Commit Graph
179 Commits
Author SHA1 Message Date
nevimer 1c0751265c Merge branch 'upstream-6-2-2026'
# Conflicts:
#	_maps/shuttles/zubbers/emergency_millionaire.dmm
2026-06-11 16:01:25 -04:00
ca607addcc More evac shuttles 2 (#5669)
## About The Pull Request

Adds a couple really expensive shuttles.

- The gold version of Oh Hi Daniel, being a joke and expensive but not
nearly as expensive as
- The Vigilante, a long-range syndicate transport shuttle with a cosy
layout and also some mobs and a sentience balloon. (Also contains a
unique weapon)
- The Millionaire Shuttle, a very gold shuttle that's supposed to feel
fancy, and also it has some silly custom items.

Also adds a "medical bay" pod to the cluster of escape pods, along with
making it require an emagged console.
Also reduces the breacher's price considering that in hindsight it's not
_that_ good of a shuttle.
## Why It's Good For The Game

The last time I made some shuttles people kinda liked them, so I decided
to make a couple more.

## Proof Of Testing

Shuttles are able to be bought and they work just fine. StrongDMM
screenshots follow:
Gold Daniel -
<img width="320" height="352" alt="image"
src="https://github.com/user-attachments/assets/cbd57b08-35f3-47e3-929e-629f6a59fd00"
/>
Vigilante -
<img width="896" height="1376" alt="image"
src="https://github.com/user-attachments/assets/f5f66209-7271-45b8-938b-4cbad8fbf3ac"
/>
Millionaire -
<img width="608" height="1184" alt="image"
src="https://github.com/user-attachments/assets/cd28f2a9-2241-4e01-8516-e8e644a451e0"
/>



## Changelog
🆑
add: Adds a couple more dumb expensive evac shuttles.
balance: Makes the escape pod cluster shuttle emag only.
/🆑

---------

Co-authored-by: Cabbage <supredoode@gmail.com>
2026-06-11 15:36:36 -04:00
gavlaandnevimer 9bc638dcfb fixes 2026-06-11 15:07:48 -04:00
IronDragoonandGitHub d132c3c5af Headshots in Examine Box (#5767)
## About The Pull Request

I've been a player on Roguetown for a while, and a small thing I noticed
I missed a lot was the feature of displaying character headshots in the
examine text. As such, i've ported this in a fairly straightforward way
from Ratwood Keep.

The headshot will grow bigger on mouseover and shrink again when the
mouse moves away.

Headshots will be always hidden for someone who has an unknown identity
(masked and without standard ID).

There is an option toggle to not view chat headshots, should you prefer
to not see them.
## Why It's Good For The Game

Improves immersion, making it much quicker to see someone's headshot in
a situation instead of needing to examine them closer.

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="565" height="400" alt="image"
src="https://github.com/user-attachments/assets/1b1df66e-63ac-4e8d-be2d-36bcd3461724"
/>
<img width="593" height="393" alt="image"
src="https://github.com/user-attachments/assets/abd355e7-969b-42af-8eff-ded9acc1d52a"
/>
<img width="660" height="137" alt="image"
src="https://github.com/user-attachments/assets/5e890a80-f1a4-453a-8cbf-c96ea6ff0ace"
/>
<img width="613" height="293" alt="image"
src="https://github.com/user-attachments/assets/6024f190-4a1c-4daf-a6b5-d1ba0705c65c"
/>

</details>

## Changelog
🆑
add: Headshots now display in examine chat box. A toggle is added to
options to disable this if you so desire.
/🆑
2026-06-11 12:37:18 -04:00
33636cb603 More evac shuttles 2 (#5669)
## About The Pull Request

Adds a couple really expensive shuttles.

- The gold version of Oh Hi Daniel, being a joke and expensive but not
nearly as expensive as
- The Vigilante, a long-range syndicate transport shuttle with a cosy
layout and also some mobs and a sentience balloon. (Also contains a
unique weapon)
- The Millionaire Shuttle, a very gold shuttle that's supposed to feel
fancy, and also it has some silly custom items.

Also adds a "medical bay" pod to the cluster of escape pods, along with
making it require an emagged console.
Also reduces the breacher's price considering that in hindsight it's not
_that_ good of a shuttle.
## Why It's Good For The Game

The last time I made some shuttles people kinda liked them, so I decided
to make a couple more.

## Proof Of Testing

Shuttles are able to be bought and they work just fine. StrongDMM
screenshots follow:
Gold Daniel -
<img width="320" height="352" alt="image"
src="https://github.com/user-attachments/assets/cbd57b08-35f3-47e3-929e-629f6a59fd00"
/>
Vigilante -
<img width="896" height="1376" alt="image"
src="https://github.com/user-attachments/assets/f5f66209-7271-45b8-938b-4cbad8fbf3ac"
/>
Millionaire -
<img width="608" height="1184" alt="image"
src="https://github.com/user-attachments/assets/cd28f2a9-2241-4e01-8516-e8e644a451e0"
/>



## Changelog
🆑
add: Adds a couple more dumb expensive evac shuttles.
balance: Makes the escape pod cluster shuttle emag only.
/🆑

---------

Co-authored-by: Cabbage <supredoode@gmail.com>
2026-06-09 11:27:49 -04:00
gavlaandGitHub ed9004f120 Merge branch 'master' into upstream-6-2-2026 2026-06-09 01:15:39 -04:00
snailomiandGitHub 983ff5c584 New 'Robotic Horse' taur sprites! (#5738)
## About The Pull Request
Adds a new customization option for taurs, a robotic horse chasis.
sprites by Toriate!
## Why It's Good For The Game
moar customization! More Taur customization. It's a very different style
to the synthetic horse options, so I had figured it would be better
suited as it's own option than replacing t

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="204" height="132" alt="taur1"
src="https://github.com/user-attachments/assets/dd29964a-fae5-4715-8da1-6481308b19fb"
/>
<img width="268" height="134" alt="taur2"
src="https://github.com/user-attachments/assets/687026d6-2834-4d88-a380-f4caded02f5b"
/>
<img width="267" height="136" alt="taur3"
src="https://github.com/user-attachments/assets/11a12942-5db5-48db-8b6d-8c4d7287ed71"
/>
<img width="263" height="133" alt="taur4"
src="https://github.com/user-attachments/assets/53b0291d-a4cf-4317-b3a9-f4f76be1da50"
/>

</details>

## Changelog
🆑
add: new taur option, "Robotic Horse'
/🆑
2026-06-05 15:19:15 +02:00
shayoki 97a15ec8f8 initial 2026-06-03 01:25:02 -05:00
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
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 32a9f16bcf Fixes genital visibility desynchronization. (#5685)
# About The Pull Request

Overrides update_worn_oversuit() and update_worn_undersuit() in the
modular layer to call update_body_parts() after the parent proc runs.

