Commit Graph
137 Commits
Author SHA1 Message Date
gavlaandGitHub ed9004f120 Merge branch 'master' into upstream-6-2-2026 2026-06-09 01:15:39 -04:00
nikothedudeandGitHub d090d8e2a1 Gives boosted lycans the ability to use their claws on objects + ups to 15 TC (#5735)
<!-- 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

Title.

Lycans gain an ability that gives them a claw item that deals slightly
increased damage in combat, is slower, and deals extra damage to
structures.

Note while this does partially counter chairs, its only partial, because
this mode is less effective in overall combat and is mostly for breaking
shit.

Pacifism suppresses this mode, to give some counterplay once you catch
the lycan. (Pacificiation makes them containable)

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->

## Why It's Good For The Game

Further leans into the garou powerfantasy. Every time I played lycan I
realized it had little utility outside combat (and even then you have
NOTHING for silicons). This gives you a massively damaging anti-object
ability and should give ways to function and DO things while in lycan
form that youd usually need tools for.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Proof Of Testing

<!-- 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>


https://github.com/user-attachments/assets/11cf6f5a-1ec3-46d5-8616-46174f93d59a

Ignore the doorprying, that was removed

</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. -->

🆑
balance: Boosted lycans can now use their claws on objects as long as
theyre not pacified
balance: Lycanthropy booster is now 15 TC
/🆑

<!-- 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. -->
2026-06-08 06:19:56 +02:00
The SharkeningandGitHub 8fda74bcfe Proteans can temporarily transform their wearers to look like them. (#5691)
## About The Pull Request

See title and proof of testing.

## Why It's Good For The Game

Listen, I've been racking my brain on how to do this since I first coded
this species. I finally figured out a way. Besides, I think the
component itself will prove useful for any future stuff. This adds more
protean content that I feel people will enjoy.

## Proof Of Testing

<img width="381" height="387" alt="dreamseeker_UezPpr0cxQ"
src="https://github.com/user-attachments/assets/cd876c0b-0cde-4f30-878f-2da4ae0332e0"
/>

Also I won't lie, hardlight stuff for the suits is kind of a task on
itself on needing to piece together. That's one icon event that can't
just be solved by sane conventional methods.
## Changelog

🆑
add: Proteans can temporarily transform their wearers to look more like
them.
/🆑
2026-06-05 14:18:27 -04:00
shayoki 0ff3343b9d oopsie daisy 2026-06-03 18:05:46 -05:00
The SharkeningandGitHub f313611fb8 Blocks the portable suit tie modsuit theme from being assimilated (#5706) 2026-06-03 12:59:44 -06:00
shayoki 3b9e28c80f linters? 2026-06-03 13:46:14 -05:00
shayoki 97a15ec8f8 initial 2026-06-03 01:25:02 -05:00
The SharkeningandGitHub dd9e0183bc After resetting a Protean with a pen, their sleep is increased to 60 seconds, from 5 seconds. (#5713)
## About The Pull Request

See title

I also gave it an admin message, since it's important information.

## Why It's Good For The Game

We're resetting the memories of an already dead protean, and five
seconds isn't nearly enough time for whomever killed them to clear the
area. Your memories aren't reset WHEN you wake up. It's like a dead body
waking up, with amnesia, and the first thing they see is their murderer.
They can still snitch. I think this is a good comprise because dead
people don't typically wake up until they're revived.

## Proof Of Testing

It compiles.

<img width="801" height="28" alt="image"
src="https://github.com/user-attachments/assets/e6a2934f-2880-484f-af13-d39c0bb8216d"
/>

## Changelog

🆑
balance: Increases the sleep duration of Proteans being reset from 5
seconds to 60 seconds.
/🆑
2026-06-01 19:37:45 +02:00
The SharkeningandGitHub 3e56453bed Adds blob_act() logic to protean modsuits. (#5723)
## About The Pull Request

If you're inside your suit, alive, and a blob spreads over you. You will
die.

There's a /tg/ bug that will need to be fixed with the blob destroying
indestructible items. I already opened the PR. It doesn't totally stop
it yet, but that'll come in eventually.

## Why It's Good For The Game

RRing players is bad.

## Proof Of Testing

<img width="808" height="113" alt="image"
src="https://github.com/user-attachments/assets/17818c2b-5418-4061-bd95-31132640353b"
/>

## Changelog
🆑
fix: Protean suits are considered indestructible items.
fix: Blobs will properly murder proteans if it spreads over them while
inside their suit.
/🆑
2026-06-01 12:06:49 +02:00
d06afa2400 Makes lycans take damage from the silver reagent (#5689)
## About The Pull Request

I missed this in my atomization of my bigass cursekin PR.

Damage scales depending on if youre in your cursekin form or lycan form.

Damage is relatively low in cursekin form, but it IS burn damage.
## Why It's Good For The Game

Flavor, mostly, and also consistency with silver weapons.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="670" height="176" alt="image"
src="https://github.com/user-attachments/assets/aa70d6b5-4f75-4370-8779-58297bebacd4"
/>

</details>

## Changelog
🆑
balance: The silver reagent now hurts lycans
/🆑

---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2026-05-31 18:29:18 +02:00
nikothedudeandGitHub 2729331d93 Fixes item quirks giving items on charslot change (#5671)
## About The Pull Request

Title.

Closes https://github.com/Bubberstation/Bubberstation/issues/5632

The exact implementation is a new variable on quirks that qdels the
items they spawn or early returns if its a path.

Family heirloom and medicine allergy are exempt.

## Why It's Good For The Game

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

<img width="1556" height="628" alt="image"
src="https://github.com/user-attachments/assets/0162d509-4dab-48a5-8a78-ded340fad641"
/>

ignore the runtimes thats a tg error

</details>

## Changelog
🆑
fix: Item quirks no longer give items on char slot change
/🆑
2026-05-31 18:29:01 +02:00
0ac2a02acb Gives lycans the mask slot (#5700)
## About The Pull Request

Title.

