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Author SHA1 Message Date
nikothedudeandGitHub b67910652f Adds a new bow that penetrates armor to cargo and security voucher + nonlethal arrows (#5390)
## About The Pull Request

Title.

Introduces a new bow and 2 new arrows: The hardlight bow, and the
blunt/taser arrows.

You can acquire these items via a new primary security voucher. This kit
gives you one bow, one quiver with 9 blunt and 1 taser, a hatchet, and a
book that teaches you how to build these arrows. **You do not gain the
ability to craft lethal arrows roundstart. You have to order the book
from cargo.**

You can also order a kit of 2 quivers and 2 bows from cargo. The quivers
have a mix of lethal and nonlethal arrows. They cost a little less than
a crate of 3 laser guns, so this is generally a suboptimal choice.

## The bow
Like all bows, it is bulky, and fits only in suit storage. Unlike other
bows, it is not weak against armor, and can cause wounds. It is a
hardlight bow - its string is made out of energy. You can obtain this
bow via a voucher or cargo. The bow itself is also an appreciable
weapon, doing 11 blunt damage (this is prone to change on review - this
was inherited from the base bow).

## The arrows
### Blunt
The blunt arrow is the simplest arrow. 35 stamina, 5 brute, 3 hits to
down. Craftable the same way a normal arrow is. Reusable. Causes
dislocations if fired in close quarters.

### Taser
You only spawn with one taser arrow roundstart. 5 stamina guaranteed, 40
and knockdown if the target isnt electrically insulated. Not reusable.
Craftable like a normal arrow, but with a igniter, cable, and a cell.
**This recipe is prone to change on review, as I feel it might be a bit
easy to make for its power, but I dont know what to add to make it
truely expensive.**

Both of these arrows can only be crafted if you have the fletching book,
or an arrow to convert.

This PR also locks bronze arrows to ashies and hearthkin exclusively, as
they are too powerful for their ease of crafting. Upgrading your arrows
to bone should take time and effort.
## Why It's Good For The Game

Well, A, I have a character that does bowsec, and as it stands, its
kinda useless. The arrows are too weak and fail on all armor. Bronze
arrows do THREE DAMAGE on a redsuit. THREE.

B., it adds a fairly unique way to play ranged security. Bows just -
function differently. You have to load each arrow manually, pick up your
dropped arrows, and deal with a relatively choked quiver (if you want to
deal with the quiver at all). You also have to craft your own arrows,
seek out another fletching book for lethal arrows... its a more involved
playstyle if you really want to go full bowman.

C. Flavor. Some characters. like my own, prefer more... traditional
methods of dealing with people. Bows, spears, cudgels, clubs.

I should note, this kit will be somewhat underpowered in actual combat.
Running around, trying to load your bow while under fire, is very
difficult, especially because the disabler generally has a higher DPS
anyway. I do think thats fine, as it is more of a sidegrade in the same
way the pepperball is, but if maintainers request, I could possibly
increase the damage this bow deals or some variation to make it worth
using.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="1879" height="526" alt="image"
src="https://github.com/user-attachments/assets/91ab9832-cc2d-4355-ad85-654611c8c66d"
/>


https://github.com/user-attachments/assets/d2697261-2b13-4f4e-9288-4a1a2fe1d134

</details>

## Changelog
🆑
add: A new security voucher - the archery kit, that gives you a bow that
penetrates armor and causes wounds, as well as some less-lethal arrows
add: An armory cargo order with two powerful bows and quivers with
lethal and nonlethal arrows
add: Two new less-lethal arrows craftable via the fletching book and
blacksmithing
balance: Bronze arrows can now only be crafted by ashies and hearthkin
/🆑
2026-04-13 21:56:33 +02:00
61031f6cfb Skyrat gun removal (#3697)
## About The Pull Request
HackMD: https://hackmd.io/@Ssalty/r1wjAgSxll
Ammo removals:
IHDF
Rubber (non-.38, non-shotgun, nukie ones stay since it'd require
overrides. They were never purchasable to begin with.)
Stardust
Magnum
Express
.460 Rowland
.457 Government
MCR magazines
.40 Sol
Hornet's nest


