## About The Pull Request
- null all GAGS vars for brass wirecutters as it doesn't use GAGS
- Repath `mothbomb.dmi` so it actually gets deployed with the server
- Generate map icons
- Fix 150+ crafting material parity failures
- Fix airlock lights not working
- Fix certain species missing eyes
## Why It's Good For The Game
Don't like red X
## Proof Of Testing
If this PR is green check then you Know
## About The Pull Request
Does as the title says and makes it so you can actually *craft* the
wall-mounted torches.
## Why It's Good For The Game
It makes it possible to actually light your rooms if you want to try to
make a low-tech base on Lavaland or something along those lines.
## Proof Of Testing
I tested it and it was working as intended.
## Changelog
🆑
qol: wall-mounted torches can now be crafted
/🆑
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>

</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>




</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>

</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>

</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>

</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

## 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)

## 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>

</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>

</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:

After:

</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>

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

</details>
<details>
<summary>EVA</summary>

_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>

_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>

_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>










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

<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>

</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>

</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>

</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



<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

<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

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

---------
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.

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


## 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

## 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
## About The Pull Request
Does what it says on the tin.
## Why It's Good For The Game
Less bugs are good
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
yeah I'm at work I cant check rn but it should work.
</details>
## Changelog
🆑
fix: Railings now deconstructable again. (And racks)
/🆑
* [NO GBP] Patches & renaming for `NO_DECONSTRUCTION` flag (#82547)
## About The Pull Request
1. Renames `NO_DECONSTRUCTION` -> `NO_DEBRIS_AFTER_DECONSTRUCTION`. As
the name suggests when the object is deconstructed it won't drop any
items/debris. After my last refactor for this flag it now serves a new
purpose so its name has been changed to match that
2. Fixes objects that are now using `NO_DECONSTRUCTION` incorrectly.
Some of these changes include
- Removing the flag in objects where there are no means to deconstruct
them (e.g. jukebox, hydroponics soil, flora etc)
- Replacing the flags old purpose by overriding its tool procs so that
it regains its old behaviour(e.g. You once again cannot deconstruct ctf
reinforced tables, survival pods, indestructible windows etc)
## Changelog
🆑
code: renamed `NO_DECONSTRUCTION` to `NO_DEBRIS_AFTER_DECONSTRUCTION` so
its name matches its intended purpose
fix: fixes some items that incorrectly used `NO_DECONSTRUCTION` prior to
its refactor, meaning makes some objects non deconstructable again
/🆑
* NO DESTRUCTION
* Linter fix
* Fixes standard RPEDs not working on machines (#82528)
## About The Pull Request
Previously, `exchange_parts(...)` would cancel if both the
`NO_DECONSTRUCTION` flag was set and you couldn't use your part replacer
from a distance.
https://github.com/tgstation/tgstation/blob/1583cf0cc968cd9f5da2398035feb8d70d58bcf2/code/game/machinery/_machinery.dm#L958-L959
Our recent removal of `NO_DECONSTRUCTION`, however, has left this to
_only_ be the latter.
https://github.com/tgstation/tgstation/blob/f0ed4ba4ce6b114509c10ee2f36ab0af6d7c81d2/code/game/machinery/_machinery.dm#L956-L957
Buuuuut this makes it unconditionally cancel for normal RPEDs, instead
of only blocking them if `NO_DECONSTRUCTION` was set.
As `NO_DECONSTRUCTION` is very much no longer relevant for this purpose,
we simply remove the ranged RPED check altogether.
This fixes our issue.
## Why It's Good For The Game
Fixes#82525.
## Changelog
🆑
fix: Standard RPEDs work on machines again.
/🆑
* Machinery Destroy() side effect clean up (#82659)
## About The Pull Request
I have combed over implementations of `Destroy()` for `obj/machinery`,
and noticed quite a few was spawning items or playing sounds.
**Slot machines**:
Moved payout to on_deconstruction()
**Windoors**:
Break sound moved to on_deconstruction().
I have also slightly cleaned up Destroy(), the windoor calls
air_update_turf directly, as that proc already retrieves the turf it is
on.
**Atmospheric pipe**:
Releases air and deconstructs meter objects on_deconstruction().
**Portable atmospheric devices**:
Drop hyper noblium crystal on on_destruction().
**Pump, Scrubbers**:
Releases air on_deconstruction().
**PACMAN power generator**:
Spawns dropped fuel on_deconstruction().
**Runic vendor**:
Moved vanishing effects to on_deconstruction().
I did not change Destroy side effects in the following instances:
- side effects are critical for the round (e.g. doomsday device, nuke,
blackbox recorder dropping the tape, gulag item reclaimer [less critical
but still])
- might spawn messages and noises, but moving them to on_deconstruct
would put linked items into an unusable state if deleted directly (e.g.
express order console, cyborg lockdown console, tram paired sensors)
- would potentially delete mobs we don't want deleted (e.g. disposals,
slime camera console)
Out of 220 Destroy defines, I found only 8 side effects that could not
be moved to other procs, so `machinery\Destroy()` has almost always been
used properly! I really hope `structure` will be as well made.
Other changes:
- Stasis beds had a completely empty destroy, removed
- Mass drivers had two destroy procs, merged
## Why It's Good For The Game
The Destroy() proc should only contain reference clean ups, barring edge
cases that would harm playability.
## Changelog
Nothing player facing.
* Fix linter
* icon fix
* icon fix again
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Profakos <profakos@gmail.com>
* Ports additional Felinid ears from Orbstation (#82066)
Adds 5 new ear options from Orbstation, originally PRed in
lizardqueenlexi/orbstation#360. Sprites by @Or-Fi-S.
Big:

Coeurl (FFXIV Miqo'te style):

Fold:

Lynx:

Round:

Also makes it so the code guarantees that custom ears on a felinid
actually count as felinid ears and not human ones, as the code wasn't
checking properly when preferences were applied. There's probably a
cleaner, more permanent way to do this and a refactor is needed
somewhere down the line (man that sprite accessories file is getting
long huh) but I'll leave that to a more competent coder.
More customization options are good also Cobby said I could

🆑
add: Added 5 new Felinid ear options, ported from Orbstation! (Sprites
by Or-Fi-S)
/🆑
---------
Co-authored-by: _0Steven <jaydondegenerschool@gmail.com>
* Standardizes object deconstruction throughout the codebase. (#82280)
When it comes to deconstructing an object we have `proc/deconstruct()` &
`NO_DECONSTRUCT`
Lets talk about the flag first.
**Problems with `NO_DECONSTRUCTION`**
I know what the comment says on what it should do
https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/__DEFINES/obj_flags.dm#L18
But everywhere people have decided to give their own meaning/definition
to this flag. Here are some examples on how this flag is used
**1. Make the object just disappear(not drop anything) when
deconstructed**
This is by far the largest use case everywhere. If an object is
deconstructed(either via tools or smashed apart) then if it has this
flag it should not drop any of its contents but just disappear. You have
seen this code pattern used everywhere
https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/constructable_frame.dm#L26-L31
This behaviour is then leveraged by 2 important components.
When an object is frozen, if it is deconstructed it should just
disappear without leaving any traces behind
https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/datums/elements/frozen.dm#L66-L67
By hologram objects. Obviously if you destroy an hologram nothing real
should drop out
https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/modules/holodeck/computer.dm#L301-L304
And there are other use cases as well but we won't go into them as they
aren't as significant as these.
**2. To stop an object from being wrenched ??**
Yeah this one is weird. Like why? I understand in some instances (chair,
table, rack etc) a wrench can be used to deconstruct a object so using
the flag there to stop it from happening makes sense but why can't we
even anchor an object just because of this flag?
https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/objs.dm#L368-L369
This is one of those instances where somebody just decided this
behaviour for their own convenience just like the above example with no
explanation as to why
**3. To stop using tools to deconstruct the object**
This was the original intent of the flag but it is enforced in few
places far & between. One example is when deconstructing the a machine
via crowbar.
https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L811
But machines are a special dual use case for this flag. Because if you
look at its deconstruct proc the flag also prevents the machine from
spawning a frame.
https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L820-L822
How can 1 flag serve 2 purposes within the same type?
**4. Simply forget to check for this flag altogether**
Yup if you find this flag not doing its job for some objects don't be
surprised. People & sometimes even maintainers just forget that it even
exists
https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/items/piggy_bank.dm#L66-L67
**Solution**
These are the main examples i found. As you can see the same flag can
perform 2 different functions within the same type and do something else
in a different object & in some instances don't even work cause people
just forget, etc.
In order to bring consistency to this flag we need to move it to the
atom level where it means the same thing everywhere. Where in the atom
you may ask? .Well, I'll just post what MrMelbert said in
https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862
> ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION
handling as it wants,
Yup that's the ideal case now. This flag is checked directly in