This does a few things.

1. Enables pepper spray immunity
2. Enables flash immunity
3. Enables passive chem dosing via cigs and vapes
4. Enables identity obscuring (good for popping lycan, killing a guy,
and popping out and running away)
5. Enables internals **(The big one)**
## Why It's Good For The Game

I dont think its a good for lycans to be able to die simply to atmos.
Its still inconvenient - you have to carry a internals tank in your
hand...

Also, lycan, even boosted, is weak, due to the pepper spray and flash
vulnerability that knockdown and blind the lycan. Getting the welding
gas mask would go a long way to making lycan just that bit more useful.

Plus, the ability to obscure identity... I like it. Gives a way to use
lycan that isnt outright loud as fuck.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="1214" height="615" alt="image"
src="https://github.com/user-attachments/assets/6be1f913-8455-4fa7-9706-cd3c4ec23524"
/>

</details>

## Changelog
🆑
balance: Lycans can use the mask slot
/🆑

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2026-05-29 10:28:43 -07:00
980c176345 Butts + Bellies (#5674)
## About The Pull Request
Adds butts (up to size 8) and bellies (up to size 9)

Check out what they look like in the Proof of Testing.
## Why It's Good For The Game
It allows for a lot more customization and spicy content, making way for
the potential for new emotes using these genitals to be added. While I
can understand that some people may be against this, I honestly feel it
is no different than any of the hyper genitals or regular genitals we
already have. If the size is somehow an issue despite us having other
hyper genitals, I can reduce the max size.
## Proof Of Testing
See below. Hyper and NSFW warning.
<details>
<summary>Screenshots/Videos</summary>


https://github.com/user-attachments/assets/24dde7a9-98e8-49f8-aee2-118da5dfe2c4

<img width="1426" height="397" alt="image"
src="https://github.com/user-attachments/assets/87e8d620-960f-407c-a816-cdc82073070a"
/>

<img width="1435" height="406" alt="image"
src="https://github.com/user-attachments/assets/27791cf5-a753-491b-8622-1c3f6dabd81c"
/>

</details>

## Changelog
🆑
add: Added new genitals: Bellies + Butts
/🆑

---------

Co-authored-by: Roxy <94389951+SapphoQueer@users.noreply.github.com>
2026-05-29 14:41:17 +02:00
AeriandGitHub bbf8dfbef4 Proteans make the normal amount of money. (#5690)
# About The Pull Request

This PR removes the reduced paycheck modifier applied to Protean
characters, bringing their income in line with other playable species.

Currently, Proteans receive only 70% of standard station pay despite
having no insanely strong gameplay advantages, lore justification, or
balancing drawbacks that would warrant a permanent economic penalty
_(they do have gameplay differences, but I don't think they justify
"make them poor!")._ This change removes that discrepancy and
standardizes pay across species. It's also not directly mentioned
anywhere in game such as the species description.

This is a web edit but honestly I literally changed one number I will
eat my fucking hat if this breaks anything.

Sharkening says and I quote "It's a balance thing, and I stopped caring
about balance a year ago" which I interpret as a go ahead.

# Why It's Good For The Game

Receiving substantially less pay for identical work is not an
"interesting" mechanic in practice; it mostly creates frustration and
discourages players from engaging with the species. I'm aware this is
kind of a piss take but if I found out I was being paid less than my
coworkers (30% less, even) I would be "burn the building down" livid.

I believe that economic mechanics are generally most compelling when
they emerge from player choice, job selection, risk, faction
affiliation, or gameplay tradeoffs. A flat species-wide pay reduction
instead functions as a passive punishment attached to character
selection with little opportunity for it to have a meaningful
interaction. Technically, protean players are probably not even aware of
this.

Standardizing pay also improves clarity and consistency for players.
Species selection should ideally be driven by roleplay preference,
mechanics, or aesthetics rather than hidden or arbitrary financial
penalties.

Proof Of Testing

Fuck it we'll do it live. If someone REALLY wants me to change one
number in the code and compile it locally I can, but I truly do not
think it is necessary.

Changelog

🆑
balance: Removed the reduced paycheck modifier for Protean characters
/🆑
2026-05-28 18:39:41 +02:00
nikothedudeandGitHub 0bc620d13d Makes lycans take burn damage from silver + fixes silver bane + adds a blurb when a lycan gets baned (#5646)
## About The Pull Request

Title.

Its now 2x damage, via burn. Additionally, all silver items are baned
against lycan.
## Why It's Good For The Game

One, bugs bad.

Two, I didnt mean for it to be 3x at first.

Three, burn bypasses the lycan brute resistance.

Four, its more flavorful.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="674" height="185" alt="image"
src="https://github.com/user-attachments/assets/3b4a27dd-feb5-40b1-9b84-aca24aa133b0"
/>

</details>

## Changelog
🆑
add: All silver weapons bane lycans
add: Silver weapons now burn lycans
balance: Silver weapons now only bane lycans by 2x
/🆑
2026-05-27 16:12:16 -04:00
HometownFunkyandGitHub 2f199592ee Allows Lycans to wear Neck Items (#5679)
## About The Pull Request
It's a simple one line change that allows the Lycan species to wear
items on the neck. This also means that neck items won't be dropped upon
transformation.

A few things this PR also enables for clarity:
1. You can wear any piece of neck clothing, which means cloaks and
collars (even the NSFW ones) are now kept on you if you transform into
an Lycan.
2. ~~Allows Acolyte Lycans to be anti-magic collar'd, making it so the
collar is still on post-transformation...~~ Cursekin transformation is
inhibited by the collar.
3. ...and also allows Acolyte Lycans to wear a neck focus.
## Why It's Good For The Game
Customization, and NSFW shenanigans. 

