Commit Graph
167 Commits
Author SHA1 Message Date
KateAnbolhoandGitHub 92e815f02f Adds multiple "new" PSC guns to cargo, nerfs the Wylom significantly. (#5636)
## About The Pull Request

This PR adds more imported PSC gear to cargo, for a price. This also
adds the .310 ammo box back into cargo goodies. Funny.

## Why It's Good For The Game

We have these guns in the code and sprites available, why not use them
to have a little fun? The Lanca's at par with the Sahnko in all honesty,
the delay making it slightly worse.

However. The elephant in the room, the Wylom. 

The Wylom has been nerfed pretty seriously, the entire magazine no
longer capable of killing an individual unless they're robotic.
This leans in to not just the description that talks more about how the
weapon was pushed from service due to overpenetration issues, while also
filling the niche of an actually functional anti-mech and anti-material
weapon that isn't just a frangible slug.

The Wylom is also hilariously expensive, while the lanca is about
average for a quirky firearm.


## Proof Of Testing

<img width="430" height="396" alt="image"
src="https://github.com/user-attachments/assets/f71d0f9d-e9bd-4833-9d87-2ca69f9da4b0"
/>

<img width="461" height="414" alt="image"
src="https://github.com/user-attachments/assets/ab326bcb-c2d2-4436-bc52-e6695e261808"
/>


## Changelog
🆑
add: Adds two new PSC guns to cargo, the Lanca and Wylom. You gotta
modify your console first, though. Also you can buy spare lanca mags.
add: Re-adds the .310 ammo box back to goodies
balance: Tweaks how the .60 Strela ammunition type does damage, removing
the quirky extra damage to borgs in favor of a general destruction
modifier.
/🆑
2026-05-23 15:20:18 +02:00
KateAnbolhoandGitHub 37fbbea8fa Adds a general-purpose Miecz Goodie Pack for Glorious Comrade Defense (#5532)
## About The Pull Request

We're adding more balanced guns back bit by bit, but the Miecz, ever
since the initial guncargo purge of the olden days, got relegated to
security exclusivity. This makes no sense because it's a quirked up
imported Space Polish SMG. This PR fixes that by adding it to cargo, for
a price. Also, to differentiate the security order, the security SMG
order now comes with two instead of just one.

You can also buy magazine singlepacks. Waow. 

also gives it two more rounds per mag. Why was it 18 per? That was such
a weird number.

## Why It's Good For The Game

more stuff to buy is funny and cool. 
## Proof Of Testing

<img width="429" height="394" alt="image"
src="https://github.com/user-attachments/assets/741c4d33-386a-493d-95e4-aab26fbb6abd"
/>


<img width="418" height="192" alt="image"
src="https://github.com/user-attachments/assets/7f25f15a-00ef-45c3-bb7d-79334f0fa557"
/>



</details>

## Changelog
🆑
add: Added a Miecz goodie order, miecz mag goodie, and added an extra
miecz to the sec order
add: two extra bullets to the miecz SMG mag 
/🆑
2026-05-08 06:45:20 +02:00
AlexisandGitHub e99aa3549e Makes .310 AP Unprintable (#5507)
## About The Pull Request
This ammo does 25 damage per shot to a redsuit. The other maintainers
agreed that this probably shouldn't be printable from the reloading
bench.
## Why It's Good For The Game
This ammo probably shouldn't be able to be easily printed, and saved as
an OPFOR only item instead.
## Proof Of Testing
I didn't have time to test it but if CI passes it works. One line
change.
## Changelog
🆑
balance: .310 AP ammo is no longer printable from the ammo bench.
/🆑
2026-05-03 20:05:09 +02:00
RoxyandThe Sharkening 26d7f00a76 Roxy Comments 2026-04-11 08:57:59 -06:00
Alexis 4fc6e93545 Down to 50 parsing errors. 2026-03-08 19:30:38 -04:00
dd5915f83d Security: A lot of changes (#5132)
## 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>
2026-01-29 12:40:15 +01:00
CatoChristopherMrowandGitHub 40e53a2f0e Update shotgun sprites (#5120)
## About The Pull Request
Updates the renoster and the peacekeeper shotgun sprites, with sprites
taken from nova. Uses one of their shotgun variants edited slightly as
the new peacekeeper shotgun. Deleted the old sprites.

As a side note, I also deleted two icon states that were just pure solid
color, labeled "unused" and "old" respectfully. I have a feeling they
will not be missed.
## Why It's Good For The Game
I like their new sprites, and am really not a fan of our old peacekeeper
combat shotgun sprites.
## Proof Of Testing
works on my machine
<details>
<summary>Screenshots/Videos</summary>
Old sprites:
<img width="898" height="641" alt="image"
src="https://github.com/user-attachments/assets/26ef5648-7952-461e-b2ca-51f73716a2e2"
/>
<img width="1450" height="363" alt="image"
src="https://github.com/user-attachments/assets/f05ee569-6d48-40a8-b8e1-a920c2738778"
/>

New sprites(Left two are the combat shotgun):
<img width="395" height="126" alt="image"
src="https://github.com/user-attachments/assets/d542a7fa-5d9f-4785-9ab9-9032eb1666dc"
/>
<img width="95" height="57" alt="image"
src="https://github.com/user-attachments/assets/411484e3-3cea-4dee-a721-a677790a3e6e"
/>


</details>

## Changelog
🆑 UvvU
image: Modified the renoster and peacekeeper shotgun sprites
/🆑
2026-01-17 13:56:11 -08:00
c3ed080466 [SR REPLACEMENT] Buffs/Reworks plasma marksman (#4572)
## About The Pull Request

Special thanks to offwrldr/Bangle for the unique sound effects of the
explosion.

<img width="1100" height="506" alt="plasma3"
src="https://github.com/user-attachments/assets/f7a30509-39a7-48ea-85e8-965e8c57cef1"
/>

MEET THE PLASMA MARKSMAN:
https://youtu.be/niNd51UAtBk

## Why It's Good For The Game

I will _**attempt**_ to write short instead of creating an essay here.


With the Murphy, the leeway for crew pistols lessened, and frankly my
core belief is that when something is added, it should add interesting
new gameplay elements, **things that are interesting to both fight with
and against**. Items that deviate from the regular gameplay loop of
shooting but in X manner and allow for expansion in the depth of combat
- and with all that in mind, our goal was to deliver on that. To **keep
the core of the weapon's mechanics, expand upon them and integrate it
with their faction's lore as a cherry on top.**


The plasma marksman (sharpshooter) is in an utterly horrid state. I
could go on to list how it's impossible to shoot someone walking away
from you in a straight line, how even if you hit them - your shots will
deal 3 damage per round on most antagonist armours, how it's huge clip
is an issue in the face of now-reduced HP values.

But it doesn't have to be that way. It wasn't just another military
weapon, it's part of a charming faction with their own gimmicks shown
through their equipment and a concept that just fits SS13 flavour-wise,
but not in gameplay.

The old weapon was capable of use almost exclusively on the defense, as
any gun would outperform it on the offense, and even when on it's home
turf - the weakness to armour wasn't helping it's case as "THE cheap
self-defense option for second amendment enjoyers".


### Why did we keep the magazine?
Magazine weapons have an element of pressure that needs a careful
balancing act to avoid becoming a plain spam weapon that loses it's
depth and becomes oppressive against targets due to the lack of need to
break in it's shooting and how easy it is to hoard ammo in a box. The
combination of consistency, wounds, a bag of holding full of rounds
(hyperbolically) and raw damage output are frankly "ass" to fight.

What makes this weapon different, however, is that the amount of rounds
isn't actually the true depth of the magazine. As an ingenious and
frankly wonderful suggester pitched, the gun's able to function normally
as it's projectile speed is high, however, careful dodging or misses
from the wielder are punished as the gun drops in reliability - it wears
down, and the consistent theme you will see across it, is "How Badly Do
You Want It?". The buffer is less of an issue on defense, where a
regular civilian would need it most, but while it ups the difficulty of
offensive kills and chasing after a target, say, an attacker, to finish
them off - it doesn't prevent it.

In this way, the gun is defense-biased, with a possibility for offensive
action that is dependant on how well can the user cater to their gun,
rather than having it mold to fit their needs exactly in every situation
ever. This will prevent it from becoming oppressive, it will make
split-second decisions all the more valuable, and lastly, players who
manage to plan ahead to lead fights to terrains where they know the
downsides aren't as prominent are rewarded with a much smaller penalty
to consistently landing shots, and so will those who use it in tandem
with tools to slow their opponents down.

### What is the point of the overclock mode?

The overclock mode is once again, a question, of How Badly Do You Want
it? There's two situations where it is primarily going to be used, one
is when you *need* to pick someone off, and one is when you know you
have no chance.

Let's start with the first:
Now, even preparation can go awry when your target rolls up in
freshly-bought armour, or they manage to escape your kill-room, or you
miss too many shots. This is where you can double down:

You gamble, that as you take 25 damage over the course of 10 seconds,
with the improved projectile speed and technically increased armour
penetration you will put the person you want dead into crit before your
gun explodes and people will hear the commotion. Whether it's worth it,
whether you believe yourself to be able to do it, or whether you have
the HP or escape routes to commit to this further is dependant on you
and you only.

In the second situation, meanwhile:
You risk going down earlier than you wish, but leaving a calling card of
where you've been, and now remember, whether people hear it and whether
people come is not guaranteed - and what's not guaranteed, is that by
injuring yourself and announcing that you're out of better options, the
assailant won't disengage, reset, and get you again. It's a careful game
of chicken and who managed to out-position who, as well as who can more
accurately gauge their own damage output versus what they risk taking by
comitting to a kill, or the overclock.

The practical example of the second situation is fighting a redsuit,
while the first would be attempting to use the gun to assasinate a
person (conveniently disposing of the murder weapon).


**That sounds like the old backup on the sechailer!**

A one time use, baitable, force-able by EMP, non-global and non-pinpoint
accurate backup. It's a conjunction of putting it in your hands and in
people's hands around, so no matter whether people show up or not - you
gave yourself at least a bit of advantage, and at least left a trail.

### Conclusions:
Merge my PR.

## Changelog
🆑
balance: The plasma marksman has been overhauled. It now comes with an
overcharge mode and progressive projectile speed.
/🆑

---------

Co-authored-by: xPokee <catmc8565@gmail.com>
2025-11-11 19:19:02 +01:00
nevimer c9956892db Merge remote-tracking branch 'origin/master' into pupstream-08-19-keepsha
# Conflicts:
#	_maps/map_files/BoxStation/BoxStation.dmm
#	code/_globalvars/lists/flavor_misc.dm
2025-09-03 21:03:51 -04:00
nevimer db5aa35b59 Fix build issues related to upstream pull 2025-09-03 20:27:07 -04:00
61031f6cfb Skyrat gun removal (#3697)
## 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>
2025-08-23 20:38:07 +03:00
nikothedudeandGitHub a6445200e0 Makes !little guys! get thrown exactly one tile by shotguns (#4140)
## About The Pull Request

Title.

Teshari anmd other small guys are thrown exactly one tile when firing a
shotgun. This does no damage, cannot stun, and does not knockdown. Its
almost entirely flavor.

Drafted due to freeze (Im assuming its okay to keep PRs open and drafted
due to that one verb PR being open?)
## Why It's Good For The Game

Funny!
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
I forgor... to record...
</details>

## Changelog
🆑
add: Little guys now get flung by shotguns
/🆑
2025-08-21 12:10:02 -07:00
Roxy 510bce815b Fixes for #92300 2025-07-30 17:38:24 -04:00
RoxyandGitHub ad3d269f0f Rebalances the cargo sabre and cargo bowie knife (#4207)
## About The Pull Request

Adjusts the damage of the cargo-orderable bowie knife to 17 and sabre to
15 force, as opposed to the 20 they both were.

Gives the cargo bowie knife 20 throwforce. Throwing knifes is cool. Also
also makes it cheaper because it's weaker now.
## Why It's Good For The Game

20 force is a LOT. There are VERY few crew-accessible weapons that have
this much force. The captain's sabre is one of them (by merit of skyrat
override but whatever the cap can have that). The vast majority of
crew-accessible melee weapons have 15 force, these include circsaw,
butchers cleaver, etc.

For reference, heretic blades start with 20 force.
The soulscythe (bubblegum reward) has 20 force.
The captain's sabre has 20 force.

These 2 weapons having the extra damage is far out of tune with the rest
of crew-side melee weapons.

These weapons are still going to be very strong even with the lessened
damage. A knife that fits in the pocket slot with 17 force is good. A
belt-slot sabre with block AND armor pen for 600 credits is also still
VERY good. They will just not be "best in slot in every scenario"
anymore.
## Proof Of Testing

I changed the number :)
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
balance: Changed the cargo sabre's force from 20 to 15
balance: Changed the cargo bowie knife's force from 20 to 17
balance: Changed the cargo bowie knife's throwforce from 15 to 20.
Throwing stuff is cool.
balance: Lowered to cost of the cargo bowie knife to 300 credits
/🆑
2025-07-19 15:13:32 -04:00
Roxy 1b50cea8df Fixes for #91099 2025-06-21 22:58:49 -04:00
ArturlangandGitHub afdf431584 brings the CMG behind the shed (#3970)
## About The Pull Request
Kills the CMG, blueshield does not get a replacement for it as they
already have enough guns, I'd say.
The good news is replacements are on the way, eventually, but this isn't
really neccesary right now

## Why It's Good For The Game
The fletch CMG is hilariously OP and is incredibly good at even
stamcritting? It's just not healthy for balance for such a high damage
gun to be also armor piercing and so accessible.

## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog

🆑
del: Romtech CMG
/🆑
2025-06-18 04:08:07 -04:00
RoxyandGitHub 0e7f328f2d Clean up the rest of the duplicate sound files (#4027)
## 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
/🆑
2025-06-12 10:05:22 -07:00
RoxyandGitHub 1704670b3c Fix 10mm IHDF speedloader being a lie (#4025)
## About The Pull Request

Add an actual 10mm IHDF speedloader subtype instead of it just being the
base type
## Why It's Good For The Game

Fixes #3870 

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


![image](https://github.com/user-attachments/assets/41432b88-3506-4209-abf0-efb60989ef95)

</details>

## Changelog
🆑
fix: fixed 10mm IHDF speedloader printing base 10mm speedloader type
/🆑
2025-06-12 00:55:40 -04:00
SsaltyandGitHub 92d16335a5 ERT gun balance adjustments (#3959)
## About The Pull Request

**Sniper module:**
damage: 50 -> 40
Proj. Velocity: 2.5 -> 2
AP: 0->15

**Blade:**
Force: 18 -> 20
Wound bonus 0 -> 5
Bare wound bonus 10 -> 15

**Big Shotgun:**
Pellets: 5 -> 4

**Small Shotgun:**
Variance: 15 ->20

**Shotgun Pellets:**
Damage falloff: -0.5 -> -3
Damage: 10 -> 15
No longer weak against armour

## Abstract

The PR's goals are:
- Making the ERT modular shotguns stronger than lasers at their
designated ranges
- Prevent shotguns from dominating over other modules in return 
- Allow the blade module to be a reliable fallback melee weapon in
comparison to the modern arsenal
- Decrease the killing power of the sniper module

- It's goal is **not** to create an unfairly high TTK for the ERT
- It's goal is **not** to modify the overall power level of the ERT
squads, rather making them consistent at all ranges
- The PR is made taking the ERT's damage resistance into account. The
numbers would have been significantly lower if they had less armour.

