184330 Commits
Author SHA1 Message Date
Bubberbot 3706795032 Bubberstation automatic changelog compile [ci skip] 2026-08-23 01:18:43 +00:00
Bubberbot e5d4caeac1 Automatic changelog for PR #6132 [ci skip] 2026-08-22 21:19:22 +02:00
MathildeandGitHub 6c77e60f2c Re-adds the Captain's Console to Tramstation's Captain office (#6132)
## About The Pull Request

I accidentally removed the captain's console from tramstation's captain
office, because I misplaced Renault's bed. Whoops.

## Why It's Good For The Game

Fix

## Proof Of Testing

<img width="359" height="340" alt="image"
src="https://github.com/user-attachments/assets/088d7250-c0cc-41dc-9bfe-25510ac270a3"
/>


## Changelog

🆑
map: Re-added the (mistakenly removed) Communications Console in
Tramstation's Captain Office.
/🆑
2026-08-22 21:18:55 +02:00
Bubberbot a31bea63ba Bubberstation automatic changelog compile [ci skip] 2026-08-22 01:12:49 +00:00
Bubberbot acb9fb53d2 Automatic changelog for PR #6125 [ci skip] 2026-08-21 20:06:15 +02:00
RobwoandGitHub ae4e10a39e KiloStation Interlink Console Quickfix (#6125)
#yup

## Changelog

🆑 Robwo
map: Added interlink console to KiloStation.
/🆑
2026-08-21 14:05:46 -04:00
Bubberbot 14e1ebca7b Automatic changelog for PR #6109 [ci skip] 2026-08-21 19:03:38 +02:00
RobwoandGitHub de9dd02d55 TG KiloStation Automapper Templates + Pubby Upstream Maintenance (#6109)
## About The Pull Request
It's quite self explanatory, for Kilo at least.

For Pubby, I've replaced the intercoms in the heads of staff offices to
use the departmental/head variant. This gives more opportunities to
snoop in on command or be loud over comms without stealing a head's
headset. Additionally, I've made the ai sat far more secure with various
qol based on feedback.

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

<details>
<summary>KiloStation</summary>
<img width="704" height="512" alt="dreamseeker_kmlLwETPRx"
src="https://github.com/user-attachments/assets/cfce83c4-c114-4cc9-9df0-7f8587541a22"
/>
<img width="704" height="576" alt="dreamseeker_iW1mxAnJfg"
src="https://github.com/user-attachments/assets/056f0315-48bd-43b2-891e-8f998bbc6a73"
/>
<img width="320" height="194" alt="dreamseeker_Em8upwRsJG"
src="https://github.com/user-attachments/assets/accf2d93-25af-4b14-a17d-4ebd38e3b3e8"
/>
<img width="638" height="512" alt="dreamseeker_o63xeR7Pcq"
src="https://github.com/user-attachments/assets/602190b7-8ac4-4829-bbbf-908bc1a573ba"
/>
<img width="448" height="704" alt="dreamseeker_IZ0LSax9Sh"
src="https://github.com/user-attachments/assets/bbf04fac-8f10-403e-93c3-04bd8b465975"
/>
<img width="768" height="447" alt="dreamseeker_zgkbBtjU67"
src="https://github.com/user-attachments/assets/4ee81c12-ab4b-436e-b029-5bb2fe5ff7fb"
/>
</details>

<details>
<summary>PubbyStation</summary>
<img width="960" height="1408" alt="image"
src="https://github.com/user-attachments/assets/5e73ef2a-4017-4395-b09c-5de047411ad3"
/>
<img width="451" height="356" alt="dreamseeker_CfvhI0PJBB"
src="https://github.com/user-attachments/assets/4499c966-8768-42ef-9a75-34f7bad8ad40"
/>
</details>
</details>

## Changelog

🆑 Robwo
map: The ai is far more secure now on PubbyStation.
map: Head of staff intercoms have been added on PubbyStation.
map: Kilostation now has proper automapper templates.
map: Centcom has renovated the ferry with a back door.
/🆑
2026-08-21 13:03:09 -04:00
Bubberbot 3bf9021a43 Bubberstation automatic changelog compile [ci skip] 2026-08-21 01:17:02 +00:00
Bubberbot e41ffcd11c Automatic changelog for PR #6111 [ci skip] 2026-08-20 20:32:17 +02:00
ArrisFairburneandGitHub a67d11b676 Upstream mapping standards (#6111)
## About The Pull Request

Adds in upstream mapping standards to some the bubber specific maps.
This just replaces slot machines with the random slotmachine spawner and
adds in genetics front doors.

