## About The Pull Request
This fixes the weird fluid output calculation which introduces two
multiplicative factors _mod and _mult that did the same thing which
makes no sense from a VV perspective and which would be the primary
reason to have those variables.
```x * _mod * _mult```
this makes barely any sense and neither of those variables are even used anywhere else in the codebase
It's changed to to
```(x + _mod) * _mult + _flat```
which makes far more sense conceptually. It'll allow future ingame
chemical/item modification to output in a more logical fashion.
The resulting volume is also dependent on reagents.maximum_volume, so
keep that in mind if anyone wanted to VV-edit them. It's messy. That is
probably subject to a future PR which overhauls the system yet again.
It also restores the liquid levels back to what they were in mid-2025,
which was apparently an undiscussed change in #3899 when it was
introduced and it cut liquids in half (which is lovely if you're taking
a break from the game at the time), and not mentioned as a balance
change in the changelog, even. If there are people regularly flooding
the station with no good faith effort to contain their mess (because
they're throwing beakers), that sounds like a moderation issue.
The changes don't touch fluids for breasts, since they already produce
quite a bit at large sizes, and they operate somewhat differently.
Giving them the testicle treatment (moving the calculation to a
different proc) would be a good idea if someone cares enough.
The initialization size caps are also removed - it makes little sense to
have yet another check in here, since the character setup already clamps
sizes to legal (reasonable-ish) values.
I'm not entirely happy with the code pre- and post-change because the
output depends on too many variables, and makes it slightly difficult to
modify them in downstream code. Using the reagent system is a good idea,
but the existing code still depends on internal_fluid_maximum, which is
not part of that system.
## Why It's Good For The Game
The changes allow for easier future modification through items/chemicals
and clean up existing code. Don't kneecap the fun of people who enjoy
liquid play.
## Proof Of Testing
I don't implement changes without testing them.
## Changelog
🆑
balance: Return liquid levels to pre-mid-2025
refactor: Pass on testicle liquid handling
code: Remove redundant genital size caps
/🆑
## About The Pull Request
I have added a new plushie to the game, for Aeri, with custom rubber
sounds. It's the Interdimensional Terrorist Plushie, a toy of
questionable origins with even more questionable uses (that is, as a
lewd item). For this reason, it's treated by the code as one. It has a
clothed and a 'naked' mode. When clothed, it's treated as a regular
plush, when naked, it can be used as a fleshlight. It will however be
hidden if you have erp toys set to off. It can be either bought in the
lustwish vending machine, or in the loadout menu (in the lewd toys
section, not the plush section)
Oh, and it also has a special suicide action, summoning a BSA smite on
your location. The suicide verb is off on our server, so I figured it
would be a funny addition.
## Why It's Good For The Game
Bubberstation has a terrible lack of rubber dolls, doesn't it?
<img width="320" height="320" alt="aeri-export"
src="https://github.com/user-attachments/assets/65a196f6-8243-4e1d-8cf2-159b732c1cfe"
/>
## Proof Of Testing
<img width="816" height="276" alt="image"
src="https://github.com/user-attachments/assets/3b756406-ce38-4e28-b7ca-f855fc64d30d"
/>
<img width="364" height="356" alt="image"
src="https://github.com/user-attachments/assets/f956d3c7-7163-4a2d-9614-41aa53791c69"
/>
</details>
## Changelog
🆑
add: The Interdimensional Terrorist Plushie has crashlanded in your
nearest Lustwish Vendor! a toy of questionable origins with even more
questionable uses.
sound: New lewd rubber/stretch sounds. Currently only used by the new
plush.
/🆑
## 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
This PR addresses a consistency issue with high heels in the game. Some
of them make the "click clack" sound, others do not. I've made it so
that all high heel shoes do the sound, as well as making is so that
latex boots inherit the jackboot parent.
Finally, I've also changed the seamless heels quirk, or rather added the
option to choose the appearance of the shoes, having all loadout high
heel shoes as options.
## Why It's Good For The Game
I am normal.
also consistency.
## Proof Of Testing
<img width="556" height="336" alt="image"
src="https://github.com/user-attachments/assets/a28fcfbf-74fb-419f-bc1f-23fb8c1a4e63"
/>
</details>
## Changelog
🆑
sound: All high heel shoes now make the high heel sound.
add: You can now choose the appearance of the heels when you pick the
seamless heels quirk.