When clothing is equipped or removed, the game redraws the clothing
sprite layer but never re-evaluates bodypart overlays.

Genital sprites determine their own visibility through
can_draw_on_bodypart() at the time update_body_parts() runs, checking
whether current clothing covers the relevant body zone. Because
update_body_parts() was never called on clothing changes, the visibility
state would freeze.

The existing bodypart cache system means this is cheap to call: if
nothing actually changed, the before/after key comparison exits early
with minimal overhead.

This is likely a problem introduced via upstream sync. The
update_worn_oversuit() and update_worn_undersuit() procs have been
getting tweaked by tgstation performance work, with refactors tightening
them to only touch what they strictly need to render. At some point in
that process, an incidental call to update_body_parts() was either
removed directly or lost as a side effect of restructuring. Prior to
that change, genital visibility was being refreshed as a lucky
consequence of the broader body update. Once the upstream procs were
slimmed down, the connection was silently severed and the desync
emerged.

Tragically I am unable to find a specific person to blame. 

# Why It's Good For The Game

Characters with visible genital configuration would appear as blank
barbie dolls after undressing, manual use of the Expose/Hide genitals
verb to correct the sprites. (Or they'd just randomly appear when you
get surgery, and then be permanently visible until you use
expose/hide...) This is tedious and breaks immersion. The fix makes
rendering behave as it should.
# Proof Of Testing

Tested locally and seemed to work AoK when I spam removed/equipped a
jumpsuit class item, still able to manually show genitals too, and so
on.

# Changelog
🆑
fix: Genital sprites now correctly appear and hide immediately when
clothing is equipped or removed, without requiring surgery or manual
verb use to refresh them.
/🆑
2026-05-27 13:18:24 +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
+37 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

Signed-off-by: dependabot[bot] <support@github.com>
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Tsar-Salat <62388554+Tsar-Salat@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: Maxipat <108554989+Maxipat112@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: loganuk <fakeemail123@aol.com>
Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com>
Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com>
Co-authored-by: Isratosh <Isratosh@hotmail.com>
Co-authored-by: TheRyeGuyWhoWillNowDie <70169560+TheRyeGuyWhoWillNowDie@users.noreply.github.com>
Co-authored-by: Neocloudy <88008002+Neocloudy@users.noreply.github.com>
Co-authored-by: Alexander V. <volas@ya.ru>
Co-authored-by: ElGitificador <168473461+ElGitificador@users.noreply.github.com>
Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com>
Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Layzu666 <121319428+Layzu666@users.noreply.github.com>
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: John F. Kennedy <54908920+MacaroniCritter@users.noreply.github.com>
Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com>
Co-authored-by: Josh <josh.adam.powell@gmail.com>
Co-authored-by: Josh Powell <josh.powell@softwire.com>
Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com>
Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com>
Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2026-05-16 00:56:00 +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
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
explosivekittyandGitHub f9072306af megafauna gibbing fauna and legion corpses (#5392)
## About The Pull Request
Lets megafauna gib legion corpses and other dead lavaland fauna
## Why It's Good For The Game
Sometimes when you fight megafauna random raptors nearby will join you
in fight and after they die they don't vanish blocking kinetic crusher
marks(when fighting bubblegum they somehow attach to them and get
dragged along during their charges and blood teleportation and its
annoying when that happens), also megafauna can now gib legion corpses
in case they switch aggro.
## Proof Of Testing
I tested it and it doesn't gib players dying to megafauna but legion
corpses and raptors get gibbed
<details>
<summary>Screenshots/Videos</summary>
</details>

## Changelog
🆑
add: megafauna now gibs legion corpses and other lavaland simplemob
fauna
/🆑
2026-04-19 12:52:59 +02:00
b25ad1a016 Makes the maintsrooms xenomorphs not hostile (#5414)
<!-- 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

Converts the xenomorphs in the maintsrooms to be non reproductive, non
evolving and non hostile to the crew

## Why It's Good For The Game

Gateway antagonists are (in general) poor a poor idea.

## Proof Of Testing

Tested it, and it works. (if its still a branch that means it doesnt
work)

## Changelog

cleared out a bit of space in front of the tavern called the "edge of
the universe" so that its not blocked along with moving 1 shaggoth and 1
hound of tindalos so the turrets dont just shoot endlessly (as often)

made the xenos not hostile to crew (neutral technically so if you shoot
them they can shoot you)

🆑
balance: Made the maintsrooms xenomorphs friendly
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->

---------

Co-authored-by: Alexis <catmc8565@gmail.com>
Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
2026-04-16 20:12:07 -05:00
nevimer 85d2594bd0 Merge remote-tracking branch 'origin/master' into upstream-feb12-2026
# Conflicts:
#	_maps/map_files/moonstation/moonstation.dmm
#	tgstation.dme
2026-03-10 17:10:57 -04:00
aKromatopziaandGitHub a544355b7a Cybernetic brain update + Some Vox touchups (#5088)
## About The Pull Request
Cybernetic/Cortical brain touch-up. Discuss.