## Why It's Good For The Game

Consistency with TG maps

## Proof Of Testing

I didn't get any errors when I ran my local code

## Changelog

🆑
map: bubberstation specific maps now get a genetics front door and new
random slot machines
/🆑
2026-08-20 14:31:50 -04:00
Bubberbot 19e447eada Automatic changelog for PR #6122 [ci skip] 2026-08-20 16:42:52 +02:00
Phantastic-SwanandGitHub 07bebff6ac fixes runtime related to barber and lizard gas access (#6122)
## About The Pull Request

The define for barber, lizard gas and a few others was typed as a
number, rather than a string. This was causing list index out of bound
runtimes in certain places, like interacting with the ore silo (for
example, printing circuit boards). This PR fixes it by making the
defines strings, rather than numbers

## Why It's Good For The Game

Fixes runtimes. Also moves stuff from skyrat to bubbers files.

## Proof Of Testing

I used the circuit imprinter on runtime station with the jannie debug ID
and it stopped runtiming. The accesses I've changed are listed properly
now.

<details>
<summary>Screenshots</summary>

<img width="293" height="320" alt="image"
src="https://github.com/user-attachments/assets/0ca862ec-f260-4d0a-b27a-c385fc0e0ca7"
/>

Before, the lizard gas manager ID had its access set as NONE because
they were numbers.

<img width="285" height="319" alt="image"
src="https://github.com/user-attachments/assets/335548ce-9dac-4ac6-872b-3642e1ab7380"
/>

The gas lizard manager ID has access listed properly now.

</details>

## Changelog

🆑 Swan
fix: fixes runtimes related to lizard gas station and barber access.
/🆑
2026-08-20 16:42:23 +02:00
Bubberbot 6d67af8855 Bubberstation automatic changelog compile [ci skip] 2026-08-20 01:12:53 +00:00
Bubberbot 9ffdf28a0a Automatic changelog for PR #6092 [ci skip] 2026-08-19 06:42:29 +02:00
997b07e27b Fixes Regal Condor bullets being printable in mags (#6092)
## About The Pull Request

Removes the ability to print .45 reaper pellets from the ammo lathe, in
normal mags or the condor mags. This was not intentional for regular .45
magazines and shoulda been fixed sooner.
Additionally changes the Condor's magazine to properly by .45 caliber,
allowing it to be refilled with .45 bullets once the reaper pellets run
out.
Also resprites the reaper projectiles to look more like the new /tg/
bullets.

## Why It's Good For The Game

Normal .45 guns aren't supposed to be able to support any amount of this
ammo, and according to /tg/ balance, The Condor is also unable to have
it's mags refilled. Despite removing it's ability to refill ammo
cheaply, it is still a very potent weapon.

## Proof Of Testing
No reaper pellets available.
<img width="755" height="287" alt="Screenshot 2026-08-10 180604"
src="https://github.com/user-attachments/assets/604a9887-16e1-494f-bce8-3625305bf78e"
/>
<img width="757" height="292" alt="Screenshot 2026-08-10 180600"
src="https://github.com/user-attachments/assets/13b168c4-6c42-4414-ae0d-7b2908277b3b"
/>

</details>

## Changelog
🆑
del: Removes the ability to fabricate .45 reaper pellets in the
ammunition lathe.
fix: Allows condor mags to be refilled with normal .45 after the reaper
pellets have been expended.
/🆑

---------

Co-authored-by: Cabbage <supredoode@gmail.com>
2026-08-19 06:42:03 +02:00
Bubberbot 1d85545a29 Bubberstation automatic changelog compile [ci skip] 2026-08-19 01:13:54 +00:00
Bubberbot 57ad0a7b4a Automatic changelog for PR #6000 [ci skip] 2026-08-18 20:56:09 +02:00
MathildeandGitHub 78ac0188f8 Readjusts Assistant's Bane, and replaces the NTC's starting weapon (#6000)
## About The Pull Request

The Allstar SC-2 is a wonderful weapon, but I don't believe it
necessarily fits the theme of the consultant. Taking inspiration from
Cato's HOS primary weapon crate, I've added a similar system for the
consultant. Now, upon joining, instead of spawning with a laser carbine
in their suit slot, consultants spawn with a weapon crate in their bag.
Interacting with it allows one to choose between three weapons:

- A miniature energy gun;
- A unique revolver (The Verdict)
- A unique sabre, with a green or black scabbard.