/🆑
## About The Pull Request
Adds the following items to a new subcategory in the Toys category of
the loadout:
- Buttplug
- Corset
- Deprivation Helmet
- Dildo
- Fleshlight
- Hypno Goggles
- Latex Gas Mask
- Leash
- Leather Whip
- MOD Hypnotic Visor Module
- Shibari Ropes
- Strapon
- Venom Milker
I didn't add more than this because I got lazy and didn't wanna do the
rest. Figured this would be a decent spread, but if you hit that like
button, subscribe, and comment down below what YOU want to see next, I
will add it when I get the chance.
Also adds the following clothing items to their respective slots:
- Latex Maid Apron - Misc. Accessories
- Latex Gloves - Gloves
- Stripper Outfit - Under
- Latex Maid Costume - Under
- Ballet Heels - Formal Shoes
- Latex Socks - Shoes
Also fixes a runtime where people starting with the hypnogoggles would
try to unequip the goggles from nothing.
## Why It's Good For The Game
- Provides certain cosmetics for free that you'd otherwise have to pay
for or latejoin and hit the free interlink lustwish for.
- Streamlines ERP by making some items available without having to stop
for supplies.
## Why It's Bad For The Game
- People might get flashbanged by the dildos and stuff while browsing
for toys. If this is something we think we should be concerned about,
I'd need help implementing some sort of hide feature for the tab.
- Increased availability of ERP items will make it easier to be
obnoxious with these items. I have no proposed solution for this.
## Proof Of Testing
<img width="1253" height="622" alt="image"
src="https://github.com/user-attachments/assets/0586f947-90b6-484f-a7ce-439e57a4fced"
/>
## Changelog
🆑
add: 13 Lewd toys and 6 clothes items added to the loadout.
/🆑
## About The Pull Request
It would seem a long time ago someone wanted to make the stripper pole
and pillows move your sprite up when you stood on them and they chose to
implement this with an override to `/mob/living/Move` and an `/atom`
level variable that is only set for 4 types instead of literally any
other way. This code had the side effect of resetting your `pixel_z`
every time you moved which meant if you were carrying someone in
piggyback/fireman carry/taur they'd lose their elevation and snap back
to the center of the tile, this should no longer happen.
## Why It's Good For The Game
Fixes#5059
## Proof Of Testing
Yes
## Changelog
🆑
fix: fixed buckled mob offsets resetting as soon as you moved
/🆑
## About The Pull Request
Adds a new method of removing looping Immovable Rods. You can purchase
it in the contraband section of the Lustwish vendor.. It requires you to
interact with the immovable rod, similar to an RD suplex.
## Why It's Good For The Game
Alternative way of removing immovable rods. It's expensive and a good
alternative to having an RD.
## Proof Of Testing
Fully tested.
## Changelog
🆑 BurgerBB
add: Adds a new method of removing looping Immovable Rods. You can
purchase it in the contraband section of the Lustwish vendor.. It
requires you to interact with the immovable rod, similar to an RD
suplex.
/🆑
## 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
Our modular folders weren't being checked for this lint because the
search directories were defined in a separate var whoops
## Why It's Good For The Game
Syntax that's been deprecated for years should be linted for
## Proof Of Testing
The green check mark will say all
## About The Pull Request
I was surprised to see that no one had ever added a clicker item, so I
decided to take the challenge and tried to add one myself. This little
item can be found in the lustwish vendors. It makes a 'click' sound when
interacted.
The sprite is inspired by the flash, but remade with the lustwish
'theme'.
Dominant characters who use this are also able to 'reward' submissive
characters. The submissive characters will do an emote (which shares the
cooldown with the *snap interaction, that being 10 seconds). They will
also get a tiny mood buff that will last for two minutes, and doesn't
stack.
It works on cyborgs with the submissive module (without the mood buff,
clearly), and cyborgs with the dominant module have access to the toy.
It can be bought from the lustwish vendor.
<img width="400" height="400" alt="clickerpreview"
src="https://github.com/user-attachments/assets/9fbbecb7-74a7-46ed-a049-a33892237857"
/>
## Why It's Good For The Game
We've got an overwhelming amount of untrained bottoms.
## Proof Of Testing
https://github.com/user-attachments/assets/72b15bf2-d468-4e72-ae64-7216a65cc12c
Here's the borg module version.

</details>
## Changelog
🆑
add: Lustwish presents the Clicker! With this you will now finally be
able to train and condition your pets. Visit any Lustwish vendor to buy
your own.