`deconstruct()`. Now like i said we want to give a universal definition
to this flag and as you have seen from my examples it is used in 3 cases
1) Make an object disappear(doesn't dropping anything) when
deconstructed
2) Stop it from being wrenched
3) Stop it from being deconstructed via tools
We can't enforce points 2 & 3 inside `deconstruct()` which leaves us
with only case 1) i.e. make the object disappear. And that's what i have
done. Therefore after more than a decade or since this flag got
introduced `NO_DECONSTRUCT` now has a new definition as of 2024
_"Make an object disappear(don't dropping anything) when deconstructed
either via tools or forcefully smashed apart"_
Now i very well understand this will open up bugs in places where cases
2 & 3 are required but its worth it. In fact they could even be qol
changes for all we know so who knows it might even benefit us but for
now we need to give a universal definition to this flag to bring some
consistency & that's what this PR does.
**Problem with deconstruct()**
This proc actually sends out a signal which is currently used by the
material container but could be used by other objects later on.
https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/objects/obj_defense.dm#L160
So objects that override this proc should call its parent. Sadly that
isn't the case in many instances like such
https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/machinery/deployable.dm#L20-L23
Instead of `return ..()` which would delete the object & send the signal
it deletes the object directly thus the signal never gets sent.
**Solution**
Make this proc non overridable. For objects to add their own custom
deconstruction behaviour a new proc has been introduced
`atom_deconstruct()` Subtypes should now override this proc to handle
object deconstruction.
If objects have certain important stuff inside them (like mobs in
machines for example) they want to drop by handling `NO_DECONSTRUCT`
flag in a more carefully customized way they can do this by overriding
`handle_deconstruct()` which by default delegates to
`atom_deconstruct()` if the `NO_DECONSTRUCT` flag is absent. This proc
will allow you to handle the flag in a more customized way if you ever
need to.
1) I'm goanna post the full comment from MrMelbert
https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862
> ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION
handling as it wants, but there's a shocking lack of consistency around
NO_DECONSTRUCTION, where some objects treat it as "allow deconstruction,
but make it drop no parts" and others simply "disallow deconstruction at
all"
This PR now makes `NO_DECONSTRUCTION` handled by `deconstruct()` & gives
this flag the consistency it deserves. Not to mention as shown in case 4
there are objects that simply forgot to check for this flag. Now it
applies for those missing instances as well.
2) No more copying pasting the most overused code pattern in this code
base history `if(obj_flags & NO_DECONSTRUCTION)`. Just makes code
cleaner everywhere
3) All objects now send the `COMSIG_OBJ_DECONSTRUCT` signal on object
deconstruction which is now available for use should you need it
🆑
refactor: refactors how objects are deconstructed in relation to the
`NO_DECONSTRUCTION` flag. Certain objects & machinery may display
different tool interactions & behaviours when destroyed/deconstructed.
Report these changes if you feel like they are bugs
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Makes attempting to refresh the logs not just throw a runtime error (#82432)
## About The Pull Request
Really all this seems to be is a mismatch between the tgui and dm side
of the menu.
https://github.com/tgstation/tgstation/blob/3c71b14df0957749f31fb2e678130daf4cfb3250/tgui/packages/tgui/interfaces/LogViewer.tsx#L71https://github.com/tgstation/tgstation/blob/3c71b14df0957749f31fb2e678130daf4cfb3250/code/modules/logging/log_holder.dm#L110-L113
Making these line up by renaming `re-render` to `refresh` seems to make
it work just fine, and not just throw an error.
## Why It's Good For The Game
Life tends to be better when refreshing to see new runtimes doesn't just
add its own lovely little runtimes.


