## About The Pull Request
Title.
This is actually possibly a bug fix, given a comment in skyrat's
species.dm file. Line 5.
## Why It's Good For The Game
More customization, possible bugfix.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="1097" height="725" alt="image"
src="https://github.com/user-attachments/assets/ea594851-c2cc-4ba1-a838-db91d2e47ece"
/>
</details>
## Changelog
🆑
add: All species can use digi legs
/🆑
## 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
Organizes all the dept/dept. guard jackets into the same subtpe, moves
them from skyrat master_files into modular_zubbers, places them
consistently in the vending machines/garment bags/loadout.
## Why It's Good For The Game
Clean up and consistency of the jackets.
## Changelog
🆑 LT3
fix: Fixed missing textures for the dark medical jacket
add: Department/department guard jackets are now consistent and
available in garment bags, vending machines, and loadouts
/🆑
## About The Pull Request
Partially reverts #4614.
Exploitables, background, and security are now separate.
## Why It's Good For The Game
This was never a good change. Exploitables and sec records hold
completely separate purposes. Sec should not see every single
exploitable node you have, basically. Additionally, some people have
stuff in their exploitables and background they cant access right now.
Exposing them again lets people retrieve them.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="787" height="620" alt="image"
src="https://github.com/user-attachments/assets/b8b464a8-ff4a-40f1-a48f-086c99abb6af"
/>
</details>
## Changelog
🆑
add: Exploitables, background, and security records are now distinct
record fields, instead of being combinced.
/🆑
## 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
I **thought** I added this in #5520, but it turns out I forgot to push
the commit.
This makes the security ID cards red instead of blue.
## Why It's Good For The Game
The red goes with the color theme for security, instead of using the old
blue color.
## Proof Of Testing
Re-using my proof of testing from the last PR as it's the same exact
code, just actually pushed this time.
<details>
<summary>Screenshots/Videos</summary>
<img width="345" height="189" alt="image"
src="https://github.com/user-attachments/assets/8a372ab3-e2a9-49ba-9cbf-abb9eb25c215"
/>
</details>
## Changelog
🆑
fix: Fixed security ID cards being blue -- for real this time.
/🆑
## 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'.
/🆑
<!-- 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 an amount of extra implants for roundstart. Most are not *super*
useful with the exception of a couple.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
This PR would allow for more flavour options for those who have augged
characters. It's kinda difficult to RP having implants if you can't
mechanically HAVE some implants from the get-go. Multiple people have
expressed interest in something like this. There is a severe lack of
Not-Illegal implants that you can acquire relatively early and I wish to
alleviate this.
The implanted recorder may allow for some blackmail strategy if playing
as an antagonist.
Fixes bug with lighter implant.
The blaster is a very shitty dart flinger. The only real benefit is that
it's implanted. You can't move while priming it, same as a rebar
crossbow. 10% chance to jam, 50% chance to unjam.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Proof Of Testing
<img width="377" height="297" alt="image"
src="https://github.com/user-attachments/assets/b5f6b294-bd36-465b-b8a0-4ae5a124da20"
/>
https://github.com/user-attachments/assets/c0448ec2-b595-4b1b-9568-5826d10d0755https://github.com/user-attachments/assets/b871af26-607a-4a94-973f-37c32298a8a7https://github.com/user-attachments/assets/4246f1f5-bde9-4fc9-a3e1-aa0d6e3c41ce
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: Synth charging implant to Markings/Organs so you can choose what
arm it goes in.
add: Various arm implanted items to Markings/Organs. These include; A
seclite, four colour pen and tape recorder.
add: Chest implant; Internal wound analyser. Analyses your own wounds to
get treatment info and make bandaging yourself faster. Does not show any
other info. It's a wound analyser.
add: Roundstart STANDARD nutriment implant. It gets you to 35% nutrition
at most, does not remove negative "I'm Hungry!" moodlet. You will still
need to eat Actual Food. Pay your station chef.
add: Implanted 3 shot Donksoft gun. This is buyable from cargo.