/🆑
---------
Co-authored-by: Alexis <catmc8565@gmail.com>
## About The Pull Request
First PR. All I know is that it works.
Anyway, this PR ports customisable (barefoot) footstep sounds from Nova
Sector. It incorporates the update PRs to the best of my very limited
ability thanks to Artur.
Various high heel footwear items are also updated with the additional
footstep noises for the hell of it, going from 2 possible sounds to 4,
reducing the looping effect.
_Footstep options include:_
- Default
- Shoes (shoe SFX while barefoot)
- Highheels
- Claws (Ian/similar mob SFX)
- Hooves (New SFX added by PR)
Files are distributed a little haphazardly. Some in the modular Zubbers
folder, some in the old skyrat modular folder. I am lazy.
Original PRs code was taken from (credit to https://github.com/Neocloudy
for the first PR on Nova):
1. [https://github.com/NovaSector/NovaSector/pull/3404](url)
2. [https://github.com/NovaSector/NovaSector/pull/4475](url)
3. [https://github.com/NovaSector/NovaSector/pull/6035](url)
## Why It's Good For The Game
I forgor to fill this out. Uhm. Customisation good I guess. Also stops
SLAPPY SLAP HUMAN FLESH FEET NOISES despite being a robot etc.
## Proof Of Testing
https://github.com/user-attachments/assets/aa1227fa-aea5-43f4-87a8-d52f65c752ce
video WAS longer but had to cut significantly
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: Ability to customise barefoot footstep sounds in character
preference menu.
/🆑
---------
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.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
Upped the modules for borgs from 5 to 6 to make it an even number.
Added shrink and expand modules.
## Why It's Good For The Game
Ghost Cafe Changes
## Proof Of Testing
<img width="401" height="209" alt="image"
src="https://github.com/user-attachments/assets/8a8af513-fe72-4657-97c3-8c26a6f09736"
/>
## Changelog
🆑
add: Lustwish has Shrink and Expand Modules
/🆑
## About The Pull Request
Makes the Toggle Arousal verb use mechanical arousal based on the number
a player entered.
## Why It's Good For The Game
- Makes the toggle work with the new arousal flavor text
- Makes it so you don't have to toggle arousal separately for your dick
and balls
- Makes it so that there are no longer two separate kinds of arousal
(mechanical and genital)
- Posting a suggestion in the discord yielded positive results (12 Yes,
1 No)
## Proof Of Testing
Works as intended from what I can tell
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: Toggle Arousal verb now only requires a number to be entered, then
moves your mechanical arousal to the desired value
/🆑
## About The Pull Request
Adds three new small input fields in the Character Lore section.
these are short flavor text for low, medium, and high arousal.
they will show up when being examined while mechnically aroused and both
the examiner and examined have ERP interactions turned on in their
prefs.
Leaving the fields blank also stops any flavor text from showing up for
that arousal level
From what I can tell the implemented feature works fine.
Minor issue remains in that the fields to enter these flavor texts are
ordered a bit weird. If anyone who knows how fix that, please tell me.
## Why It's Good For The Game
Currently, mechanical arousal has either no impact or is annoying and
distracting.
This change hopes to make mechanical arousal actually add to the
roleplay rather than distracting from it.
This should hopefully also make the arousal system actually usable for
other features.
## Proof Of Testing
From what I can tell the implemented feature works fine.
<details>
<summary>Screenshots/Videos</summary>
<img width="991" height="239" alt="image"
src="https://github.com/user-attachments/assets/1bc50e31-7d7b-463d-ba24-491498f2fba0"
/>
<img width="358" height="146" alt="image"
src="https://github.com/user-attachments/assets/ffcabb66-b6d8-4bd3-85b9-d61acd74545a"
/>
<img width="356" height="145" alt="image"
src="https://github.com/user-attachments/assets/a3057d96-6a47-498f-84a3-f4374419f102"
/>
<img width="417" height="145" alt="image"
src="https://github.com/user-attachments/assets/0fcf03d2-b386-4304-b811-05feffabc8c5"
/>
</details>
## Changelog
🆑
add: Added the ability to set short Flavor Text for three levels of
mechanical arousal.
/🆑
## About The Pull Request
This PR returns Ashtongue as it was before for ashwalkers, and gives
Draconic 30% mutual understanding with Ashtongue. The inverse is not
true.