When it comes to Acolytes it's also a balance question but I figured
that the base Lycan isn't really that strong on its own, so them having
access to a focus ~~while also patching the issue of using the TF button
to just yeet your collar for free as a cursekin~~ isn't that much of a
powercreep.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="194" height="204" alt="stays on"
src="https://github.com/user-attachments/assets/8fcb88e1-beba-44ee-87e2-0cef20b0c0d2"
/>

<img width="813" height="530" alt="lycan"
src="https://github.com/user-attachments/assets/34e645bf-17bd-4e12-87be-80f84fcfd50f"
/>
The item stays on after the transformation.
</details>

## Changelog
🆑
balance: lycans can wear neck items
/🆑
2026-05-26 21:35:57 +02:00
nikothedudeandGitHub 82edf376e5 Refactors lycan form into a status effect + adds a examine blurb when you are a lycan (#5653)
## About The Pull Request

Title.
## Why It's Good For The Game

The refactor makes it a bit more sane and enables the blurb.

The blurb is crucial for security, who woulkd have no idea what a
boosted lycan can do otherwise, and how to counter it.

Also fixes a bug where you could get stuck in lycan form on death.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="673" height="449" alt="image"
src="https://github.com/user-attachments/assets/2cfd4caf-362f-43e4-bef6-478fe9bbefa9"
/>

</details>

## Changelog
🆑
add: A examine blurb explaining what lycans can do
fix: A bug where you could get stuck in lycan form if you die
/🆑
2026-05-24 17:40:06 -04:00
nikothedudeandGitHub a39ffe037f Swaps NOGUN and ILLITERATE on lycans with CHUNKYFINGERS (#5648)
## About The Pull Request

Title.

This makes lycans able to use consoles, PDAs, and triggerguarded guns.
Such as bows.
## Why It's Good For The Game

I kinda just dont like that lycans are made randomly unable to read when
theyre still the same person? Also, this allows them to use bows, which
I think is appropriate for their inspiration (WTA). Not like they can
use it well - they have to drag the quiver around.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="853" height="837" alt="image"
src="https://github.com/user-attachments/assets/37410f0b-ab4a-48ae-9bf5-92dd46312125"
/>

</details>

## Changelog
🆑
balance: Lycans can now use bows, triggerguarded guns, and consoles.
/🆑
2026-05-23 05:25:51 +02:00
nikothedudeandGitHub a65be8657e Adds trait documentation to the lycan/cursekin species page (#5651)
## About The Pull Request

Title.
## Why It's Good For The Game


Docs good.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="708" height="170" alt="image"
src="https://github.com/user-attachments/assets/ed56f102-5dfc-4924-94fb-e0f21b8342ab"
/>

</details>

## Changelog
🆑
add: Cursekin and lycan species pages now have their traits documented
/🆑
2026-05-23 05:23:42 +02:00
nikothedudeandGitHub 786ef7c748 Fixes boosted lycans having TOTAL slowdown immunity (#5652)
## About The Pull Request

Title.

I didnt know this other proc existed.
## Why It's Good For The Game

Bugs bad.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
fix: Boosted lycans are now only immune to damage slowdown
/🆑
2026-05-23 05:23:22 +02:00
nikothedudeandGitHub 23318d56fb Removes the 30% damage resist from boosted lycans (#5649)
## About The Pull Request

This was added on faulty information. I was under the impressions had no
damage resistance, when they have 50% brute and 20% burn natively.
## Why It's Good For The Game

This is no longer needed.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

oneline change

</details>

## Changelog
🆑
del: Boosted lycans no longer get a bonus 30% damage resistance
/🆑
2026-05-23 05:23:11 +02:00
nikothedudeandGitHub 3b68ba561c Makes boosted lycans unable to use martial arts (#5647)
## About The Pull Request

Title.
## Why It's Good For The Game

Scarp boosted lycan is too strong.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="602" height="309" alt="image"
src="https://github.com/user-attachments/assets/d5ae719a-a509-47b1-89b4-beefd8b642fe"
/>

</details>

## Changelog
🆑
balance: Boosted lycans can not use martial arts
/🆑
2026-05-23 05:22:58 +02:00
JinsheeandGitHub 36bc0b59a8 [PORT] Broodmother & Beak (Tiny) sprites (#5621)
## About The Pull Request

This ports the Spider (Splurt) and Beak (Tiny) sprites from Splurt. I
was unable to find the original authors of the respective sprites.

This PR is being done upon request.

## Why It's Good For The Game

Customization........................ oh yeah babeyt!

## Proof Of Testing



https://github.com/user-attachments/assets/d1f53c4c-dae1-4aa5-af02-b5da84979d4a



## Changelog
🆑
add: Added Broodmother taur body
add: Added Beak (Tiny) snout
/🆑
2026-05-20 15:19:40 +02:00
nikothedudeandGitHub 88c341d6db Makes boosted lycan form resistant to stamina, stun, shoves (#5611)
## About The Pull Request

Title.

You have to magdump a disabler now to take down a boosted lycan. Lasers
are the preferred option.
## Why It's Good For The Game

I shouldve done this in the initial PR haha. A rampaging werewolf should
not be easily taken down by a simple disabler or shoves, though its
tsill posible.

Also, the regenerator component doesnt regen stamina damage, so... yeah.

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

</details>

## Changelog
🆑
balance: Boosted lycan form is now resistant to stamina, stuns, and
shoves
/🆑
2026-05-18 16:45:47 -04:00
nikothedudeandGitHub cbd9f6a67a Makes lycans not oversized by default + allows lycan quirks (#5605)
## About The Pull Request

Title.
## Why It's Good For The Game

Being able to switch quirks allows for more charbuilding.

Not always being oversized helps to offset lycan's debilitating
downsides. (Its only upside is the 15 damage melee)

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

<img width="523" height="334" alt="image"
src="https://github.com/user-attachments/assets/bc0c7f2b-d71b-49d6-8c92-abf618a6374b"
/>


</details>

## Changelog
🆑
add: Lycans can now have quirks
add: Lycans are no longer oversized
/🆑
2026-05-18 16:28:28 -04:00
nikothedudeandGitHub 8b51c2db14 Adds a cursekin only traitor item - the Lycanthropy Booster + makes lycans weak to silver (#5607)
## About The Pull Request

Title.