Upon choosing a weapon, the crate will disappear, and leave the weapon
of your choosing in your hands.

The sabre is a slightly stronger version of the cargo shamshir, with
similar stats but the Captain's sabre strength. It does not have
Assistant's Bane; I've also removed it from the shamshir itself. The two
scabbards I have taken from
[Novastation](https://github.com/NovaSector/NovaSector/pull/7512). I've
also added a Commander version, which is admin/centcom commander only.

The Verdict is a revolver, slightly weaker than the Detective's, that
uses the unique .32 calibre. I've chosen to give it its own calibre so
that consultants wouldn't use the special ammunition types that the .357
and .38 have. It also has its own lore!

<img width="96" height="96" alt="image"
src="https://github.com/user-attachments/assets/3dbdb73b-81a0-45a9-a0fa-d8152863615e"
/>


## Why It's Good For The Game

While I agree that on /tg/, and in general, the Sabre is supposed to be
unique, being the _authoritative_ weapon, the Captain's, this is lost
here, where the cargo blade can be freely bought by just about anyone.
Notwithstanding I believe that the authoritative function of the sabre
fits the role of the consultant, albeit to a lesser degree.

As for why I considered replacing the weapons to begin with, it was
mostly a flavour decision. As I stated in the previous section, the
Carbine which they spawn with I believe is _too much_ for a
non-combative role.
The revolver, the mini e-gun and the sword are weapons which fit with
the role's 'vibe' of an armed bureaucrat, being smaller and more posh.

## Proof Of Testing

<img width="277" height="273" alt="image"
src="https://github.com/user-attachments/assets/8f5c6931-abae-4f3e-898c-5312e8ce097b"
/>


## Changelog
🆑 IbexGoetia, Niim
del: Removed the Nanotrasen Consultant's Allstar SC-2 Carbine.
add: Added the Consultant's Weapon Crate, replacing the Allstar.
Interacting with it will grant the Consultant a weapon of their choice.
add: Added The Verdict, a revolver exclusive to the NTC, using unique
.32 calibre rounds.
add: Added the Consultant's sabre, a sabre unique to the NTC, a slightly
more powerful variant of the Cargo Sabre/Shamshir.
balance: Removed Assistant's Bane from the Cargo Sabre/Shamshir because
I got valided once.
/🆑
2026-08-18 20:55:43 +02:00
Bubberbot 681f6a396e Automatic changelog for PR #6004 [ci skip] 2026-08-18 20:36:48 +02:00
RobwoandGitHub 4615aa0b3e Readds Triple AI Station Trait (#6004)
## About The Pull Request

[Originally this feature was reverted on tg as the commit it was apart
of outright deleted the secret's panel button to enable triple ai.
](https://github.com/tgstation/tgstation/commit/45ca1717d08aa591ebf3c201a56f569b00a9c71a#diff-b1ea40f4f23c37ede32062176eabbf77eca87b8478ea58764b1d2c6bc7bfc9d7)
(side note: even before the removal, the trait was set to 0 weight by
skyrat, so it'd never roll) This readds the feature while trying to not
conflict with the admin panel button. Modular of course.

## Why It's Good For The Game

Ai needs more toys and love. It is so rare you'll see a second ai on
Bubber let alone a third as sop and lack of enthusiastic/trusting
command makes it a nightmare to build one without being an antag.

## Proof Of Testing
If the station trait rolls, the admin panel option reacts accordingly.
Does not crash as far as I've tested!