## Why It's Good For The Game
Ashtongue adds a lot to Ashwalker RP by introducing a language barrier
that can be overcome in various ways.
## Proof Of Testing
Compiles
## Changelog
🆑 ReturnToZender
add: Ashtongue returns, with Draconic able to understand 30% of it. The
inverse is not true
add: Ashwalkers can now select Xenocommon, Sylvan, or Draconic as extra
languages
/🆑
## About The Pull Request
I tested this, screenshotted it then completely forgot to save said
screenshot before copying another image. It works, trust me.
## Why It's Good For The Game
They look better smiley face.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑 Sprites by CRUNCH, Porting by TheSelfish.
add: Cigarettes and Cigars are now new and improved. Looking. They still
hurt your lungs.
/🆑
## About The Pull Request
Removes Ashtongue, the language. Ashwalkers speak Draconic again, as TG
design has it.
## Why It's Good For The Game
I beleive TG's design is better than the Skyrat one we inherited.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
del: removed ashtongue
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
Adds a brand new cyborg module to the exofab and lustwish; the borg
obedience module. As a sister module to the dominatrix module, it
functions identically the same, but instead of applying the dominant
aura trait, applies the well trained trait. This also makes it so the
quirk functions on silicons properly.
## Why It's Good For The Game
Some borgs want to have the funny toys but not the dominant aura, or
would prefer to just be able to have access to this trait, even if it
may be a negative one on paper, not to mention it's a bit odd that only
the one side of this two sided quirk is available.
## Proof Of Testing
It compiles, only one dominatrix or obedience module can properly be
used at the same time, borgs react how they should with the quirk.
<details>


<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: Obedience cyborg module added, a sister module to the dominatrix
module that applies the well trained quirk
add: Obedience module available in the lustwish and exofab with the
other utility borg modules
code: Updated the dominant aura quirk to work on well trained silicons
/🆑
## About The Pull Request
This is a completely cursed PR, Y'know the screws plush? You can now use
it... Why? Don't ask me.
<details>
<summary> EXPLICIT CONTENT WARNING!! </summary>
This literally makes the suggested fleshlight on the plush actually work
as one, 'cause funny... it also adds the capability to make others...
'usable'.
</details>
## Why It's Good For The Game
~~More holes...~~
## Proof Of Testing
<details>
<summary>Screenshots/Videos (EXPLICIT CONTENT WARNING)</summary>
<img width="648" height="185" alt="image"
src="https://github.com/user-attachments/assets/b8e6b280-0427-4010-a9d5-0a0d5bc2152e"
/>
</details>
## Changelog
🆑
code: adds cursed functionality to a specific CE plush.
/🆑
---------
Co-authored-by: Alexis <catmc8565@gmail.com>
Most folks seem to like to geek out in Tarkon and do things on their own
pace, so why not let people experiment with the things that you can
achieve with gas mining beacons? Tarkon is a particularly good place for
this, and you have slimmer chances of imposing a bad day upon someone
else but yourself if you somehow manage to screw things up. Yes, Tarkon
already have pre-existing gas miners in each respective gas tank, but
there's a lot of things you can do with some more in enclosed areas.
Basically, this PR merely adds the Port Tarkon atmospherics area to the
whitelist of gas miners.
---------
Co-authored-by: Shadow-Quill <44811257+Shadow-Quill@users.noreply.github.com>
## About The Pull Request
HackMD: https://hackmd.io/@Ssalty/r1wjAgSxll
Ammo removals:
IHDF
Rubber (non-.38, non-shotgun, nukie ones stay since it'd require
overrides. They were never purchasable to begin with.)
Stardust
Magnum
Express
.460 Rowland
.457 Government
MCR magazines
.40 Sol
Hornet's nest
Gun removals:
MCR's
.457 revolver
M4A5
.460 Rowland revolver
CCK
GP-7
R10 revolver
Guns made inaccessible:
NRI guns (including derringer, bobr, plasmas, Miecz)
Sol35 (Tarkon, sol ERT, gateway, adminspawn)
Sol40 (Tarkon, sol ERT, gateway, adminspawn)
Trappiste caliber (wespe, some already adminspawn weapons)
Turret adjustments:
Twin Fang - 4.6x30mm, 2 Second burst delay (40 dmg every 2 seconds vs 30
dmg every 1.5 seconds (old))
Stinger - 4.6x30mm instead of .35, matching damage
Colonist - .45 added instead of sol40, matching damage
Hoplite - Same as above
Armoury:
Armoury spawned MCRs replaced with laser guns and energy guns
SMG's and rifles with WT
If there would be a case with two separate spawns of a WT, the other is
gone.