## Blade
The blade previous to these changes was disturbingly lackluster for
something made with intent to be a fallback weapon.
Most heavy-duty improvised melee weapons (cleaver, saw) have 15 wound
bonus and 15 bare wound bonus. Standard kitchen knives have 5 wound and
15 wound bonus. And shivs made of glass and some cloth have the same
values as a knife. Weapons equipped by a combat-focused role should not
have their statistics lower than improvised weaponry when it comes to
combat, unless they are counterbalanced by something else. In this case
they are not.

The damage does not offset the low wound chance, on the contrary, it
makes the old blade feel even more useless.

The damage raise aims to help the weapon cross a multitude of damage
thresholds, especially structural ones related to things such as blob
(5->4) , humans (8 -> 7) etc, as most healthbars are a multitude of 20,
10, 5, but not 18.
The extra wound chance will help the weapon perform overall as wounds
are an integral part of combat against most antagonists who aren't a
changeling or a bloodsucker or simplemob.

With ERT being a militaristic role, the combat knife's statistics fit
what they should have as a *backup* weapon perfectly, and as such this
is what they will have thanks to this PR going forwards.

## Sniper

Sniper rifles are a contentious element of videogames and are by far one
of the more frustrating parts of them, as well. The gun's design
revolves around ambushing, firing from ranges where one cannot be seen
and dealing massive damage in small blows.

This however is problematic furthermore in SS13 for many reasons:
Damage slowdown's mechanics cause burstier weapons to be more effective,
no matter their factual DPS, as landing a single hit of a high damage
low dps weapon will slow the target enough to provide an absurd
advantage. Fights being decided by the first blow aren't healthy for
game balance in regards to a team of 4 players using such weapons
against a single, or few targets. Weapons such as this overall shouldn't
have a place in regular combat in general when there is no drawback or
risk, firing from afar and whittling down at targets.

Balancing these mechanics through chargeups and the likes has failed
dramatically in the case of weapons such as the beam rifle.

In conclusion sniper rifles should be in general avoided unless reserved
for very nichce cases, and considering the rest of the arsenal that this
ERT packs I conclude that this weapon outshines it's siblings by far and
should share it's spotlight with things such as the grenade launcher.
The main reasons are:
- Initial burst damage
- Hard-to-dodge projectile
- Damage comparable to the grenade, which is slower, twice as expensive
and also pays with the risk of collateral
- A zoom to hit from off screen to pack into this

The ways the weapon was changed still cause the damage per shot to be
larger than the 2-tap burst of hellfire laser against a hos, but they
were carefully adjusted to stay outside of the 4 shots to crit range.
The weapon's damage should stay in such a spot that 5 hits are necessary
to win a fight, as is **especially factoring slowdown**.

## Shotguns

The large shotgun and small shotgun were changed to account for their
drastically increased damage, from 12 upclose against a HOS to 34-38,
the goal for 1 less pellet and some variance was to reduce damage
potential for the large shotgun and decrease the full success window of
the small shotgun.

- Weakness to armour increases the armour two-fold when calculating
damage. This meant that a predicted 30 damage upclose against a hos with
say, 40 relevant armour wouldn't be multiplied by 0.6 and result in 18
damage, but rather 6 damage, which has shown up in some tests as well
(some inconsistency was apparently there so as to not sugar-coat the
results I took the higher value for old damage. In reality, the increase
in DPS you will see might be twice as big as initially reported.)

That variable completely negated the ability of the shotgun to function
against antagonists which WILL have armour, as ERT's are called to deal
with threats, and a threat wouldn't have grown this big if it weren't
for some semblance of armour or overall damage output ability - which
should be rivaled.

The damage is now comparable to that of the scattershot laser, albeit
wounding less often. It fires slower compared to shotguns, but has more
overall magazine size, performs worse at further ranges and can
self-recharge.
The guns are now technically worse at further ranges, but that should be
kept the way it is as the ERT can swap to mid-range weaponry at any
given time.

SHOTS/CRIT comparison, HOS dummy, human, from outfit selector under
jobs, aiming head, pb'ing for 1 tile measurement.
Small Shotgun (carbine):
Range: within 1 tile, 4-5 shots depending on wounds.
Range: 2 tiles, 6
Range: 3 tiles, 8

Big Shotgun:
Range: within 1 tile, 4
Range: 2 tiles, 5
Range: 3 tiles, Inconsistent, 5-8 depending on spread.

The TTK for the guns is smaller than a combat shotgun at point blank,
this is intentional. The guns have much more to offer and cannot trump a
gun tailor-made for something that has way larger drawbacks, this
extends to riot shotguns and double barelled ones as well.

The guns have a high burst, but only up close. This is not as damning as
the aforementioned sniper and is not a contradiction, as having to get
closer is a risk and enables much more counterplay than long-ranged
play. This also extends to rifles of all sorts, and is the reason
shotguns have the privilege of a stronger first strike - they are used
more similarly to melee weapons than long ranged weapons when it comes
to gameplay (with the exception of slugs).





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

</details>

## Changelog
🆑
balance: ERT sniper module: Damage: 50 -> 40, Proj. Velocity: 2.5 -> 2,
AP: 0->15
balance: ERT blade module: Force: 18 -> 20, Wound bonus 0 -> 5, Bare
wound bonus 10 -> 15
balance: ERT big shotgun module: Pellet amount 5 -> 4
balance: ERT small shotgun module: Variance 15 -> 20
balance: ERT shotgun pellets: Damage falloff: -0.5 -> -3, Damage: 10 ->
15, No longer weak against armour
/🆑
2025-06-06 18:09:22 -04:00
Roxy 34703d920b Fixes for #90713 2025-05-08 20:58:12 -04:00
Roxy 663d2f9e6c design source part 2: the torture 2025-05-05 19:35:20 -04:00
KazooBardandGitHub ca70ea069f Nerfs the RomTech Carbine to sec standards (#3606)
## About The Pull Request
Projectile Damage Multiplier 1 -> 0.75
Projectile Wound Bonus -35 -> -20


## Why It's Good For The Game



<p class=MsoNormal><b><u><span style='font-size:12.0pt;line-height:107%;
font-family:"Times New
Roman",serif;mso-ansi-language:EN-GB'>Method:<o:p></o:p></span></u></b></p>

<p class=MsoNormal><span
style='font-size:10.0pt;line-height:107%;font-family:
"Times New Roman",serif;mso-ansi-language:EN-GB'>The following tests
were all
done on a standard HOS-outfitted human on the version that this PR is
on. There
are no discrepancies between server and test server the data was taken
on.<o:p></o:p></span></p>

<p class=MsoNormal><span
style='font-size:10.0pt;line-height:107%;font-family:
"Times New Roman",serif;mso-ansi-language:EN-GB'>The method for taking
the rate
of fire of the weapons is recording the screen from the moment the first
muzzle
flash appears to the last appearing muzzle flash, taking the time and
dividing
the amount of rounds by it to obtain the ROF as seen in-game. I cannot
include
time dilation, the way to do it on a private server is unknown to
me.<o:p></o:p></span></p>

<p class=MsoNormal><span
style='font-size:10.0pt;line-height:107%;font-family:
"Times New Roman",serif;mso-ansi-language:EN-GB'>The reason for using
the HOS
as a model is due to them having the most common protection archetype
in-game,
as most helmets base off of the security helmet – them
included.<o:p></o:p></span></p>

<div class=MsoNormal align=center style='text-align:center'><span
style='font-size:10.0pt;line-height:107%;font-family:"Times New
Roman",serif;
mso-ansi-language:EN-GB'>

<hr size=2 width="100%" align=center>

</span></div>

<p class=MsoNormal><b><span style='font-size:10.0pt;line-height:107%;
font-family:"Times New Roman",serif;mso-ansi-language:EN-GB'>Helmet
Resistances:<o:p></o:p></span></b></p>

<ul style='margin-top:0cm' type=disc>
<li class=MsoNormal style='mso-list:l1 level1 lfo1;tab-stops:list
36.0pt'><span
style='font-size:10.0pt;line-height:107%;font-family:"Times New
Roman",serif;
     mso-ansi-language:EN-GB'>BULLET III<o:p></o:p></span></li>
<li class=MsoNormal style='mso-list:l1 level1 lfo1;tab-stops:list
36.0pt'><span
style='font-size:10.0pt;line-height:107%;font-family:"Times New
Roman",serif;
     mso-ansi-language:EN-GB'>ENERGY IV<o:p></o:p></span></li>
<li class=MsoNormal style='mso-list:l1 level1 lfo1;tab-stops:list
36.0pt'><span
style='font-size:10.0pt;line-height:107%;font-family:"Times New
Roman",serif;
     mso-ansi-language:EN-GB'>LASER III<o:p></o:p></span></li>
<li class=MsoNormal style='mso-list:l1 level1 lfo1;tab-stops:list
36.0pt'><span
style='font-size:10.0pt;line-height:107%;font-family:"Times New
Roman",serif;
     mso-ansi-language:EN-GB'>WOUNDING I<o:p></o:p></span></li>
</ul>

<p class=MsoNormal><span
style='font-size:10.0pt;line-height:107%;font-family:
"Times New Roman",serif;mso-ansi-language:EN-GB'>The head is a common
target,
and while we could aim for limbs, it’d require switching the targeted
limb from
left to right for them to enter crit.<o:p></o:p></span></p>

<div class=MsoNormal align=center style='text-align:center'><span
style='font-size:10.0pt;line-height:107%;font-family:"Times New
Roman",serif;
mso-ansi-language:EN-GB'>

<hr size=2 width="100%" align=center>

</span></div>

<p class=MsoNormal><b><u><span style='font-size:12.0pt;line-height:107%;
font-family:"Times New Roman",serif;mso-ansi-language:EN-GB'>The
Compared
Weapons:<o:p></o:p></span></u></b></p>

<ul style='margin-top:0cm' type=disc>
<li class=MsoNormal style='mso-list:l0 level1 lfo2;tab-stops:list
36.0pt'><b><span
style='font-size:10.0pt;line-height:107%;font-family:"Times New
Roman",serif;
mso-ansi-language:EN-GB'>Green</span></b><span style='font-size:10.0pt;
line-height:107%;font-family:"Times New Roman",serif;mso-ansi-language:
     EN-GB'>: L6 Saw LMG's chart<o:p></o:p></span></li>
<li class=MsoNormal style='mso-list:l0 level1 lfo2;tab-stops:list
36.0pt'><b><span
style='font-size:10.0pt;line-height:107%;font-family:"Times New
Roman",serif;
mso-ansi-language:EN-GB'>Blue</span></b><span style='font-size:10.0pt;
line-height:107%;font-family:"Times New Roman",serif;mso-ansi-language:
     EN-GB'>: RomTech Carbine's chart<o:p></o:p></span></li>
<li class=MsoNormal style='mso-list:l0 level1 lfo2;tab-stops:list
36.0pt'><b><span
style='font-size:10.0pt;line-height:107%;font-family:"Times New
Roman",serif;
mso-ansi-language:EN-GB'>Orange</span></b><span style='font-size:10.0pt;
line-height:107%;font-family:"Times New Roman",serif;mso-ansi-language:
     EN-GB'>: Carwo-Cawil battle rifle's chart<o:p></o:p></span></li>
<li class=MsoNormal style='mso-list:l0 level1 lfo2;tab-stops:list
36.0pt'><b><span
style='font-size:10.0pt;line-height:107%;font-family:"Times New
Roman",serif;
mso-ansi-language:EN-GB'>Pink</span></b><span style='font-size:10.0pt;
line-height:107%;font-family:"Times New Roman",serif;mso-ansi-language:
     EN-GB'>: Sindano &quot;Shaytan&quot; SMG<o:p></o:p></span></li>
<li class=MsoNormal style='mso-list:l0 level1 lfo2;tab-stops:list
36.0pt'><b><span
style='font-size:10.0pt;line-height:107%;font-family:"Times New
Roman",serif;
mso-ansi-language:EN-GB'>Tan</span></b><span style='font-size:10.0pt;
line-height:107%;font-family:"Times New Roman",serif;mso-ansi-language:
     EN-GB'>: Pulse Carbine<o:p></o:p></span></li>
</ul>

<p class=MsoNormal><span
style='font-size:10.0pt;line-height:107%;font-family:
"Times New Roman",serif;mso-ansi-language:EN-GB'>The weapons have been
picked
as they are contemporaries to the weapon, both higher and lower in
damage, to
get an accurate baseline of whether they are too close to power-weapons,
or
weapons spawned exclusively by admins, to nuclear-operative tier
weapons, which
are meant to let at least 4 players take on the security team, captain,
and
blueshield (at least), or security weapons which are baseline and are to
be
used by multiple officers against a smaller amount of
threats.<o:p></o:p></span></p>

<p class=MsoNormal><span
style='font-size:10.0pt;line-height:107%;font-family:
"Times New Roman",serif;mso-ansi-language:EN-GB'>Yes, while there can be
more
antagonists than security, it is near impossible for everyone to be
hostile and
require lethal detainment.<o:p></o:p></span></p>

<div class=MsoNormal align=center style='text-align:center'><span
style='font-size:10.0pt;line-height:107%;font-family:"Times New
Roman",serif;
mso-ansi-language:EN-GB'>

<hr size=2 width="100%" align=center>

</span></div>

<p class=MsoNormal><span
style='font-size:10.0pt;line-height:107%;font-family:
"Times New Roman",serif;mso-ansi-language:EN-GB'>To minimize the impact
of
randomness on figuring out the per-shot damage, we will also be taking
the
average damage of rounds compared to the final brute/burn damage
post-mortem.<o:p></o:p></span></p>

<div class=MsoNormal align=center style='text-align:center'><span
style='font-size:10.0pt;line-height:107%;font-family:"Times New
Roman",serif;
mso-ansi-language:EN-GB'>

<hr size=2 width="100%" align=center>

</span></div>

<p class=MsoNormal><b><span style='font-size:10.0pt;line-height:107%;
font-family:"Times New
Roman",serif;mso-ansi-language:EN-GB'><o:p>&nbsp;</o:p></span></b></p>

<p class=MsoNormal><b><u><span style='font-size:12.0pt;line-height:107%;
font-family:"Times New Roman",serif;mso-ansi-language:EN-GB'>Weapon
Stats:<o:p></o:p></span></u></b></p>

<p class=MsoNormal style='margin-bottom:0cm;line-height:normal'><span
style='font-size:12.0pt;font-family:"Times New
Roman",serif;mso-fareast-font-family:
"Times New
Roman";mso-font-kerning:0pt;mso-ligatures:none;mso-ansi-language:
EN-GB;mso-fareast-language:EN-GB'><o:p>&nbsp;</o:p></span></p>