Also because vox use cortical brains, we touched their code a little.
Tangent: I wish there was a way to make the brain restore surgery
capable of taking a multitool without being a separate op :\

# But why?
It's been noticed that people are using cortical brains to shoot up some
meth without consequences. This was a) not originally intended b)
genuine power creep, as previously the only way to be able to process
chems without the brain damage was to be a vox, who do start with
robotic-only brains. So, this PR is to address it. Sure you get an EMP
weakness, but this server has a soft-stigmatization against using EMPs
so that's leery on the social contract.

Fret not! You'll still have the option of a roundstart brain which
doesn't take meth damage. It just also takes slightly more EMP damage,
has less health than an ordinary brain, and if it ever gets removed, it
explodes as the other prosthetics do (but doesn't qdel). So really,
there's not much of a consequence.

## Proof Of Testing


https://github.com/user-attachments/assets/f48efc8b-9f4b-4fd1-b71f-145a1d4b63c5

<img width="255" height="167" alt="Screenshot_10"
src="https://github.com/user-attachments/assets/0334b931-0593-4721-9de2-a02211253e28"
/>

yeah i flipped it on the below one. it's correct now though
<img width="661" height="171" alt="Screenshot_11"
src="https://github.com/user-attachments/assets/554eaf09-8ee4-4a1a-a95b-c7332a078610"
/>


## Changelog
🆑
add: Previously-unobtainable surplus-cybernetic brain added to
Prosthetic Organ quirk
add: Cybernetic brains given the ORGAN_PROMINENT trait, following normal
brains.
add: Vox Primalis unique cybernetic brain has been finally added to
their species descriptions. (Bet you didn't know they had one)
balance: (Roundstart) Cortical brains given ORGAN_ORGANIC, so they can
be fixed with both mannitol and a multitool. Vox brains are excluded
balance: Brain options in character prefs have been given a 1
quirkiness-point cost.
fix: Cybernetic/Cortical brains have their repair hints updated to
reflect what they can actually be repaired by
code: Prosthetic Organ quirk moved to modular_zubbers
code: 'Vox Primalis' now considered a collective noun
code: dangerous_organ_removal has a new variable to toggle between organ
qdel or having its damage set to max health.
/🆑
2026-03-10 02:11:24 -04:00
Alexis 4fc6e93545 Down to 50 parsing errors. 2026-03-08 19:30:38 -04:00
AlexisandGitHub fdc778e584 Zombie Markings (#5295)
## About The Pull Request
Anazarh xPokee bang PR. Braaz m!rg brains!!

This PR adds zombie markings per the PR title.
## Why It's Good For The Game
Customization
## Proof Of Testing
See the image below.
<details>
<summary>Screenshots/Videos</summary>
<img width="323" height="322" alt="image"
src="https://github.com/user-attachments/assets/dd2996db-fd11-4b8e-b4f5-f709837dcf62"
/>
</details>

## Changelog
🆑
add: Added new zombie markings.
/🆑
2026-03-08 17:39:36 +01:00
f357393f4e [Effigy Port] Converts Bloopers/Vocal Barks to a config sided thing (#5288)
## About The Pull Request
Does as the title suggests, I also put the files into proper folders
while I was in there per where they would be on base /tg/ based on where
they were in the Effigy PRs. This is a port of all three of these PRs:
https://github.com/effigy-se/effigy/pulls?q=is%3Apr+is%3Amerged+blooper
## Why It's Good For The Game
This lets us change vocal barks easier, as well as letting us have more
control over how easily and quickly we can remove and add specific ones
if necessary.
## Proof Of Testing
It compiled and ran without any runtimes. I would still highly recommend
test merging this for a few weeks to get everything transferred over.
## Changelog
🆑 xPokee, LT3, TealSeer
refactor: Refactored vocal bloopers to be a config based subsystem.
config: Added all the previous vocal bloopers to the new config, as well
as some new ones, look for them!
/🆑

---------

Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
2026-03-08 17:39:25 +01:00
Alexis 3b05cd16d3 125 parser errors. 2026-03-06 13:33:54 -05:00
AlexisandGitHub 7beb9e57a9 Adds plushmium from Citadel (#5244)
## About The Pull Request
Adds a new Fermi chemical, plushmium! This chemical can be poured on a
plush to make it eerily lifelike... Which makes the next person who hugs
it in for a surprise consciousness transference (provided they consent
OOCly via a TGUI popup). This PR also adds cursed plushes, known as
plushlings. While they may look like your average plush, they are known
for their aggressive temperament towards you and other plushes.

**You use the plushmium by splashing it on a plush by right-clicking a
bottle full of plushmium on a plush while on harm intent.**

Plushmium is created with the following reagents:

- Strange Reagent (2 parts)
- Happiness (1 parts)
- Blood (1 parts)
- Laughter (1 parts)

You then must heat it to the optimal temperature: 533K
Keep it between 2 and 5 pH and you will start to create plushmium!

LustWish has also added a single bottle of plushmium in their contraband
section for those who do not feel like asking a chemist.
## Why It's Good For The Game
It is a silly PR allowing for people to RP as living plushies, and gives
some life, literally, to an object that we have oh so many of, and while
I am not personally into it and lewd mechanical interactions do not work
with them and are not planned, but this also allows for and adds more
_spicy_ interactions with plushies if people happen to be into that.
## Proof Of Testing
See the video below.
<details>
<summary>Screenshots/Videos</summary>


https://github.com/user-attachments/assets/ff9471d4-e668-4e21-af73-682b81a0e442

</details>

## Changelog
🆑
add: Added a new reagent: Plushmium! Used to bring plushies to life, it
can also be obtained through hacked LustWish vendors.
/🆑
2026-02-17 14:52:51 +01:00
nikothedudeandGitHub de91f5826b Adds a new button to polymorph - Character (#5184)
## About The Pull Request

Title.