Mechanically operates like a rebar crossbow. Small chance (10%) to jam
just because its funny.
add: New implants to cargo goodies.
add: Manual shield moth eyes to roundstart. Same as the other ones but
moth flavoured. Same weakness to flash as normal moth eyes when shield
is not in use. By virtue of them being cybernetic, they will not heal
over time, same as any others.
add: Invisible version of the civilian HUD implant for roundstart. No
more green eye if you don't want it.
sprite: Added sprite by the wonderful Niim for the donksoft implant.
sprite: Added sprites for the seclite implant in-hand. Stole sprite from
the seclite sprite used when attached to guns for item sprite.
fix: Lighter implant only working for right arm. Whoops.
/🆑
<!-- 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
Incredibly funny that we went this long without but I'm tired of
checking imported prefs manually, so this will ensure when a save file
is loaded it runs through all the alt job titles and makes sure 1. the
job exists and 2. the job has the title specified in the save
## Why It's Good For The Game
Job titles should be consistent
## Proof Of Testing
Hard to get screenshots of but yeah I edited my local save file to have
valid job titles, valid jobs with non-existent titles, and non-existent
jobs, and it properly sanitized the made up ones and kept the real ones
## Changelog
🆑
server: alternate job titles in save files are now validated on load
/🆑
## About The Pull Request
Reverts skyrat's code that makes russian revolver DNR people
## Why It's Good For The Game
I regularly see people on dead chat asking why they can't go back into
their body just for them to be asked with "did you play russian
roulette" to which they respond "yeah and what" and then they find out
that it ghosts you out of the body, i don't know why someone on skyrat
would make it such it ghosts you but they did
## Proof Of Testing
Yes, it in fact let's me get back into the body after i tested it
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
del: Russian revolver no longer makes you DNR after you shoot yourself
/🆑
## 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
Adds a Privacy Policy popup, informing players that we use their data
for CentralHub (ERP CentCom and eventually Statbus).
## Why It's Good For The Game
I don't really want to get slapped with legal.
## Proof Of Testing
See the image below.
<details>
<summary>Screenshots/Videos</summary>
<img width="1011" height="922" alt="image"
src="https://github.com/user-attachments/assets/7c3a3420-815b-45e0-96f9-2d9778b6c7c3"
/>
</details>
## Changelog
🆑
server: Added a Privacy Policy, be sure to read it.
/🆑
<!-- 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
Sometimes, taur clothing didn't display the actually work sprite. This
was most prominent with things like gear harnesses and the like. This
should fix it.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
Bug Bad Fix Good
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Proof Of Testing
this is with the gear harness on and it's not displaying what i wore
prior so??? i think it works?? I can't repro it anymore if anything.
<img width="201" height="170" alt="afbeelding"
src="https://github.com/user-attachments/assets/b8b4349e-1fac-4a20-8116-590851823ec9"
/>
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
fix: Taur legs no longer messes with your clothing's rendering.
/🆑
<!-- 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
Adds a new Fermi chemical, plushmium! This chemical can be poured on a
plush to make it eerily lifelike... Which makes the next person who hugs
it in for a surprise consciousness transference (provided they consent
OOCly via a TGUI popup). This PR also adds cursed plushes, known as
plushlings. While they may look like your average plush, they are known
for their aggressive temperament towards you and other plushes.
**You use the plushmium by splashing it on a plush by right-clicking a
bottle full of plushmium on a plush while on harm intent.**
Plushmium is created with the following reagents:
- Strange Reagent (2 parts)
- Happiness (1 parts)
- Blood (1 parts)
- Laughter (1 parts)
You then must heat it to the optimal temperature: 533K
Keep it between 2 and 5 pH and you will start to create plushmium!
LustWish has also added a single bottle of plushmium in their contraband
section for those who do not feel like asking a chemist.
## Why It's Good For The Game
It is a silly PR allowing for people to RP as living plushies, and gives
some life, literally, to an object that we have oh so many of, and while
I am not personally into it and lewd mechanical interactions do not work
with them and are not planned, but this also allows for and adds more
_spicy_ interactions with plushies if people happen to be into that.
## Proof Of Testing
See the video below.
<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/ff9471d4-e668-4e21-af73-682b81a0e442
</details>
## Changelog
🆑
add: Added a new reagent: Plushmium! Used to bring plushies to life, it
can also be obtained through hacked LustWish vendors.
/🆑
## About The Pull Request
Title.
This new button allows you to change your character entirely, using
either your or the targets character slots. Basically a pocket SAD. You
can target anyone in view, including yourself.