Weapon | Total Damage | Rounds | Damage/Round | ROF (rds/sec) | DPS on
HOS
-- | -- | -- | -- | -- | --
Carbine | 242   brute | 10 | 24.2 | 3.333 | 80.666
Carwo-Cawil | 242   brute | 10 | 24.2 | 2.42 | 58.45
Pulse   Carbine | 251 burn | 6 | 41.8333 | 2.26 | 94.543
L6 Saw | 250   brute | 9 | 27.78 | 4.46 | 123.77
Sindano   'Shaytan' SMG | 276   brute | 20 | 13.2 | 4.17 | 55



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"
v:shapes="Chart_x0020_1"><![endif]></span><span lang=DE
style='font-size:10.0pt;
line-height:107%;font-family:"Times New
Roman",serif'><o:p></o:p></span></p>

<p class=MsoNormal><span lang=DE
style='font-size:10.0pt;line-height:107%;
font-family:"Times New Roman",serif'><o:p>&nbsp;</o:p></span></p>

<p class=MsoNormal><b><u><span style='font-size:12.0pt;line-height:107%;
font-family:"Times New
Roman",serif;mso-ansi-language:EN-GB'>Conclusions<o:p></o:p></span></u></b></p>

<p class=MsoNormal><span
style='font-size:10.0pt;line-height:107%;font-family:
"Times New Roman",serif;mso-ansi-language:EN-GB'>Upon reviewing the
data, it
becomes evident that the <b>Carbine</b> significantly outperforms its
contemporaries, pushing into dangerously powerful territory. With damage
output
comparable to that of a <b>Pulse Rifle</b> — especially when factoring
in
expected armor resistances — it’s no surprise that concerns have been
raised
regarding its balance.<o:p></o:p></span></p>

<div class=MsoNormal align=center style='text-align:center'><span
style='font-size:10.0pt;line-height:107%;font-family:"Times New
Roman",serif;
mso-ansi-language:EN-GB'>

<hr size=2 width="100%" align=center>

</span></div>

<p class=MsoNormal><b><u><span style='font-size:12.0pt;line-height:107%;
font-family:"Times New Roman",serif;mso-ansi-language:EN-GB'>The
solution</span></u></b><span
style='font-size:10.0pt;line-height:107%;font-family:"Times New
Roman",serif;
mso-ansi-language:EN-GB'><br>
To address this, I recommend <b>reducing the projectile modifier to
0.75</b>,
while retaining the current higher rate of fire and buffing the wounding
modifier to -20 in return (+15 change). This decision is rooted in the
fact
that many antagonist abilities are balanced around the <b>number of
hits</b>,
rather than sheer damage per shot:<br>
Heretic’s Knife Shield<br>
Heretic’s Curio<br>
Ling’s shield<br>
Nukie energy armour modules<br>
Advantageous against the stealth box’s 1 bullet block<br>
Wizard’s charged shield<br>
And in general, more oppurtunities to wound given the now-upped wound
modifier.<br>
</span><b><u><span
style='font-size:12.0pt;line-height:107%;font-family:"Times New
Roman",serif;
mso-ansi-language:EN-GB'><br>
Test run<br>

<!--EndFragment-->
</body>

</html>


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

</details>

## Changelog
🆑

balance: Romtech Carbine's Projectile Damage Multiplier 1 -> 0.75
balance: Romtech Carbine's Projectile Wound Bonus -35 -> -20
/🆑

![aim](https://github.com/user-attachments/assets/e92e2716-d374-4404-985c-77927f30edc9)
[A review of the RomTech
Carbine.docx](https://github.com/user-attachments/files/19866057/A.review.of.the.RomTech.Carbine.docx)
2025-04-24 12:10:31 -07:00
nevimer 12d995aeea Squashed commit of the following:
commit cb550ab79badae3ffd493dcee24d96f7ad146ed6
Merge: 732416f01d8 2fac5d45a6
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Mon Apr 14 14:40:04 2025 -0400

    Merge branch 'master' into upstream-25-04a

commit 2fac5d45a6
Author: Arturlang <24881678+Arturlang@users.noreply.github.com>
Date:   Mon Apr 14 01:11:47 2025 +0100

    bring back heretic mute ghoul maxhp to 135 HP (#3464)

    ## About The Pull Request
    bring back heretic mute ghoul maxhp to 135 HP, these are the changes
    made in
    https://github.com/Bubberstation/Bubberstation/pull/2972
    ## Why It's Good For The Game
    otherwise flesh heretic is really sad
    ## Proof Of Testing
    numbers change, no need
    ## Changelog
    no cl

    ---------

    Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>

commit e9c4522c27
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Mon Apr 14 01:59:19 2025 +0200

    Automatic changelog for PR #3453 [ci skip]

commit 2d595eba4f
Author: shellspeed1 <46614774+shellspeed1@users.noreply.github.com>
Date:   Sun Apr 13 16:58:54 2025 -0700

    Fixes bitrunning sim having cybersun comms and also makes sure persistence borgs have correct key (#3453)

    ## About The Pull Request

    What it says on the tin
    ## Why It's Good For The Game

    Its best to not let bitrunners ghost spawns talk on comms
    ## Proof Of Testing

    I just did my last cpa today, I'll test this later. Besides its 3 lines
    with just an item swaped.
    <details>
    <summary>Screenshots/Videos</summary>

    </details>

    ## Changelog
    🆑
    fix: Bitrunning sims no longer have comms access
    fix: Borgs given the persistence access upgrade no longer default to
    interdyne and get cybersun comms instead
    /🆑

    Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>

commit 394e8d64d4
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 13 23:24:50 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit 49141446bf
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Mon Apr 14 00:18:15 2025 +0200

    Automatic changelog for PR #3497 [ci skip]

commit 0332c060a8
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sun Apr 13 18:17:52 2025 -0400

    Xenoarch Machine QOL (#3497)

    <!-- 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

    A little treat for xenoarch
    - The xenoarch bag can now hold broken items and useless relics in
    addition to strange rocks
    - You can use the bag on both the researcher and the recoverer to dump
    the contents in
    - The digger and the researcher make a sound now

    ## Why It's Good For The Game

    A bag that holds only one type of item is annoying, you get a lot of the
    other two items too

    ## Proof Of Testing

    <!-- 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>

    ![image](https://github.com/user-attachments/assets/e314f9e2-efd3-4e4a-a7ea-412c674f88bf)

    </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. -->

    🆑
    qol: the xenoarch bag can now hold broken items and useless relics
    qol: you can use the bag on the researcher and the recoverer to dump
    items in
    sound: the digger and researcher now make a sound when they complete a
    cycle
    /🆑

    <!-- 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. -->

commit 2b8c074406
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 13 19:47:30 2025 +0200

    Automatic changelog for PR #3498 [ci skip]

commit e613940ada
Author: nevimer <77420409+nevimer@users.noreply.github.com>
Date:   Sun Apr 13 13:47:04 2025 -0400

    restores RCD vending, moves RCD's to lockers (#3498)

    ## About The Pull Request
    moves RCD's from engineers backpacks to their lockers roundstart - to
    accommodate the stowaway change aswell as keep a tab on infinite station
    resources.
    ## Why It's Good For The Game

    Above point

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

    </details>

    ## Changelog
    🆑
    balance: reenabled the RCD vendors and moved RCD's from spawning in
    backpacks to lockers.
    /🆑

commit 732416f01d8ccc6e082cbdbeb60b30c461d8e965
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sun Apr 13 03:03:20 2025 -0400

    these use GMM prices and thus fluctuate

commit 99f097d67faf17569711d670d5891103d96932b1
Merge: 790b64602cd 945479a622
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sun Apr 13 02:12:01 2025 -0400

    Merge branch 'master' into upstream-25-04a

commit 945479a622
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sun Apr 13 00:59:23 2025 -0400

    Fix hot spring runtime related to duplicate elements (#90555)

    If something is mapped to spawn in on a hot spring tile, the tile will
    add the immerse element in `/turf/open/water/Entered` before
    `Initialize` runs, and when it does there's no check if the element has
    already been added, unlike other spots where the immerse element is
    added. This fixes that by adding a check on the call in `Initialize`.

commit 3472fddc11
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date:   Sun Apr 13 04:16:19 2025 +0000

    Automatic TGS DMAPI Update (#2743)

    This pull request updates the TGS DMAPI to the latest version. Please
    note any changes that may be breaking or unimplemented in your codebase
    by checking what changes are in the definitions file:
    code/__DEFINES/tgs.dm before merging.

    Full changelog can be found
    [here](https://raw.githubusercontent.com/tgstation/tgstation-server/gh-pages/changelog.yml).

    - Added compatibility with SpacemanDMM's `redefined_proc` lint. (#2058
    Cyberboss)
    #tgs-dmapi-release

    Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>

commit e5630753ae
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 13 05:53:13 2025 +0200

    Automatic changelog for PR #3481 [ci skip]

commit ac3fea9660
Author: chestlet <98193039+chestlet@users.noreply.github.com>
Date:   Sat Apr 12 20:52:34 2025 -0700

    Nova Port: RB-MK2 GUI Rework (#5136) (#3481)

    ## About The Pull Request
    A significant [rework of the RB-MK2
    GUI](https://github.com/NovaSector/NovaSector/pull/5136) that I did over
    on Nova. The one you guys have now is painful to use in comparison so
    let's get it up to snuff.

    ## Why It's Good For The Game
    More information makes the RB-MK2 easier to use and teach in character.
    With how the GUI is currently, it gives no intuitive explanation for
    what it's doing. You can't tell what's going on with it.

    ## Proof Of Testing

    <details>
    <summary>Screenshots/Videos</summary>

    https://github.com/user-attachments/assets/7a178ac2-df8e-40d3-a6f3-b6aa617b69fd

    </details>

    ## Changelog
    🆑 Chestlet
    admin: Improved RB-MK2 logging so admins have a full trace of exactly
    what happened with it.
    fix: Corrected 'tritium usage' math in the RB-MK2.
    code: We've noticed that the Radioscopical Bluespace Reactor Mark Two
    blueprints provided to our stations came with antiquated firmware. This
    issue has been rectified. (Significant rework of the RB-MK2 GUI)
    /🆑

commit 071fcd84a8
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 13 05:48:58 2025 +0200

    Automatic changelog for PR #3495 [ci skip]

commit 0a5f60a36c
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sat Apr 12 23:48:24 2025 -0400

    Xenoarch machines cleanup (#3495)

    ## About The Pull Request

    Clean up the code for xenoarch machines some because it made me sad.
    - Changes `attackby`'s to `item_interaction`
    - Keep a list of xenoarch items in contents instead of storing them in
    **an instance of `/obj/item` (yes the abstract concept of an item)**
    - Add context tips for all item interactions and removes that info from
    examine text
    - Switched a list to `static`
    - Add assoc list of `broken_item` types to reward pools instead of
    having a nightmare ladder of `istype` checks

    ## Why It's Good For The Game

    Fixes #3442

    ## Proof Of Testing

    Scout's honor

    ## Changelog
    🆑
    qol: xenoarch machines have context tooltips now
    fix: fixed xenoarch diggers not working
    /🆑

commit 16f02c756b
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 13 05:34:54 2025 +0200

    Automatic changelog for PR #3441 [ci skip]

commit ede9fc1646
Author: Bombermansam <Bombermansam@yahoo.com>
Date:   Sat Apr 12 23:34:09 2025 -0400

    [Modular] Adds crowbars to standard borg models that do not have them (#3441)

    ## About The Pull Request
    Adds crowbars to standard borg models that do not have them.
    ## Why It's Good For The Game
    This is a QOL addition, it should not affect balance.

    Half the borg models in the game do not have crowbars and can get stuck
    behind doors if the power fails which is no fun for anyone. This fixes
    it.
    ## Proof Of Testing
    It compiles and was tested locally.
    <details>
    <summary> Screenshots </summary>

    ![dreamseeker_18bfQxpDIz](https://github.com/user-attachments/assets/2dfc12f4-33a1-4ce9-8440-3ea4a098d6e9)

    ![dreamseeker_42TYSMAdVu](https://github.com/user-attachments/assets/5d71bf3f-d20e-47a1-b75e-ece7a10014b0)

    ![dreamseeker_NHBJgPvAtz](https://github.com/user-attachments/assets/56930158-73bb-4917-bb6d-ed6b09ff54aa)

    ![dreamseeker_p9yVo1VNaF](https://github.com/user-attachments/assets/761615e7-dad6-4086-a408-c2fca10f3d58)

    </details>

    ## Changelog
    🆑
    add: Adds Crowbars to Service, Medical, Clown, Sec and Peacekeeper borgs
    /🆑

commit 8e4d6f7052
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 13 05:32:18 2025 +0200

    Automatic changelog for PR #3491 [ci skip]

commit 0cdf875cec
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 13 03:32:09 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit c6f88a026e
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sat Apr 12 23:31:16 2025 -0400

    Fix HEV armor not fully initializing (#3491)

    ## About The Pull Request

    `ADD_TRAIT`/`REMOVE_TRAIT` don't take lists you need to use a proc for
    that

    ## Why It's Good For The Game

    Fixes #3484

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

    ![image](https://github.com/user-attachments/assets/c11c26f8-2f80-44c8-8f94-513155b7f316)

    </details>

    ## Changelog
    🆑
    fix: fixed HEV suit not turning on properly
    /🆑

commit f93466e6ab
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 13 05:18:39 2025 +0200

    Automatic changelog for PR #3486 [ci skip]

commit 952a110077
Author: ariaworld <143797359+ariaworld@users.noreply.github.com>
Date:   Sun Apr 13 05:18:04 2025 +0200

    [FIX?] - Brings robotic brain surgery in line with organic brain sugery/lobotomy after the recent update (#3486)

    ## About The Pull Request
    As title!
    ## Why It's Good For The Game
    I originally opened this as an issue because I wasn't sure if this was
    intended, it's why I labeled it as [FIX?]
    Currently organic brain surgery heals the previous tiers of traumas as
    well which makes sure there's no leftover traumas left and also removes
    the RNG re-roll, applying a status effect instead. This PR brings the
    robotic surgery/lobotomy in line with the organic one in a few ways:

    1. Robotic blessed lobotomy now requires holy water as well (just like
    organic)
    2. Fix posibrain surgery now cures TRAUMA_RESILIENCE_SURGERY traumas as
    well
    3. Reticulate splines surgery now cures TRAUMA_RESILIENCE_SURGERY and
    TRAUMA_RESILIENCE_LOBOTOMY traumas as well
    4. Replaced RNG prob(75) roll with the 15-minute status effect that was
    added to organic brain surgery.