Breaching shell boxes do not spawn in the armoury (they were capable of
1 shotting a dark mauler I wish I was kidding)
Lathe:
9mm stendo's, AP, HP, INC magazines not availible for print - the 9mm
murphy magazine is. It fits in 9mm firing turrets and the murphy.
## Why It's Good For The Game
Give me like a couple days and I'll fill this out. I doubt anyone who is
already pro-skyrat-gun will change their mind but it's good to
rationalize the decision regardless.
Find this out as in lay it out on paper.
EDIT 1: Adding the first part
# Foreword
This PR is a *draft*. That means a lot of things are subject to change,
a lot of things can be disorganized and a lot of things will be done
unoptimally. Going forwards, do keep in mind, the decision-making
process behind "remove entirely" and "virtually remove" will not be
dependant on us going forwards, as the decision on this matter requires
maintainer input more than any other.
Next, the delay.
I simply am not a machine, neither are other people onboard this
project. With different timezones, it was important to find what isn't
working so I can relay it to people in working hours.
Without further ado,
## The case of the ammo types and workbench
The ammunitions workbench is a machine that provides ammunition into
clips, refilling them. The ammunition workbench is also the source of a
multitude of alternate ammunition types. It has with itself brought
several issues that at least would warrant a rework or heavy
adjustments:
1. Contraband ammunitions. There is no real reason that the entire
security department, or even a single crewmember should be accessing
phasic weapons in the form of printable ammotypes. The argument of "the
pipegun having it" doesn't do it favours, as the way you get it is an 8%
chance on crafting a junk round for a bulky gun and the only way to find
out if you actually have it is checking each shell individually with a
bandolier.
2. Complimentary with the removals. Most use cases for this machine are
refilling the magazines you can order or get alongside your weapons.
This collides with the protolathe, which sources most of our
upstream-based ammunition instead. With the skyrat weapons gone, this
machine becomes redundant. You may claim that it's still useful in
saving on materials, where you would be right! However is it worth to
have and maintain an entirely separate structure, with it's own
mechanics, map placements, etc. to get a benefit equal to 1.6x more bang
for the buck? At the end of the day, splitting ways of getting ammo
across a single room for something so miniscule compared to the bloat it
adds is pointless.
# The weapons, why should they go, one by one.
### RomTech Flechette rifles
Compared to a standard laser gun, which is in all means our baseline of
ranged damage in ss13 - being the default armoury weapon, the default
laser for turrets and default laser for mobs. Better yet, let's compare
it to that and the default ballistic option that we have from TG.
What turns out, is that not only is the romtech carbine faster at
killing than the laser, but also rivals the WT with a split second of
difference in ttk in the favour of the romtech. Let's assume it's human
error and the WT is better TTK wise, just as an experiment. Clearly,
there must be a tradeoff, somewhere, right? One that balances them all
out to be equal weapons in the grand scale of things, contemporaries!
Well, no, not really. Not even close.
The carbine can be folded to fit in bags, that's one thing. The carbine
has more ammo, that's another thing. Bursts are harder to dodge than
series shots since they cover more perpendicular ground when attempting
to dodge projectiles, as is staple for ss13 combat. Burst weapons are
advantageous in applying more damage quicker, as you can see on the
videos - and initial damage, an alpha strike, applies movement slowdown,
ensuring future projectiles connect easier and the target cannot run.
It might be a coincidence that the only /tg/ derived weapons that fire
burst are adminspawn ERT or the Nukie weapons.
But it doesn't end here, no, the RomTech's ammunition alone would
warrant a complete overhaul if not a removal.
**steel ball**
<p>
Takes 9 shots to stamcrit, deals mixed damage - further increasing the
amount of slowdown applied, and not only is it MUCH faster at
stamcritting than a disabler is, it also leaves the target with 70
damage. Over half their healthbar. Severely overtuned with little
counterplay availible, alpha strike monster that is better at disabling
than disablers and better at stopping people dead in their tracks than
rifles, and if you look at our anti-stun, we have less than ever on
antagonists with Adrenal implants gone, Adreanaline Glands reworked,
etc, etc...
</p>
**Penetrator**
NT's answer to armour!