## Changelog

🆑 Robwo
add: Readds the triple ai station trait.
/🆑
2026-08-18 14:36:14 -04:00
OdairuandGitHub 1b2bfc9ff2 Adds myself to silicon code owners (#6118)
## About The Pull Request
Adds Odairu to code owners on a bunch of silicon related directories
2026-08-18 15:36:18 +02:00
Bubberbot 207a318daa Bubberstation automatic changelog compile [ci skip] 2026-08-18 01:12:41 +00:00
Bubberbot c3e8e45fa5 Automatic changelog for PR #6116 [ci skip] 2026-08-18 01:40:07 +02:00
OdairuandGitHub 4fd98ace98 Fixes heirloom lettign you choose implant items as your heirloom (#6116)
## About The Pull Request
title
## Why It's Good For The Game
buggy wuggy
## Proof Of Testing
<img width="1076" height="994" alt="image"
src="https://github.com/user-attachments/assets/c96d6bec-78c8-4794-907d-51e4c071a35b"
/>
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
fix: implanted items are no longer valid heirloom targets for non-random
heirlooms
/🆑
2026-08-17 19:39:40 -04:00
5f203e0d28 fix blueshift atmos sanity flaky test. Also a hard delete flake. (#6117)
## About The Pull Request

**I'VE HAD IT WITH THIS MOTHERFUCKING FLAKY TEST ON THIS MOTHERFUCKING
MAP**

Blueshift has had a flaky test related to atmos sanity, where the entire
air supply and scrubbers pipenets were being destroyed during unit
tests. This was apparently caused by the atmos piping running under the
laborcamp shuttle, which sometimes just nuked the entire pipenet. This
PR fixes it by re-routing it via the other side of that room.

Also, removes one stupid pipe prefab that for some reason had direction
set despite being connected in all directions anyway.

Oh and also ports a fix to a flaky test from TG.

<details>
<Summary>Old vs New</Summary>

Old
<img width="682" height="446" alt="image"
src="https://github.com/user-attachments/assets/417eef8d-db79-4e55-aec0-5cf20bc644fc"
/>

New
<img width="666" height="493" alt="image"
src="https://github.com/user-attachments/assets/7b96aa07-8540-46f4-b6b7-1370dcda3c08"
/>
</details>

## Why It's Good For The Game

Fixes #5943 
Fixes #6106 

## Proof Of Testing

On my downstream repo, I had to move my game version to 516.1686 to fix
an unrelated bug. However, this caused the flaky test to show up every
time instead of occasionally. I applied the same fix as I am PR'ing rn
and the atmos sanity test stopped failing.

## Changelog

No player facing changes. I mean pipes get routed a little differently
but I doubt anyone will notice.

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2026-08-17 19:16:16 -04:00
Bubberbot f257db3162 Automatic changelog for PR #6115 [ci skip] 2026-08-18 01:03:40 +02:00
thegrb93andGitHub 2dd31c606e Fixes digitigrade leg augments (#6115)
## About The Pull Request
Fixes digitigrade leg augments.
Fixes: #5820
Fixes: #5851
## Why It's Good For The Game
Fix bug
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="100" height="122" alt="Screenshot 2026-08-16 142032"
src="https://github.com/user-attachments/assets/1ffc409a-cd58-4e30-a492-9e1f49d9c133"
/>
</details>

## Changelog
🆑
fix: Fix digitigrade leg augments
/🆑
2026-08-17 19:03:12 -04:00
Bubberbot defb822b40 Bubberstation automatic changelog compile [ci skip] 2026-08-15 16:57:20 +00:00
Bubberbot fbe823aa22 Automatic changelog for PR #6107 [ci skip] 2026-08-15 18:54:56 +02:00
LT3andGitHub dbc1ee6d3f Dorms are actually radiation storm shielded for real real this time (#6107)
## About The Pull Request

Fixes https://github.com/Bubberstation/Bubberstation/issues/6087

Reverted to the previous style check and added the missing proc call in
setup_weather_area() that got removed during an upstream merge.

## Why It's Good For The Game

Quits interrupting my ERP

## Changelog

🆑 LT3
fix: Fixed dorms not being protected from radiation storms. Yes, that's
what we said last time but this time it's real.
/🆑
2026-08-15 09:54:30 -07:00
Bubberbot ad0d6a3e7d Automatic changelog for PR #6038 [ci skip] 2026-08-15 18:12:59 +02:00
1467508036 Teshari Specific Limb Damage States and Bloody Clothing (#6038)
## About The Pull Request
Teshari have long had to deal with ill-fitting overlays applied to them.
I have chosen to bite the bullet and do the labour by creating species
specific states for:
- bloody clothes
- damaged clothes
- body wounds
- bleeding animations

How it works is simple: if our icon override exists for our species, we
use it. If it doesn't exist, we default back to the original. What this
means is that future species overrides can be added without code
changes.

