## 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'.
/🆑
## About The Pull Request
Title.
Introduces a new bow and 2 new arrows: The hardlight bow, and the
blunt/taser arrows.
You can acquire these items via a new primary security voucher. This kit
gives you one bow, one quiver with 9 blunt and 1 taser, a hatchet, and a
book that teaches you how to build these arrows. **You do not gain the
ability to craft lethal arrows roundstart. You have to order the book
from cargo.**
You can also order a kit of 2 quivers and 2 bows from cargo. The quivers
have a mix of lethal and nonlethal arrows. They cost a little less than
a crate of 3 laser guns, so this is generally a suboptimal choice.
## The bow
Like all bows, it is bulky, and fits only in suit storage. Unlike other
bows, it is not weak against armor, and can cause wounds. It is a
hardlight bow - its string is made out of energy. You can obtain this
bow via a voucher or cargo. The bow itself is also an appreciable
weapon, doing 11 blunt damage (this is prone to change on review - this
was inherited from the base bow).
## The arrows
### Blunt
The blunt arrow is the simplest arrow. 35 stamina, 5 brute, 3 hits to
down. Craftable the same way a normal arrow is. Reusable. Causes
dislocations if fired in close quarters.
### Taser
You only spawn with one taser arrow roundstart. 5 stamina guaranteed, 40
and knockdown if the target isnt electrically insulated. Not reusable.
Craftable like a normal arrow, but with a igniter, cable, and a cell.
**This recipe is prone to change on review, as I feel it might be a bit
easy to make for its power, but I dont know what to add to make it
truely expensive.**
Both of these arrows can only be crafted if you have the fletching book,
or an arrow to convert.
This PR also locks bronze arrows to ashies and hearthkin exclusively, as
they are too powerful for their ease of crafting. Upgrading your arrows
to bone should take time and effort.
## Why It's Good For The Game
Well, A, I have a character that does bowsec, and as it stands, its
kinda useless. The arrows are too weak and fail on all armor. Bronze
arrows do THREE DAMAGE on a redsuit. THREE.
B., it adds a fairly unique way to play ranged security. Bows just -
function differently. You have to load each arrow manually, pick up your
dropped arrows, and deal with a relatively choked quiver (if you want to
deal with the quiver at all). You also have to craft your own arrows,
seek out another fletching book for lethal arrows... its a more involved
playstyle if you really want to go full bowman.
C. Flavor. Some characters. like my own, prefer more... traditional
methods of dealing with people. Bows, spears, cudgels, clubs.
I should note, this kit will be somewhat underpowered in actual combat.
Running around, trying to load your bow while under fire, is very
difficult, especially because the disabler generally has a higher DPS
anyway. I do think thats fine, as it is more of a sidegrade in the same
way the pepperball is, but if maintainers request, I could possibly
increase the damage this bow deals or some variation to make it worth
using.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="1879" height="526" alt="image"
src="https://github.com/user-attachments/assets/91ab9832-cc2d-4355-ad85-654611c8c66d"
/>
https://github.com/user-attachments/assets/d2697261-2b13-4f4e-9288-4a1a2fe1d134
</details>
## Changelog
🆑
add: A new security voucher - the archery kit, that gives you a bow that
penetrates armor and causes wounds, as well as some less-lethal arrows
add: An armory cargo order with two powerful bows and quivers with
lethal and nonlethal arrows
add: Two new less-lethal arrows craftable via the fletching book and
blacksmithing
balance: Bronze arrows can now only be crafted by ashies and hearthkin
/🆑
## About The Pull Request
Ghost cafe fix. Adding allow_custom_character to our ghost cafe because
TG checking for it and removed user.started_as_observer check - everyone
can set it to true by observing after respawn anyways. And now
explicitly allowing custom characters for roundstart ghost spawners.