This new button allows you to change your character entirely, using
either your or the targets character slots. Basically a pocket SAD. You
can target anyone in view, including yourself.
## Why It's Good For The Game

Saucy shit. Seriously though, like, all the TF stuff we have ingame
kinda sucks. Having the ability to just on demand transform someone into
whatever you want it kinda awesome.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


https://github.com/user-attachments/assets/91654b75-0f99-44d2-b8af-ba0a14bdb625

The dying bit just happens with slimes cause they have no heart, cant
think of a fix

</details>

## Changelog
🆑
fix: SAD can now remove organs, such as a taur body, or breasts
add: A new polymorph mode: Character, which allows you to switch your
character at your whim
/🆑
2026-02-12 10:45:55 -05:00
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
WaterpigandGitHub 6f62b50f15 Waterpig's events pt. 0 - Space dolphins! (#5157)
## About The Pull Request

Inspired by the space dolphins of yogstation, resprited and rewritten
for your gaming pleasure.

Introduces two new neutral mobs - Space Dolphins and Space Manatees

Introduces new event that spawns these mobs. A new TAG_NEUTRAL was
introduced to storyteller, and aurora caelus was moved to it.

### Space Dolphins
- 25 health
- 10 damage
- Fast movement

AI is aggressive against space carp, but otherwise neutral until
attacked.

### Space Manatees
- 150 health
- 10 damage
- Slow movement
- Doubles the speed of a vehicle when driving it:
<img width="387" height="187" alt="image"
src="https://github.com/user-attachments/assets/8a0c1958-e133-4a18-be04-8c55b4000cb0"
/>

- Can't be gold extracted

AI is the same as dolphins

### Space Dolphin event
- Severity: Low/None
- Track: Moderate

Functionally identical to the space carp event, except dolphins don't
pathfind onto station. Shares the same weight and track as said event.
95% of spawns will be dolphins, with a 5% rare manatee.

The announcement message is the same as the space carp event. Reasoning
for this below.

## Why It's Good For The Game

I kept saying this back when I was maintainer, but we severely lack
event variety, both of the environmental and of the regular dangerous
kind. More events make rounds more interesting and diverse, and also
make us feel less like TG by giving our rounds a unique identity. (It
also means that in the future we can have unique storytellers that make
use of the TAG system in a cool way)

Also using meta knowledge on event announcements messes with the entire
paranoia aspect of the game, so this event fills in one possible hole of
"Oh it's space carps" and replaces it with "Shit is it space carps or
dolphins"

I have more stuff planned to expand the event pool, this is just a small
teaser. Next up will be an actual full set of 3-4 themed events of the
*magical variety*. Actual danger included. Probably in a month or
something idk [give me money](https://ko-fi.com/waterpig) to make me
work faster and maybe add an extra event :3 (I'm a sellout)

## Proof Of Testing

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


[Screencast_20260121_163640.webm](https://github.com/user-attachments/assets/f2ce7600-007c-420d-8e56-cc17e2a38638)

</details>

## Changelog
🆑
add: Space dolphins and space manatees might make their way to the
station. These silly space mammals are neutral, but might attack carp
they see.
image: Space dolphin and Space manatee icons
balance: Aurora caelus is now a Neutral event instead of a Positive one
inside storyteller
/🆑
2026-02-02 12:14:34 -05:00
RoxyandGitHub 85b7d1244f Removes the negative movespeed in the light from shadekin (#5148)
## About The Pull Request
Title

## Why It's Good For The Game
Shadekin already have a fair few downsides, 20% more damage taken is a
LOT. The main benefits are healing in the dark and nobreath. I do not
believe these warrant a borderline-permanent slower movespeed when 90%
of the time the station will be bright.

## Proof Of Testing
no

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

</details>

## Changelog

🆑
balance: Shadekin no longer suffer a movespeed debuff in the light.
/🆑
2026-01-23 16:29:05 -08:00
984fc26961 Custom Footstep Sounds Port (Nova Sector) (#5114)
## About The Pull Request

First PR. All I know is that it works.

Anyway, this PR ports customisable (barefoot) footstep sounds from Nova
Sector. It incorporates the update PRs to the best of my very limited
ability thanks to Artur.
Various high heel footwear items are also updated with the additional
footstep noises for the hell of it, going from 2 possible sounds to 4,
reducing the looping effect.

_Footstep options include:_

- Default
- Shoes (shoe SFX while barefoot)
- Highheels
- Claws (Ian/similar mob SFX)
- Hooves (New SFX added by PR)

Files are distributed a little haphazardly. Some in the modular Zubbers
folder, some in the old skyrat modular folder. I am lazy.

Original PRs code was taken from (credit to https://github.com/Neocloudy
for the first PR on Nova):

1. [https://github.com/NovaSector/NovaSector/pull/3404](url)
2. [https://github.com/NovaSector/NovaSector/pull/4475](url)
3. [https://github.com/NovaSector/NovaSector/pull/6035](url)
## Why It's Good For The Game
I forgor to fill this out. Uhm. Customisation good I guess. Also stops
SLAPPY SLAP HUMAN FLESH FEET NOISES despite being a robot etc.

## Proof Of Testing



https://github.com/user-attachments/assets/aa1227fa-aea5-43f4-87a8-d52f65c752ce

video WAS longer but had to cut significantly
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
add: Ability to customise barefoot footstep sounds in character
preference menu.
/🆑

---------

Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2026-01-16 01:08:24 +02:00
RoxyandGitHub 0d4938228f Fix CI Failures [IDB IGNORE] [MDB IGNORE] (#5126)
## 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
2026-01-15 00:59:34 -05:00
AlexisandGitHub bd3d4c6d4f Partial revert of #5082 (#5115)
## About The Pull Request
I forgot to slap a 'Do Not Merge' label on #5082 so it ended up getting
merged before myself and the rest of the team were able to fully finish
discussing the buff to the range, so I am reverting the buff done to the
upgraded firebot's range for the time being.
## Why It's Good For The Game
Let me show you guys two videos taken of the upgraded firebots in the
same exact environments with only one variable changed, the foam range.