And then not show them til you re-open the window cause it doesn't
refresh.
## Changelog
🆑
admin: Refresh button on the View Round Logs menu actually works,
instead of just adding a runtime to the logs (and not updating them).
/🆑
* Creates a "busy" animation for players (#82416)
Little indicator above a player when they're currently doing something.
<details>
<summary>vids</summary>
Perspective: You are the moth

Hides under runechat

</details>
Todo:
- [x] Feedback?
- [x] Sneaky params so it doesn't spoil your stealth run
- [x] Possible refactor
- [x] Probably missed some "sneaky" actions
- [x] coggers
<details>
<summary>sound on:</summary>
https://github.com/tgstation/tgstation/assets/42397676/ad71c567-0202-4158-ba50-c2946375f988
</details>
🆑 jlsnow301, infraredbaron
add: Added a new UI element over players that are interacting, building,
etc.
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
* New operative reinforcement option: Intelligence Overwatch Agent (#82307)
## About The Pull Request
Introducing a new Nuclear Operative reinforcement option: The Overwatch
Intelligence Agent.
Equipped with multi-hudglasses, they have an advanced camera console,
station alerts, and bodycams of every operative! If something can be
known, they will know about it.
They can also remotely pilot your ship. Finally, everyone can ride in
the Steel Rain without getting stuck on the station!
This role spawns in the formerly unused outpost just north of the nukie
base. With a few shelves of supplies and some tools in the back room,
they can set up their workplace however they like. This also gives them
something to work on while they wait for the operatives to gear up.

As you can see, it's rather cramped and the lights are quite dim in the
backroom. Set it up however you like, this is how I did mine:

Total price? 12 TC per agent. It might get a bit cramped, but you could
buy a second to make sure the first guy doesn't get lonely!
This turned into a 30-commit ugly because the bodycams were originally
meant to be accomplished via a refactoring of the spyglass kit. Big
mistake that made me shelve the project -- until Melbert's simple
bodycam component conveniently did exactly what I needed in a much
simpler way.
## Why It's Good For The Game
Having a "guy in the chair" for your kickass murder operator squad
enables more brainy strategizing, and is thematically sound. Also,
nukies have the opportunity to bring in another player to participate in
the fun!
## Changelog
🆑 Rhials
add: Nuclear Operatives now purchase an Intelligence Agent, who can
watch cameras and bodycams, move the shuttle, and provide radio support.
Only 12 Telecrystals!
/🆑
* re-adds list of components for admins to remove (#82461)
## About The Pull Request
The list of components on a mob when admins try to remove one didn't
actually show them, now it does.

## Why It's Good For The Game
Messing with components/elements on mobs are such a pain, in this case
was broken entirely.

