims to do this. With bug
fixes added and new features added, this should be worthy of acting as
an alternative to the supermatter.
## Proof Of Testing
Tested engine deployment and cancelation.
Tested normal operations and meltdown operations/fixes/etc.
## Changelog
🆑 BurgerBB
add: Replaces the roundstart station supermatter with an engine
selection beacon. This beacon cannot be moved, and allows you to select
the engine to use for the shift. Currently supported engine types are
RB-MK2 and The Supermatter Crystal (large/standard).
add: Nearly every aspect of the RB-MK2 was tweaked in terms of power
generation, heat generation, and tritium consumption. It should be
somewhat balanced now.
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
Flash protection for Skrell raised from **Sensitive** to **None** in
respect to their other weaknesses. Copper blood color changed to be
_oxidized copper_, teal-ish. More distinct. Issues raised by an
anonymous player and I put together the PR. In the event the flash
protection change is deemed too heavy balance-wise, I'll make changes
here to change the description of Skrell to include their flash
sensitivity, as it is unlisted.
<img width="800" height="416" alt="copper-oxide"
src="https://github.com/user-attachments/assets/f0031948-b1a8-4731-bbcd-522711617537"
/>
There is a fish in the details tab.
<details>

**A porcupine fish in the Andaman Sea**
Diodon hystrix is a species of porcupine fish. These fishes are short
and broad-bodied, with large eyes and spines covering their skin. Like
puffer fishes, they inflate their bodies when threatened.
[https://www.britannica.com/animal/fish](https://www.britannica.com/animal/fish)
</details>
## Why It's Good For The Game
Skrell already have some substantial weaknesses to Brute and Cold
damage. Flash weakness atop that is somewhat silly. Given they're oxygen
breathers, the copper-based blood in their systems would be teal, rather
than copper-colored. More distinct than the previous brown color, makes
the race more interesting.
## Proof Of Testing
I did not test it because TGUI refused to load after I compiled it
(multiple times), which prevented me from using admin tooling or
creating my character. It _should_ work right out of the box, given it's
just minor details changed.
## Changelog
🆑 Bangle
balance: rebalanced something
code: changed some code
/🆑
## About The Pull Request
hemophage feed bloodloss reduction no longer is given always when
feeding, instead it requires a mind (a player who has been inside this
body at some point)
the feed 10+ mood buff for 8 minutes now actually happens for feed when
the fed on target has a mind
plus drinking from monkeys limits you to 560 blood again if you're a
hemophage
## Why It's Good For The Game
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: hemophages again can only drink up to 560 blood from monkeys
fix: hemophages bloodloss reduction debuff is only granted if your
victim has a midn
fix: the feed mood buff is now possible to gain from feeding on people
with a mind
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
Adds kinetic prosthetics! These prosthetics are simple, yet elegant
affairs. Offers a non-robotic alternative to surplus prosthetic limbs
that are nicer looking than peg limbs.
Kinetics:
- Are immune to EMPs
- Attach/detach easily
- Cause no wounds
- Don't hit hard
- Don't allow you to use guns (or anything locked by big hands)
- Have no feeling
- Look nicer than peg limbs.
Available at roundstart (via Augments+) or via cargo crate.
## Why It's Good For The Game
Kinetics provide a simpler alternative to the surplus prosthetic limbs,
that aren't robotic, and are more advanced than peg limbs. Offers a
middle ground between pegs and surplus prosthetics. They're also
available at roundstart and via cargo crate order, unlike peg limbs
which need to be crafted.
More variety is always a nice thing!