Gun removals:
MCR's
.457 revolver
M4A5
.460 Rowland revolver
CCK
GP-7
R10 revolver

Guns made inaccessible:
NRI guns (including derringer, bobr, plasmas, Miecz)
Sol35 (Tarkon, sol ERT, gateway, adminspawn)
Sol40 (Tarkon, sol ERT, gateway, adminspawn)
Trappiste caliber (wespe, some already adminspawn weapons)


Turret adjustments:
Twin Fang - 4.6x30mm, 2 Second burst delay (40 dmg every 2 seconds vs 30
dmg every 1.5 seconds (old))
Stinger - 4.6x30mm instead of .35, matching damage
Colonist - .45 added instead of sol40, matching damage
Hoplite - Same as above

Armoury:
Armoury spawned MCRs replaced with laser guns and energy guns
SMG's and rifles with WT
If there would be a case with two separate spawns of a WT, the other is
gone.
Breaching shell boxes do not spawn in the armoury (they were capable of
1 shotting a dark mauler I wish I was kidding)

Lathe:
9mm stendo's, AP, HP, INC magazines not availible for print - the 9mm
murphy magazine is. It fits in 9mm firing turrets and the murphy.


## Why It's Good For The Game

Give me like a couple days and I'll fill this out. I doubt anyone who is
already pro-skyrat-gun will change their mind but it's good to
rationalize the decision regardless.

Find this out as in lay it out on paper. 

EDIT 1:  Adding the first part

# Foreword
This PR is a *draft*. That means a lot of things are subject to change,
a lot of things can be disorganized and a lot of things will be done
unoptimally. Going forwards, do keep in mind, the decision-making
process behind "remove entirely" and "virtually remove" will not be
dependant on us going forwards, as the decision on this matter requires
maintainer input more than any other.

Next, the delay. 
I simply am not a machine, neither are other people onboard this
project. With different timezones, it was important to find what isn't
working so I can relay it to people in working hours.

Without further ado,

## The case of the ammo types and workbench

The ammunitions workbench is a machine that provides ammunition into
clips, refilling them. The ammunition workbench is also the source of a
multitude of alternate ammunition types. It has with itself brought
several issues that at least would warrant a rework or heavy
adjustments:

1. Contraband ammunitions. There is no real reason that the entire
security department, or even a single crewmember should be accessing
phasic weapons in the form of printable ammotypes. The argument of "the
pipegun having it" doesn't do it favours, as the way you get it is an 8%
chance on crafting a junk round for a bulky gun and the only way to find
out if you actually have it is checking each shell individually with a
bandolier.

2. Complimentary with the removals. Most use cases for this machine are
refilling the magazines you can order or get alongside your weapons.
This collides with the protolathe, which sources most of our
upstream-based ammunition instead. With the skyrat weapons gone, this
machine becomes redundant. You may claim that it's still useful in
saving on materials, where you would be right! However is it worth to
have and maintain an entirely separate structure, with it's own
mechanics, map placements, etc. to get a benefit equal to 1.6x more bang
for the buck? At the end of the day, splitting ways of getting ammo
across a single room for something so miniscule compared to the bloat it
adds is pointless.



# The weapons, why should they go, one by one. 

### RomTech Flechette rifles
Compared to a standard laser gun, which is in all means our baseline of
ranged damage in ss13 - being the default armoury weapon, the default
laser for turrets and default laser for mobs. Better yet, let's compare
it to that and the default ballistic option that we have from TG.

What turns out, is that not only is the romtech carbine faster at
killing than the laser, but also rivals the WT with a split second of
difference in ttk in the favour of the romtech. Let's assume it's human
error and the WT is better TTK wise, just as an experiment. Clearly,
there must be a tradeoff, somewhere, right? One that balances them all
out to be equal weapons in the grand scale of things, contemporaries!
Well, no, not really. Not even close.