## Why It's Good For The Game
Saucy shit. Seriously though, like, all the TF stuff we have ingame
kinda sucks. Having the ability to just on demand transform someone into
whatever you want it kinda awesome.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/91654b75-0f99-44d2-b8af-ba0a14bdb625
The dying bit just happens with slimes cause they have no heart, cant
think of a fix
</details>
## Changelog
🆑
fix: SAD can now remove organs, such as a taur body, or breasts
add: A new polymorph mode: Character, which allows you to switch your
character at your whim
/🆑
## About The Pull Request
Special thanks to Cato for helping me with decisionmaking and balancing
on this one [in a bunch of things here, but not all.]
This PR changes a lot of things so I will be breaking it up into
numbers.
# 1. Security Vouchers: Primary
Ported from monkestation, securirty no longer starts with a taser, but
instead with two vouchers. A utility and a primary. All sec should get a
utility, the HOS, ~~medic~~ and detective do not get a primary voucher.
The vouchers can be redeemed at the same vendor that you get
flashbangs/cuffs/donuts from.
The choices are:
- The default taser
- The disabler and an energy shoulder holster to pair
- A pepperball gun and a single clip
- A flash-bulb riot shield
Why the change?:
- Warden might not be there to give you your preferred loadout, so even
on lowpop, you get your preferred gear up to some extent. We're not
giving out hellfire lasers here. It adds nothing that couldn't have been
done before, frankly.
- The weapons are availible roundstart already, with the exception of
the pepperball, which was adjusted to match
- More variety in security playstyle, allows sec officers to personalize
and play in (mostly) different ways.
- The disabler, which is the question I always get, is left in due to it
being present in the game as a standalone tool AND some players just
having a preferrence to shoot themselves in the foot, or don't like
fiddling with modes on the go.
The pepperball gun now has a higher shot delay, which is offset by how
the weapon makes or breaks fights by applying item drop, knockdown and
temporary blindness with it's reagent. Pair it with a baton and any
antag who forgot a gas mask just lost.
# 2. Security Vouchers: Utility
The choices are:
- Barrier nades x2
- Stingbangs x2
- Sec laptop, a laptop with relevant programs on it. Lets you view
cameras on the go, among others.
- Justice Helmet
- Donuts
- Weighted Space Law/Corporate Regulations. More on that later.
- Security barrier projector. More on that later.
- A pair of pinpointers, linked with eachother
## Weighted Space Law and Space Law changes:
I'll call it space law but it's corporate regulations ok?
- Space Law actually links you to wiki. Still teaches you legalese, so
just use it more than once to open it.
- Weighted Space Law, otherwise known as Space Law: Collecter's Edition.
With a gold-coloured-metal-plated trim. Allows you to beat people with
space law for 13 damage, a chance to teach them legalese so they can sue
you after, and a funny message. Overall a gimmicky thing for more
interesting interactions.
## Security Projector changes
- Security projector can now CUFF people. Use it as handcuffs to do so.
- The cuffs can be EMP'd away at a 50% chance. Makes sense according to
what they are and it works for their general purpose of "infinite cuffs,
but no cuffs". THE CUFFS FIZZLE OUT IF YOU LEAVE 1 SCREEN OF RANGE. This
is because of the sheer amount of space you can save on cuffs by taking
this 1 item in their stead, with the condition of "if you can keep them
by you until you sit them in their cell.". Worse than cuffs, but a huge
timesaver if you feel confident in your skills as an officer.
# 3. Breaching Hammer Buff
In the current meta, the breaching hammer is dead. Long-gone. Frangible
rounds in shotguns, sawn off or otherwise, are much more worth it than
any amount of cooperated breaching which leads to yourself being shocked
as they are NOT insulated. For that reason, the hammer now takes just 1
person to breach and is resistant to electricity. It's easier to get
than the frangible shotgun, it needs potentially less space counting the
shots, is infinite, can be even used for dealing with insulated things
as security. Simple as. Item revival, way behind meta, or even just
convenience.