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="71" height="72" alt="3f796af75db3578c47279e8d40a24e7b"
src="https://github.com/user-attachments/assets/0e1d30bb-0d9e-4419-9d99-81738d47068d"
/>
<img width="68" height="67" alt="a15f7441914d6a2032160bd9319bba07"
src="https://github.com/user-attachments/assets/647cb95e-6994-4f57-9ecb-eceadd807b8b"
/>
<img width="68" height="70" alt="506d69ae2eb0e5057291a1494c43a4d7"
src="https://github.com/user-attachments/assets/3ce7da3d-7a08-487e-b9cd-ea3d3ca8d408"
/>
<img width="66" height="66" alt="85ad4d9c4d550d1e98050c1a1474630d"
src="https://github.com/user-attachments/assets/3df9f39e-8284-44fe-abc4-cf9f25a33c07"
/>
<br>
<img width="397" height="372" alt="f29384d507fb0dd21faff1769f9db6f3"
src="https://github.com/user-attachments/assets/cb6cbee8-3dc8-4af8-b73d-53eae80bf37e"
/>
<img width="632" height="81" alt="f0b7048ea1c926fbe94eba55923ac1a9"
src="https://github.com/user-attachments/assets/e80f8930-0678-41d7-b859-5e5c5927c480"
/>
</details>
## Changelog
🆑
add: Added new prosthetics: simple kinetic prosthetics! They offer a
middle ground prosthetic between peg limbs and surplus robotics.
add: New options to Augments+ to have roundstart kinetic prosthetics.
add: Kinetic prosthetic limb cargo pack: includes two full sets of
kinetics. Costs 1000cr, needs medical access.
/🆑
---------
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request
Technically, this is also a bugfix for the removed portion of the evil
quirk.
This is a blood colour quirk which aims to create an entirely new
blood_type datum per color-modified base type, and acts as a launching
pad into developing more blood stuff.
As an additional note: In our testing injected blood wouldn't override
the recipient's blood colour. However if this does happen at all in
live, do state such!
## Why It's Good For The Game
Blood colour good? Near-fully custom blood color better?
## Proof Of Testing
oh hey it works now. The three lizards in the video use red blood,
cyan/vox blood, and white/nanite blood respectively.
https://github.com/user-attachments/assets/cec6465f-68de-4c6f-97f4-58061f4f7241
Not rigorously tested, but my process was to only dev the lizard type
then copy to everything else... so it should be fine? Just to show it
should work on blood types with existing compatible_type fields though -
as in, it actually copies the list:
<img width="491" height="260" alt="Screenshot_92"
src="https://github.com/user-attachments/assets/9c257d44-1233-4276-9d88-599e124b2838"
/>
## What We Learnt
Trust our gut. We shouldve replaced it ages ago but thought original
refactorer knew better
## Changelog
🆑
add: blood colour quirk. it's mechanically near-identical to the normal
type.
code: more blood colour presets. yum.
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
## About The Pull Request
Hemophages now vomit blood, and use the same bite Bloodsucker does
(which means they can't talk while feeding, etc)
## Why It's Good For The Game
Hemophages and bloodsuckers are easy to tell apart at a glance, and at
present, the hemophage bite is incredibly weak - in addition, this makes
the bite 'feel' better for hemophage players, as one cannot speak while
feeding, and so on.
## Proof Of Testing
See vampires thread in lore discussion for videos.
## Changelog
🆑
add: Hemophages now vomit blood
add: Hemophages now use Bloodsucker bite
add: Hemophage tumor hibernate action now uses bloodsucker action
background
/🆑
---------
Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
## About The Pull Request
Title.
## Why It's Good For The Game
It's colourable, trait can be used for more. Shaded vamp funny.
- [x] Port basic stuff.
- [x] Weather stuff.
- [x] Vampire stuff.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑 Absolucy, Constellado, theselfish, Arturlang
add: Umbrellas are now gags colourable!
add: Umbrellas protect vampires from the sun.
/🆑
## About The Pull Request
New mermaid inspired sprites for Medical, Engineering and Sci Borg
shells. I want to add more but will likely not have time/motivation
shortly so I'm pushing what I got so far.
## Why It's Good For The Game
We don't have any fish inspired borg sprites.
## Proof Of Testing

## Changelog
🆑 amsy2
add: Adds new Mermaid borg spites for Sci, Medical and Engineering
## About The Pull Request
This PR is a paid commission which adds a new quirk named "Isotropic
Stability", which provides radiation resistance.