    This should balance/fix the robotic brain surgery to the recent change
    that was done to the organic brain surgery. Only issue is the fact how
    the original surgery was coded: there was no RNG roll for fix posibrain
    surgery, while the normal organic surgery did.
    Please feel free to close this PR if this was an intended feature/there
    are issues with potential balance arguments.
    ## Proof Of Testing
    <details>
    <summary>Screenshots/Videos</summary>
    (It compiles, very simple code just handles surgery steps)
    </details>

    ## Changelog
    🆑 Goku
    balance: Robotic blessed lobotomy now also requires holy water (just
    like the organic surgery)
    balance: Robotic blessed lobotomy requires liquid solder instead of
    Palladium Synthate Catalyst
    fix: Fix posibrain surgery now also cures surgery-tier brain traumas
    balance: Reticulate splines surgery now also cures lower tier brain
    traumas (surgery and lobotomy)
    balance: Replaced advanced robotic brain surgery RNG roll with the
    15-minute vulnerability status effect that was added to organic brain
    surgery
    /🆑

    ---------

    Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>

commit 790b64602cd2e59b8397c4fe2451d2c14bddb546
Merge: 7d39bddbcb2 5e1b40cf89
Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Date:   Sat Apr 12 20:13:11 2025 -0700

    Merge branch 'master' into upstream-25-04a

commit 5e1b40cf89
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 13 05:08:22 2025 +0200

    Automatic changelog for PR #3492 [ci skip]

commit 5e94554873
Author: ariaworld <143797359+ariaworld@users.noreply.github.com>
Date:   Sun Apr 13 05:07:55 2025 +0200

    [FIX] Fixes Wooden shelves turning into metal racks when broken. (#3492)

    ## About The Pull Request
    Title!
    ## Why It's Good For The Game
    Bugfix, my immersion was ruined
    ## Proof Of Testing
    <details>
    <summary>Screenshots/Videos</summary>

    ![shelf](https://github.com/user-attachments/assets/0bdb3fd2-0b85-4672-a02f-0772a4cb4f20)

    </details>

    ## Changelog
    :cl:Goku
    fix: Fix wooden shelves turning into metal rack parts when broken.
    /🆑

commit 7fed3cb7e4
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 13 05:07:00 2025 +0200

    Automatic changelog for PR #3493 [ci skip]

commit 2d38b200a0
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date:   Sat Apr 12 20:06:37 2025 -0700

    Allow hypospray in medical pouch (#3493)

    ## About The Pull Request

    Adds hypospray and cable to the allowed list of items in the medical
    pouch

    ## Why It's Good For The Game

    Commonly held items, other reagent containers are accepted but hypo is
    missing.

    ## Changelog

    🆑 LT3
    qol: The medical pouch can now hold hyposprays and cable coil
    /🆑

commit 7d39bddbcb2e775207a4a3e72a3940f9fbf3b0f1
Merge: fde55e27444 bb642474217
Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Date:   Sat Apr 12 17:25:22 2025 -0700

    Merge branch 'upstream-25-04a' of https://github.com/Bubberstation/Bubberstation into upstream-25-04a

commit fde55e2744421b10f115724f70f3db8339b13df0
Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Date:   Sat Apr 12 17:25:20 2025 -0700

    screenshots

commit cfa0c20656
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 13 01:39:06 2025 +0200

    Automatic changelog for PR #3478 [ci skip]

commit 0397536620
Author: CatoChristopherMrow <johnmaddentickeledmyrear@gmail.com>
Date:   Sat Apr 12 19:38:42 2025 -0400

    Makes tackle gloves reskinnable (#3478)

    ## About The Pull Request
    Makes tackle gloves reskinnable to their blue, red, and black variants.
    ## Why It's Good For The Game
    Stops basic sec gear forcing you to either wear clashing colors or not
    get the benefit of standard equipment. Viva la matching colors.
    ## Proof Of Testing
    Works on my machine
    <details>
    <summary>Screenshots/Videos</summary>

    </details>

    ## Changelog
    🆑 UvvU
    add: Tackle gloves are now reskinnable.
    /🆑

    ---------

    Co-authored-by: Ian Yanik <Iwantpornspam@gmail.com>

commit 42b725836a
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sat Apr 12 23:24:45 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit bb642474217244fd233372d9c68cb4bab5f871f7
Merge: 72beef087ea c872e81588
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date:   Sat Apr 12 16:10:29 2025 -0700

    Merge branch 'master' into upstream-25-04a

commit 72beef087ea8a1b291e286b09a0eb5a6713ba255
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sat Apr 12 15:26:15 2025 -0400

    this now returns an icon path not an icon object

commit 4e85c985ee77a37b44dcef393b815a04421463b7
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sat Apr 12 15:08:12 2025 -0400

    broken dmi

commit c872e81588
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sat Apr 12 07:45:40 2025 +0200

    Automatic changelog for PR #3490 [ci skip]

commit 27801b991c
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sat Apr 12 01:45:17 2025 -0400

    Fix admin chat buttons to cancel/refund storyteller events not working (#3490)

    ## About The Pull Request

    The chat messages that get sent when a storyteller event is about to run
    try to call `Topic` on the scheduled event datum but there isn't
    actually a `Topic` proc defined for them

    ## Why It's Good For The Game

    It's mean to trick admins with fake buttons

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

    ![image](https://github.com/user-attachments/assets/41d0df79-3220-4b8e-8f86-63df97b2d540)

    </details>

    ## Changelog
    🆑
    admin: the cancel and refund buttons in storyteller event notifications
    will actually do something now
    /🆑

commit bb14605128db2b1b5390d60b28665ed0ceae154a
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sat Apr 12 01:06:39 2025 -0400

    im tired

commit 1245d5145e4f41d63dbe983355ef4619b6441655
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sat Apr 12 00:40:09 2025 -0400

    what if the world was made of pudding

commit 7011b910d3bfaa0dba4a3d118721ad1d42a7625c
Merge: b8c00cbd266 e9ede320c9
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sat Apr 12 00:31:56 2025 -0400

    Merge branch 'master' into upstream-25-04a

commit b8c00cbd2660017d578f07ce20c3732dcfcdb60f
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sat Apr 12 00:31:01 2025 -0400

    silence linters

commit 3a3ea510ed12812fba0d97f545bf87749c16831a
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sat Apr 12 00:00:12 2025 -0400

    the economy is in shambles

commit 0a3e17e897b270dc19a63038b8e99e15ff9242ce
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 23:43:06 2025 -0400

    missing icons

commit fefc1348f722cf26bb407e6f7a5ba98184867fba
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 23:24:46 2025 -0400

    no override for this

commit 952f2a7502d972093e1f86bd9fa20bf3ea9788bf
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 23:16:07 2025 -0400

    shotgun icon states

commit 8e256d21c2bdfd2136f60705a3b5f7600ca6c9e7
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 23:02:28 2025 -0400

    no icon

commit 60164e1a4c038661d41bbb25a1e0e536147455a2
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 22:39:35 2025 -0400

    fucking capital letters?

commit 1e395535db671e61ce6514c35928a900d61a3570
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 22:28:06 2025 -0400

    GRRRRRR

commit 68e35b0068388eb94d1c9ec5b865787b1cdc300a
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 21:19:15 2025 -0400

    wrong

commit 9f8c9499f2890fad3c479d42c12888b1e0c55a3a
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 20:59:17 2025 -0400

    just put your icons anywhere who gives a shit

commit f6bc1091867a3b234f2634e8cb120eae5b0053d9
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 19:58:40 2025 -0400

    buh

commit edc876bff750ddce0593e917f5a68de02383c55e
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 19:49:32 2025 -0400

    added our GAGS configs to deploy

commit e9ede320c9
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Apr 11 23:23:21 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit c726e4ee2d231d48334d43b8ce42d8b4e70b52b0
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 18:50:04 2025 -0400

    fixed recipe foodtypes

commit 9e23291b14371e4703a38ae1711b1fe5b75cbf37
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 18:24:53 2025 -0400

    Fix changelogs

commit bb8477826614c6e81285c5586de07ee26686c6b1
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 17:59:23 2025 -0400

    number of args changed for inject

commit f00ed38c1d
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Apr 11 11:03:02 2025 +0200

    Automatic changelog for PR #3456 [ci skip]

commit 29b3c8daba
Author: aKromatopzia <94389683+aKromatopzia@users.noreply.github.com>
Date:   Fri Apr 11 17:02:38 2025 +0800

    Smolraptor Updates (#3456)

    ## About The Pull Request
    Adds blue and red sec smolraptors, makes janitor an alt of service

    ![Screenshot_50](https://github.com/user-attachments/assets/a5be3ed8-75da-4939-937c-0261dfcb1953)

    ## Proof Of Testing
    it works

    ## Changelog

    🆑
    add: sec smolraptors
    image: fixes some errors in smolraptors
    /🆑

commit 7c0978a47f
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Apr 11 08:21:22 2025 +0200

    Automatic changelog for PR #3463 [ci skip]

commit 04fd2b0a8a
Author: ArrisFairburne <arrisfairburne@gmail.com>
Date:   Fri Apr 11 02:20:59 2025 -0400

    Synth brain PDAs now have departmental PDA apps pre-installed (#3463)

    ## About The Pull Request

    Synth brains now start with your department's apps pre-installed. For
    example, Scientist synths now start with NT Science Hub. They also now
    have double the storage space compared to the basic PDA.

    ## Why It's Good For The Game

    Convenience.
    Also, synth PDAs have sort of existed in a weird limbo where (at least,
    from my point of view having talked to some others) most synth players
    just don't actually use one of the defining features of their race
    because normal PDAs are largely better and more convenient, hopefully
    this change emphasizes their abilities.
    The doubled brain storage space is just so that synth brain PDAs can
    comfortably house whatever programs come with being a dept. head.
    Balance wise, I doubt it will affect anything (what could you even do
    with the extra storage space, short of the dept. head apps? basic crew
    apps fit comfortably on the basic PDA limit, synths can't be emagged for
    expensive syndie apps, and synths can't store files on their brain via
    disks).

    ## Proof Of Testing

    (image taken after I spawned as RD; this is the synth brain PDA)

    ![image](https://github.com/user-attachments/assets/9a4dc579-f5a3-4df2-ad39-17aace34a250)

    ## Changelog
    🆑
    qol: Synthetic crew now spawn in with PDA apps relevant to their work
    station.
    bal: Synthetic crew brain PDAs now have 128 max capacity points (was
    previously 64)
    /🆑

commit eaa6352aff
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Apr 11 08:20:28 2025 +0200

    Automatic changelog for PR #3471 [ci skip]

commit 02f3cfdb00
Author: ariaworld <143797359+ariaworld@users.noreply.github.com>
Date:   Fri Apr 11 08:20:05 2025 +0200

    [MAPPING]: Change Kilo Station dorms area type from Locker to Dorms. (#3471)

    ## About The Pull Request
    Makes sure Kilo Station's dorms area actually is a Dorms area.
    ## Why It's Good For The Game
    Other stations' dorms are inside actual Dorms areas, effectively
    granting protection from events like sudden brain trauma/heart attack,
    but Kilo Station didn't have this, they were classified as lockers
    instead.
    ## Proof Of Testing
    <details>
    <summary>Screenshots/Videos</summary>

    ![e](https://github.com/user-attachments/assets/ae6e79db-d68f-4895-a661-e5fa5b0383de)
    </details>

    ## Changelog
    :cl:Goku
    map: Kilo Station's Dormitories area type is now classified as
    dormitories, not as a Locker room.
    /🆑

commit 5266275bc4
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Apr 11 07:03:33 2025 +0200

    Automatic changelog for PR #3485 [ci skip]

commit 0a38cf2824
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 01:03:07 2025 -0400

    Fix examine menu character preview being tiny (#3485)

    ## About The Pull Request

    Upstream fixed the tiny character preview but it requires a little tweak
    on implementations

    ## Why It's Good For The Game

    I can't see the blorbo

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

    ![image](https://github.com/user-attachments/assets/48961934-05ed-4cfe-b025-26628bea661c)

    </details>

    ## Changelog
    🆑
    fix: fixed character preview in the examine window being tiny
    /🆑

commit 3fc7296b82
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Apr 11 06:23:15 2025 +0200

    Automatic changelog for PR #3483 [ci skip]

commit 1d52e91fd0
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Fri Apr 11 00:22:51 2025 -0400

    Fix double box on vote results chat message (#3483)

    ## About The Pull Request

    There's a redundant override in `vote.dm` to enclose the vote results in
    a purple examine box, this is the default way votes are displayed now so
    it's making vote results appear as a box within a box

    ## Why It's Good For The Game

    Looks wrong

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

    ![image](https://github.com/user-attachments/assets/e85781f3-ee68-4581-8a26-42aa577479f9)

    After:

    ![image](https://github.com/user-attachments/assets/b9ffda2a-950b-42e3-b476-c3b62dadd9a0)

    </details>

    ## Changelog
    🆑
    fix: fixed vote results in chat having an extra box around them
    /🆑

commit ab74044fc6
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Apr 11 06:20:31 2025 +0200

    Automatic changelog for PR #3363 [ci skip]

commit cb06f207d3
Author: Kepteyn <94123167+Kepteyn@users.noreply.github.com>
Date:   Fri Apr 11 05:20:07 2025 +0100

    Just a couple more hotel rooms (#3363)

    ## About The Pull Request

    This adds four (and a half) new infinidorm hotel rooms -- A bar themed
    one, for when you want bar RP that's less public; a nightclub themed
    one; an space themed one for the spaceophilliacs who want to bang in
    space (or an airlock), and finally an oasis themed one, with a day and a
    night version.

    It also fixes the lights in the Library room, given we're no longer
    downstreaming from Skyrat, and it adds a template dmm that should make
    it easier for people to add new rooms should they wish - the plaque on
    the floor represents the spawn point.

    ## Why It's Good For The Game

    This adds even more variety to the infinidorm room options for people to
    roleplay in as a ghost. Or to _roleplay_ in. The bar one in particular
    provides an option for people who want to do a bar RP with some friends
    without getting pesky interruptions from their fellow human beings who
    feel the need to start a gunfight in the bar.

    ## Proof Of Testing

    All the new hotel rooms and the library have been tested in game, and
    are working quite nicely! The template map does not show up as an option
    in-game, as it exists to help mappers.