### Foam Range 5


https://github.com/user-attachments/assets/8be3c694-acec-4a8f-af7b-36bfb1db0175

### Foam Range 7


https://github.com/user-attachments/assets/0bbafbd9-09cd-4450-9d07-e1e78e1845bb

Note that these fires don't get properly extinguished due to the type of
fire I used (the canister fire), but if it was, say for instance, a
plasma fire, the whole Thunderdome would have been extinguished from one
foam shot with the buffed firebot meanwhile the one with the range of
five only covers about 2/3 of the Thunderdome.
## Proof Of Testing
See the attached videos above.

## Changelog
🆑
balance: Reduced the foam range of the upgraded firebots.
/🆑
2026-01-11 10:12:46 -08:00
amsy2andGitHub 8e39687ebe Hot Ice Firebot tweaks (#5082)
## About The Pull Request

Cooldown between using of the foam 5s->8s
Range of the foam 5->7
Increased the temperature range in which firebot will not use the foam
Changed color of the foam

## Why It's Good For The Game

Hot Ice Firebots proved to be real good at doing their job, these tweaks
are there to slightly reduce their 'power' and so they don't spam the
foam as much

## Proof Of Testing

<img width="479" height="461" alt="image"
src="https://github.com/user-attachments/assets/53b9a460-9227-4316-a159-41db8cd65f7e"
/>

## Changelog

🆑
balance: Firebots with Hot Ice foam cooldown 5s->8s, range 5->7, changed
color of the foam to reflect the upgrade
/🆑
2026-01-11 14:28:56 +01:00
1b20ac6697 Gives big legs its own bespoke taur mode (#4944)
## About The Pull Request

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

They have paw, which is the COMPLETELY wrong bodytype. This triggers all
sorts of bugs.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="659" height="173" alt="image"
src="https://github.com/user-attachments/assets/73bb7457-9e4d-4bdd-9270-246fa03207c4"
/>

</details>

## Changelog
🆑
fix: Big leg taurs no longer use taur sprites
/🆑

---------

Co-authored-by: Alexis <catmc8565@gmail.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2026-01-07 23:24:17 -05:00
AlexisandGitHub 6d668bec12 Skyrat Basic Mobs: Malfunctioning Borgs (#5045)
## About The Pull Request
I finally got around to going through the list of 'Grab Bag Simple
Mobs', first up on the list is the 'Evil Borgs' which have been renamed
to 'Malf Borgs'. They didn't get any cool new abilities like that one
/tg/ coder does when they re-do mobs, but they're passible now, and not
clogging up the list.
## Why It's Good For The Game
Basic mobs are the future or something.
## Proof Of Testing
They worked when I tested them. I am NOT recording videos of each and
every mob mauling me.
## Changelog
🆑
refactor: Refactored the unused evil borg simple mobs into equally
unused malf borg basic mobs.
/🆑
2025-12-29 11:41:26 -08:00
d548ed6693 Adds Firebot upgrade to heat/cool air to room temperature (#5063)
## About The Pull Request

Adds new Firebot variant and new Freon Firefighting Foam

Freon Firefighting Foam works same as Firefighting Foam (like ones in
advanced extingishers) with added beenfit of bringing temperature
down/up to 20C even if there's no fire, it also leaves no plasma stains
on the floor. This foam is not meant to be available to players and used
only by the upgraded Firebot.

You can upgrade standard Firebot by giving it a piece of Hot Ice! Doing
so will make it use it's foam if air temperature is below 18C or above
22C, effectively helping keep corridors at room temperature.

## Why It's Good For The Game

Firebots are rarely given a chance to shine, giving them option to
effectively work as walking space heaters widens their use and
practicality by a lot, especiely on maps like Ice Box notorious for
having their corridors go cold all the time. The upgrade also require
Hot Ice which is an atmos made material made with Freon, that currently
doesn't have many uses, giving atmos techs another way to contribute
with their projects to well being of the station.

## Proof Of Testing

<img width="404" height="216" alt="image"
src="https://github.com/user-attachments/assets/bf2e968e-18c3-495d-8ed7-335daca6fdbb"
/>
<img width="393" height="35" alt="image"
src="https://github.com/user-attachments/assets/0e327489-2360-4c9f-b05b-b26e78ede0af"
/>
<img width="428" height="131" alt="image"
src="https://github.com/user-attachments/assets/bdb0500d-d83c-4880-8c23-0d2b2399f627"
/>

## Changelog

🆑
add: You can upgrade Firebots by giving them Hot Ice. Doing so makes
their foam fix air to room temperature.
/🆑

---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2025-12-28 15:34:07 -08:00
slightlyevilpeanut22andGitHub 5a534dbd01 HIDEFRILLS clothing flag and ability to hide frills in hide mutant parts verb (#4997)
## About The Pull Request
Adds HIDEFRILLS flag for clothing if you need to only hide frills
without hiding ears and lets you hide them through
Show/Hide-Mutant-Parts verb
## Why It's Good For The Game
You couldn't hide them before with that verb and now you can. Not sure
if HIDEFRILLS will be used if HIDEEARS also hides frills but now that's
an option if you need to only hide frills without ears
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="276" height="116" alt="1"
src="https://github.com/user-attachments/assets/484474c1-2f8b-409d-b3d4-2713822fd612"
/>

(i varedited gas mask to have HIDEFRILLS flag, this doesn't actually
apply the flag to it in the code)

<img width="364" height="201" alt="2"
src="https://github.com/user-attachments/assets/264c0881-653c-4f0b-9497-f0f7880c46d5"
/>
</details>

## Changelog
🆑
add: Show/Hide-Mutant-Parts verb now can hide lizard frills
add: HIDEFRILLS clothing flag if you need to hide specifically just
frills
/🆑
2025-12-17 13:22:33 -08:00
48dc5f593d The full-custom blood colour quirk, again (#4332)
## About The Pull Request
Technically, this is also a bugfix for the removed portion of the evil
quirk.

This is a blood colour quirk which aims to create an entirely new
blood_type datum per color-modified base type, and acts as a launching
pad into developing more blood stuff.