Isotropic Stability prevents many of the side effects of radiation from
progressing normally, including mutations, collapsing, vomiting,
paralysis/weakness, and hair loss. The probability for burn splotches is
reduced down to 25%. Toxin damage is increased to 10, but only increases
from continued exposure to dangerous radiation, and the initial 10
points of toxin damage received from becoming irradiated is retained.
<img width="466" height="99" alt="image"
src="https://github.com/user-attachments/assets/72527b09-a41f-45de-a4f8-ed5bed386408"
/>
### Quirk Changes to Radiation Effects
Documented here is a list of the default effects for irradiation, and
the tweaks added by the quirk.
Side Effect|Default|With Quirk
-|-|-
Toxins|2 every 25sec| 10 every 25sec when near radiation.
Burns|11 every 30-60sec|-75% probability added
Hair Loss|7.5% probability every 2sec|None
Vomiting|0.5% probability every 2sec|None
Collapse|0.5% probability every 2sec|None
Mutation|0.5% probability every 2sec|None
### Granular Change List
- Created
`modular_zubbers/code/datums/quirks/positive_quirks/isotropic_stability/isotropic_stability.dm`
with `/datum/quirk/isotropic_stability`.
- Created
`modular_zubbers/code/datums/quirks/positive_quirks/isotropic_stability/irradiated_override.dm`
- Added variable `exposed_to_danger` which is `TRUE` if the mob was
recently exposed to irradiating levels of radiation.
- Added override `/datum/component/irradiated/InheritComponent()` which
sets `exposed_to_danger` to `TRUE` when the mob becomes irradiated more
than once.
- Added `TRAIT_RAD_RESISTANCE`
- Added define to
`code/__DEFINES/~~bubber_defines/traits/declarations.dm`
- Added global to `code/_globalvars/traits/_traits.dm`
- Added global to `code/_globalvars/traits/admin_tooling.dm`
- Edited `code/datums/components/irradiated.dm`
- Added define `RADIATION_TOX_DAMAGE_FROM_QUIRK`
- Added conditional to `/datum/component/irradiated/Initialize()` to
return early if the mob has `TRAIT_IRRADIATED`. Prevents
double-whammies.
- Added conditional to `/datum/component/irradiated/Destroy()` to return
early if the parent mob lacks the component.
- Added conditional to `/datum/component/irradiated/process()` to call
`process_tox_damage()` and return early if the mob has
`TRAIT_RAD_RESISTANCE` and `exposed_to_danger` is `TRUE`. Bypasses
`species.handle_radiation()`, which prevents irradiation from causing
hair loss, vomiting, mutation, and collapsing.
- Added conditional to
`/datum/component/irradiated/proc/process_tox_damage()` to apply 10
toxin damage if the mob has `TRAIT_RAD_RESISTANCE`.
- Added conditional to
`/datum/component/irradiated/proc/give_burn_splotches()` for a 75%
chance to return early if the mob has `TRAIT_RAD_RESISTANCE`.
## Why It's Good For The Game
The quirk allows radiation to be slightly less inconvenient and adds
randomness to its lethality.
Users of the Isotropic Stability quirk have reduced side effects of
becoming irradiated, however active dangerous radiation sources will
still metabolize into toxin damage, and burns may occur more randomly.
The quirk provides a unique and impactful effect which reminds me of
"Ghouls" from Fallout games. Players could design species which are
similarly resistant to radiation, and perform slightly differently in
roles that expose them to dangerous levels of radiation.
Additionally, because of the reduction in side effects, radioactive
foods/drinks such as Nuka Cola are substantially less detrimental to
drink for users of this quirk. Toxin damage from being irradiated will
still increase, but only as long as such substances are in their blood.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="466" height="99" alt="image"
src="https://github.com/user-attachments/assets/c7e66b54-5f03-4a3a-918b-9937628f55cc"
/>
<img width="172" height="163" alt="image"
src="https://github.com/user-attachments/assets/0082b9ab-e331-4227-b719-24e2a7649fe4"
/>
<img width="554" height="65" alt="Screenshot 2025-08-10 174648"
src="https://github.com/user-attachments/assets/e72a980e-f66e-4374-af7c-ebdb1aae0072"
/>
<img width="251" height="208" alt="Screenshot 2025-08-10 174424"
src="https://github.com/user-attachments/assets/e3453314-1417-4a4a-91b8-48be700b09e2"
/>
</details>
## Changelog
🆑
add: Added new Isotropic Stability quirk.