The Lycanthropy booster makes the cursekin's lycan form claws deal 27
damage (near-esword levels) and also miss far less. Additionally, the
lycan gets 30% damage reduction, baton resistance, slowdown immunity,
and aggressive healing.

10 TC nominally.

Silver reagent weapons now deal 3x damge to lycans.
## Why It's Good For The Game

Lycan form is really underwhelming, but you cant really buff it without
making cursekin overpowered. Thus, my solution: A traitor item.

It is _very_ powerful, it cant be denied, and the TC price and specifics
are up for debate. I really, really want to live through my garou power
fantasy though, so I think its great if it remains very powerful
(regeneration and slowdown resistance are core features).

The regeneration is weak to fire and toxin, so lasers are your go-to
counter for boosted lycans.

**I would add** that despite the buffs this gives the form, its still
not incredibly good. No equipment, no guns... its a pure juggernaut
form, and thats all it can do.

Silver weapon weakness adds a counter to this, as well as adding more
flavor to lycan.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


https://github.com/user-attachments/assets/12a209aa-4302-4711-afd1-7f654a2a6b2f

</details>

## Changelog
🆑
add: The lycanthropy booster, a cursekin-only traitor item that turns
your lycan form into a deadly juggernaut.
balance: Silver reagent weapons do 3x damage to lycans.
/🆑
2026-05-18 09:43:23 +02:00
nikothedudeandGitHub 13f111a704 Massively reduces the timer for cursekin to shift forms (#5609)
## About The Pull Request

Title.

It is now 30 seconds, down from 3 WHOLE MINUTES
## Why It's Good For The Game

Given how underpowered lycan form is (and on god I dont see why it even
needs a timer if it WAS good) I dont see why it needs such an insane
timer.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

one line change

</details>

## Changelog
🆑
balance: Cursekin transformation cooldown is now 30 seconds
/🆑
2026-05-18 09:43:00 +02:00
nikothedudeandGitHub be4c58986c Allows cursekin to load a preference slot instead of simply changing species. (#5568)
## About The Pull Request

Title.

Adds a new preference option that allows you to designate a character
slot as your lycan transformation. Does not transfer quirks and does not
change the name.

Additionally, allows peopel to use the lycan species as a prefs-only
species for customization.

### Note

This will likely transfer languages and a few other things, but nothing
gamechanging. If the SAD does it (excluding quirks), this probably also
does it.
## Why It's Good For The Game

Adds for customization of the lycan form. Hair, Augments (NOT IMPLANTS).
Even taur mode.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="923" height="643" alt="image"
src="https://github.com/user-attachments/assets/92586859-0bc3-49f5-be8a-f39ac798b730"
/>

</details>

## Changelog
🆑
add: Cursekin can select a character slot to transform into rather than
just siwtching species.
/🆑
2026-05-17 20:40:01 +02:00
AlexisandGitHub e509977210 Wasteland Mutant Parts - Fallout Inspired Mutant Parts (#5571)
<!-- 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 two sets of deathclaw themed horns labeled as Mutant Lizard and
Mutant Lizard (Inverted).
- Adds a night stalker tail labeled as Hybrid Coyote (Large)

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->

## Why It's Good For The Game
More customization, plus I've already seen people playing these kinds of
characters so giving them the mutant parts for it is nice.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Proof Of Testing
See the videos below.
<!-- 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>

Mutant Lizard Horns + Hybrid Coyote (Large)


https://github.com/user-attachments/assets/4652d812-686c-4f8e-88e4-dd59bc3107d6

Inverted Mutant Lizard Horns


https://github.com/user-attachments/assets/28348854-3174-4af3-b88d-17b8deddffe2

</details>

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: Added two new sets of horns: Mutant Lizard and Mutant Lizard
(Inverted).
add: Added one new tail: Hybrid Coyote (Large).
/🆑

<!-- 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. -->
2026-05-14 16:04:35 +02:00
lukevaleandGitHub 3ed01837aa Inari Tail (#5451)
This adds in two tails, the Inari 10 tailed kitsune. An extremely large
set of tails. Probably best to not use these in departments like sec or
medical, but if you are so inclined to do so, simply by wagging it'll
swap to the single tailed variant. Which means that if you want to be
generous, you can run excitable, so if someone wants your tails to get
out of the way they can simply headpat you.

The alternative is added in as the oversized fluff tail, a general use
canine tail of large size.
This is simply more options of customization. While it can be admittedly
a bit large, it's mostly for flavor and people who it won't really be an
issue with. If anything it'll be more problematic to THEM. And the
single tail has been something I wanted for a while, something a bit
more then the fox tails, but not like the snake tail.
Ran on a local to make sure it compiles and works fine.
<details>
<img width="165" height="175" alt="image"
src="https://github.com/user-attachments/assets/6fd3aceb-717c-4fe5-a0ef-dc3fa12687b2"
/>
<img width="175" height="171" alt="image"
src="https://github.com/user-attachments/assets/f11da42d-5cc4-4318-a96d-907b42d9e796"
/>
<img width="184" height="161" alt="image"
src="https://github.com/user-attachments/assets/95d939c4-93c0-4b89-b946-73f78b13f9d3"
/>
<img width="160" height="158" alt="image"
src="https://github.com/user-attachments/assets/66ebaba1-b034-4232-bccc-da185c3b5084"
/>
<img width="259" height="195" alt="image"
src="https://github.com/user-attachments/assets/d2df19ef-5d77-47e7-b7e1-d0795dc3a2b8"
/>
<img width="180" height="175" alt="image"
src="https://github.com/user-attachments/assets/3763cc94-853a-453d-97e8-2c8eae47674e"
/>


</details>

## Changelog
🆑
add: Inari Kitsune tail
add: Oversized Fluff tail
/🆑
2026-05-03 05:13:10 +02:00
MrGloopyandGitHub e49c0ab139 MORE roundstart implants because I looked at Cyberpunk sourcebooks once (#5471)
<!-- 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 an amount of extra implants for roundstart. Most are not *super*
useful with the exception of a couple.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->

## Why It's Good For The Game
This PR would allow for more flavour options for those who have augged
characters. It's kinda difficult to RP having implants if you can't
mechanically HAVE some implants from the get-go. Multiple people have
expressed interest in something like this. There is a severe lack of
Not-Illegal implants that you can acquire relatively early and I wish to
alleviate this.