## Changelog
🆑
admin: Removing components button now lists components to remove
/🆑
* Reboots the CNS Rebooter Implant. (#82441)
## About The Pull Request
The CNS Rebooter Implant will now pull you out of stuns and stamcrit,
while granting you a few seconds of stun immunity, comes with a 60
seconds cooldown
## Why It's Good For The Game
The CNS Rebooter Implant is a strong candidate for the absolute worst
implant in the game, it caps your stuns at 4 seconds
(which is plenty of time to get murdered) and does nothing to prevent
stamina damage, for something accessible in one of the latest research
nodes and in the nukie uplink it should perform better than it does now.
Besides, the game is in dire need for more tools to keep the stun meta
at bay, and this is a good place to start.
This PR makes it so the rebooter will bail you out stamcrit every 60
seconds, along with giving you a few seconds of immunity to run away or
get a couple of hits in.
## Changelog
🆑
balance: CNS Rebooter Implant will now pull you out of stamcrit and
grant you a few seconds of stun immunity
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fix "Aheal" for ears deafness (#82448)
## About The Pull Request
Make the admin button "Aheal" and Magic Wand of Healing (resurrection)
actually full heal carbon's Ears.
File _ears.dm contains timer variable "deaf" that should be updated to 0
after complete healing.
But I think this must be properly code-refactored because looks like
it's just duplicates(?) standart variable "damage" for organ type.
## Why It's Good For The Game
Aheal - means FULLY HEAL.
## Changelog
🆑
fix: aheal now properly heals ears deafness
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Medipens can't have reagents removed from them anymore. (#82451)
## About The Pull Request
This will be needed for
https://github.com/tgstation/tgstation/pull/82449 because this removes
the machine's ability to make infinite chems.
Basically in https://github.com/tgstation/tgstation/pull/29139 they
removed medipen's ability to have reagents injected into them, but never
removed the ability to take reagents out.
You could take a syringe, remove all chemicals from a medipen, put the
main ingredient in a medipen refiller, then refill. You could do this
right now on live servers with an epipen for infinite formaldehyde.
This doesn't affect the hypospray.
## Why It's Good For The Game
Removes a way of infinitely making reagents with a medipen refiller and
also removes a dumb mechanic.
You could take all chemicals out of an EHMS autoinjector, which removes
the visual and feedback tell to the target that they've been injected,
and even with 0 chemicals they get the disease anyways.
You could buy medipens as a miner, take the chemicals out, and put them
in a syringe or pill that you can inject yourself instantly with.
You can take otherwise hard-to-get chemicals like fungal TB's 2-use cure
injector, and make 40 cure pills instead.
## Changelog
🆑
fix: You can no longer take chemicals out of medipens with a syringe.
/🆑
* Search string in catalogs in char prefs (#82423)
* actually just removes stamina damage and knockdown from punches (#82400)
removes punch knockdowns and stamina damage from them
knockdown punches were also around the time disarm could just hardstun
you to RNG
this is dumb so we remove that
also watermelon supposedly wanted to remove stamina damage from punches
so idk about that
anyway so this is a problem because you could be randomly floored by
sheer luck through thick plates of metal and is overall not a very fun
thing to play against especially with northstar gloves
resolves unfun RNG by removing knockdowns and does something watermelon
wanted by removing stam damage from it
🆑
balance: punches no longer knock down or deal stamina damage
/🆑
* Fix slime `check_item_passthrough` effect (#82484)
## About The Pull Request
This proc expects a user but is not passed one.
## Changelog
🆑 Melbert
fix: Items will properly pass through slime on occasion
/🆑
* Basic mobs now use z-level turnoff instead of simple (#82469)
## About The Pull Request
On one compile of MetaStation, I saw that there's 45 basic mobs on the
station, 256 on lavaland (the number growing from tendrils), and 59 in
all other z levels combined.
While we do expect Lavaland to be visited every round, at least it won't
be running during the times when no one is there, but even more
importantly, space exploration is something not done every round, so we
don't have any reason to waste our resources on AIs that will never be
interacted with.
Simple animals had an easy solution to this:
If no one is on the Z level, their AI turns off
If someone is on the Z level, they are idle unless needed.
The last simple animals that exists right now are bots, megafauna,
geese, gondolas, and some minor ones like mimic, zombie, dark wizard,
soulscythe, etc.
Point is, we're very much nearly done going through all simple animals,
so this code is being wasted just to ensure things like cleanbots won't
work if no one is on the z level, something I doubt happens often, so I
took their code and made it work for basic mobs instead. I could've done
both but I thought it would look very bad, and maybe this is a good
incentivize to get more basic mob conversions.
There's one major change here and it's that we're missing the "Idle"
mode, some basic mobs like the Lavaland village seems to be made with
intent that they'll be running even if players aren't around, so this
sets up a future PR that makes idle AI easier to add, and I want to make
sure those cases are taken into account.
## Why It's Good For The Game
We don't need to always be processing these basic mobs, and sets us in
the future to hopefully also implement idle AIs.
## Changelog
🆑
balance: Basic mob AIs with no mobs on the Z level now stop.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* adds preferences to transhumanist (#82435)
## About The Pull Request
You may remember this, that's because I accidentally deleted it before
while trying to change things. Anyways!
Adds drop-down selections and new options to transhumanist. also fixes a
minor typo
Previously, you could choose your replaced limb by taking prosthetic
limb, setting what you want changed, and then switching to
transhumanist, since they used the same preference previously.
## Why It's Good For The Game
Transhumanist felt strange because it was hypothetically a voluntary
operation, but the augmentation clinic just spun the wheel on what you
got replaced. From a role-playing perspective, being unable to choose is
uninteresting and confusing. Also it always says your limb being was
being replaced with a robotic arm and that annoyed me. Now that you are
able to select your replacement part, I've added two new options, the
robotic voice box, good for a more prominent change then a limb that
will be hidden for most of a round, and flashlight eyes, for when you
are truly committed to being rushed directly to robotics seeing the
bright future ahead of humanity!
## Changelog
🆑
add: Transhumanist now allows you to select your augmentation
add: Transhumanist can now provide a robotic voice box, or flashlight
eyes
spellcheck: Transhumanist's roundstart text has been re-written to not
be wrong
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Watcher wreaths; Normal and Icewing varieties (#82457)
Adds Watcher Wreaths. An item that makes it look like you have a
slightly floating thorn crown that you can make from some of their
material parts (and the icewing crusher trophy for the icewing variant).
The wreath has emissives. They don't do anything mechanically, they're
just for show.