As an additional note: In our testing injected blood wouldn't override
the recipient's blood colour. However if this does happen at all in
live, do state such!

## Why It's Good For The Game

Blood colour good? Near-fully custom blood color better?

## Proof Of Testing
oh hey it works now. The three lizards in the video use red blood,
cyan/vox blood, and white/nanite blood respectively.

https://github.com/user-attachments/assets/cec6465f-68de-4c6f-97f4-58061f4f7241

Not rigorously tested, but my process was to only dev the lizard type
then copy to everything else... so it should be fine? Just to show it
should work on blood types with existing compatible_type fields though -
as in, it actually copies the list:
<img width="491" height="260" alt="Screenshot_92"
src="https://github.com/user-attachments/assets/9c257d44-1233-4276-9d88-599e124b2838"
/>

## What We Learnt
Trust our gut. We shouldve replaced it ages ago but thought original
refactorer knew better

## Changelog

🆑
add: blood colour quirk. it's mechanically near-identical to the normal
type.
code: more blood colour presets. yum.

---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
2025-11-20 12:46:06 -05:00
amsy2andGitHub be279abf5d Plasmaman buffs (#4892)
## About The Pull Request

Changes Plasmamen damage modifiers
Brute Vulnerability 1.5 -> 1.0
Burn Vulnerability 1.5 -> 1.2
Heat Vulnerability 1.5 -> 1.2

## Why It's Good For The Game

Plasmamen have quite severe downsides as most know, other then having
extra ways to die, medical often isn't familiar with them which makes
recovery times longer. Main advantage you get as Plasmaman is immunity
to rads and viruses, except these days viruses are often just a
nuisance, and rads come up extremely rarely outside of engineering.
Lowering their vulnerability modifiers seems fair to bring them back in
line with other races.

## Proof Of Testing

Plasmaman hit with energy axe and HOS gun once, then same done to human.
<img width="439" height="532" alt="image"
src="https://github.com/user-attachments/assets/87f40e68-3f6a-4b2f-b005-94c025eb2c25"
/>

</details>

## Changelog

🆑
balance: Plasmamen no longer are vulnerable to brute damage and have
lower damage modifier against burn and heat. They've been drinking lot
of milk.
/🆑
2025-11-11 18:46:28 +02:00
Roxy e28e9fbdba Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-23-10-2025 2025-10-23 17:38:23 -04:00
074a861b43 Hemophage Tweaks (#4796)
## About The Pull Request

Hemophages now vomit blood, and use the same bite Bloodsucker does
(which means they can't talk while feeding, etc)

## Why It's Good For The Game

Hemophages and bloodsuckers are easy to tell apart at a glance, and at
present, the hemophage bite is incredibly weak - in addition, this makes
the bite 'feel' better for hemophage players, as one cannot speak while
feeding, and so on.

## Proof Of Testing

See vampires thread in lore discussion for videos.

## Changelog

🆑
add: Hemophages now vomit blood
add: Hemophages now use Bloodsucker bite
add: Hemophage tumor hibernate action now uses bloodsucker action
background
/🆑

---------

Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
2025-10-23 04:31:32 +03:00
b6f901d7f8 Adds an option to have four eyes + Multitool changing Robotic Eye Color (#4005)
## About The Pull Request

Adds a new customization option via preferences, quad eyes!
> Gives the character four eyes with the option of setting the offset up
/ down.

Also gives the multitool the ability to change the eye color(s) (yes
both of them, separately)
## Why It's Good For The Game

Customization is good. Looks neat.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

+0 offset


![image](https://github.com/user-attachments/assets/03125f56-db87-4d3c-9c9f-632b69d905a5)


![image](https://github.com/user-attachments/assets/fe4b2f6f-669e-4885-94c5-1767c207091b)


![image](https://github.com/user-attachments/assets/e626c52c-d804-4f63-9b88-90cdc0f78fa9)


![image](https://github.com/user-attachments/assets/b38026a0-dc7b-48c8-a508-2755048c7d12)


![image](https://github.com/user-attachments/assets/430f97b3-22f6-43f5-a0f1-5c228dbbdad2)


![image](https://github.com/user-attachments/assets/a87ff58c-f3b6-4ffd-959f-76fa04ffc17d)


![image](https://github.com/user-attachments/assets/5a834225-cef6-4a0b-ab59-f1984c6fb0f4)

</details>

## Changelog
🆑
add: Added new customization option to give a character four eyes.
add: Added the option to change robotic eye colors using a multitool.
/🆑

---------

Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: xPokee <catmc8565@gmail.com>
2025-10-23 02:24:20 +03:00
TheEmberandGitHub ab98c06145 fixed exception with ghost species (#4786)
## About The Pull Request
Fixes exception when choosing Ghost species.
Most of species have overrides in
modular_zubbers\code\modules\mob\living\carbon\human\species_types
which returning lists instead of strings.
https://github.com/Bubberstation/Bubberstation/issues/4785
## Why It's Good For The Game
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="1006" height="768" alt="image"
src="https://github.com/user-attachments/assets/057d682b-264a-4285-a5ea-842c53ea0afe"
/>
<img width="1023" height="823" alt="image"
src="https://github.com/user-attachments/assets/8fda32d5-e4c6-4c33-a70a-299d25021186"
/>
</details>

## Changelog
🆑
fix: Fixed ghost species crashing character preferences menu
/🆑
2025-10-05 10:53:43 -04:00
lukevaleandGitHub 00dfb7907c [Feature] Adds Chemlight's markings, tail, ears, and generic alts. (#4754)
## About The Pull Request
Adds in 2 tails, a new pair of tall ears, 2 tauric tails, and 3 sets of
markings. Primarily designed for Chemlight, but public use, with some
good parts that I'd think some people would love to use.

## Why It's Good For The Game

<!-- Please add a short description of why you think these changes would
benefit the game and the roleplay atmosphere of the server. If you can't
justify it in words, it might not be worth adding. -->

It adds more selections to the Taur list, with a highly requested model
that is of the quality standard of the codebase, which will impact in
the variety of characters in our community.