    ## Screenshots
    <details>
    <summary>Foxbar</summary>

    ![Untitled](https://github.com/user-attachments/assets/ae28e61e-c7db-4b77-8134-82e49ceced3a)

    </details>
    <details>
    <summary>Nightclub</summary>

    ![Untitled](https://github.com/user-attachments/assets/fcc200f1-59e9-402e-aa64-5d97bced377d)

    </details>

    <details>
    <summary>EVA</summary>

    ![Untitled](https://github.com/user-attachments/assets/d2f08b34-921b-4a1c-9c7a-927e04113b8c)
    _The floor is, infact, fake space, and is surrounded by a fake-space
    wall. You will survive nude in space here. Spacesuits still provided._
    </details>

    <details>
    <summary>Oasis</summary>

    ![Untitled](https://github.com/user-attachments/assets/38a9c04b-57c9-4b65-8208-f57abe526eab)
    _Only one is shown for brevity's sake, as the only difference between
    day and night versions is the strength of the external lighting_

    </details>

    <details>
    <summary>Template</summary>

    ![Untitled](https://github.com/user-attachments/assets/9630b870-21d5-47d2-aecf-40d343458451)
    _The template room. The bluespace border must be indestructible solid in
    some form, while the dark grey flooring represents the wall's location
    on the defautl Hilbert room. The door is located where the default door
    is on it, and the plaque on the ground shows where the player will
    spawn_

    </details>

    ## Changelog

    🆑
    add: Added infinidorms: Fox Bar; The Nightclub; EVA; and Oasis (day and
    night versions)
    add: Added a mapping template for creating new infinidorms at
    modular_skyrat\modules\hotel_rooms
    fix: modified the lights of the Library infinidorm so it's not so damn
    dark.
    /🆑

commit 700856e3c5
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Thu Apr 10 23:25:40 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit 02353b9ec2
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Apr 11 01:05:38 2025 +0200

    Automatic changelog for PR #3475 [ci skip]

commit f1722bb1c6
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date:   Thu Apr 10 16:05:12 2025 -0700

    Disable lean reset on direction change (#3475)

    ## About The Pull Request

    Edits TG's lean component to perform the same as the pixel shift
    component

    ## Why It's Good For The Game

    Consistent shifting movement

    ## Changelog

    🆑 LT3
    qol: Leaning no longer resets with directional change
    /🆑

commit 4a5c80e1813ecaf7d26ddeabf2593d2b44c86dcb
Merge: b908b32d387 ada9345244
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date:   Thu Apr 10 10:46:20 2025 -0700

    Merge branch 'master' of https://github.com/Bubberstation/Bubberstation into upstream-25-04a

commit ada9345244
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Thu Apr 10 19:16:21 2025 +0200

    Automatic changelog for PR #2896 [ci skip]

commit 472893ae5e
Author: Manatee <74586965+MajManatee@users.noreply.github.com>
Date:   Thu Apr 10 12:15:56 2025 -0500

    Tarkon Tweaks and Xeno Changes (#2896)

    ## About The Pull Request

    Update as of 01/26

    So that was a lie

    Anyways I completely remade tarkon, which is what I ORIGNIALLY wanted to
    do, but used a lot of the pre-existing tarkon assets to do so, to
    maintain the same feel.

    Some NEW NEW features (as the project grew in scope) include:

    Med/RND/Engineering are now separate "Islands" like charlie (tarkon was
    always meant to be like that anyhow
    Each one has a few xenos, and a new "Emergency power generator"
    Scanning this with the new (not a ripoff) Hack-C tool will call in a
    repair drone (Original content) to repair it, and it needs to be
    defended from the xenos it alerts.
    Sucsesfully completing a defence will reward sickass weapons and gear
    you wouldn't normally ever get to see, making further areas easier, and
    a key for the final area.
    Once all 3 keys are obtained, and the areas are re-secured, you can go
    to the boss area and clear out the AI sat / command zone.

    A bitrunning server to allow them to make their own bitden (it's the
    first prototype, and the rest must be researched so it's not
    shift-start)

    more floor safes with various things like some ore thumpers and two
    bluespace beakers

    Crates! Someone misfiled a crate of goodies and it got sent here! These
    orders should be delivered to their owners! I'm sure they would
    appreciate it! Probably...

    A Recycler (Amazing)

    A produce order console! Now you can actually cook whatever you want!
    And it gives you a reason to sell stuff for money!

    more stuff, lots more stuff. things keep getting added the longer it
    takes for this to be looked at.

    Also adds three new variants of xenobio, and two new variants of the
    cargo bay. One cult (we miss you cult), one carp, and a monkey themed
    xenobio.

    ## Why It's Good For The Game
    Part 1 of my attempt to make tarkon feel better to play. The overall
    gameplay was very "Meta" and didn't really give you any reason to clear
    out xenos or the threats. Who knows what might come next.
    Tarkon was pretty stale. A bit of new stuff might be nice. plus a reason
    to use their shuttle is good.

    Furthermore, tarkon WILL run on solar, so if you REALLY don't want to,
    you don't HAVE to go and clear everything out.

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

    ![image](https://github.com/user-attachments/assets/f707090e-426c-4d63-b171-8fdfa33a0489)

    ![image](https://github.com/user-attachments/assets/26b97663-53c4-49b5-827d-484b6aae9b38)

    ![image](https://github.com/user-attachments/assets/94d03e35-8a44-4d39-b8e7-5fa1a722ff8e)

    ![image](https://github.com/user-attachments/assets/a865263b-6e62-409e-a537-7c5e157e21f7)

    ![image](https://github.com/user-attachments/assets/7d8edb71-5dec-469b-9a39-fe3f1305b127)

    ![image](https://github.com/user-attachments/assets/1bae535a-82e3-43f9-93a0-d2983e011ea7)

    ![image](https://github.com/user-attachments/assets/2ad382a1-58e8-4846-a575-2e4bc732216d)

    ![image](https://github.com/user-attachments/assets/2a41c51c-d447-413f-a4f2-3c272c8ddd15)

    ![image](https://github.com/user-attachments/assets/aaae91bd-aec4-4f0d-93c8-857e63416562)

    ![image](https://github.com/user-attachments/assets/4e89da8d-bbc7-4084-bb8d-353ec032ca4c)

    I did test it, and run the wave defense, it DOES work.
    </details>

    ## Changelog
    🆑
    add:  BUNCH of new tarkon things!
    map: Tarkon QOL changes
    /🆑

    ---------

    Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
    Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>

commit b908b32d387ffe9a2b40d2d25a03cd04c2e62868
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date:   Thu Apr 10 08:35:37 2025 -0700

    Compiletimes done

commit a9601004a82714a72f62e9b5db07d2adde27c0c3
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date:   Thu Apr 10 08:35:26 2025 -0700

    We are so comically stupid

commit 0f8d37991f
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Thu Apr 10 00:05:02 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit 31897a95e9
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Thu Apr 10 01:54:47 2025 +0200

    Automatic changelog for PR #3468 [ci skip]

commit 385b734424
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Thu Apr 10 01:54:32 2025 +0200

    Automatic changelog for PR #3470 [ci skip]

commit 0903ee683e
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Wed Apr 9 19:54:20 2025 -0400

    Fix shuttles no longer making sounds or (un)bolting doors (#3468)

    ## About The Pull Request

    The code for these things got lost in an upstream because shuttle code
    got split into multiple files

    ## Why It's Good For The Game

    Fixes #3251

    ## Proof Of Testing

    I tested it and the shuttle went bwwwwrrmmmmm pshewww and the door bolts
    went chk

    ## Changelog
    🆑
    fix: fixed shuttles missing landing/take off engine sounds
    fix: fixed shuttles not bolting/unbolting their doors when moving
    /🆑

commit e5b57bc08c
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date:   Wed Apr 9 16:54:09 2025 -0700

    Fix meow emote for cat tongues (#3470)

    ## About The Pull Request

    Fixes the meow emote to use the correct emote if you have a cat tongue

    ## Why It's Good For The Game

    MEOW.

    ## Changelog

    🆑 LT3
    fix: Mobs with cat tongue get their alternate meow sound back
    /🆑

commit 204ea57363
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Wed Apr 9 23:23:16 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit ce5944e0733f4c5985e2e48878a02c0c35463d0a
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date:   Wed Apr 9 08:19:09 2025 -0700

    6 compiletime errors left

commit d1905c44f5
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Wed Apr 9 14:03:13 2025 +0200

    Automatic changelog for PR #3461 [ci skip]

commit 6c3bc53604
Author: Odairu <39929315+Odairu@users.noreply.github.com>
Date:   Wed Apr 9 08:02:51 2025 -0400

    Deathmatch now stores and reapplies your respawn timer prior to being spawned (#3461)

    ## About The Pull Request
    Title
    ## Why It's Good For The Game
    item number TWO on the list
    ## Proof Of Testing

    ![image](https://github.com/user-attachments/assets/3f6fd5d7-1d62-41a5-9c97-3178585f350a)
    <details>
    <summary>Screenshots/Videos</summary>

    </details>

    ## Changelog
    🆑
    code: deathmatch doesn't reset your respawn timer
    /🆑

commit f890cb36b9265f011a187b4f332812590838292c
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date:   Wed Apr 9 01:45:20 2025 -0700

    some color stuff

commit fb849a2a8ebc2166915cfbec1e850510678b2f22
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date:   Wed Apr 9 01:38:18 2025 -0700

    Fixes

commit 381d77fa68707cc5315b698474df026c2103166c
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date:   Wed Apr 9 01:20:20 2025 -0700

    We love guncode and refactors!!!!

commit f30bb6ca01319218795e4004219938aa3d976eb3
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date:   Wed Apr 9 01:00:40 2025 -0700

    I love cherry picking!!!

commit 6677a4c7bbe3c7536276178c841290a489d0a4a9
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date:   Wed Apr 9 01:00:27 2025 -0700

    so apparently some dumbass on nova reused the turret flag bitfield and it only now runtimes

commit 7acc721baadbdea3d3795a45b9837cfeb4fd4fd0
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date:   Wed Apr 9 00:58:48 2025 -0700

    Martials and arcade rework updates

commit bf9f393204fe7d40d5e57e76db870eb1a32aed25
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date:   Wed Apr 9 00:47:58 2025 -0700

    This might break taur icons, remember to test once we compile

commit 3bc256cb16ca2e85b78830345bba0a487f49fc17
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date:   Wed Apr 9 00:41:03 2025 -0700

    Several varchanges from tg

commit 76f5dc1b5f
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Tue Apr 8 23:23:40 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit 538049c4cd4960d2c81c43f2e387896049fb02c7
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Tue Apr 8 20:00:59 2025 +0200

    reagent applicators fixes

commit df43e50d68419d2f24bd62eef0432bda8394cc7d
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Tue Apr 8 19:56:27 2025 +0200

    Some missed merge fixes

commit 0f0838bb35
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Tue Apr 8 09:27:36 2025 +0200

    Automatic changelog for PR #3399 [ci skip]

commit 234a410586
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Tue Apr 8 09:27:29 2025 +0200

    Automatic changelog for PR #3397 [ci skip]

commit 722b51eb07
Author: Iamgoofball <iamgoofball@gmail.com>
Date:   Tue Apr 8 02:27:12 2025 -0500

    [MODULAR] Removes the 60 round Sol drum from being printable in Security (#3399)

    ## About The Pull Request

    Removes the 60 round Sol drum from being printable in Security

    ## Why It's Good For The Game

    After discussing magazine size standardization, this came up and to be
    100% honest, the crew does not need LMG ammo capacity on any of their
    guns. Even though it's illegal contraband to use(yes, Illegal Tech is
    still fuckin' Illegal lol), it's still a lot of ammo capacity that we
    don't really want the crew to have.

    ## Proof Of Testing

    Just deleting a research design.

    ## Changelog

    🆑
    del: Removes the 60 round Sol drum from being printable in Security
    /🆑

    ---------

    Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>

commit 3e7223b959
Author: Iamgoofball <iamgoofball@gmail.com>
Date:   Tue Apr 8 02:27:06 2025 -0500

    [MODULAR] Puts the Sol/Carwo/Romulus/Szot/Trappiste gun magazine sizes in line with /tg/ standards (tiny for everything but rifles which are normal) (#3397)

    ## About The Pull Request

    Puts the Sol/Carwo/Romulus/Szot/Trappiste gun magazine sizes in line
    with /tg/ standards (tiny for everything but rifles which are normal)

    ## Why It's Good For The Game

    Size inconsistencies between items results in confused players; it's
    good to keep this sort of thing synced up so that we're not having
    players ask why one pistol magazine fits in a box while another pistol
    magazine doesn't fit in a box when the air tank that's bigger than both
    of them does fit in the box.

    If I find other guns with weird weight classes I'll fix those too.

    ## Proof Of Testing

    Single-line changes, weight classes is a proven working system already.

    ## Changelog
    🆑
    qol: Puts the Sol/Carwo/Romulus/Szot/Trappiste gun magazine weight
    classes in line with /tg/ standards for magazine weight classes (tiny
    for everything but rifles or larger which are normal)
    /🆑

commit 7b420bb680
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Mon Apr 7 22:16:23 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit f30b0d5df0
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Tue Apr 8 00:12:44 2025 +0200

    Automatic changelog for PR #3452 [ci skip]

commit aa4901b571
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date:   Mon Apr 7 15:11:59 2025 -0700

    Map vote is called automatically on blob/nukies/etc. round end (#3452)

    ## About The Pull Request

    Triggers the automatic map vote when the round is about to end due to a
    station threat, if it hasn't happened.

    ## Why It's Good For The Game

    Saves it delaying the next round if no admin catches it in time, causing
    a delay as the vote and another restart needs to occur.

    ## Changelog

    🆑 LT3
    admin: Map vote is automatically triggered near the conclusion of
    station ending threats
    fix: Only a single announcement is sent when the shuttle is called,
    fixing the overlapping sounds
    /🆑

commit a6845577bd
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Mon Apr 7 21:55:15 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit bf8c0ef85f
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Mon Apr 7 23:49:40 2025 +0200

    Automatic changelog for PR #3459 [ci skip]

commit 28e4e2cd42
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Mon Apr 7 17:49:12 2025 -0400

    Refactor changelog handling to separate files (#3459)

    ## About The Pull Request

    This rewrites how our actions handle changelogs, and rewrites a bunch of
    the changelog TGUI (in a separate file cause I don't feel like
    massacring the upstream one). The gist of it is that our actions will
    now create autochangelog files with bubber in the name, our changelog
    compile will only compile those autochangelogs (not upstream ones if
    they happen to be in there), and the compile will be done into separate
    bubber changelog files in `html/changelogs/bubber_archive`. In game, the
    UI will pull both archive files (upstream and ours) and combine them in
    the changelog list, putting the codebase logo next to each change to
    distinguish which one it's from.

    ~~NOTE: I'm opening this as a draft because I'm going to try and reset
    our tg changelogs and then reapply all our historical changelogs into
    the new bubber archive files, I'm just putting this up now so the code
    can be reviewed and shit~~ done

    ## Why It's Good For The Game

    For players this makes it easier to distinguish where a change came
    from, and for developers this means we don't need to worry about
    breaking the changelog when we do an upstream pull, we can completely
    ignore it and just pull everything, and our tg archive files will be 1:1
    with upstream with no shit from us added in.