The carbine can be folded to fit in bags, that's one thing. The carbine
has more ammo, that's another thing. Bursts are harder to dodge than
series shots since they cover more perpendicular ground when attempting
to dodge projectiles, as is staple for ss13 combat. Burst weapons are
advantageous in applying more damage quicker, as you can see on the
videos - and initial damage, an alpha strike, applies movement slowdown,
ensuring future projectiles connect easier and the target cannot run.

It might be a coincidence that the only /tg/ derived weapons that fire
burst are adminspawn ERT or the Nukie weapons.

But it doesn't end here, no, the RomTech's ammunition alone would
warrant a complete overhaul if not a removal.

**steel ball**
<p>
Takes 9 shots to stamcrit, deals mixed damage - further increasing the
amount of slowdown applied, and not only is it MUCH faster at
stamcritting than a disabler is, it also leaves the target with 70
damage. Over half their healthbar. Severely overtuned with little
counterplay availible, alpha strike monster that is better at disabling
than disablers and better at stopping people dead in their tracks than
rifles, and if you look at our anti-stun, we have less than ever on
antagonists with Adrenal implants gone, Adreanaline Glands reworked,
etc, etc...
</p>

**Penetrator**

NT's answer to armour! 
The penetrator has 60 AP and otherwise the same damage as the AP WT
rifle. Meaning it's a straight upgrade. Meaning this weapon invalidates
it's predecessor whilst being orderable roundstart, and not only that,
but it can fully ignore elite modsuits on nukeops. Not every mechanic
has to have a counter, there's no direct counter to someone healing
after a fight, there is no direct counter to having multiple shots, and
there shouldn't be a full nullification of armour for such a low cost.
There shouldn't be one for a crew that can mass produce these, ever.

**Magnesium**

Arguably fine, 12 firestacks per shot is still quite insane for a lower
chance of friendly fire compared to original incediary hot turfs,

**Ripper**

Steel ball, but even worse. They don't embed a single time, ***this
embeds every time***. It takes several seconds to take out. Actually,
let's compare this gun's bullets to ninja stars.

- 2 times the embed chance at 200 vs 100
- 8 times the jostle chance at 80 vs 10
- Comparable fall chance, at 1 vs 0
- More pain stam pct, at 0.9 vs 0.8, meaning more stamina damage
- More pain chance, at 70 vs 15
- Less pain modifier, at 2 vs 5
- Takes longer to take out, 5 seconds vs 3
- Jostling pain is the same

### One problem. There's three of those fired per burst, cannot be
caught either. And the armour pen is the same.

in conclusion, every aspect of this gun is unhealthy for the game, from
it's gimmick, to it's execution, to it's stats, to it's ammo, to it's
consistency, to it's firing mode, to it being able to be currently worn
on sec belts along disablers - up to 4, if I remember correct.

No reworks. It has to go.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
del: Removed breaching slugs from crew (not to be confused with
frangible. These ones 1 shot mechs)
del: Removed MCR, .457 revolver, .460 Rowland revolver, GP-7, R10
revolver, M4A5, and their associated ammo types.
del: Removed ammunition types: IHDF, rubber variants excluding
.38/shotgun/nukie, stardust, magnum, express, hornet's nest
del: Made most NRI guns (Miecz, plasma pistol, plasma thrower, bobr,
derringer) and Sol 35/40 (Tarkon, ERT, gateway, adminspawn) inaccessible
to crew, kept for ERT/Gateway/Flavour/Admin reasons
balance: Turrets which use a removed calibre have been adjusted into
either that of the WT's, Ceres (still printable) or 9mm.
balance: WT's replace missing sindanos across armouries, laser guns and
eguns replace the missing MCR's.
/🆑