## Why It's Good For The Game
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
Spawned me with my prefs now. And tarkon works too, just for example
<img width="476" height="333" alt="image"
src="https://github.com/user-attachments/assets/dde2309c-3568-4d90-a6b1-3c3224888a65"
/>
<img width="887" height="692" alt="image"
src="https://github.com/user-attachments/assets/440298d5-79d4-4c16-9775-d55389437e94"
/>
</details>
## Changelog
🆑
fix: Fixed ghost cafe because I couldnt ERP once
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
Part one of porting Nova Drip. The gags stuff. After this I might do the
camo outfits, but I really want
https://github.com/tgstation/tgstation/pull/93312 to get merged first.
<img width="466" height="586" alt="image"
src="https://github.com/user-attachments/assets/3e00070d-12d1-4cbf-b428-91577f2c6f11"
/>
## Why It's Good For The Game
Drip good. Syndis getting medals is cool.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑 OriontheFox, RealWinterFox, Compass by Jamie Lidell and that one
Star Wars Scene
add: More cosmetic medals have been added. Wahoo, yippie!!
add: Changed NTR and Blueshield to wear new medals roundstart.
add: Syndi Admirals can now give out medals. Agents have to buy them.
add: GalFed 911 now have medals on. Cosmetic only.
code: Moves Comdrobe to the vending folder.
/🆑
---------
Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
## About The Pull Request
Persistence is supposed to be a cybersun front but it still uses
interdyne comms. Lets fix that and add interdyne comms as an emergency
comms chip.
Additionally, this PR disables the icemoon automapper as we have been
having consistent issues with missing roofs. This is hopefully a
temporary fix until a better solution can be found.
Lastly, reworks engineering a bit to add one more construction spot and
make the utilities room a bit easier to notice so water actually gets
set up. Also expands table space in the kitchen as that was one of the
more desired features.
## Why It's Good For The Game
I love not having holes in the roof. Also flavor on the comms as we are
supposed to be a cybersun front.
## Proof Of Testing
<details><summary>Screen caps from testing</summary>






</details>
## Changelog
🆑
add: Persistence now has cybersun comms (It's literally just renamed
persistence comms)
add: Persistence can now produce interdyne comms in an emergency using
an interdyne comms chips
fix: Persistence no longer has 4 safes on one tile
fix: Persistence no longer has a turret that shoots out a window in the
prison
fix: Persistence no longer has a null telecomms server, also atmos works
fix: Renamed syndicate_exofab to syndicate exofab in the circuit printer
fix: Renamed cybersun channel no longer outputs to the uplink channel
fix: Reverts automapper placement of persistence on icemoon and returns
to
map: slightly revamped the Persistence kitchen.
map: condensed the utility area of persistence and added a cycling
airlock plus one more 3x3 construction area.
map: toned down some of the roundstart persistence equipment that can be
acquired through other relatively easy means such as cargo.
/🆑
---------
Co-authored-by: Otome <darkwolfinsanity@gmail.com>
## About The Pull Request
What it says on the tin. These gun cases can be used to store a massive
amount of ammo.
## Why It's Good For The Game
Hitting the ammo economy of ballistic weapons approaching the removal,
feel like this is a small change that will have a big impact.
## Proof Of Testing
Compiles, currently testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑 ReturnToZender
balance: Cargo-ordered weapons no longer come in gun cases. Gun cases
are now bulky, and cannot fit in backpacks.
del: Armadyne corporate security no longer come with Wespe cases on top
of their issued guns
del: DS-2 Mining Officer (not the Persistence, DS-2) no longer has a
Makarov.
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
# This is the 1st commit message:
goofsec hud
# This is the commit message #2:
the sensible tgui errors
# This is the commit message #3:
Gets it to compile
# This is the commit message #4:
Fixes all extra runtimes
# This is the commit message #5:
TGUI Fixes 1
# This is the commit message #6:
Removes open dream check
# This is the commit message #7:
Ticked file enforcement
# This is the commit message #8:
A very harsh way to fix potential missing icons
# This is the commit message #9:
Wipes all the errorneously included files
# This is the commit message #10:
fixes missing_icons fully
# This is the commit message #11:
some extra ci fixes before I forget
# This is the commit message #12:
WHAT THE FUCK
# This is the commit message #13:
really?