## Why It's Good For The Game
<img width="91" height="85" alt="image"
src="https://github.com/user-attachments/assets/30f1c91a-27aa-441e-9026-8d441855e7b9"
/>

This sucks! They look like they're wearing clown shoes for crying out
loud!


<img width="88" height="91" alt="image"
src="https://github.com/user-attachments/assets/0aa2febd-728b-4108-b64d-56173958cf27"
/>

This doesn't suck!

</details>

## Changelog

🆑 Robwo
fix: Teshari can now get properly bloody and bruised.
/🆑

---------

Co-authored-by: Alexis <catmc8565@gmail.com>
Co-authored-by: Waterpig <49160555+Maia-J@users.noreply.github.com>
2026-08-15 18:12:22 +02:00
Bubberbot 4540212a1c Automatic changelog for PR #6104 [ci skip] 2026-08-15 18:07:16 +02:00
eb6402acba Renames the Blueshield's Fax in Void Raptor (#6104)
## About The Pull Request

Extremely small fix. The Blueshield's fax was a copy of the Bridge's,
which meant it shared the name and ID. Whoops.


## Why It's Good For The Game

Bugfix

## Proof Of Testing

Yeah

## Changelog

🆑
fix: The Blueshield's Fax on Void Raptor no has the same ID as the
Bridge's.
/🆑

Co-authored-by: Waterpig <49160555+Maia-J@users.noreply.github.com>
2026-08-15 12:06:49 -04:00
Phantastic-SwanandGitHub 32b1ec3a97 Unifies a shit ton of /datum/job overrides (#6089)
## About The Pull Request

I was trying to fix the job display order CI for the upcoming upstream
sync. I searched for the `/datum/job/prisoner` and found this

<img width="395" height="291" alt="image"
src="https://github.com/user-attachments/assets/b77518d2-b6cf-4360-a73b-daf9cbe31f65"
/>

> Holy jesus. What is that? WHAT. THE FUCK. IS THAT?! **WHAT IS THAT?!**

As such, I have decided to go and find every override for `/datum/job`
in `modular_zubbers` and `modular_skyrat` folders and organised them so
that we don't have YES overrides for the same classes.

## Why It's Good For The Game

I shall quote myself from my last PR

> Do you understand how cancer inducing it is to try and figure out how
code is executed when there are 3 separate overrides for a single proc?

> I am of the opinion that any codebase should override any proc AT MOST
once. Multiple overrides for a proc make for worse stack traces, less
clarity in the order of code execution, and more difficulty in finding
original declarations of procs. They also make it harder to keep procs
up to date with upstreams if say, the arguments change (I know BYOND
doesn't enforce proc overrides to have the same arguments as the
original proc; however I consider that a load of bullshit and a major
flaw in the language)

## Proof Of Testing

This mainly moves code around rather than changes any of it. Regardless,
it compiled and it seems that all procs that have been running
previously are being hit now, so I assume it works.

## Changelog

No player facing changes
2026-08-15 13:11:46 +02:00
Bubberbot 17a8fa0b23 Bubberstation automatic changelog compile [ci skip] 2026-08-15 01:13:07 +00:00
Bubberbot f3e64f237d Automatic changelog for PR #6093 [ci skip] 2026-08-15 01:15:17 +02:00
bd666925ee Fixes neurectomy/blessed neurectomy (#6093)
## About The Pull Request

Fixes the missing available trauma surgeries neurectomy and blessed
neurectomy

## Why It's Good For The Game

Fix bugg, closes #6077 

## Changelog

🆑 LT3
fix: Neurectomy and blessed neurectomy trauma surgeries can now be
selected
/🆑