I really like the whole thing with turning lavaland monsters into
trophies and cosmetics. Going down and coming back up looking like
someone who just crawled through a horror movie and took some souvenirs
is great. Stuff like the trophy accessories, bone and drake armor and
many of the various lavaland items have this quality, and it always
amuses me when a tech sees a dressed up miner and just goes 'holy shit,
where did you get that'?
Drip is the ultimate reward for playing miner. Nobody can tell me
otherwise. this is the endgame every miner craves. And I crave a goddamn
crown made from the broken remains of my enemies.
🆑
add: Watcher wreaths. Made from the mangled remains of a watcher, now a
handsome accessory for you to wear a few inches behind your head. Comes
in Normal and Icewing variants.
add: Some bounties for the two variants of watcher wreaths.
/🆑
* CHEAP_HYPOTENUSE() no longer makes the differences between the coordinates absolute. (#82468)
## About The Pull Request
CHEAP_HYPOTENUSE() no longer absolutes the differences between the
coordinates.
## Why It's Good For The Game
It gets squared so it doesn't need to be done.
* Neutered symptoms no longer activate (#82467)
## About The Pull Request
Stops activation of all neutered symptoms in a advanced disease.
## Why It's Good For The Game
Closes https://github.com/tgstation/tgstation/issues/68944
## Changelog
🆑
fix: Narcolepsy is no longer activated while neutered.
/🆑
* Fixes the color matrix editor (#82478)
## About The Pull Request
It was sending back stringified numbers as inputs. This came from a
typescript cleanup pr from sync (#82000) and was ultimately caused by
a... I think misunderstanding of how the color list works (#67967)
## Why It's Good For The Game
Works like a charm now, which is good cause I use it a lot
## Changelog
🆑
fix: The color matrix editor now works properly again
/🆑
* Hats no longer cover mouths (#82498)
* Fixes banned/days remaining preferences display for non-dynamic ruleset antagonists. (#82506)
* Reverts reversion: tgui will 516 or else (#82527)
## About The Pull Request
Context: #82522
Apparently you cant just stuff the byond helper functions into an
external js file, but if you do, byond won't even let you know its a
problem until the servers crash and you have to run `bin/clean` just to
unbork your entire repo
This reimplements the changes from #82473 without:
- moving the byond helper functions externally
- causing a tooltip render issue in panel
## Why It's Good For The Game
516 prep (again this time)
* Final Objective: Battle Royale (#82258)
## About The Pull Request
Adds a new final objective option with a classic premise; the forced
battle to the death.
The concept is that the Syndicate will provide you with an implanter
tool you can use on an arbitrary number of crew members. Once you have
at least 6 (though there is no ceiling) you can activate the implants to
start the Battle Royale and broadcast the perspectives of everyone you
implanted live to the entertainment monitor.
After activation these implants cause you to explode upon death. If at
the end of 10 minutes, more than one person remains unexploded then all
of the remaining implants will detonate simultaneously.
Additionally, one of the station's departments (Medbay, Cargo, Science,
or Engineering) will be chosen as the arena. If after 5 minutes pass
you're not within that department (or if you leave it after that time
has passed) then you will be killed.
The Syndicate plan on both using the recorded footage to study
Nanotrasen technology, and also to sell it as an underground blood
sport, and so have employed a pirate broadcasting station to provide
colour commentary.
The implantation is silent, however it requires you and your target to
be adjacent and stood still for one and a half seconds.
Once implanted, it will occasionally itch and eventually signal to the
implantee that something is up, so once you start implanting someone
you're on a soft timer until you are given away. You can also implant
yourself if you want to do that for some reason.
Removing an implant from someone has a 70% chance of setting it off
instantly, but it _is_ possible. If the implant is exposed to EMP, this
value is randomised between 0 and 100%. You could also try doing surgery
while the patient is wearing a bomb suit or something, that puzzle is
for you to solve and I'm not going to tell you the answers. I'm sure
you'll think of ones I haven't.
## Why It's Good For The Game
Adds a somewhat more down-to-earth but still hopefully exciting and
threatening option which should let people mess around with the sandbox.
The mutual death element provides some roleplaying prompts; nothing
actually _forces_ you to fight apart from fear of death and it may be
possible to find other ways to survive, or perform some kind of
solidarity behaviour with your fellow contestants. Maybe you'll try that
but one of your fellow contestants just wants to be the last survivor
anyway. Maybe you'll pretend you're setting up some kind of mutual
survivorship thing in order to make sure you're the sole survivor.
Gives some people to watch on the bar TV channel.