The penetrator has 60 AP and otherwise the same damage as the AP WT
rifle. Meaning it's a straight upgrade. Meaning this weapon invalidates
it's predecessor whilst being orderable roundstart, and not only that,
but it can fully ignore elite modsuits on nukeops. Not every mechanic
has to have a counter, there's no direct counter to someone healing
after a fight, there is no direct counter to having multiple shots, and
there shouldn't be a full nullification of armour for such a low cost.
There shouldn't be one for a crew that can mass produce these, ever.
**Magnesium**
Arguably fine, 12 firestacks per shot is still quite insane for a lower
chance of friendly fire compared to original incediary hot turfs,
**Ripper**
Steel ball, but even worse. They don't embed a single time, ***this
embeds every time***. It takes several seconds to take out. Actually,
let's compare this gun's bullets to ninja stars.
- 2 times the embed chance at 200 vs 100
- 8 times the jostle chance at 80 vs 10
- Comparable fall chance, at 1 vs 0
- More pain stam pct, at 0.9 vs 0.8, meaning more stamina damage
- More pain chance, at 70 vs 15
- Less pain modifier, at 2 vs 5
- Takes longer to take out, 5 seconds vs 3
- Jostling pain is the same
### One problem. There's three of those fired per burst, cannot be
caught either. And the armour pen is the same.
in conclusion, every aspect of this gun is unhealthy for the game, from
it's gimmick, to it's execution, to it's stats, to it's ammo, to it's
consistency, to it's firing mode, to it being able to be currently worn
on sec belts along disablers - up to 4, if I remember correct.
No reworks. It has to go.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
del: Removed breaching slugs from crew (not to be confused with
frangible. These ones 1 shot mechs)
del: Removed MCR, .457 revolver, .460 Rowland revolver, GP-7, R10
revolver, M4A5, and their associated ammo types.
del: Removed ammunition types: IHDF, rubber variants excluding
.38/shotgun/nukie, stardust, magnum, express, hornet's nest
del: Made most NRI guns (Miecz, plasma pistol, plasma thrower, bobr,
derringer) and Sol 35/40 (Tarkon, ERT, gateway, adminspawn) inaccessible
to crew, kept for ERT/Gateway/Flavour/Admin reasons
balance: Turrets which use a removed calibre have been adjusted into
either that of the WT's, Ceres (still printable) or 9mm.
balance: WT's replace missing sindanos across armouries, laser guns and
eguns replace the missing MCR's.
/🆑
---------
Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
## About The Pull Request
Adds a new 0 Points quirk that injects people with ERP poisons, moving
them from Venomous Bite to it.
<img width="478" height="223" alt="image"
src="https://github.com/user-attachments/assets/51a685bc-4674-43ec-b95d-53407f0c0411"
/>
<img width="469" height="241" alt="image"
src="https://github.com/user-attachments/assets/f155d7a0-2ceb-4d1c-a13d-2c07da9c64a5"
/>
<img width="217" height="230" alt="image"
src="https://github.com/user-attachments/assets/7f769484-eda3-4a66-8560-5bb52dc5a8bd"
/>
Links the Venom Milker over to this quirk.
Links Aphro-Biting to the Aphrodisiac preference, and logs its usage.
<img width="679" height="68" alt="image"
src="https://github.com/user-attachments/assets/29b819be-398a-4bd8-8d75-3aa0c3eb9931"
/>
Frankly, I have no attachment over the sprite or name/descriptions, feel
free to change to something more proper.
First PR here! Tell me if I've majorly fucked something up.
## Why It's Good For The Game
I've seen people mention it was weird a Mechanical Quirk had ERP
options, especially for such a steep point cost, I agree. Separating
them fixes it, giving each quirk its own niche and usage.
## Proof Of Testing
See above, compiles.
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑 sunnyaries
add: added a new quirk "Aphrodisiacal Bite", and moved ERP chems from
"Venomous Bite" to it.
/🆑
---------
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request
So this will now allow people to make and select chems to be processable
by proteans, and whats the best way to ensure it works? By processing
lewd chems of course!
## Why It's Good For The Game
Giving proteans a way to process things in the future good. (I also want
to use lewd chems on Fyrefly)
## Proof Of Testing
Chems Processing - https://imgur.com/an2bhsE
The Liver - https://imgur.com/aUvwUyd
</details>
## Changelog
🆑
code: Proteans have a processing define!
add: Proteans can process lewd chems!
add: Proteans get a "Liver" in the form of a Reagent Catalyst!