---------

Co-authored-by: Odairu <39929315+Odairu@users.noreply.github.com>
2026-08-15 02:14:11 +03:00
Bubberbot 83183ea365 Automatic changelog for PR #6098 [ci skip] 2026-08-15 00:32:52 +02:00
OdairuandGitHub 89ac220f7d Unclaimed cyborgs now get linked to latejoin AIs when hiding in machines (#6098)
## About The Pull Request
So it turns out that, for example, being in a cyborg recharger sets your
z level to 0, while your body remains on station (technically).
registered_z remembers where the mob *should* be, and so we use that now
instead so they can properly get claimed
## Why It's Good For The Game
Latejoin AIs should be able to claim all unclaimed borgs, as long as
they are on station z levels
## Proof Of Testing
<img width="1251" height="526" alt="image"
src="https://github.com/user-attachments/assets/983b0843-9654-4e1d-a471-6fab94b8905d"
/>
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
fix: latejoin AIs claim charging borgs
/🆑
2026-08-14 15:32:08 -07:00
Bubberbot f6d28d6f6b Automatic changelog for PR #5987 [ci skip] 2026-08-15 00:21:23 +02:00
Maia 6a0a77505f Updated screenshots now that backpacks are fix 2026-08-14 20:40:59 +02:00
Maia 2c8e9ef580 Merge branch 'master' of github.com:Bubberstation/Bubberstation into upstream-sync-7-22-2026 2026-08-14 19:51:24 +02:00
Maia 8a01d69e7e Various upstream related fixes 2026-08-14 19:44:53 +02:00
BubberbotandMaia 08e8cd5652 Bubberstation automatic changelog compile [ci skip] 2026-08-14 19:44:53 +02:00
BubberbotandMaia 2fba0e4921 Automatic changelog for PR #6078 [ci skip] 2026-08-14 19:44:53 +02:00
b5801d122f Nukes the necessity of having name1-name2-name3 for hydras in favor of having one full complete name, and then 3 seperate names for each head. (#6078)
## About The Pull Request
Title
## Why It's Good For The Game
Being locked into a name scheme is pretty limiting, and this allows
players to do it the old way (by manually setting their name/head names
to be like the old way) while also allowing players to choose a name for
their character over all, and three sub-names for the three heads.
## Proof Of Testing
<img width="1268" height="750" alt="image"
src="https://github.com/user-attachments/assets/0493d6ef-f94f-4c27-bca4-44b82b573d42"
/>
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
qol: Hydra allows for a unique whole name, and choosable head names
/🆑

---------

Co-authored-by: Waterpig <49160555+Maia-J@users.noreply.github.com>
2026-08-14 19:44:52 +02:00
BubberbotandMaia d7c1cd3f7c Automatic changelog for PR #6076 [ci skip] 2026-08-14 19:44:52 +02:00
4f74148dd3 Tarkon borgs (#6076)
## About The Pull Request

https://github.com/Bubberstation/Bubberstation/pull/3687 Reupload of
this PR. I finished it, it never got merged, i dont remember why. Lots
of my PRs just kinda timed out.

A new Borg subtype, for Tarkon specifically.
has access to lots of dodads, very versatile model with access to
multiple types on one shell.
Not obtainable outside of Tarkon.

## Why It's Good For The Game
Would be fitting thematically if they had their own borgs, plus giving
more utility to one borg on a usually very small crew is good, and them
being able to participate in the bulk of the fighting as more than a
backline medic is nice.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

Minor reshuffle of the spawn area to acommodate the spawner.
<img width="906" height="871" alt="image"
src="https://github.com/user-attachments/assets/86fb438d-90a1-433b-a7fe-d9f2a82d83bf"
/>

Module choices
<img width="618" height="559" alt="image"
src="https://github.com/user-attachments/assets/28f868c6-e8fe-45a9-9a5f-e2252e84b83d"
/>

Laws and preamble on module selection
<img width="1503" height="253" alt="image"
src="https://github.com/user-attachments/assets/1775da72-fad2-4d47-bdc7-5c753fc10b98"
/>

Attemting to install more than 3 tarkon modules (the limit)
<img width="554" height="68" alt="image"
src="https://github.com/user-attachments/assets/b3b6d4df-72d2-4d3d-8cd2-59b62e4e1db4"
/>


</details>

## Changelog
🆑
add: New Tarkon borgs, jack of all trades
/🆑

---------

Co-authored-by: Odairu <39929315+Odairu@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Maia-J@users.noreply.github.com>
2026-08-14 19:44:52 +02:00