The generic alts of the tail and Taur are both really wonderful. The
taur has a custom made lay down sprite that's more then just
accordioning. The ears are generic, and fit canines quite happily. The
tail is a mix between the fox tail, with a split instead of a colored
tip. Which we don't have anything like as of yet. The belly trim marking
alone is wonderful on it's own, and the Chemlight and Chembright could
see some use for those who like how it looks on their character.

## Proof of Testing

<!-- Include any screenshots/videos/debugging steps of the code
functioning successfully, between the </summary> and </details> code
blocks. -->
<!-- To our mappers and spriters: Posting screenshots of content INSIDE
EDITORS (aseprite, PDN, SDMM, ect) is NOT valid proof of testing. Please
make sure that you COMPILE the game and provide PROOF you tested your
edits. -->

<details>
<summary>Screenshots/Videos</summary>
  
<img width="321" height="254" alt="Screenshot 2025-09-28 124839"
src="https://github.com/user-attachments/assets/12703639-8fee-4ac5-a63d-6c02c969a299"
/>
<img width="310" height="240" alt="Screenshot 2025-09-28 124945"
src="https://github.com/user-attachments/assets/ce43ba85-8edc-432d-a294-ca3c59260629"
/>
<img width="318" height="265" alt="Screenshot 2025-09-28 125023"
src="https://github.com/user-attachments/assets/0829f39f-3186-49f1-b383-da6fb9d0af88"
/>
<img width="386" height="225" alt="Screenshot 2025-09-28 125032"
src="https://github.com/user-attachments/assets/d52f76c6-1a2f-4a34-ba4e-a66e91fa291d"
/>
<img width="343" height="224" alt="Screenshot 2025-09-28 125047"
src="https://github.com/user-attachments/assets/4190f244-2e87-42e5-a93b-b8f6f79a945f"
/>
<img width="266" height="230" alt="Screenshot 2025-09-28 125100"
src="https://github.com/user-attachments/assets/3f7a5e50-753b-4b40-b951-53b4dd30d7a9"
/>
<img width="392" height="234" alt="Screenshot 2025-09-28 125303"
src="https://github.com/user-attachments/assets/6e96c374-f266-4550-ba4a-f93d7d0a185a"
/>
<img width="500" height="242" alt="Screenshot 2025-09-28 125313"
src="https://github.com/user-attachments/assets/79d06dbb-4102-4b3b-bf22-6884fddb714a"
/>
<img width="355" height="252" alt="Screenshot 2025-09-28 125617"
src="https://github.com/user-attachments/assets/601a77a8-8cb4-4e66-aff8-107db4fc68f3"
/>
<img width="499" height="248" alt="Screenshot 2025-09-28 125630"
src="https://github.com/user-attachments/assets/cc866d84-b4ea-43b6-aef1-bff425cda091"
/>
<img width="405" height="296" alt="Screenshot 2025-09-28 125643"
src="https://github.com/user-attachments/assets/6b27a3a6-4f31-4e21-9288-e1aaa7394f6a"
/>
<img width="565" height="239" alt="Screenshot 2025-09-28 125652"
src="https://github.com/user-attachments/assets/4cd177e0-8169-4c5b-b7b9-dae4d975a518"
/>
<img width="513" height="191" alt="Screenshot 2025-09-28 125741"
src="https://github.com/user-attachments/assets/4aefb5f9-1c56-4b8a-a483-54adea4377d7"
/>
<img width="292" height="236" alt="Screenshot 2025-09-28 125928"
src="https://github.com/user-attachments/assets/6dae7857-19d1-4c44-8219-89abd2fa40c5"
/>
<img width="313" height="207" alt="Screenshot 2025-09-28 125953"
src="https://github.com/user-attachments/assets/3b9548f9-13b1-4c9d-80da-a17c462d3f2a"
/>


</details>

## Changelog
🆑
add: Adds 3 new markings, Belly trim, Chemlight, and Chembright.
add: Adds two new tails, chemlight, and striped tail.
add: Adds two new taurs, chemlight, and striped canine.
add: Adds a new set of tall ears for those canines looking to get those
ear scritches.
/🆑
2025-10-01 14:18:56 -04:00
CephaloandGitHub 809c12d4bd Insectoid Stuff (#4737)
## About The Pull Request

This PR adds some more customization, I was testing how to make more
stuff and it turned out pretty well!

This PR adds:

An insectoid Crest as horns
Half Spider Arm variant, instead of the 4 one.
Adds two marking sets
Chitin forearm armor and chitin shoulderpads!

## Why It's Good For The Game

More customization :)

## Proof Of Testing

It worksssss

<details>
<summary>Screenshots/Videos</summary>
<img width="325" height="405" alt="image"
src="https://github.com/user-attachments/assets/6e72012b-428c-449b-901b-c180c974683d"
/>
<img width="182" height="326" alt="image"
src="https://github.com/user-attachments/assets/35d20211-902c-4a06-85e3-8d2810e8beb8"
/>
<img width="224" height="340" alt="image"
src="https://github.com/user-attachments/assets/7f16011d-ef90-4270-b753-61fea8263897"
/>

</details>

## Changelog

🆑
add: Adds a new insect crest (as a horn), new insect half arms (wings)
and new chitin markings!
/🆑
2025-09-28 08:40:25 -04:00
2e78a8fbb0 Ports the 'modern' player panel from Nova/Splurt (#4586)
## About The Pull Request
Ports https://github.com/NovaSector/NovaSector/pull/5923 which was a
port of https://github.com/SPLURT-Station/S.P.L.U.R.T-tg/pull/9 the new
menu can be accessed via a toggle in the admin preferences in game
options. To see what it looks like, see the attached video in Proof of
Testing