# This is the commit message #14:
bye waffles
# This is the commit message #15:
hooray
* Tarkon and Charlie QoL
Some basic QoL to a few ghost rolls
* Update port_tarkon.dmm
* Update port_tarkon.dmm
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
* Update settings.json
* a DS-2 buff that I want and need
* Update command.dm
* the seperate files
* a hard ds2 buff
* the DS-2 buff nobody asked for but I want to have
* C20r
* Refactors mind language holders into non-existent, fixes new languages being deleted on species swap + tests
* Fixing merge conflicts
* don't forget to ctrl+s!
* Another forgotten file
* urgh
* gets rid of vestiges of update_atom_languages()
and mind language holders
* No longer needed
* Fixes some modular grant_language calls
* Deprecated code
* This was up here before..
* Fixes failing unit tests, refactors silverscale lizards language a bit removing the need for skyrat edits
Removes some no longer needed code
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
* initial - adds head .dmi files
* mush cap was moved to costume forever ago but not the links
* Move all the helmet links to the new .dmis
* add muzzled variant to hecksuit
* this icon was an actual mess im just gonna toss it
* Remove dupe black fedora, swap brown to use detective sprite with no candycorn
* remove practically unused fallout enclave hats
arent these guys fascists or nazis or something?
* remove beret, replace it with a gags equivalent
this one is even armored, so
* deletes an ass load of old icons + a missed obj icon
* you werent supposed to see that.
* it'd probably help if these linked to the right file
* remove empty sprite state
* remove hidesnout from riot helmet, add snouted var to DS2 SWAT
* Fix CI
* a single fucking "
* these single letters are ruining me
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Remove HoS's redsec skirt from their locker
Redsec is dead.
* Fixes missing repaths to hos/cap and other related tweaks
TG repathed these, which means now we don't need to worry about reskinning applying to the beret! We should probably make sure to use the new type tho...
* remove dupe hop coat from garmentbag
* update the single hos cap path on modular interdyne
* more missed cap paths and removes now-redundant beret flag
The base-type has the flag which covers the beret
* Fixes syndicate ghost roles not spawning with codespeak language
* Fixes related NRI issues as well while we're at it
* Fixes a couple issue and adds the new naming scheme
* Phonetic alphabet numbers, fixes trailing space in formatting
* change to NATO numbers rather than phonetic
* final quality sweep
* moved this into the proper place
* Removes the no longer in use 'rank' var
* fixes a runtime
* Update modular_skyrat/master_files/code/modules/mob_spawn/mob_spawn.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Fixes a mistake
* refactor outfit paths
* Doc
* Fixes ashwalkers sometimes spawning without language
* Removes the need for post_transfer_prefs for languages and fixes language prefs not being applied correctly due to a bug
Fixes another bug - the innate language (common) was always being applied when a new mob was spawned on the station, but interestingly it works fine for ghost roles.
My solution to ensure that things are always set up correctly is to use the proc 'adjust_language_to_prefs' to do just that, and call it at the highest level after a mob spawns.
This fixes the bug that was making it so that even if you deselected common from language prefs you'd still get it no matter what. Which honestly I am still fuzzy on the precise cause of because of how much coupling there is between mind code, language holders, and spawning new mobs. The logic of this code is absolutely mental and rather than try to weave things into functions it seems best to just do this instead. Less prone to breakage that way.
* Update modular_skyrat/master_files/code/modules/client/preferences/middleware/languages.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Suggestions
* A more fitting description for this var
* Modifies language perk tooltips to better fit the codebase, refactors do_not_sanitize into a whitelist instead that can be configured for species
The Ashwalker tooltip inaccurately listed common as a language they were able to speak. Also slightly changed the wording of the rest of the tooltips to reflect the fact it is possible to disable a species' native tongue via prefs.
Refactored the 'do_not_sanitize' var to use a whitelist instead, allowing for more reliable sanitizing and also more configuration for new species to have such features.