/🆑
## About The Pull Request
Title. About... four extra pixels are shown?
## Why It's Good For The Game
The naga taur sprite only starts really getting crooked a few pixels
down, which means it has a few extra pixels to work with.
Note, it does not look good with jumpsuits - but honestly, what naga
player uses a normal-ass jumpsuit anyway?
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="174" height="84" alt="image"
src="https://github.com/user-attachments/assets/843564e2-93e4-4ec3-b33d-2ad4ab9318e0"
/>
</details>
## Changelog
🆑
add: Nagas now show extra clothing when using incompatible clothes
/🆑
## About The Pull Request
Adds a new category to the crafting menu allowing anyone to create
previously uncraftable flora objects to decorate their
bar/chapel/maintroom creations such as flowers, bushes, ferns and tall
grass.
## Why It's Good For The Game
Several times have the admins been asked to spawn such decorations in
the past, as it stands the only way to be able to get these objects for
you builds is for them to be pre-existing in the map and for you to
painstakingly dig them up one by one, move them and replant them where
you need them.
This PR aims to make these great decorations available to everyone,
letting them create beautiful lush gardens anywhere with only some
minimal botany tools and plants required. It will also incentivize
interacting with hydroponics more, as there will be people asking for
grass and wood. (also adds a use to tower cap longs before you turn them
into sheet wood)
## Proof Of Testing
I compiled the code and the crafting tab shows up as it should and
everything within is craftable.

## Changelog
🆑
add: Added new Gardening Tab in the Crafting Menu
add: New recipes for various existing Flowers/Bushes
/🆑
## About The Pull Request
Adds a new species, lycans. They start as a cursekin, but can transform
between lycan form and cursekin form at will via an action button, with
a three-minute cooldown between swapping forms. **You need to select
ears/tail as a cursekin or your lycan form won't have them. (You can
toggle them off in-game via the show/hide mutant parts verb)** The
secondary mutant color for body color also changes the lycan form body
color.
### Cursekin Form
In cursekin form, you are pretty much comparable to a baseline human,
albeit with far more customization due to opting for mutant colors over
skin tone. At this time, the one notable difference is that your body
will reject any inorganic organs/implants that may be attempted to be
inserted.
### Lycan Form
In lycan form is where you really start to see the differences from a
human, some key differences are:
- You now have built in armor, but, are unable to wear clothes, armour,
or any gear.
- Your punches do damage equivalent to a butcher cleaver (minus AP), but
you cannot use guns.
- You are oversized
- You have night vision and better hearing, but this comes at a cost as
you will take extra damage from flash bangs, on both the eyes and ears
fronts.
- You have chunky fingers and are illiterate.
- You get the hunger increase of vulps.
### To Do:
- [x] Code in all the features outlined by the bounty issuer.
- [x] Polish the code.
- [x] Fix any remaining bugs.
- [x] Have the PR test-merged.
- [x] Fix any new bugs that come up.
- [ ] Full merge.
## Why It's Good For The Game
It's a whole new species with mostly unique mechanics not seen by other
species. The transformation aspect is not seen in any other species
unless you count slimes, and the cybernetic rejection is not used by
other species in this exact way to my knowledge. This lets players play
as a species capable of transforming between two species, which makes
for some interesting possibilities.
## Proof Of Testing
Everything seemed to work on my end.