It also adds a new verb, `Toggle-Admin-TGUI` which can be found in the
debug tab and will toggle ***EVERYONE'S*** UI preference to old TGUI it
also reverts the player panel to the old one in case you have the
preference enabled and are unable to access the preferences menu.
## Why It's Good For The Game
It makes things easier on the staff members to find buttons, plus it is
100% optional.
## Proof Of Testing
See the video below.
<details>
<summary>Screenshots/Videos</summary>


https://github.com/user-attachments/assets/4098bc35-95e1-4ae5-91dd-27cb2564c350

</details>

## Changelog
🆑
admin: Ported a new, toggleable, player panel from NovaSector/SPLURT
admin: Adds a new verb in the debug panel: Toggle Admin TGUI
/🆑

---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2025-09-21 13:28:22 -07:00
xPokee cc149d1fb6 Compiles 2025-09-17 12:15:26 -04:00
BurgerLUAandGitHub bd37d29892 Moon Station Semi-Final Update (#4560)
## About The Pull Request

Redesigned Moon Station morgue, chemistry, public mining, and dorms.
Removed Moon Station RBMK sat.

Morgue is now connected more to medical.

Chemistry (aka the chem factory area, not the pharmacy) was moved to the
lower z-level.

Adds a new section of maintenance to compliment chemistry and connect
morgue maint to science maint.

Chapel was redesigned and moved into the station more.

Dorms was redesigned and moved off to the side.

Redid the science-medical hallway section so it feels more connected to
the station.

Removed the RBMK2 sat because (in the future) it won't be needed as well
as to make room for an upcoming labor camp.






## Screenshots.

<img width="1722" height="1193" alt="image"
src="https://github.com/user-attachments/assets/5587aa20-fc8e-44ad-8ff6-bf7ef712913b"
/>

<img width="988" height="887" alt="image"
src="https://github.com/user-attachments/assets/505a907f-dc95-4991-ad19-687cd7d544bb"
/>

<img width="1043" height="894" alt="image"
src="https://github.com/user-attachments/assets/c4fd8c21-7d25-484e-a9a1-f2026bfde99b"
/>

<img width="1463" height="1437" alt="image"
src="https://github.com/user-attachments/assets/687b1021-af28-44ad-aeac-08540214cd74"
/>



## Why It's Good For The Game

Changes good.

## Proof Of Testing

Draft because untested and unit tests are useful for determining what is
missing/bad.

## Todo

- [x] Check pipenets.
- [x] Check powernets.
- [x] Check disposals.
- [x] Check camera coverage.
- [x] Check lighting coverage.
- [x] Check intercomm coverage.
- [x] Check missing APCs, Request Consoles, Air Alarms
- [x] Check missing fire alarms.
- [x] Check dorms bolt control.
- [x] Check linters.

## Changelog

🆑 BurgerBB
map: Redesigned Moon Station morgue, chemistry, public mining, and
dorms. Removed Moon Station RBMK sat.
/🆑
2025-09-15 01:46:44 -04:00
34566c051f (READY FOR MERGE) Adds a new species: Lycans (and cursekin) (#4331)
## About The Pull Request
Adds a new species, lycans. They start as a cursekin, but can transform
between lycan form and cursekin form at will via an action button, with
a three-minute cooldown between swapping forms. **You need to select
ears/tail as a cursekin or your lycan form won't have them. (You can
toggle them off in-game via the show/hide mutant parts verb)** The
secondary mutant color for body color also changes the lycan form body
color.

### Cursekin Form

In cursekin form, you are pretty much comparable to a baseline human,
albeit with far more customization due to opting for mutant colors over
skin tone. At this time, the one notable difference is that your body
will reject any inorganic organs/implants that may be attempted to be
inserted.

### Lycan Form

In lycan form is where you really start to see the differences from a
human, some key differences are:
- You now have built in armor, but, are unable to wear clothes, armour,
or any gear.
- Your punches do damage equivalent to a butcher cleaver (minus AP), but
you cannot use guns.
- You are oversized
- You have night vision and better hearing, but this comes at a cost as
you will take extra damage from flash bangs, on both the eyes and ears
fronts.
- You have chunky fingers and are illiterate.
- You get the hunger increase of vulps.

### To Do:

- [x] Code in all the features outlined by the bounty issuer.

- [x] Polish the code.

- [x] Fix any remaining bugs.

- [x] Have the PR test-merged.

- [x] Fix any new bugs that come up.

- [ ] Full merge.
## Why It's Good For The Game
It's a whole new species with mostly unique mechanics not seen by other
species. The transformation aspect is not seen in any other species
unless you count slimes, and the cybernetic rejection is not used by
other species in this exact way to my knowledge. This lets players play
as a species capable of transforming between two species, which makes
for some interesting possibilities.
## Proof Of Testing
Everything seemed to work on my end.
## Changelog
🆑
add: added a new species, werewolves (and werehumans)
image: added icons for the werewolves from Monkestation
/🆑

---------

Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2025-09-05 13:54:58 -04:00
ReturnandGitHub 18c691f0b8 Effectively disables monkey and mushroom languages (#4525)
## About The Pull Request
This PR disables two of the worse languages present on the repo, both
are related primarily to seasonal events that only come around
periodically. Mushroomspeak, and Monkey.

Monkey remains available to synthetic and human-adjacent species, as
well as anthromorph.
## Why It's Good For The Game
The extra languages bloat the languages menu, and these two aren't
particularly used by anyone, so I felt it appropriate to disable it
during the making of #4523.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑 ReturnToZender
del: Mushroomspeak and Monkey are limited to their respective species.
/🆑
2025-09-03 12:30:01 -07:00
ArturlangandGitHub b7b2175f61 you can tame monkies (#4568)
## About The Pull Request
you can tame monkies, and feeding them the taming stuff makes them no
longer aggressive
todo add commands?
## Why It's Good For The Game
was asked to i guess

## Proof Of Testing

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

</details>

## Changelog

🆑
add: monkeys are tame-able and feeding them the food they want makes
them not aggressive
/🆑
2025-09-03 12:23:22 -07:00