The implanted recorder may allow for some blackmail strategy if playing
as an antagonist.

Fixes bug with lighter implant.


The blaster is a very shitty dart flinger. The only real benefit is that
it's implanted. You can't move while priming it, same as a rebar
crossbow. 10% chance to jam, 50% chance to unjam.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Proof Of Testing
<img width="377" height="297" alt="image"
src="https://github.com/user-attachments/assets/b5f6b294-bd36-465b-b8a0-4ae5a124da20"
/>


https://github.com/user-attachments/assets/c0448ec2-b595-4b1b-9568-5826d10d0755



https://github.com/user-attachments/assets/b871af26-607a-4a94-973f-37c32298a8a7



https://github.com/user-attachments/assets/4246f1f5-bde9-4fc9-a3e1-aa0d6e3c41ce




<!-- 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. -->

🆑
add: Synth charging implant to Markings/Organs so you can choose what
arm it goes in.
add: Various arm implanted items to Markings/Organs. These include; A
seclite, four colour pen and tape recorder.
add: Chest implant; Internal wound analyser. Analyses your own wounds to
get treatment info and make bandaging yourself faster. Does not show any
other info. It's a wound analyser.
add: Roundstart STANDARD nutriment implant. It gets you to 35% nutrition
at most, does not remove negative "I'm Hungry!" moodlet. You will still
need to eat Actual Food. Pay your station chef.
add: Implanted 3 shot Donksoft gun. This is buyable from cargo.
Mechanically operates like a rebar crossbow. Small chance (10%) to jam
just because its funny.
add: New implants to cargo goodies.
add: Manual shield moth eyes to roundstart. Same as the other ones but
moth flavoured. Same weakness to flash as normal moth eyes when shield
is not in use. By virtue of them being cybernetic, they will not heal
over time, same as any others.
add: Invisible version of the civilian HUD implant for roundstart. No
more green eye if you don't want it.
sprite: Added sprite by the wonderful Niim for the donksoft implant.
sprite: Added sprites for the seclite implant in-hand. Stole sprite from
the seclite sprite used when attached to guns for item sprite.
fix: Lighter implant only working for right arm. Whoops.
/🆑

<!-- 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. -->
2026-05-01 14:45:04 +02:00
f357000476 Manually shielded welding eyes: just close your eyes edition (#5497)
## About The Pull Request
Adds manually shielded welding eyes to character editor for 2 quirk
points that make you fully blind after you toggle them. This action
takes 1 second of standing still to toggle so you can't spam it in who
knows what situations.
## Why It's Good For The Game
Really a qol for synths as cybernetic organs normally don't regenerate
so you take permanent damage after fixing yourself without protection,
now you won't have to swap between welding mask and your hat every time
you want to weld 1 thing for 2 seconds
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="224" height="221" alt="1"
src="https://github.com/user-attachments/assets/f10fc824-416f-4373-8e51-f39c9e5cf9fb"
/>
<img width="191" height="171" alt="2"
src="https://github.com/user-attachments/assets/0d5e990e-e777-4081-a91d-ac4aed6707e6"
/>


</details>

## Changelog
🆑
add: Added manually shielded welding eyes to character editor for 2
quirk points
/🆑

---------

Co-authored-by: Copilot <copilot@github.com>
2026-04-27 14:30:21 +02:00
MrGloopyandGitHub 3fb538c11e Greyscale robotic tesh fish. I mean fix. (#5493)
## About The Pull Request
fixes https://github.com/Bubberstation/Bubberstation/issues/5489 by
creating wholly new limbs in order to get tesh clothing offsets
## Why It's Good For The Game
Bugfix good merge my eels
## Proof Of Testing
<img width="1808" height="944" alt="image"
src="https://github.com/user-attachments/assets/f38caad1-22b6-4679-9d19-39cf50ca3527"
/>
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
fix: Greyscale robotic tesh limbs not having clothing offsets and custom
sprites.
add: New-Old sprites for the greyscale robotic tesh limbs to work.
/🆑
2026-04-26 11:05:02 +02:00
explosivekittyandGitHub 1024048095 Quad eyes and triple eyes for your characters (#5461)
## About The Pull Request
Adds triple eyeballs to markings/organs under the eyes tab. (They don't
show in the editor BUT they work in game)

Makes quad eyes work again! also fixes them because they had issue where
you could see your eyes under any headgear so they are layered correctly
now. Additionally you further customize how far away they are from your
real eyes
## Why It's Good For The Game
They aren't working, and before that they were working but the layering
was bugged. now you can have multiple eyeballs
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="356" height="89" alt="image"
src="https://github.com/user-attachments/assets/6f96b5a4-91e5-491a-b0a2-dcdf82d866ba"
/>
<img width="218" height="120" alt="image2"
src="https://github.com/user-attachments/assets/7ea0ad67-9214-440c-9c02-df4aab62153f"
/>
<img width="118" height="63" alt="trieyes"
src="https://github.com/user-attachments/assets/b2e26af2-8378-464d-8846-a0c711c02736"
/>

</details>

## Changelog
🆑
add: Slime triple eyes are now selectable in markings/organs under eyes
tab
add: Width customization for quad eyes
fix: fixes quad eyes to work
fix: quad eyes are now layered correctly
/🆑
2026-04-25 02:27:58 +02:00
The SharkeningandGitHub b8493cface Protean Stripping fixes (#5432)
Requires #5420 to be merged.