---------

Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
2025-08-23 20:38:07 +03:00
Roxy 43c7505de7 Fixes for #90781 2025-06-05 20:51:39 -04:00
14aec07fc4 Removes Pollution (#3725)
## About The Pull Request

deletes pollution

## Why It's Good For The Game

`The odor of decaying waste fills your nostrils...`

## Changelog
🆑
del: Due to new environmental regulations, we have removed all
pollutants from our space stations.
/🆑

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2025-05-06 21:52:01 -04:00
Majkl-J 50cced00b0 please help 2024-10-24 02:58:19 -07:00
StrangeWeirdKitten 5326c2d89d Couple fixes
couple fixes

fixes cyborg module sprites

Entombed fix + handheld scanner

last one
2024-07-25 10:42:26 -06:00
BurgerLUAandGitHub cc8a7be218 Moonstation Fixes March 16 2024 (#1280)
## About The Pull Request

Fixes the following issues (and more)
- Fixes AI control turrets being blocked by a turret.
- Fixes atmos fuckery on the cave level when a turf is destroyed.
- Fixes missing APCs in some areas.
- Fixes missing new tram AC/DC plates.
- Fixes Demoralizer appearing in maintenance loot (Not supposed to be
itemized).
- Fixes missing security records filling cabinet in some areas.

Adds the following features
- Adds randomly placed safes that contain 1 rare loot instance
- Adds stethoscopes to maintenance loot.
- Adds drains to below all showers.
- Adds missing steam vents to some maintenance areas.
- Adds unused mining rocks (beta feature to the new mining rework) to
the cave area.
- Adds missing disks and holopad to genetics.

## Why It's Good For The Game

Fixes and changes good.

## Proof Of Testing

I tested it okay.

## Changelog

🆑 BurgerBB
fix: Fixes various Moon Station issues.
/🆑

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2024-03-16 16:03:00 +01:00
BurgerLUAandGitHub 2713e00f4d Makes Moon Station actually a moon because people made fun of me for the map not actually being a moon once (#1087)
![image](https://github.com/Bubberstation/Bubberstation/assets/8602857/176874cb-ec9b-4ae5-b4c1-5323b814772d)

## About The Pull Request

Moon Station is now a "planetary" map!

### Atmospherics

The atmos is a very cool 60 Celsius with a custom mixture of gas that is
still breathable. Special precautions should be taken with the
supermatter as cooling it is now harder (but still possible). The
default setup with one emitter and no altered pipes (and just using the
passive cooling) generates 1MW and doesn't overheat the supermatter.
Supematter events do cause the cooling to fail, which is why 3 powered
coolers are provided in case that happens.

### Ruins and Lavaland

Given the planetary nature of the map, there are no longer any space
ruins. There also isn't a lower level yet, so in the meantime Miners can
fly down to lavaland. Soon I will be adding a custom cave jungle system
that miners will use for mining, with custom bosses and other cool
content.

### Lighting

I added Planetary lighting exclusive to Moon Station from my other
coderbase. The lightning does not have a day/night cycle (too
performance heavy!) but it still looks pretty cool and lights up the
entire outside area. This also means that solars basically has a
generous boost of power 24/7.

## Current Issues

Non discovered... so far.

## Changelog

🆑 BurgerBB
add: Makes Moon Station actually a moon now because people made fun of
me.
/🆑

<!-- 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
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icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->

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repository rules located on the main README.md on this project. -->
2024-02-14 20:22:58 -05:00
d64d76e488 Fixes vending machine distribution (#891)
## About The Pull Request

Fixes the vending machine spawn table so it isn't 90% imported vendors
and zero drink machines.

## Why It's Good For The Game

One more shift where I have to run across the station past 10 Moffic
vending machines to only find out there isn't a single drink machine on
the station, I'm going to punch through a reinforced wall.