## Proof Of Testing
<img width="1409" height="684" alt="aaaaaaaaa"
src="https://github.com/user-attachments/assets/782c23ca-11bb-4ba7-8294-80086af1b134"
/>
<img width="307" height="269" alt="bbbbbbb"
src="https://github.com/user-attachments/assets/8d75a1bb-fb2e-44d8-8338-f22ed6be62da"
/>
<img width="260" height="311" alt="ddddddd"
src="https://github.com/user-attachments/assets/51229031-0a6d-480c-8021-0f57cd8496dc"
/>
<img width="193" height="181" alt="ccccccc"
src="https://github.com/user-attachments/assets/97254655-60f7-4713-9673-bb6b3071d97e"
/>
## Changelog
🆑
add: Security starts with a primary and utility voucher for redemption
in their equipment lathe to make a choice for what they want to use as
their main, nonlethal weapon that round, and a bonus piece of gear on
the side.
add: Corporate Regulations: Collector's Edition, a space law book with
some heft and blunt force to it...
add: Security holobarriers can now additionally create holographic cuffs
around people, which have a chance to disappear when EMP'd, and
disappear if they leave the projector's range of 9 tiles [1 screen]
add: Pepperball magazines now in security vendor, premium section
balance: Pepperball guns fire much slower, fire delay 8
balance: Breaching hammers can be used by 1 person to breach and are now
insulated
fix: Space law books now link our website's space law
/🆑
---------
Co-authored-by: Alexis <catmc8565@gmail.com>
## About The Pull Request
Does as the title says
## Why It's Good For The Game
Lore
## Proof Of Testing
No
## Changelog
🆑
spellcheck: The NRI flag is now the PSC flag in the loadout.
spellcheck: The Moghes flag is now the Tiziran Empire flag in the
loadout.
/🆑
## About The Pull Request
...they never had access? Huh.
Well, this little balance patch does give blueshields access to the
Command Budget, allowing them to buy non-goodie items using Command's
coffers, instead of their own.
## Why It's Good For The Game
The imports tab is about to go with
https://github.com/Bubberstation/Bubberstation/pull/4242, and I suspect
that Blueshields were balanced with the imports tab in mind. A
blueshield can buy all the equipment they need from it (namely, heavy
duty medical kits and other unique healing items such as injectors,
synth meds). The tab allows a blueshield to use command's budget, but
the regular cargo tab... does not.
The command budget always remains unused; most of the time it's only the
blueshields themselves that use it. As there is no request console (and
it doesn't make sense for there to be one), I just gave them proper
access to the command budget.
The funds can't be used to buy guns or other 'goodie' items.
## Proof Of Testing
<img width="800" height="669" alt="image"
src="https://github.com/user-attachments/assets/347afe5f-3c0a-4a0a-b863-44c0bf0dcc7d"
/>
## Changelog
🆑
balance: Blueshields now have proper access to the Command Budget.
/🆑
# 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
Little... balance PR? Bakes in access to the EVA storage and the
Teleporter Room for the Blueshield.
## Why It's Good For The Game
To be honest I'm not sure why the Blueshield has no access to the
teleporter room. The room is a very important, if not fundamental area
of the station, and even the Bridge Assistant has access to it. Many
captains forget to secure the spare teleporter, which generally goes in
the hands of the Blueshield.
I've also given them access to the EVA storage for completeness, and due
to it being, in my opinion, another important room, mostly for materials
and tools to bunker down command if things go awry.
## Proof Of Testing
There is not much to show here, yes, it built without issue.
</details>
## Changelog
🆑
balance: Central Command now grants Blueshields access to the EVA
Storage and Teleporter room.
/🆑
Co-authored-by: Alexis <catmc8565@gmail.com>
## About The Pull Request
As title. I moved the /tg/ toys (dice, plushies, cards) into the Toys
tab (for the longest time they've been in the Others tab). Also
categorised them into Plushies, Cards, Dice, Balls, Art tools.
## Why It's Good For The Game
## Proof Of Testing
<img width="400" alt="image"
src="https://github.com/user-attachments/assets/5f08006f-c096-4b1f-b57f-44987bdf09ce"
/>
</details>
## Changelog
🆑
code: Tidied up the Toys tab in the loadout menu.
/🆑
---------
Co-authored-by: Alexis <catmc8565@gmail.com>
## About The Pull Request
- null all GAGS vars for brass wirecutters as it doesn't use GAGS
- Repath `mothbomb.dmi` so it actually gets deployed with the server
- Generate map icons
- Fix 150+ crafting material parity failures
- Fix airlock lights not working
- Fix certain species missing eyes
## Why It's Good For The Game
Don't like red X
## Proof Of Testing
If this PR is green check then you Know
## About The Pull Request
A poll of players overwhelmingly said that night shift lighting is too
dark at the moment. Raises it a bit.