/🆑
---------
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
## About The Pull Request
Adds a MOD remote module that can control a modsuit remotely.
## Why It's Good For The Game
Eventually I want to transition Proteans to this system where you access
all your abilities via the UI of your modsuit. But I think it'll be fun
to allow these interactions with all mods and a framework to expand on
it.
## Proof Of Testing
<img width="686" height="379" alt="image"
src="https://github.com/user-attachments/assets/fe83beb8-4c99-45be-a19e-77b6bdfaa856"
/>

## Changelog
🆑
add: MODsuit Remote Module that allows you to remotely control other
people's modsuits
/🆑
## About The Pull Request
A few months ago action buttons were refactored so that you set a var,
`action_slots`, that controls what slots an item needs to be equipped
into to grant the associated action buttons, it defaults to whatever
slots the clothing occupies. We have a few items that work a little
differently or explicitly block using the action button when equipped,
so adding `ITEM_SLOT_HANDS` to their `action_slots` was necessary.
## Why It's Good For The Game
Fixes items that were broken
## Proof Of Testing
Yes
## Changelog
🆑
fix: fixed the latex gasmask, deprivation helmet, and double-ended dildo
not properly granting associated action buttons when held
/🆑
## About The Pull Request
Sprites by Toriate, commissioned by me
- This adds a new modsuit theme based off the standard modsuit which you
can aquire the plate theme for from the lustwish. (You still need a
modsuit to construct it with)
- A modsuit version of the hypno googles
- Added to entombed.
## Why It's Good For The Game
I think people will find this fun
## Proof Of Testing
<img width="220" height="258" alt="image"
src="https://github.com/user-attachments/assets/e8a3cbe1-d1c0-4999-a26f-749fca58b41d"
/>

## Changelog
🆑
add: New modsuit: Lustwish. You can aquire its construction plate from
the lustwish or the loadout
add: New entombed theme: Lustwish
/🆑
## About The Pull Request
prevent premium robo kits from storing normal sized, reduces total
storage to 12 * 2 & make all skyrat pouches bulky
## Why It's Good For The Game
currently you can store pouches in backpacks meaning you can fit normal
sized items in (some) pouches, same deal with the robo kit, and while it
is comparable to the surgical medkit, it it can store 12*3=36 total
storage in w_class of items, vs the surgery medkits 24, then, haha.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: Premium robo repair kits can only hold small items now and hold
24 w_class worth of items and costs 900 to account for this removal, as
it still contains cargo-order items
balance: All skyrat pouches are now bulky.
/🆑
## About The Pull Request
As you know, every ss13 spessman is a system of beakers connected with
tubes; usually 2. This PR adds to that;
The genital organs used to operate on snowflake shitcode that was
basically trying to replicate the reagent system while not really doing
it, and not even being used. This PR aims to make the genitals (which
for some reason include breasts, don't ask) actually use normal reagent
code, and lays the groundwork for further PRs implementing
species-specific and perhaps quirk-selected functionality.
From the player side; you won't notice that much changing other than how
much you cum into beakers and some arousal tweaks (mostly removing the
really dumb stuff) - the only major feature is that you can cum into
someone's mouth.
## Why It's Good For The Game
shitcode = bad, more robust functionality = good
the whole pr mostly exists to enable other stuff down the line
## Proof Of Testing
I did test it on localhost, seems to be working fine
## Changelog
🆑
add: cumming into someone's mouth actually makes them ingest cum
code: orgasm and arousal tweaks
code: completely changed how organs/genital work under the hood, now
actually uses reagent system
/🆑
---------
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request
- Fixes https://github.com/Bubberstation/Bubberstation/issues/3909
- Removes two redundant lines in the lists
- Makes one line into two lines for better readability
## Why It's Good For The Game
Bugs are bad, and code being readable is good.
## Proof Of Testing
Worked on my localhost.
## Changelog
🆑
fix: fixed crusader belts spawning without the storage pouch
/🆑
## About The Pull Request
Used a script to find all duplicate sound files, consolidate them all
down to a single file and move it into the `modular_zubbers` structure,
update code as needed
## Why It's Good For The Game
Smaller repo
## Proof Of Testing
If it compiles it works
## Changelog
🆑
sound: cleaned up duplicate sound files in the repo
/🆑