* rephrasing
---------
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* adds atmospheric gloves, small resprite of firefighter gear, repaths stupid glove paths (#72736)
repaths a lot of gloves off /color because they were incredibly stupid
firefighter gear has gotten an update (it doesnt cover hands anymore
though, you need something else)
firefighter helmets no longer hide your mask or glasses

fixed engine goggles starting with darkness vision
to the atmos lockers adds atmospheric gloves, a pair of thick (chunky
fingers) gloves that are fireproof and fire protective, slightly shock
resistant and let you fireman carry people faster.
atmospheric firefighter helmets now are a subtype of welding hardhats,
you can enable a welding visor.
welding hardhats change mode with right click instead of altclick
im not a good spriter but i think this resprite makes them fit nicer
with other engi equipment
lets me firefighter rp
🆑
add: Atmospheric Gloves, thick gloves that are fully fireproof and fire
protective and let you fireman carry people faster.
fix: fixes engine goggles starting with darkness vision
qol: firefighter helmets can now enable a welding visor
qol: welding hardhats change mode with right click instead of altclick
balance: firesuits no longer protect your hands
/🆑
* Makes shit compile
* Updates the digi and snouted stuff to match the new sprites (thanks Halcyon!)
* Fixes a whole ton more issues that popped up
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Atmospheric machineries now interact with each other directly, rather than going through a radio layer -- saves about 0.4s of init time
* updatescript maps
* Merge conflicts
* Tarkon atmos
* tick file
* that file was supposed to be removed
* tarkon cringe
* tarkon tweaks after testing
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* color_digi file shiz
* Trekk
* misc (hate) (setup, no items included)
* move corset to underwear
* segregation (no ERP!!)
* fuck u
* I got sidetracked and am moving new stuff to new branch
* NYI Prey suit/prisoner to costume, harness/overall/tac to Misc
* util uniform to Civilian
* classic prisoner jump
* move gear harnesses, tac_s to MISC file (i hate this file)
* fuck it, all into Misc
* mechanic need subbtype
* conflict replacenent
* why tf did this build correctly
* finale fixes
* The shit
* Forgor Teshari
* spellcheck
* that's not supposed to be there.
* updates turtleneck colors to something much nicer.
Thanks Viro.
* obj sprites
* addresses reviews
changes spelling and whatnot, changes dogfashion to null on the cap, even if you'll probably never get a corgi. Makes the MAA gloves available in code, but not collectable at all.
* sprite updates
* GAGS most radio encryption keys (#69104)
* the radio star
* I think it's funny that I've had the same contrast problem on all of my GAGS PRS
* oops forgot to make the RD's key unique
* fine
* what if I said please
* swaps translation key to be in line with the other new ones
* GAGS most radio encryption keys
* Fixes our modular encryption keys as well!
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Test 1
* Actual test 1
* floor clean up
* Minor Adjustments
* womp womp
* Cleanup of the template.
* defcon 4 complete?
* Defcon 4 was NOT complete.
* Defcon 5-3 touchups
* Defcon 2 The broken veil
* shootles and replacing them
* Hnmmn
* i hate active turfs
* Touchups
* beep boop wall go bloop
* LINTERS GO BRRRRRRRRR
* BackPackening
* moved toml file
* fixes and touchups
* please fix for the love of god
* Manual revert of last one
* CI Fix check 1
* Dirt Halfing, Cell Charging and PACMAN DeShittening
* access fix
* Why were access revamped?
* I HATE REVAMPS I HATE REVAMPS I HATE REVAMPS I HATE REVAMPS I HATE REVAM
* IHATEMISCLICKSIHATEMISCLICKSIHATEMISCLICKSIHATEMISCLICKSIHATEMISCLICKS
* NIGHTMARENIGHTMARENIGHTMARENIGHTMARENIGHTMARENIGHTMARENIGHTMARENIGHTMARE
* ok genuinely, i didnt know we had one. it wasn't where i was looking.
* YOU GET A REFACTOR, YOU GET A REFACTOR, YOU ALL GET A REFACTOR! AAAAAAAA
* minor (but good) change to get the checks to redo
* Future proofing for TarkOnIce
* AAAAAAAAAAA taking out a slash AAAAAAAAAAAA
* My brain is so big its creating its own gravity and squashing itself.
* BIG BRAIN