## Changelog
🆑 LT3
code: Night shift lighting is now a bit brighter
/🆑
## About The Pull Request
I finally got around to going through the list of 'Grab Bag Simple
Mobs', first up on the list is the 'Evil Borgs' which have been renamed
to 'Malf Borgs'. They didn't get any cool new abilities like that one
/tg/ coder does when they re-do mobs, but they're passible now, and not
clogging up the list.
## Why It's Good For The Game
Basic mobs are the future or something.
## Proof Of Testing
They worked when I tested them. I am NOT recording videos of each and
every mob mauling me.
## Changelog
🆑
refactor: Refactored the unused evil borg simple mobs into equally
unused malf borg basic mobs.
/🆑
## About The Pull Request
Title. Porting https://github.com/NovaSector/NovaSector/pull/5020 by
[unit0016](https://github.com/unit0016), an OG. I love them which is why
I shamelessly stole and ported this.
## Why It's Good For The Game
Less piggybacking is good, it also does some... Good...Code... Stuff???
I dunno
## Proof Of Testing
TBD
## Changelog
🆑 LT3, unit0016, OrbisAnima, vinylspiders, Hydrosatan, theSelfish
add: The infinidorms have been rewritten and rethemed significantly,
coming with a handful of new rooms in the process.
fix: Ghost Cafe fishing doesn't affect station lootpools.
fix: Cafe Visitors, like plasmamen and vox get cannisters.
fix: Even if the Ghost Cafe somehow get radios, they won't transmit
anymore. This includes Borgs.
fix: Somehow, multitools returned to Ghost Cafe belts.
del: The not working Vox Box is gone from the Cafe.
code: Instead of being automapped, the Interlink CC office has been
merged into the map.
/🆑
---------
Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
After science researches the Alien Medical tech node, the handheld,
normal sized, Surgical Processor item can be printed at medical lathes.
## Why It's Good For The Game
The surgical processor is already included in the alien surgical arm
implant, so this seems fitting as an alternative way of getting it.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="699" height="556" alt="image"
src="https://github.com/user-attachments/assets/a0eb2f89-c17a-4b34-89db-2ac5cd5ccbda"
/>
</details>
## Changelog
🆑
add: Added the surgical processor to the medical lathe. It is unlocked
with the alien surgery tools research node.
/🆑
## About The Pull Request
I was initially going to put my wall and tile changes into one big pr,
but I've decided to chop them in half here for the sake of getting
things out there. This pr primarily aims at reworking Skyrat's tile
replacements to fit more in line with TG's spriting style.
Update: I've taken the liberty of modifying box a bit since I had to go
in and change some assets that were directly pointing to the old Skyrat
floors dmi. The intention of the additional changes is to simplify some
elements, unify the theming and increase visual clarity.
## Why It's Good For The Game
Skyrat tiles have this style to them, a very specific style that goes
against modern TG spriting sensibilities. The choice to use textured
floors in place of smooth ones has always bothered me. They are visually
noisy and I believe it is a reason why maps like nebula often feel
overwhelming to look at. I aimed to make something in-between, at least
palette wise. The basic floor tiles are ever so slightly softer in color
than tg's, so as to not make them overbearing to look at.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="861" height="451" alt="dreamseeker_Q8H2khkTGH"
src="https://github.com/user-attachments/assets/5989e4c3-5b05-4950-b7a1-ff79334c763e"
/>
<img width="750" height="830" alt="dreamseeker_fuQVxuJfhv"
src="https://github.com/user-attachments/assets/d695f785-58c2-41c5-afb7-66a7560f6b6e"
/>
<img width="649" height="514" alt="dreamseeker_dEkpDV5etW"
src="https://github.com/user-attachments/assets/35daf939-c9c1-472a-92b7-1c3cacaa6e04"
/>
</details>
## Changelog
🆑
image: updated/reworked many Skyrat and TG floor icons
image: various shuttle tiles now have associated stack objects
map: updated box station visuals
map: updated icebox persistence roof visuals
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com>