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

    ![image](https://github.com/user-attachments/assets/ac8a96f9-dcb3-43f0-8d36-faf610f3a7e0)

    </details>

    ## Changelog

    🆑 TealSeer, LT3
    refactor: refactored how changelogs are generated and displayed
    /🆑

    ---------

    Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>

commit 7de99181db
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Mon Apr 7 17:44:07 2025 -0400

    Rename Autochangelog (#3462)

    the refactor is about to merge this isnt gonna be included otherwise

commit 0ed680f2aa
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Mon Apr 7 23:36:02 2025 +0200

    Automatic changelog for PR #3457 [ci skip]

commit 0f13b89457
Author: Odairu <39929315+Odairu@users.noreply.github.com>
Date:   Mon Apr 7 17:35:25 2025 -0400

    30 minute grace period to respawn (world time, not round time) (#3457)

    ## About The Pull Request
    from when the server starts to 30 minutes after, respawning is free of
    charge
    ## Why It's Good For The Game
    item #1 on the list
    ## Proof Of Testing
    it works dude trust me
    <details>
    <summary>Screenshots/Videos</summary>

    </details>

    ## Changelog
    🆑
    code: respawn enabled until 30 min (world time)
    /🆑

commit 99cb23f3c5
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Mon Apr 7 18:30:45 2025 +0200

    Automatic changelog for PR #3434 [ci skip]

commit 697d89abf3
Author: pixelkitty286 <78038207+pixelkitty286@users.noreply.github.com>
Date:   Mon Apr 7 11:30:19 2025 -0500

    Cleans up and reorganizes some of the borg code (#3434)

    ## About The Pull Request
    This PR reorganizes and cleans up some of the borg code and separates
    sprite defines and borg defines once more but this time correctly.

    Also fixes some small bugs with foot steps with chameleon module.

    Moved some borg model specific trait procs into their own file.
    ## Why It's Good For The Game
    Makes it more organized so we don't have one HUGE file containing all
    the sprite defines and borg model code

    ## Proof Of Testing
    It's all back end. Compile test was last done late march.

    <details>
    <summary>Screenshots/Videos</summary>

    </details>

    ## Changelog
    🆑
    fix: chameleon model foot steps
    code: moved many of the borg defines to their correct _defines file and
    folder
    /🆑

commit 74985f40fc
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Mon Apr 7 10:28:15 2025 +0200

    Automatic changelog for PR #3447 [ci skip]

commit d58cf909af
Author: Jinshee <96621959+Jinshee@users.noreply.github.com>
Date:   Mon Apr 7 01:27:49 2025 -0700

    Change podperson eye color (Again (Thanks Upstream)) (#3447)

commit cb3052e6ea
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Mon Apr 7 02:04:52 2025 +0200

    Automatic changelog for PR #3448 [ci skip]

commit c29d36ada5
Author: sippykot <sippythekot@outlook.com>
Date:   Mon Apr 7 02:04:27 2025 +0200

    Fish Ass: ports over large shark tails from CHOMP (#3448)

    ## About The Pull Request

    see title
    if you want to see who made the sprites, follow the accreditation chain:
    https://github.com/CHOMPStation2/CHOMPStation2/pull/9926

    it doesn't fully use all the sprites, because our system here is so much
    clunkier to use - if someone wants they can probably bash out several
    more tail variants by copying and rearranging the existing sprites

    ## Why It's Good For The Game

    people wanted them, gushed over them in #suggestions, and then no one
    did anything, so...
    also, 🦈

    ## Proof Of Testing

    yeah i compiled it, they finally showed up in game, thanks #coder-longue

    ## Changelog

    🆑
    add: 4 new tail options
    image: new tail sprites
    /🆑

    ---------

    Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>

commit fa6845f9e6
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 6 23:22:10 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit 55fd8dd1f7
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Mon Apr 7 01:01:20 2025 +0200

    Automatic changelog for PR #3426 [ci skip]

commit 16f6d07548
Author: Odairu <39929315+Odairu@users.noreply.github.com>
Date:   Sun Apr 6 19:00:55 2025 -0400

    Shadekin NV and movespeed rebalance (#3426)

    ## About The Pull Request
    title + nerf movespeed in the light
    ## Why It's Good For The Game
    still can't see shit (nv trait is 4.5, bumping it up to 15)
    ## Proof Of Testing
    it werks
    <details>
    <summary>Screenshots/Videos</summary>

    </details>

    ## Changelog
    🆑
    balance: shadekin nv buffed from 4.5/100 to 15/100
    balance: shadekin move a bit slower in the light
    /🆑

commit d2f96730ba
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 6 22:16:10 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit c7def946b6
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 6 17:39:00 2025 +0200

    Automatic changelog for PR #3450 [ci skip]

commit f833f3edc4
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sun Apr 6 11:38:26 2025 -0400

    Fix persistence medbots speaking on syndicate frequency (#3450)

    ## About The Pull Request

    Make them speak on cybersun frequency

    ## Why It's Good For The Game

    Fixes #3446

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

    ![image](https://github.com/user-attachments/assets/05dc7869-8904-4005-be2a-d59301daef13)

    </details>

    ## Changelog

    🆑
    fix: fixed persistence medbots speaking on wrong radio frequency
    /🆑

commit 17b620b48e
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 6 10:19:15 2025 +0200

    Automatic changelog for PR #3438 [ci skip]

commit bfb9c9e2b5
Author: pixelkitty286 <78038207+pixelkitty286@users.noreply.github.com>
Date:   Sun Apr 6 03:18:52 2025 -0500

    Nerfs super syndicat and makes it no longer a freedom implant. (#3438)

    ## About The Pull Request
    - This PR makes the new syndicat ears item have a 1 minute cool down
    when used and the normal ears have the same thing.

    - This also ports a fix that was done on monkey station:
    https://github.com/Monkestation/Monkestation2.0/pull/6017

    ## Why It's Good For The Game
    - After watching a round on here and getting complaints about this from
    SPLURT I understand now why 20 seconds is too short for such a item like
    this if your gonna be a cat your gonna be a cat for a long while.

    - Also to quote monkey station:
    "It will make the cat not able to bypass any security non-lethal means,
    which in turns mean security won't be forced to lethal them everytime
    they see it."

    ## Proof Of Testing
    Should work only changed the time values.

    Edit: Compiled and tested locally

    <details>
    <summary>Screenshots/Videos</summary>

    </details>

    ## Changelog
    🆑
    balance: Super cat ear cool downs are longer and removed the freedom
    implant function.
    /🆑

commit 4ed70fa4c7
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 6 10:18:17 2025 +0200

    Automatic changelog for PR #3451 [ci skip]

commit 65331b085f
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Sun Apr 6 04:17:45 2025 -0400

    Fix invisible sprites on security HUD nightvision goggles (#3451)

    ## About The Pull Request

    Upstream changed NV goggles to have different icon states for on and off
    and we dont have that so I reverted it to the tg sprite

    ## Why It's Good For The Game

    Fixes #3383

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

    ![image](https://github.com/user-attachments/assets/77943197-de8f-409a-86c3-bad205888054)

    </details>

    ## Changelog

    🆑
    fix: fixed sechud nv goggles being invisible when off
    /🆑

commit 8aad924f76
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 6 10:16:18 2025 +0200

    Automatic changelog for PR #3443 [ci skip]

commit 3bd5803844
Author: Swift <jackwars4@gmail.com>
Date:   Sun Apr 6 03:15:53 2025 -0500

    Removes tackle buff for having cat ears (#3443)

    ## About The Pull Request

    Title, manual revert of #1513

    ## Why It's Good For The Game

    Tackle chance could be brought to 100% and people have reportedly been
    exploiting this fact.

    ## Proof Of Testing

    I think it will complie

    ## Changelog

    :cl:Swiftfeather
    balance: Cat ears no longer provide a tackle bonus
    /🆑

commit 89594c8547
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 6 00:56:59 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit b4af64b182
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Apr 6 02:25:40 2025 +0200

    Automatic changelog for PR #3370 [ci skip]

commit 0e684db68a
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date:   Sat Apr 5 17:24:44 2025 -0700

    Update various sound prefs for 516 compatibility (#3370)

    ## About The Pull Request

    Updates our various sound prefs to be functional post upstream/516.

    ## Why It's Good For The Game

    We can control sound as expected again.

    ## To-Do

    - [x] Conditional preference sounds
    - [x] Jukebox sound toggle
    - [x] Jukebox volume override

    ## Changelog

    🆑 LT3
    fix: Sound prefs that went missing post-516 are restored
    add: Jukebox volume slider in game preferences
    /🆑

    ---------

    Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>

commit 60e73702c6
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sat Apr 5 07:14:09 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit 9a36823173
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sat Apr 5 09:02:26 2025 +0200

    Automatic changelog for PR #3425 [ci skip]

commit 1ab85fd206
Author: Odairu <39929315+Odairu@users.noreply.github.com>
Date:   Sat Apr 5 03:02:02 2025 -0400

    Spices up vulpkanin [bounty] (#3425)

    ## About The Pull Request
    Changes vulpkanin in several ways:
    - Peanutbutter gives a mood buff
    - Chocolate deals toxin damage while inside you
    - innate hardened soles
    - innate night vision
    - hunger will drain twice as fast
    - higher sensitivity to flashes
    ## Why It's Good For The Game
    vulpkanin are literally human but fluffy, they don't even have lore in
    the species selector (lol) also I'm being paid
    ## Proof Of Testing

    ![image](https://github.com/user-attachments/assets/8860340c-e6c4-4ad9-81ac-89a60f7645eb)

    ![image](https://github.com/user-attachments/assets/3a497358-64f1-4f37-a8c4-e289c7a84734)

    ![image](https://github.com/user-attachments/assets/d6dec08b-c0a6-4d75-8715-2f66791a9cd4)
    <details>
    <summary>Screenshots/Videos</summary>

    </details>

    ## Changelog
    🆑
    add: several vulpkanin species buffs/debuffs
    /🆑

    ---------

    Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>

commit 4da0397b16
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sat Apr 5 08:54:22 2025 +0200

    Automatic changelog for PR #3396 [ci skip]

commit 1ed1187fca
Author: Jinshee <96621959+Jinshee@users.noreply.github.com>
Date:   Fri Apr 4 23:53:57 2025 -0700

    Slug Scream! (#3396)

    ## About The Pull Request

    Adds a new scream, "Slug". Sound file ripped from Splurt

    ## Why It's Good For The Game

    Expression is the best thing that this video game medium can offer.

    ## Proof Of Testing

    https://github.com/user-attachments/assets/147be9dc-98c2-4ee4-bc76-762331710143

    ## Changelog

    🆑
    sound: Slug Scream sound added to *scream choices
    /🆑

commit 66e28121d4
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sat Apr 5 08:53:15 2025 +0200

    Automatic changelog for PR #3431 [ci skip]

commit 88a238b93c
Author: Bombermansam <Bombermansam@yahoo.com>
Date:   Sat Apr 5 02:52:48 2025 -0400

    Allows players to be sad like raptors (#3431)

    ## About The Pull Request
    Adds a Sad Kweh emote from the two unused raptor sound files.
    ## Why It's Good For The Game
    You can now sad birdly.
    ## Proof Of Testing
    It compiles and was tested locally.

    https://github.com/user-attachments/assets/bc5f31fb-ad12-4026-be94-d28d2db542df

    ## Changelog
    🆑
    add: *skweh emote to be sad
    /🆑

commit 4a93b42977
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sat Apr 5 08:51:43 2025 +0200

    Automatic changelog for PR #3432 [ci skip]

commit f51c4d7942
Author: Bombermansam <Bombermansam@yahoo.com>
Date:   Sat Apr 5 02:51:18 2025 -0400

    Silicons can now Yip (#3432)

    ## About The Pull Request
    Silicons can now emit a singular yip so they can express their inner
    kobold but not too much.
    ## Why It's Good For The Game
    Silicons can yipyip but not yip. This fixes it.
    ## Proof Of Testing
    It compiles and was tested locally.
    </details>

    ## Changelog
    🆑
    fix: Silicons can now yip.
    /🆑

commit 14ec8a0440
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sat Apr 5 08:43:03 2025 +0200

    Automatic changelog for PR #3437 [ci skip]

commit e05fe31faa
Author: Odairu <39929315+Odairu@users.noreply.github.com>
Date:   Sat Apr 5 02:42:41 2025 -0400

    Adds more flavor to shadekin empathy (#3437)

    ## About The Pull Request
    BASED ON SANITY SHADEKIN EMPATHY WILL:
    -Take more or less time to send
    -At lowest levels of sanity the message starts to break down some
    -Be a different color in chat
    ## Why It's Good For The Game
    Shadekin empathy is communication through FEELINGS so it being
    better/worse based on how you're FEELING makes sense (to me)
    ## Proof Of Testing

    ![image](https://github.com/user-attachments/assets/2c539f7b-7edc-43c1-9c28-f8da4606dc17)
    <details>
    <summary>Screenshots/Videos</summary>

    </details>

    ## Changelog
    🆑
    balance: shadekin empathy is better/worse based on mood
    /🆑

    ---------

    Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>

commit 457754c461
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sat Apr 5 06:38:05 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit c3fe3d31ba
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date:   Fri Apr 4 23:16:53 2025 -0700

    You can cuff people to the tram rails #90293 (#3445)

    ## About The Pull Request

    https://github.com/tgstation/tgstation/pull/90293

    ![image](https://private-user-images.githubusercontent.com/7483112/427767772-688e23ff-93df-4f51-990c-4bc475d344fb.gif?jwt=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3NDM4MjY2MzAsIm5iZiI6MTc0MzgyNjMzMCwicGF0aCI6Ii83NDgzMTEyLzQyNzc2Nzc3Mi02ODhlMjNmZi05M2RmLTRmNTEtOTkwYy00YmM0NzVkMzQ0ZmIuZ2lmP1gtQW16LUFsZ29yaXRobT1BV1M0LUhNQUMtU0hBMjU2JlgtQW16LUNyZWRlbnRpYWw9QUtJQVZDT0RZTFNBNTNQUUs0WkElMkYyMDI1MDQwNSUyRnVzLWVhc3QtMSUyRnMzJTJGYXdzNF9yZXF1ZXN0JlgtQW16LURhdGU9MjAyNTA0MDVUMDQxMjEwWiZYLUFtei1FeHBpcmVzPTMwMCZYLUFtei1TaWduYXR1cmU9MDBiNTNhZGRjYjY5YWRmMjQyZTM4YjY3MGM3MGMyZTIzM2I4MDkwMGYwNTEwODc2YmE0YWE1ZGFiMDJjZWI1MyZYLUFtei1TaWduZWRIZWFkZXJzPWhvc3QifQ.6w2hr_2ruJTsAcXoAlcbsZe5bM3ii83iBQk7aDQhvMs)

    Handcuffed people can be buckled to the tram rails.
    If the tram hits them then they will die badly.
    If they're not shockproof and are buckled to a powered rail, it will zap
    them repeatedly for a little bit of damage (but not a lot because you
    probably want them to die from something else).
    Unbuckling someone from a powered rail is also pretty dangerous.

    While doing this I fucked around a bit with how the "is the tram deadly"
    calculation worked because I didn't like how a deadly tram cuts your
    head off but does literally no other damage. Now it pulverises and
    beheads you.