## Changelog
🆑
add: added a new species, werewolves (and werehumans)
image: added icons for the werewolves from Monkestation
/🆑
---------
Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
"NanoTrasen's newest and boldest solution to whip even the least focused
cargo tech into a real moneymaker, the NanoTrasen Productivity
Enhancement Cube! Made from the venerated MULE chassis and a number of
on-site materials, this revolution in corporate logistics will have crew
begging for more! Complete with such amenities as an internal monitor
and high-quality pressure-resistant polycarbonate, your employees will
feel safe as a baby in this cataclysmically robust cage. (Do not refer
to the NanoTrasen Productivity Enhancement Cube by colloquial names, do
not use with tampered MULEs, do not look directly at the monitors, do
not allow employee to run out of air, do not make direct eye contact
with contained employee, do not use with improperly lawed Artificial
Intelligences, do not throw tomatoes at contained employee, MULE and
oxygen supply sold separately)"
\- NanoTrasen Internal Franchise Pitch for the NanoTrasen Productivity
Enhancement Cube, better known as the **Wage Cage**
I finally finished the Wage Cage, complete with all sorts of
high-quality features, like
- 2 movement sprites
- Custom hat offsets
- Depressed Mothman
- A custom debris sprite
- Being able to powergame hard while still technically being a mothman
- and so much more!
Adds the Wage Cage of amazon infamy as a cargoborg sprite
## Why It's Good For The Game
It is cataclysmically good at improving profit margins in cargo, and
overall employee morale improvement (when combined with tomatoes and
good aim)
## Proof Of Testing
It works, it runs, it shows up fine in game, it doesn't even go
invisible from missing sprites
<details>
<summary>Screenshots/Videos</summary>
<img width="93" height="185" alt="image"
src="https://github.com/user-attachments/assets/ced0c5b0-ee10-42a6-abdd-f75ff0e42330"
/>
<img width="139" height="109" alt="image"
src="https://github.com/user-attachments/assets/c3e03de4-5e89-4c9b-b0fb-549354be5bae"
/>
<img width="77" height="131" alt="image"
src="https://github.com/user-attachments/assets/014c7b38-7068-43d4-9b09-35189c2c32ec"
/>
</details>
## Changelog
🆑
add: Wage Cage
/🆑
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
you can tame monkies, and feeding them the taming stuff makes them no
longer aggressive
todo add commands?
## Why It's Good For The Game
was asked to i guess
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: monkeys are tame-able and feeding them the food they want makes
them not aggressive
/🆑
## About The Pull Request
Title.
A verb is probably not the best way to do it, but also I can't be assed
to find a better solution (an action button is overkill)
## Why It's Good For The Game
Theres so many clothing sprites that would work on taurs, but they dont
have the flag set - and let's be honest, noone is gonna go through every
clothing sprite they see to set the flag. This lets the taur players
decide what works for their sprite.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="167" height="99" alt="image"
src="https://github.com/user-attachments/assets/66acd2dd-4b27-468e-83e3-1541d05b499f"
/>
<img width="93" height="116" alt="image"
src="https://github.com/user-attachments/assets/735dca39-a596-452b-bfc4-f46fc7773219"
/>
</details>
## Changelog
🆑
add: New taur verb that lets you disable/enable taur clothing cropping
/🆑
---------
Co-authored-by: Shadow-Quill <44811257+Shadow-Quill@users.noreply.github.com>
## About The Pull Request
cyborgs, synths, humans, all that? Yeah, we 100hp now. No more 135.
do not merge until the bloodsucker nerfs and blacksmithing nerfs are
here so they don't become WAY beyond powerful
## Why It's Good For The Game
The vast majority of content we get is made with 100hp in mind, there
are a very limited amount of features which are made with more in mind
(bloodsucker, blacksmithing). The skyrat guns are already being removed,
which was one of the main factors on not lowering it. However, batons,
lasers, and even most other crew melee weapons are impacted by this.
Antagonist weapons are in turn affected far less. The higher damage
something does, the less extra hits they'll have to do in order to hit
that same treshold. Some antagonist weapons will require 1 less hit to
crit, but most crew weapons will require 2 (or more) less hits to crit.