## Changelog

🆑 LT3
fix: The missing cold drink vending machines have been found in storage
/🆑

---------

Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2023-12-26 16:42:22 +01:00
468afa292d Adds the WT-551, Unskyrats the WT-550 ammo (#655)
## About The Pull Request


## The WT-551

![image](https://github.com/Bubberstation/Bubberstation/assets/8602857/d57f5767-366e-4835-a5bf-d965b6b375a6)

This adds the WT-551. A remade version of the WT-550 that is worse in
every way. Fortunately, that means that it is balanced enough to be put
in NanoTrasen armories.

Compared tot he WT-551, it is bulkier and slightly slower (0.3 second
fire delay compared to 0.2). Additionally, it is commonly used with
rubber-tipped rounds or FlatHead rounds, which are a special surplus of
ammo that deals less damage and has no wounding, embedding, or
penetrative power. Regular ammo can be purchased from cargo or
researched later, with special ammo also being available later.

Note that this does not replace the WT-550.

## FlatHead ammo


![image](https://github.com/Bubberstation/Bubberstation/assets/8602857/81de4bdb-6fd6-4f23-a1b1-0af21e924c34)

Flathead ammo deals 18 brute damage (compared to the original 20), and 5
stamina damage per hit. It is extremely weak against armor, has no embed
chance, has virtually no wounding chance. It's perfect for cheap
corporate companies dealing with cheaper personnel. This is the type of
lethal ammo that security will use for the gun, unless someone speedruns
weapon research.


## Research Progression


![image](https://github.com/Bubberstation/Bubberstation/assets/8602857/26b72a1c-ebda-439a-98c9-9dc3168e01bd)

### Basic WT-550/WT-551 Ammunition.
Flathead rounds and Rubber rounds for the WT-550/WT-551 can be
researched for 2500 points after unlocking the "Weapon Development
Technology" node.

### Advanced WT-550/WT-551 Ammunition.
Regular rounds and AP rounds for the WT-550/WT-551 can be researched can
be researched for 5000 points after unlocking the "Advanced Weapon
Development Technology" and "Basic WT-550/WT-551 Ammunition" nodes.

### Illegal WT-550/WT-551 Ammunition.
Incendiary rounds for the WT-550/WT-551 can be researched can be
researched for 7500 points after unlocking the "Illegal Technology",
"Exotic Ammo" , and "Advanced WT-550/WT-551 Ammunition" nodes.

### Syndicate Research

Removes the WT-550 ammo from syndicate research since it is now
redundant.

## Cargo


![image](https://github.com/Bubberstation/Bubberstation/assets/8602857/a24e9df4-36e3-4368-b77a-cff06a42579f)

WT-551 rifles can be ordered in pairs (2) for the cost of a parrot, a
grilling starter pack, or a crab rocket (1600 credits). This value was
chosen because it is slightly higher than the thermal pistols, and the
traitor-ordered WT-550 rifle pack (which contains lethal ammo + spare
lethal ammo).

Additional FlatHead, Rubber, and Regular ammo can be ordered from cargo
as well.

Cargo techs no longer get WT-550s in the mail, but instead WT-551s (why
was this a thing holy shit).

## Armory


![image](https://github.com/Bubberstation/Bubberstation/assets/8602857/e88a37af-2e4f-4b1c-bc25-b9bed9e41b91)

2 WT-551s can be found in the armory.
For balance purposes one (1) laser rifle was removed.

## I hate Skyrat so much holy shit


![image](https://github.com/Bubberstation/Bubberstation/assets/8602857/b09eed34-77cd-4f37-8356-93688fec344e)

Unfucks the WT-550 ammo types by removing their dumb names and changed
caliber types.

Unfucks the WT-550 ammo in the ammo printer so that rubber rounds can be
printed at T0 and everything else (except incendiary rounds) can be
printed with the adv munitions disk.

The bullets for the WT-550 have been forcibly changed to /tg/ balance,
which means that any and all future Skyrat PRs cannot touch the damage
values for it (unless some fuckery occurs, idk).