    ## Why It's Good For The Game

    ![image](https://github.com/user-attachments/assets/dd851dda-56b0-41c9-b6aa-26c9db0b9a28)

    ---------

    Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>

commit 3c1c05052f
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Apr 4 23:23:13 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit 0287fe4d0b
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Apr 4 21:54:53 2025 +0200

    Automatic changelog for PR #3440 [ci skip]

commit 6d081fe0da
Author: Bombermansam <Bombermansam@yahoo.com>
Date:   Fri Apr 4 15:54:30 2025 -0400

    [Modularized] Nugget Boxes and Foodpacks can now be placed into paper sacks. (#3440)

    ## About The Pull Request
    Nugget Boxes and Foodpacks can now be placed into paper sacks.
    ## Why It's Good For The Game
    You can now live out your minimum wage dreams as a fast food worker a
    Chick'fil'a. To quote someone that wanted this "I can now fastfoodmax as
    a chef".

    Food packs can also be placed into paper sacks because it makes sense.
    ## Proof Of Testing
    It compiles and was tested locally.

    ![dreamseeker_WxYzmwbDrn](https://github.com/user-attachments/assets/9b6e4e8e-fa71-48c3-8bbc-b533e3b3e65e)

    I would like to praise [lessthnthree](https://github.com/lessthnthree)
    for their remarkable patience in teaching me how to properly modularize
    code. Really, thank you so much!

    </details>

    ## Changelog
    🆑
    add: Makes Nugget Boxes and Food packs small
    /🆑

    ---------

    Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>

commit 0824cb07ba
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Thu Apr 3 20:19:08 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit 9d8a54be49
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Thu Apr 3 22:14:42 2025 +0200

    Automatic changelog for PR #3433 [ci skip]

commit 45477353d2
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Thu Apr 3 22:14:33 2025 +0200

    Automatic changelog for PR #3403 [ci skip]

commit b6b6fbfba4
Author: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date:   Thu Apr 3 14:14:17 2025 -0600

    Job Spawn borgs prioritize linking to the malf AI (#3433)

    ## About The Pull Request

    So there's this little quirk where late join cyborgs will auto link to
    whatever AI has the least cyborgs. This changes that.

    This adds a priority: Malf AI > AI cores

    Also this deletes an unused file I noticed.

    ## Why It's Good For The Game

    Every cyborg that spawns in the game during an active malf round should
    always connect to the malf AI if it's available.

    ## Proof Of Testing

    It works

    ## Changelog

    🆑
    balance: Cyborgs now auto link in a priority system. Malf > AI cores >
    Suit AIs / Cards
    /🆑

commit 1f3aedc6c1
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date:   Thu Apr 3 13:14:07 2025 -0700

    Fix brain trauma surgery (#3403)

    ## About The Pull Request

    Fixes the highest level of trauma surgery leaving leftover traumas.
    Applies a status effect instead of the random roll of a new trauma.

    ## Why It's Good For The Game

    Having to do lobotomy surgery over and over until you hit the 25% RNG to
    make it successfully go away isn't a good gameplay experience. Better to
    just apply a status effect for a while instead.

    ## Changelog

    🆑 LT3
    fix: Lobotomy/blessed lobotomy should correctly remove all surgery based
    traumas
    balance: Lobotomy/blessed lobotomy now provides a predictable status
    effect instead of a trauma RNG roll
    /🆑

commit 95d97cf4a2
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Thu Apr 3 18:50:51 2025 +0200

    Automatic changelog for PR #3429 [ci skip]

commit 3c30dfbaff
Author: Jinshee <96621959+Jinshee@users.noreply.github.com>
Date:   Thu Apr 3 09:50:24 2025 -0700

    Shadekin Ear Gradient (#3429)

    ## About The Pull Request
    Adds a new ear type: Shadekin Gradient
    ## Why It's Good For The Game

    Makes Healer happy

    ## Proof Of Testing

    ![image](https://github.com/user-attachments/assets/16b3910e-68fa-4caf-8678-2e1f4632ecd9)

    ![image](https://github.com/user-attachments/assets/c3f7eb88-24b2-4aed-804a-075df5917517)

    ## Changelog

    🆑
    add: Added new ear type: Shadekin Gradient
    /🆑

    ---------

    Co-authored-by: Jinshee <manastra2536@gmail.com>

commit 3dd8af584e
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Thu Apr 3 06:33:08 2025 +0200

    Automatic changelog for PR #3415 [ci skip]

commit c83b14b15d
Author: Jinshee <96621959+Jinshee@users.noreply.github.com>
Date:   Wed Apr 2 21:32:45 2025 -0700

    Porting New Bug Customization + IPC Screens (#3415)

commit d9d40def4c
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Thu Apr 3 02:35:34 2025 +0200

    Automatic changelog for PR #3387 [ci skip]

commit a154dd9d97
Author: Jinshee <96621959+Jinshee@users.noreply.github.com>
Date:   Wed Apr 2 17:35:10 2025 -0700

    Fixes Waggingtail Sprite for Shadekin tails + Ringtail (#3387)

    ## About The Pull Request

    All of the shadekin tails, ringtail included, had incorrectly assigned
    dmi files for their wagging state, causing them to go invisible. This,
    simply, fixes that.

    ## Why It's Good For The Game

    I love fixing sprites!

    ## Proof Of Testing

    https://github.com/user-attachments/assets/186f7dc6-4b78-4e9e-968e-fcbdae40bf2f

    ## Changelog

    🆑
    fix: fixed wagging state for all shadekin tails and ring tail (long)
    /🆑

commit ba3fa0684c
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Wed Apr 2 21:56:26 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit 70143cdadb
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Wed Apr 2 23:52:41 2025 +0200

    Automatic changelog for PR #3419 [ci skip]

commit ad62db6f9b
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date:   Wed Apr 2 14:52:18 2025 -0700

    Adds pipe carp (#3419)

    ## About The Pull Request

    A Ferocious, highly aggressive fish that thrives in the depths of shoddy
    engineering work. Drawn to poorly sealed pipes, mismatched connectors,
    and hastily patched atmospherics, these creatures feast on structural
    incompetence with alarming efficiency.

    ## Changelog

    🆑 LT3
    add: Added new carp variant: carpmospheric technician
    /🆑

commit dab0ff6a09
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Wed Apr 2 11:40:26 2025 +0200

    Automatic changelog for PR #3423 [ci skip]

commit 27027d5ceb
Author: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date:   Wed Apr 2 03:40:00 2025 -0600

    take two: Reverts the disaboot apirl fools (#3423)

    ## About The Pull Request

    Apirl fools code cleanup. Was a funny meme, but I don't think they
    should happen next year.

    ## Changelog

    🆑
    del: Disaboots have been removed from apirl fools.
    /🆑

commit 1c08269f2a
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Wed Apr 2 03:08:41 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit c43c9d01ed
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date:   Tue Apr 1 19:38:12 2025 -0700

    [TM ONLY] let me send long ass subtler messages to my heart's content (TGUI payload chunking) (#3406)

    ## About The Pull Request

    (https://github.com/tgstation/tgstation/pull/90295)

    ## Changelog

    🆑 Y0SH1M4S73R
    code: Any tgui message that would be too big to send to the server is
    now split into chunks and sent in sequence. This fixes several issues,
    such as...
    fix: It is once again possible to save large amounts of text on paper at
    once.
    /🆑

    ---------

    Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
    Co-authored-by: Y0SH1M4S73R <y0sh1m4s73r@gmail.com>
    Co-authored-by: Lucy <lucy@absolucy.moe>

commit c96d028562
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Wed Apr 2 04:35:29 2025 +0200

    Automatic changelog for PR #3420 [ci skip]

commit e22c174b35
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Wed Apr 2 04:35:09 2025 +0200

    Automatic changelog for PR #3407 [ci skip]

commit 43a4b964b1
Author: plsleavemealon <106043510+plsleavemealon@users.noreply.github.com>
Date:   Tue Apr 1 21:35:04 2025 -0500

    Ethereal Powercell Bugfix (#3420)

    ## About The Pull Request

    Fixes ethereal powercells from 20kj back to 220kj which is what they
    used to be.

    ## Why It's Good For The Game

    It is what it used to be, and with the present vanilla values you have
    to recharge yourself once every ~5 minutes or so or suffer a huge mood
    debuff. And if you are entombed, you will suffer death after ~10 minutes
    if you do not recharge.

    ## Proof Of Testing

    ## Changelog

    🆑
    fix: fixed ethereals powercell back to bubbers values
    /🆑

commit 3068303ae3
Author: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date:   Tue Apr 1 20:34:46 2025 -0600

    Reverts "Adds crew monitors to Advanced biotech and lathes" (#3407)

    ## About The Pull Request

    This removes the handheld crew monitor from the medical lathe.

    ## Why It's Good For The Game

    Alright, I just want to start out with all sources of the handheld crew
    monitor after this PR
    - Paramedics spawn with them
    - Blueshield (command only)
    - The medical vendor premium section.
    - Borg upgrades

    Overall while there's been a lot of QOL to the crew monitor which I
    enjoy, it's all gradually made it so deaths are very noticable and often
    times with someone in medical 1 second later running towards an active
    fight to drag corpses away.

    - I think overall we have a sort of medical omnipresence issue,
    especially with an easy research destroying a level of scarcity with the
    hand held crew monitor.

    Anyone can print it if they have the materials and access to the lathe
    versus only a few existing outside of the paramedic starting with them.

    This PR of course is not going to fully tackle it. It's not going to
    stop a paramedic constantly staring at sensors or the medical console
    beeping when someone's in crit. But this aims to get less eyes on
    sensors, mostly the ability for everyone in medical to have a little
    screen to pull out and see the live feed without actively moving to a
    console.

    Overall I think we have this issue (a lot of it being administrative)
    where every single death must be immedietly found and the person revived
    in 10 minutes. This won't fully tackle that, but if the solution is we
    must bloat a ton of antag abilities and items to combat sensors then I
    think we have too many eyes on sensors.

    ## Proof Of Testing

    ![image](https://github.com/user-attachments/assets/9d845341-7441-4beb-bb61-579b01222190)

    ## Changelog

    🆑
    del: Removes the handheld crew monitor from the medical lathes.
    /🆑

commit c9cca3fbef
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Tue Apr 1 23:24:18 2025 +0000

    Bubberstation automatic changelog compile [ci skip]

commit de81adcb6d
Author: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Date:   Wed Apr 2 00:55:25 2025 +0200

    Makes the roundend mapvote not rerun after it gets called the first time (#3418)

    ## About The Pull Request

    See name
    ## Why It's Good For The Game

    Fixes #3395
    ## Proof Of Testing

    It worked I did test it

    ## Changelog
    Nothing player facing, basically allows us to cancel the vote once it
    initializes

commit b36c477460
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date:   Tue Apr 1 18:35:54 2025 -0400

    Fix every fucking piece of maint loot being skub (#3412)

    ## About The Pull Request
    the override should append to the global maint loot list not replace it

    ## Why It's Good For The Game
    I'm anti-skub

    ## Proof Of Testing

    I did this PR from my phone in bed because there's no power
2025-04-14 15:51:24 -04:00
36c0549bce Removes guncases from Skyrat cargo (#3122)
## 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>
2025-03-22 21:24:39 +02:00
nevimer 368543b6fd GallowsCalibrator and Waterpig's fixes, but squash 2025-03-16 01:55:41 -04:00
RoxyandGitHub 0d391e99df Fixes invisible 9x25mm magazines (#3288)
## About The Pull Request

Change the 9mm mags to use `base_icon_state` and add some missing icon
states cause the max ammo got changed to 12 upstream

## Why It's Good For The Game

Fixes #3201

## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/cdd4821e-1b5d-4939-b9c9-1354d87a5454)

</details>

## Changelog

🆑
fix: fixed 9x25mm magazines being invisible
/🆑
2025-03-12 08:53:37 +01:00
6c11cc072a Projectile speed fixes (#3265)
## About The Pull Request

https://github.com/tgstation/tgstation/pull/87740 changed projectile
math so that lower numbers are slower instead of faster, this PR tweaks
our modular projectiles to match this.

## Why It's Good For The Game

Fixes #3234 and fixes #3220 

## Proof Of Testing

TRUST

## Changelog

🆑
fix: fixed various projectiles having inverted speeds
/🆑

---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2025-03-08 03:17:36 +00:00
RoxyandGitHub 5020cec410 Fix define sanity linter failures (#3209)
Fix all of the define sanity failures, either by adding an `#undef`
where needed or moving them to a file in `code/__DEFINES`

![image](https://github.com/user-attachments/assets/abd76dcd-d610-4567-801e-ee7fc477d58c)
2025-03-06 03:24:59 -05:00
RoxyandWaterpig 7600837c59 Upstream lint fixes (#3186)
Fixes all the failing grep checks in #3157, doesn't fix the define
sanity fails because im tired

![image](https://github.com/user-attachments/assets/b40fc081-a5c9-4f46-9cf5-18ed85199435)
2025-03-05 13:23:05 +01:00
Majkl-J 831afcfecc embed_data -> embedding 2025-02-20 00:46:23 -08:00
The SharkeningandGitHub 3a01f5257f Fixes damage falloff across verious skyrat weapons (#2731)
## About The Pull Request

Here's a funny thing I noticed with all our projectile falloff code.
These numbers need to subtract instead of add.

## Why It's Good For The Game

What the sigma. 

## Proof Of Testing

It compiles.

## Changelog

🆑
fix: Damage falloff across various projectiles should now subtract
instead of add.
/🆑
2024-12-20 06:47:26 +00:00
a3ef71fe18 Firearms Labor of Love (Patches, Bugfixes, and Typo Corrections) (#2624)
## About The Pull Request
Thankfully not as many bugs or oversights as I previously thought, but
enough to hammer them out all at once. This fixes some incorrect or
missing item descriptions, a few research item names, and a very
important bugfix with the weapon conversion kits.

- Updates description for Renoster shotgun, and Rengo rifle, as they had
the incorrect magazine size listed.
- Adds descriptions for Carbine and Battle Rifle conversion kits.
- Makes the Carbine and Battle Rifle conversion kits not give a full
free mag on crafting.
- Makes the Carbine, Battle Rifle, and Shaytan SMG conversion crafts
require the gun not have a magazine inserted, and the bolt be open to
craft.
- Fixes lathe description and name for Stardust / Advanced Anti Riot
shells, homogenizes name as "Less-Lethal"
- Fixes description on Stardust ammo box.
- Pedantic nitpick renaming WT-550 rubber mags from "Less-Than-Lethal"
to "Less-Lethal", as that was the only use of the term
"Less-Than-Lethal" with any firearm.
- Updates Shaytan gun description to not be a copy of the conversion kit
description. (provided by @Offwrldr / Bangle)
- Updates Shaytan conversion kit name and description in the sec lathe.
- Updates all shotgun ammo boxes to show the proper max ammo count
(which is now 7)
- Reduces cost of Honkshot from 100cr to 25cr (as it now is properly
overridden)
- Standardizes all shotgun ammo boxes to hold 7 rounds (dropping
scatterlaser, hunter, flechette, dragon's breath, hornet's nest,
stardust, pulse slug, and scatter ion from 15 rounds per box, and
honkshot from 35 rounds per box).