The crew apparently love playing Deathmatch while dead so we might as
well enable doing it while alive.
Also I'm going to follow this up with a separate PR to remove the Space
Dragon objective and it felt like it'd be a good idea to do one out one
in
## Changelog
🆑
add: Adds a new Final Objective where you force your fellow crew to
fight to the death on pain of... death.
/🆑
---------
Co-authored-by: _0Steven <jaydondegenerschool@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: EnterTheJake <102721711+EnterTheJake@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Artemchik542 <32270644+Artemchik542@users.noreply.github.com>
Co-authored-by: Yaroslav Nurkov <78199449+AnywayFarus@users.noreply.github.com>
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: Skeleton-In-Disguise <49223093+Skeleton-In-Disguise@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com>
Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Use `base_icon_state` for smart fridge content overlay (#80825)
## About The Pull Request
No need to create a separate var called `contents_icon_state` when we
already have `base_icon_state`. Save some memory from creating an extra
var
## Changelog
🆑
code: smart fridge content overlay now uses `base_icon_state` instead of
a separate var
/🆑
* Use `base_icon_state` for smart fridge content overlay
* There we go.
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
* Attack chain refactoring: Broadening `tool_act` into `item_interact`, moving some item interactions to... `atom/item_interact` / `item/interact_with_atom`
* Patches up merge skew (#80197)
## About The Pull Request
Yeah #79968 (1e76fd70b4) was not
compatible with master but no one said anything on the PR so i got
jebaited into merging it. The code should be up to the same standards
per the documentation I read (preventing thwacking the target in certain
situations while not returning anything in other situations)
master will definitely compile now though
* Patches up merge skew
* Merge conflicts
* Modular adjustments
* Removes this entirely duplicated proc...
* Update tool_override.dm
* Update weldingtool.dm
* Update tool_override.dm
* Update tool_override.dm
* Nope. Copy paste begone.
A skyrat edit is so much easier to deal with here
* Update brand_intelligence.dm
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Removes machine deconstruct overrides that overrides their deletion (#79662)
## About The Pull Request
Both the PDA painter and the emergency shield generator override the
behaviour of deleting themselves when they are supposed to be destroyed,
instead redirecting to `atom_break` for some reason. This seems to be
very old behaviour and it does not fit with what `take_damage` expects
(it does not allow for damage to be taken past 0 integrity, aka it
should not *exist* past 0 integrity)
## Why It's Good For The Game
Fixes#68263
Annoying runtimes and annoying behaviour, especially during a
delamination.
## Changelog
🆑
fix: The PDA painter and the emergency shield generator can now be
destroyed.
/🆑
* Removes machine deconstruct overrides that overrides their deletion
---------
Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
* gah muhfuckin dam!!
* boutta go eat me some chicken parmesan
* gates and fence gates
* things that dont exist anymore
* updates some of the other stuff
* hot and steamy
* oops
* those particles shoulda ctually work now
* fixes various things
* makes the fence gate actually work
* right
* fixes some stuff
* are u a grass?
* this map is cool as fuck
* wow those forge structures are crusty ahh hell
* lets get lighting that looks cooler
* wall mounted torches for lighting
* i have plans that I cannot share with you
* ohj yea,,
* i think the map might be ready
* map template, removes the old map
* right, component lists
* oops 2
* may i be confused forever
* lets do the automapper solution
* fixes fences
* makes the posts more resistant to stray plasma cutter bolts
* linta
* puts some climbing hooks around
* everything everywhere all at once
* reverts the forge structure change
* Update modular_skyrat/modules/primitive_structures/code/storage_structures.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Update modular_skyrat/modules/primitive_structures/code/storage_structures.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Update modular_skyrat/modules/primitive_structures/code/storage_structures.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Update modular_skyrat/modules/primitive_cooking_additions/code/stone_stove.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Update modular_skyrat/modules/primitive_cooking_additions/code/stone_oven.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Update modular_skyrat/modules/primitive_cooking_additions/code/stone_oven.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Update modular_skyrat/modules/primitive_cooking_additions/code/stone_stove.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* makes big doors reset their layer when not facing east
* im so mad
* makes the vendor actually work for cats again
* that's not suppsoed to happen
* fixes test failure
---------
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>