Antagonists _ALSO_ routinely get some of the best armor in the game. The
extra HP scales extra hard with them due to this, allowing an otherwise
settled fight to be enough for the antagonist to retreat. Lasers will
once more feel punchy, and in general fights will feel less like they
drag on forever.
Other consequences of this change will be things like batons
stamcritting in 2 hits instead of 3, and the syndicate revolver being
Good Again. (3 shots to crit is a lot more than 2 when you only get 6
shots for 13tc)
tl;dr everything we get from tg is balanced around the 100 threshold,
having more than that fundamentally screws things up, except for the
like- 3 features that are made around 135. One of which is being
removed, the others are being toned down by other players.
## Proof Of Testing
I did test it and the health do be 100 again
<details>
<summary>Screenshots/Videos</summary>
<img width="200" height="223" alt="image"
src="https://github.com/user-attachments/assets/a8e47838-e33a-40c6-b98a-5dec2029be16"
/>
<img width="431" height="157" alt="image"
src="https://github.com/user-attachments/assets/f6808f83-8f8d-4878-b3d9-3c6bc12e5158"
/>
<img width="251" height="32" alt="image"
src="https://github.com/user-attachments/assets/b98fa6a4-6760-4cbe-b6dd-d2541f8cdb9c"
/>
<img width="468" height="184" alt="image"
src="https://github.com/user-attachments/assets/7089be74-49ba-42f8-970b-bfda83b5208c"
/>
</details>
## Changelog
🆑
balance: Reverts human health to 100hp
balance: Reverts sillicon health to 100hp
/🆑
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
This PR removes a bunch of extra, unneeded code related to bilingual by
making it function the same as Linguist, giving an extra language point
in the language menu. Atomized from #4513
## Why It's Good For The Game
Simplifies accessing new languages by making both language quirks work
the same
## Proof Of Testing
<img width="1023" height="683" alt="image"
src="https://github.com/user-attachments/assets/f6fa2389-6f21-409e-871e-5489ae769f3d"
/>
<img width="1036" height="669" alt="image"
src="https://github.com/user-attachments/assets/1e784fef-e47e-4973-b6ba-f22f5e14a018"
/>
## Changelog
🆑 ReturnToZender
add: The Bilingual trait now grants an extra language point.
/🆑
## About The Pull Request
Does as the title says and gives them proper hat offsets now.
## Why It's Good For The Game
As silly as booty hats are, let's stick to them staying on the head.
## Proof Of Testing
It worked on my end, see the attached video below.
<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/7e3c67c5-73ad-44ca-be02-b1465ab3e505
</details>
## Changelog
🆑
fix: fixed Myomer cyborgs wearing hats VERY incorrectly
/🆑
## About The Pull Request
Does as the title says; also fixes
https://github.com/Bubberstation/Bubberstation/issues/4367
## Why It's Good For The Game
"Xenos in xenobiology!!! Wait, that's just Tarkon." gets annoying after
a while.
## Proof Of Testing
I didn't see the Tarkon cameras in the network.
<details>
<summary>Screenshots/Videos</summary>
<img width="1058" height="863" alt="image"
src="https://github.com/user-attachments/assets/dcd93a8e-19d0-448a-af54-7241967568f3"
/>
</details>
## Changelog
🆑
fix: fixed Tarkon cameras not having their own network
/🆑
# To be merged after #4479
## About The Pull Request
Oversized people have very few upsides, their duffelbag slowdown mixed
with their huge sprite size means they are are absurdly vulnerable to
just about any melee fight.
This PR increases their health to 140 from 100.
Or, if this PR is mistakenly merged before #4479 then to 189 from 135?
## Why It's Good For The Game
Balances out the significant downside of oversized.
Makes oversized more roleplay-friendly; someone that big shouldn't be
just as weak as a 4ft catboy.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="481" height="378" alt="image"
src="https://github.com/user-attachments/assets/db61ca76-4b49-449d-abbe-0b4a7cca1dcb"
/>
It's 189 because the other PR hasn't gone through yet. Once it does,
it'll be 140.
</details>
## Changelog
🆑
balance: Oversized people go from 100 to 140 health.
/🆑