## Why It's Good For The Game
As for the descriptions and names, fixing stuff that is blatantly
incorrect or misleading is good. As for the conversion crafts, giving
people free ammo and magazines is anywhere from an unfortunate
oversight, to outright boo-boo-busted.

Consistency for ammo boxes is also good (alongside accurate
descriptions), and I checked with a maintainer in the discord before
updating ammo box values.

## Proof Of Testing
I'm not taking screenshots of descriptions in the lathe, or of items. If
it complies, they're accurate. I do have a video showing the crafts
requiring the guns to have no magazine, and be open bolt though.


https://github.com/user-attachments/assets/9c8313c4-274d-4e7d-9211-7938f595c42f

## Changelog
🆑 Impish_Delights, Bangle
fix: Romulus Carbine, and Romulus Battle-Rifle crafts no longer give
free loaded magazines.
balance: All shotgun ammo boxes now hold 7 rounds. Honkshot is now 25cr
from cargo, down from 100cr.
code: Romulus Carbine, Romulus Battle-Rifle, and Romulus Shaytan kit now
require gun to be empty, and locked open to craft.
spellcheck: Fixes description for Rengo rifle, Renoster shotgun,
Stardust/AAR cartridge box, and Romulus Carbine and Battle-Rifle
conversion kits.
spellcheck: Homogonizes description for Stardust/AAR ammo, and Beanbag
slug ammo as "Less-Lethal"
spellcheck: Changes WT-550 rubber mag to be "Less-Lethal" instead of
"Less-Than_Lethal"
spellcheck: Updates Shaytan SMG description, and conversion kit name and
description in the security lathe.
spellcheck: Updates all shotgun ammo boxes to be accurate.
/🆑

---------

Co-authored-by: Bangle <140950607+Offwrldr@users.noreply.github.com>
2024-12-10 08:34:45 +01:00
BangleandGitHub 58a170611a Removes the magical Shaytan magazine when crafted. (#2594)
## About The Pull Request

Removes the starting magazine from the newly-crafted Shaytan SMG. The
spontaneous manifestation of live ammo and a spare magazine was an
oversight.

## Why It's Good For The Game

Balancing?

## Proof Of Testing

I did not test. I have copied code that I've seen for pistols spawning
without mags and have prayed that it works.

</details>

## Changelog
🆑 Bangle
balance: rebalanced something
fix: fixed a few things
/🆑
2024-11-30 03:40:57 +02:00
cae578f00f Space MP5 - Redux (#2199)
# [ORIGINAL PR
HERE](https://github.com/Bubberstation/Bubberstation/pull/2194)

## About The Pull Request

Recently, a fellow by the name of Cato Christopher made me aware of a
conversion kit within the game that is unimplemented. From what I could
see, it was possibly never completed - the RomTech SMG, a conversion of
the Sindano to make it fully-automatic. The magazine sprite, for
example, was incorrectly aligned with the original sprite. There was
talk in the code about making it researchable. I have taken it in as my
own.

Introducing the _Shaytan_.


![Sprite-000ddd2](https://github.com/user-attachments/assets/c6b9b8d9-c476-4d48-a95d-0c6778f21796)

Description: A Romulus-produced conversion kit. This kit comes with a
modified sear to enable seamless full-automatic fire - at the cost of
fire-select function. This kit includes an alloy and polymer body, a
proprietary **integrated flashlight**, an **alternate handguard and
modified barrel for the addition of universal suppressors**. Accepts any
standard Sol pistol magazine.

It has been tested. It passed. See performance
[here.](https://github.com/Bubberstation/Bubberstation/pull/2194#issuecomment-2406524916)


![image_2024-10-10_184048524](https://github.com/user-attachments/assets/33b4dbef-7f96-4fc3-b4d8-4d57ee48832e)

BONUS ROUND: I modified my own dono sprite. It works. It is added to the
MultiSec wardrobes. It has identical stats to baseline Sec armors.

EDIT:
The original collared vest:

![image](https://github.com/user-attachments/assets/df595ac2-0ac9-4c81-985e-c5f4b17931ca)
The new collared vest:

![image](https://github.com/user-attachments/assets/edadb403-febc-4974-8c4f-feab2f4a981b)

![image](https://github.com/user-attachments/assets/ebc6e19b-7260-41de-8fbb-cf17532bfb50)



## Why It's Good For The Game

It adds diversity to the Sec weapons pool. To prevent abuse, I made it
pricey to order from Cargo. It also does not show up on the Armory menu
(I think) of Sec's Cargo orders - meaning they have to GO to Cargo to
order it. The fire-rate can also be adjusted to make it work better for
gameplay reasons.

It is intended to be a mid-round option for Security Officers.

## Proof Of Testing


![image](https://github.com/user-attachments/assets/66e4d1b6-21f7-40f8-afad-26dccd5b59f7)

![image](https://github.com/user-attachments/assets/66b4a21b-6184-4359-8739-9c8b5c25e45c)


## Changelog
🆑 Bangle
add: Added new mechanics or gameplay changes - added Shaytan SMG
conversion kit to Cargo. Added the BNGL Collared Vest to MultiSec - it
has identical stats and I don't wanna lock it behind a donowall.
add: Added more things - added Shaytan SMG conversion kit
image: added/modified/removed some icons or images - changed a bunch of
the sprites, including my own Collared Vest
spellcheck: fixed a few typos - changed descriptions and renamed my
Collared Vest. I think it's the BNGL Collared Vest now.
code: changed some code - see above.
/🆑

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-11-29 00:28:33 +02:00
3bde496dc3 Renames all mentions of Solfed to TerraGov (#2334)
<!-- 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
Renames SolFed/SolGov/Solar Goverment/Solar Federation to
TerraGov/Terran Goverment
<!-- 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
Requested by the loremins
<!-- 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
It compiles, nothing seems broken ingame (please TM this)
<!-- 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>

## 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: Renames all mentions of the Solar Goverment/Federation to the
Terran Goverment
/🆑

<!-- 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. -->

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2024-11-20 04:10:08 +00:00
510f87a335 Tactical Maid Uniform (#2462)
## About The Pull Request
Buyable CnC Maid Kit, 400 credits, weapon permit
Act likes regular full set of sec clothing. Nothing special
It also can hold janitor tools on the vest I guess
## Why It's Good For The Game
we literally have tactical syndicate maid uniform. I needone for sec too
## Proof Of Testing

![image](https://github.com/user-attachments/assets/4d4a461c-3671-4cd7-9f75-9016aa1cc8a1)
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
add: CnC Maid Kit
fix: Shotgun not being access locked when it should
/🆑

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-11-19 14:37:42 +01:00
WaterpigandGitHub 9d5074fc2a Minor cleanup to sakhno conversion code (#2360)
## About The Pull Request

Whilst investigating a (Invalid) issue, I found some small code mistakes
in the Sakhno code and chose to fix it.
2024-11-09 20:41:55 +00:00
StrangeWeirdKitten 25289b8bc6 fixes a fuck load of sounds 2024-10-24 07:52:55 -06:00
Majkl-J ae0b926948 Holy lord no more please 2024-10-24 03:07:38 -07:00
projectkepler-RUandGitHub e5222357c9 Cleanup flag for helmet related thing (#29575)
* Update sec_clothing_overrides.dm

* Update pistol.dm

* this better work

* forgot
2024-08-26 04:49:30 +00:00
c3f2895ea0 Balance Adjustment 8 (#29560)
* Update shotgun.dm

* Update rifle.dm

* what

* Update packs.dm

* yea

* Update sec_research.dm

* yeah

* follow up 8

* insanity

* snake eater

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-08-25 19:47:18 +07:00
projectkepler-RUandGitHub df01bd3020 Follow up 5 (#29554)
* mfw

* harass me enough and i'll do it

* yip yap

* hypothetically

* Update rifle.dm

* Update rifle.dm

* superb

* Update blueshield.dm

* no description
2024-08-24 16:45:37 +07:00
projectkepler-RUandGitHub b3ebfad022 27409 Followup 3 (#29539)
* agh

* thats it

* how did i forget this

* Update shotgun.dm

* tocompensate

* Update shotgun.dm

* Update allstar.dm

* Update microstar_energy.dm
2024-08-23 09:53:29 +00:00
projectkepler-RUandGitHub 723ad950a6 c10 speedloader small sized (#29538)
* Update rifle.dm

* oddity
2024-08-23 04:02:35 +00:00
projectkepler-RUandGitHub f3e2f2b2f7 Something somethig sec followup (#29536)
* fuck

* fixes my stuff
2024-08-22 23:50:57 +00:00
4dd0fef1cf [READY]Armadyne Anti Trust Act Part 2: Return of The Ballistic Security (#27409)
* Update pistol.dm

* Update pistol.dm

* Update pistol.dm

* we fix the linter

* Update pistol.dm

* Update pistol.dmi

* Update pistol.dm

* this shit

* Update pistol.dm

* Update pistol.dm

* Update pistol.dm

* Update rifle.dm

* I am happy.

* Update vending.dm

* new file

* fire delay

* Create magazine.dm

* finally

* Update pistol.dm

* bazinga

* Update pistol.dm

* this is impossible

* Update magazine.dm

* mm

* as

* i forgot!

* Update pistol.dm

* what the hell are we doing

* Update pistol.dm

* Update security.dm

* Update pistol.dm

* what

* i fixed linter

* help me gordon

* Update allstar.dm

* Update tgstation.dme

* Update pistol.dm

* Update pistol.dm

* now what

* Update tgstation.dme

* i crave sex

* Update smg.dm

* Update magazine.dm

* Update pistol.dm

* Update sec_research.dm

* Update sec_research.dm

* accurate

* mmm

* Update tgstation.dme

* Update sec_research.dm

* Update all_nodes.dm

* don't you feel silly?

* Update all_nodes.dm

* Update tgstation.dme

* Update cargo_stuff.dm

* Update cargo_stuff.dm

* Update magazine.dm

* Update magazine.dm

* we are ready

* Update all_nodes.dm

* Update rifle.dm

* Update gun48x32.dmi

* Update rifle.dm

* bird

* Update rifle.dm

* Why

* its ready?

* what

* Update rifle.dm

* i wish i can die soon

* Update ammo.dmi

* more curious about the result

* Update rifle.dm

* mister mister president i want to die

* Update magazines.dm

* what

* fml lol

* Update gun40x32.dmi

* this is sick af

* Update rifle.dm

* what

* Update rifle.dm

* Update all_nodes.dm

* what

* Update rifle.dm

* Update all_nodes.dm

* yeah

* Update all_nodes.dm

* Update pistol.dm

* so

* Update sec_research.dm

* Update rifle.dm

* ready

* Update head.dmi

* wwhat

* Update gun40x32.dmi

* yeah

* ww got vything done

* we h int at a darker past

* yeah I know that there's no pleasing you

* Update magazines.dm

* Update sol_fed.dm

* mhm

* Update rifle.dm

* Update rifle.dm

* Update magazines.dm

* Update magazine.dm

* Update cargo_stuff.dm

* Update cargo_stuff.dm

* Update gun_redemption.dm

* what

* Update rifle.dm

* how did we mess this up so badly

* be more thorough next time?

* fixed

* Update pistol.dm

* Update rifle.dm

* Update rifle.dm

* stats and stats

* Update rifle.dm

* Update ammobox.dm

* Update beams.dm

* Update magazine.dm

* Update rifle.dm

* Update rifle.dm

* Update magazine.dm

* Update rifle.dm

* Update helmet.dmi

* this should fix it

* Update packs.dm

* Update rifle.dm

* why doesnt this work is beyond me

* Update shotgun.dm

* Update pistol.dm

* i pray this fix it before i die

* Update ammobox.dm

* this should work

* Update shotgun.dm

* this is utterly shit code thati should die for

* Update shotgun.dm

* fix the helmet

* Update sec_clothing_overrides.dm

* Update shotgun.dm

* what did i do

* what else?

* Update pistol.dm

* Update shotgun.dm

* an ode to joy

* Update rifle.dm

* Update pistol.dm

* here we go

* Update tgstation.dme

* Update tgstation.dme

* Update tgstation.dme

* so

* forgive yourself

* Update pistol.dmi

* Update pistol.dm

* Update magazine.dmi

* Update magazine.dmi

* it was also my plan

* mmm

* Update magazine.dm

* Update rifle.dm

* vanilla expanded

* yeah

* Update sec_research.dm

* silly

* Update all_nodes.dm

* yeah

* Update sec_research.dm

* yes

* can  you even say, my name

* Update shotgun.dm

* this is easier

* wonderful

* Update tgstation.dme

* Update tgstation.dme

* Update rifle.dm

* Update rifle.dm

* done

* Update tgstation.dme

* yeah

* Update tgstation.dme

* yes

* Update tgstation.dme

* Update shotgun.dm

* there

* yeah!

* it feels right

* Update helmet.dmi

* Update cargo_packs.dm

* Update peacekeeper_clothing.dm

---------

Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-08-21 06:47:05 +07:00
d1aa5f8da1 Fixing afterattack issues. (#28822)
* afterattack is dead, aughhhh

* Update hyposprays_II.dm

* fix stuff

* fix stuff2

* Update robot_upgrade.dm

* fix stuff3

---------

Co-authored-by: Fluffles <piecopresident@gmail.com>
2024-07-13 14:59:01 +05:30
f4e244fb49 [MIRROR] Refactors embedding to use datums instead of storing data in bespoke elements (#28699)
* Refactors embedding to use datums instead of storing data in bespoke elements (#84599)

## About The Pull Request

This refactors embedding elements to make them use singleton datums
(similarly to armor) instead being bespoke and creating a new element
every time armor values are supposed to be adjusted.
Default values have been removed from defines due to now being declared
in base class itself.
Additionally fixes vending machines and tackling gloves setting
generated shards (which they instantly embed into their victim) embed
properties to null after running the embedding code, despite said shards
having non-null embedding values by default, making them not be able to
embed into anyone else, also potentially breaking the pain/jostling code
if they somehow get updated.

## Why It's Good For The Game

Current embedding system is an unnecessarily complicated mess as bespoke
elements are hard to work with, and creating a new element every time
you change values is hacky at best. This change should make it easier to
read and work with.

## Changelog
🆑
fix: Fixed glass shards generated from falling vending machines or
tackling windows not being able to embed into anyone.
refactor: Refactored embedding code to use datums instead of bespoke
elements and ugly associated lists.
/🆑

* Refactors embedding to use datums instead of storing data in bespoke elements

* modular fixes

* fix c14

* paint -> pain ugggh

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-08 14:50:05 +05:30
7c9d0926ce [MIRROR] Gun Refactor Part 1: Bayonet Componentization (#28576)
* Gun Refactor Part 1: Bayonet Componentization

* fixes

* fix

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Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-05 00:24:34 +05:30
65f0e6bd76 [MIRROR] Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#28376)
* Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore]

* Multi chargers

* all this other shit

* maps

* more fixes

* even more

* mapping

* map fixes

* MCR

* map2

* map3

* map4

* map5

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Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
2024-07-01 23:44:49 +05:30