## About The Pull Request

See changelog

## Why It's Good For The Game

Bug fixes are good. Especially fixing bugs that brick you.

## Proof Of Testing


![dreamseeker_CzphTOTrRo](https://github.com/user-attachments/assets/62996ff4-4f83-45db-9e9e-08baefc4a64d)

## Changelog

🆑
fix: Click dragging a protean modsuit onto yourself no longer unequips
it, bricking you.
del: Removed the Control Click Stripping functionality from Protean
modsuits. It's now only click dragging.
/🆑
2026-04-24 17:11:20 -06:00
The SharkeningandGitHub 23d92f4dd6 Turns Protean verbs to TGUI. (#5420)
## About The Pull Request

<img width="550" height="443" alt="image"
src="https://github.com/user-attachments/assets/30e602bc-79b2-4821-938a-0a4f33b0ebcc"
/>

Also gives an ability that allows quick transformation to the suit with
a right click and opens the new UI.

This also gives the remote control module the ability to control these
abilities.
## Why It's Good For The Game

It's cleaner, and it allows for easy future expansion that I may have
planned.

## Proof Of Testing

See above.

## Changelog

🆑
qol: Protean verbs have transformed into a TGUI menu.
add: The remote control module can now directly control protean
abilities.
/🆑
2026-04-24 17:10:39 -06:00
869d6e0c1e Adds tongues with special speech bubbles to character editor (#5433)
## About The Pull Request
Adds tongues with special speech bubbles to loadout just like the title
says, those tongues are (relatively) identical to the regular human
tongue so you don't get any special effects like knowing another
language that you don't have enabled in language tab or have different
taste for food than your species, i only copied basic stuff from their
regular speech bubble counterparts so they shouldn't differ that much.

All of them can be found in character editor -> markings/organs ->
tounge tab, and screenshots how they look are below
## Why It's Good For The Game
I don't like how our only character editor variety is aquatic tongue
speech bubble so i added more. Most of those bubbles are very rarely
seen in game so they will see more sunlight
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="354" height="236" alt="list"
src="https://github.com/user-attachments/assets/bc7068f3-6508-46f6-91c2-69a16dfd5cb7"
/>

New tongue list
(Excuse the screenshots with not matching species to the tongue but i'm
not making special character for each screenshot)

<img width="124" height="117" alt="xenospeechbubble"
src="https://github.com/user-attachments/assets/5dcafcf6-bfde-4787-bb97-bf7db0d36014"
/>

Xeno speech bubble


<img width="120" height="117" alt="roboticspeechbubble"
src="https://github.com/user-attachments/assets/0fd384c4-b95a-45cc-8a80-49198ce78d26"
/>

Robotic speech bubble(Borg speech bubble is blue and this one is gray)


<img width="119" height="118" alt="holographicspeechbubble"
src="https://github.com/user-attachments/assets/190d778f-99a7-4ac4-9752-d1cdbb77abf7"
/>

Holographic speech bubble(Only used by guardian from lavaland mysterious
shard, holoparasite uses different one)


<img width="134" height="131" alt="slimespeechbubble"
src="https://github.com/user-attachments/assets/e28ef7cd-ff96-4ba1-bd42-b2270ce98a84"
/>

Slime speech bubble(Blob and blobbernauts use different one, more angry
and red)
</details>

## Changelog
🆑
add: Added new tongues with special speech bubbles to character editor
/🆑

Co-authored-by: Roxy <94389951+SapphoQueer@users.noreply.github.com>
2026-04-22 13:15:49 +02:00
MathildeandGitHub b9856d3c23 Removing Entombed compatibility with Proteans (#5476)
## About The Pull Request

Title. Proteans can no longer pick the Entombed neutral quirk.

## Why It's Good For The Game

They really shouldn't be able to, considering that the quirk breaks
protean, softlocking them.

## Proof Of Testing
<img width="517" height="124" alt="image"
src="https://github.com/user-attachments/assets/daf9b49e-9657-4482-bb52-2f9002824b79"
/>

</details>

## Changelog
🆑
fix: Removal of Entombed compatibility with Proteans.
/🆑
2026-04-21 15:43:59 +02:00
MrGloopyandGitHub afb8768493 Preference toggle for eyes visibility (#5449)
## About The Pull Request
Ye Olde title. Adds a preference to modify the opacity of your
character's eyeballs. Mostly made this for my yet-unmerged port of
cybernetics from Eris, some of which are not intended to have eyes
visible and instead use the head sprite to represent them.

Thank you to Statykyr and Artur for helping a lot love you mwah
## Why It's Good For The Game

Not having two very obvious pixels blocking a cool animated robot head
is nice. Also Astrum wants it.
## Proof Of Testing

<img width="943" height="523" alt="image"
src="https://github.com/user-attachments/assets/f1099599-9841-4e44-9095-2badde842d0c"
/>
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
add: Preference toggle for eyes opacity. Have no eyes (visually) or
anywhere in between.
/🆑
2026-04-18 17:01:48 -04:00
MrGloopyandGitHub cc7699838a Ports MANY cybernetic limb options from Eriscode into the augs+ menu (#5444)
## About The Pull Request

Title! Ports 16 full body cybernetic sets from Eris. This was very
tedious and I had to chop up every single goddamn sprite. With Dream
Maker.
## Why It's Good For The Game
The game lacks cybernetic limb options, in my opinion. Many of these
This should allow for far more unique combinations and customisation.
IDEALLY I/someone adds a function to make your eyes completely invisible
in the character creator, as many of these are not intended for use
while having traditional eyes on your sprite.