## Why It's Good For The Game


![image](https://github.com/Bubberstation/Bubberstation/assets/8602857/395b9fa5-8380-46bc-96a7-06ce0931d8e7)


Security is in dire need of actual ballistics. /tg/ removed ballistics
from security because of reasons I legitimately don't think are valid.
It's also a huge balance concern for security not to have at least 1
ballistic weapon (other than the shotgun) because it doesn't stop antags
from hoarding laser immunity or meds.

Also guns are cool.

## Changelog

🆑 BurgerBB
add: Adds the WT-551 rifle, a redesign of the WT-550 rifle that is
balanced (citation needed) for security use.
add: Makes WT-550 ammo researchable and orderable from cargo. Removes
WT-550 ammo from syndicate research, and gives them their own
categories.
/🆑

---------

Co-authored-by: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: ReturnToZender <donwest947@gmail.com>
2023-11-03 15:32:50 -06:00
nevimer 10772c60ff Merge remote-tracking branch 'skrat/master' into upstream-oct-25-2023 2023-10-25 20:26:56 -04:00
BurgerLUAandGitHub 61ed1957f1 Adds Several Halloween Chocolate + Vendor (#607)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Adds several new Halloween chocolate and a vendor to go with it. The
vendor is placed randomly.
Changes how random vendors spawn by giving them weights.

## Why It's Good For The Game

More fluff content good.

## Changelog

🆑 BurgerBB
add: Adds several new Halloween chocolate and a vendor to go with it.
The vendor is placed randomly.
add: Changes how random vendors spawn by giving them weights.
/🆑

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2023-10-25 18:23:58 -04:00
BurgerLUAandGitHub b8e02db44d Skyrat Armory Removal (#618)
<!-- 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

Other than mapping overrides and direct item removals, Skyrat can no
longer apply armory spawn changes.

The new armory spawn for all maps is now the following:
3-6 Barrier Grenades (Depends on Map)
3-6 Riot Shields (Depends on Map)
3-6 Riot Armor  (Depends on Map)
3-6 Riot Helmets  (Depends on Map)
3-6 Breaching Hammers (Depends on Map)
x2 Rubbershot Ammo Boxes
x2 Beanbag Ammo Boxes
x1 Breaching Slugs Boxes
x4 Disablers
x3 MCRs
x2 Energy Guns
x2 Laser Guns
x3 Riot Shotguns
3-6 Bulletproof Helmets  (Depends on Map)
3-6 Bulletproof Armor  (Depends on Map)

Fixes Burgerstation having incorrect armory spawning types.

## Why It's Good For The Game

/tg/ good, skyrat bad, upvotes to the left.


## Changelog

🆑 BurgerBB
balance: Skyrat no longer has an effect on armory spawns.
fix: Fixes Burgerstation having incorrect armory spawning types.
/🆑

<!-- 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. -->
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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. -->
2023-10-19 20:00:18 -04:00
BurgerLUAandGitHub b5ffe2624e Improves Trash Piles (#610)
<!-- 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. -->

Tested fully but there might be funny issues (who knows).

## About The Pull Request

The rarity of maintenance loot in trash piles (structure) is at least
uncommon.
Adds funny searching effects to maintenance loot.
Generally improves the performance and code of trash piles.

## Why It's Good For The Game

Trash piles were pretty useless because of my maint loot PR. This PR
makes them better. Also better code is good.

## Changelog


🆑 BurgerBB
balance: The rarity of maintenance loot in trash piles (structure) is at
least uncommon.
add: Adds funny searching effects to maintenance loot.
/🆑
2023-10-19 19:58:44 -04:00
BurgerLUAandGitHub f688c6458d Adds a new map (#459)
## About The Pull Request


![image](https://github.com/Bubberstation/Bubberstation/assets/8602857/97f64193-a41f-4e39-993e-98d5588a5a8e)


A map that is almost done. ETA less than a week.

## Changelog



🆑
add: Adds a new map called Pubberstation
/🆑
2023-09-24 12:42:21 -04:00