## Proof Of Testing

<img width="489" height="675" alt="image"
src="https://github.com/user-attachments/assets/b41871c1-a00d-4d06-9bc1-ed140fe12c50"
/>

I have since fixed the legs on the North Star set (Row 4, column 3). I
had forgotten to rename the icon state for the legs and I can't be assed
to set this up again.

update:

i done fixed it



https://github.com/user-attachments/assets/9b0c3f67-28fd-490a-8921-79f8f707b0cf


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

</details>

## Changelog
🆑
add: A fuckload of cybernetic sprites from Eriscode. Some have gendered
variants. Many are NOT intended for IPC screens. They are located in the
augs+ section.
image: Supporting sprites for the limb additions. The large detail
sprites are still included in the code, however are not visible ingame.
They're pretty cool, which is why I kept them for viewing purposes.
/🆑
2026-04-18 16:42:19 +02:00
RoxyandGitHub b1a267a5b7 Fixes CI, Hopefully. (#5434)
## About The Pull Request
Yeah the nova limbs broke it with somethings thats baked in now I think

## Why It's Good For The Game
Fix good

## Proof Of Testing
this is the test

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

</details>

## Changelog

nothing player facing
2026-04-14 15:05:08 -06:00
864fcbef95 Greyscale Robotic Limbs + Other Stuff (Nova Port) (#5338)
## About The Pull Request
Title. Ports https://github.com/NovaSector/NovaSector/pull/7015 from
Nova Sector.
## Why It's Good For The Game
Customisation good. Enables creation of robotic versions of some
species.
## Proof Of Testing
Runs on my machine. Fixed up code with help from Artur and Waterpig
(thanks). Organs in robotic torso enabled via augs+ get EMP'd as normal,
seems to have no issues.
<details>
<summary>Screenshots/Videos</summary>
<img width="636" height="521" alt="image"
src="https://github.com/user-attachments/assets/0c088011-954c-4355-8d86-2f86e38e0357"
/>

<img width="1867" height="1117" alt="image"
src="https://github.com/user-attachments/assets/eddbf9a3-f543-4b20-9363-806ef8bf2f11"
/>


</details>

## Changelog
🆑
add: Robotic type body parts for the more unique species sprites. Akula,
Anthro, Lizard, Moth, Vox, Xenohybrid and Teshari. Please note these are
moreso intended for making non-standard synths, as they are identical to
the non-robotic versions visually.
add: Peg limbs to augs+
add: Default chassis Synth sprites for augs+
image: added E3N sprites for augs+
code: added handling for the new greyscale robotic limbs
/🆑

---------

Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2026-04-14 13:31:43 +02:00
Alexis b947e99408 25 left 2026-03-09 08:58:37 -04:00
AlexisandGitHub e458eaee4a GAS: Giant Armored Serpentids (Snake Bugs) (#5139)
## About The Pull Request
**The majority of the work was done by Ozzo in #1471.**

GAS are snake bugs hailing from Baystation 12. 

- They hate the heat, but are durable against low-pressure environments
and the cold.
- They cannot wear suits and most clothes, but have built in armor (it's
in their name).
- It is harder to grab GAS.
- They are taller than the average spaceman.


https://github.com/user-attachments/assets/f9ac1078-0d41-4a26-850f-26a2cd7bbf01

They currently have no lore or species description, but plans are in the
works for both to be made.
## Why It's Good For The Game
It's a new species that was well-recieved when it was tested the first
time around, before being lost due to a lack of work on it. I am here to
continue work on it and add new features to it if they are requested by
the person that wanted them.
## Proof Of Testing
It compiled and ran, hence me being able to take the video. There were
no runtimes. I attached an image of a stylish GAS as further proof of
testing.
<details>
<summary>Screenshots/Videos</summary>
<img width="137" height="111" alt="image"
src="https://github.com/user-attachments/assets/4b2ddd78-9312-4f0e-bbac-37bd51290490"
/>
</details>

## Changelog
🆑
add: Added a new species: Giant Armored Serpentids (GAS)!
/🆑
2026-02-26 17:31:43 +01:00
Nuk5513andGitHub 0a71efc47f Haydee Snout + Loincloth port (#5272)
## About The Pull Request

This pull requests ports over the Haydee snout over from Splurt, as well
as the loincloths from Nova.

## Why It's Good For The Game

mmm pretty sprites

## Proof Of Testing

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

The loincloth & the Haydee snout used in a character

yes i'm using the haydee snout for a better xeno head

<img width="205" height="557" alt="image"
src="https://github.com/user-attachments/assets/afb854df-0217-433f-a1ee-c3c657c8a57c"
/>

</details>

## Changelog

🆑
add: A "new" Haydee snout, as well as loincloth as an option for
underwear.
/🆑
2026-02-22 03:33:12 +01:00
AlexisandGitHub 38d479333f Arms 2 - The long awaited sequel (#5215)
## About The Pull Request
Adds two new sets of (non-functional) wings. Second Arms
(Non-Functional) and Second Arms (Greyscale - Nonfunctional). For all
those who have characters with four arms. Screenshots can be found in
Proof Of Testing.
## Why It's Good For The Game
People can have their OCs with more than two arms without breaking the
balance of the game.
## Proof Of Testing
See the attached screenshots below.
<details>
<summary>Screenshots/Videos</summary>
<img width="269" height="356" alt="image"
src="https://github.com/user-attachments/assets/d7351417-7478-4abe-91d3-bd59f0aa7ab4"
/>

<img width="121" height="101" alt="image"
src="https://github.com/user-attachments/assets/df851cb2-4a60-4671-8944-28a82f421770"
/>

</details>

## Changelog
🆑
add: Added two new sets of 'wings': Second Arms (Non-Functional) and
Second Arms (Greyscale - Nonfunctional)!
/🆑
2026-02-07 20:22:26 +02:00
RoxyandGitHub 8f6d0d82cd Ports splurt's eastern dragon markings/ears/tail/snout (#5211)
<!-- 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
Title
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->

## Why It's Good For The Game
More customization = good + a friend asked me to port it
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Proof Of Testing
<img width="68" height="69" alt="afbeelding"
src="https://github.com/user-attachments/assets/c1158b3a-546b-493d-9bdb-9c66c2c89878"
/>
<img width="67" height="69" alt="afbeelding"
src="https://github.com/user-attachments/assets/95b89d6c-065a-4ac4-a7a0-38c6b7d3ae7f"
/>
<img width="64" height="69" alt="afbeelding"
src="https://github.com/user-attachments/assets/4ae486ad-370d-496f-aca9-aee7c1e46365"
/>
<img width="66" height="69" alt="afbeelding"
src="https://github.com/user-attachments/assets/2a2bd56b-a6fb-4271-a65e-40af7d084339"
/>




<!-- 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. -->

🆑
add: Added the eastern dragon tail, snout, ears, and markings.
/🆑

<!-- 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. -->
2026-02-03 23:46:31 -05:00
80b4db399f Protean Upkeep (#5091)
## About The Pull Request
Species descriptions should be comprehensive.

## Proof Of Testing
<img width="275" height="210" alt="Screenshot_13"
src="https://github.com/user-attachments/assets/8f665653-9556-4505-abc6-f78558825741"
/>
<img width="251" height="182" alt="Screenshot_12"
src="https://github.com/user-attachments/assets/a63d3d21-5318-4de7-8c4b-dc937d9d9cbc"
/>

## Changelog

🆑
add: Protean species tags
/🆑

---------

Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
2026-01-16 14:09:40 -08:00
nevimer baf3837ae8 Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts:
#	_maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm
#	_maps/RandomRuins/SpaceRuins/garbagetruck2.dmm
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	_maps/map_files/tramstation/tramstation.dmm
#	code/_onclick/hud/new_player.dm
#	code/datums/components/squashable.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/datums/diseases/chronic_illness.dm
#	code/datums/status_effects/buffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/stamcrit.dm
#	code/game/machinery/computer/crew.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/wall_mounted.dm
#	code/game/turfs/closed/indestructible.dm
#	code/modules/admin/view_variables/filterrific.dm
#	code/modules/antagonists/heretic/influences.dm
#	code/modules/cargo/orderconsole.dm
#	code/modules/client/preferences.dm
#	code/modules/events/space_vines/vine_mutations.dm
#	code/modules/mob/dead/new_player/new_player.dm
#	code/modules/mob/living/carbon/human/death.dm
#	code/modules/mob/living/carbon/human/species_types/jellypeople.dm
#	code/modules/mob/living/damage_procs.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	code/modules/mob_spawn/mob_spawn.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/projectiles/guns/ballistic/launchers.dm
#	code/modules/projectiles/guns/energy/laser.dm
#	code/modules/reagents/chemistry/machinery/chem_dispenser.dm
#	code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
#	code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
#	code/modules/reagents/chemistry/reagents/medicine_reagents.dm
#	code/modules/surgery/healing.dm
#	code/modules/unit_tests/designs.dm
#	icons/mob/inhands/items_lefthand.dmi
#	icons/mob/inhands/items_righthand.dmi
#	tgui/packages/tgui/interfaces/ChemDispenser.tsx
2025-11-29 22:49:21 -05:00
ba0ae43546 Adds Kinetic Prosthetics (#4861)
## About The Pull Request
Adds kinetic prosthetics! These prosthetics are simple, yet elegant
affairs. Offers a non-robotic alternative to surplus prosthetic limbs
that are nicer looking than peg limbs.

Kinetics:

- Are immune to EMPs
- Attach/detach easily
- Cause no wounds
- Don't hit hard
- Don't allow you to use guns (or anything locked by big hands)
- Have no feeling
- Look nicer than peg limbs.

Available at roundstart (via Augments+) or via cargo crate.
## Why It's Good For The Game
Kinetics provide a simpler alternative to the surplus prosthetic limbs,
that aren't robotic, and are more advanced than peg limbs. Offers a
middle ground between pegs and surplus prosthetics. They're also
available at roundstart and via cargo crate order, unlike peg limbs
which need to be crafted.
More variety is always a nice thing!
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="71" height="72" alt="3f796af75db3578c47279e8d40a24e7b"
src="https://github.com/user-attachments/assets/0e1d30bb-0d9e-4419-9d99-81738d47068d"
/>
<img width="68" height="67" alt="a15f7441914d6a2032160bd9319bba07"
src="https://github.com/user-attachments/assets/647cb95e-6994-4f57-9ecb-eceadd807b8b"
/>
<img width="68" height="70" alt="506d69ae2eb0e5057291a1494c43a4d7"
src="https://github.com/user-attachments/assets/3ce7da3d-7a08-487e-b9cd-ea3d3ca8d408"
/>
<img width="66" height="66" alt="85ad4d9c4d550d1e98050c1a1474630d"
src="https://github.com/user-attachments/assets/3df9f39e-8284-44fe-abc4-cf9f25a33c07"
/>
<br>
<img width="397" height="372" alt="f29384d507fb0dd21faff1769f9db6f3"
src="https://github.com/user-attachments/assets/cb6cbee8-3dc8-4af8-b73d-53eae80bf37e"
/>
<img width="632" height="81" alt="f0b7048ea1c926fbe94eba55923ac1a9"
src="https://github.com/user-attachments/assets/e80f8930-0678-41d7-b859-5e5c5927c480"
/>
</details>

## Changelog
🆑
add: Added new prosthetics: simple kinetic prosthetics! They offer a
middle ground prosthetic between peg limbs and surplus robotics.
add: New options to Augments+ to have roundstart kinetic prosthetics.
add: Kinetic prosthetic limb cargo pack: includes two full sets of
kinetics. Costs 1000cr, needs medical access.
/🆑

---------

Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2025-11-26 11:39:38 -08:00