## 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.
/🆑
## 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
/🆑
## 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.
/🆑
## 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>
## 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.
/🆑
## 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.
/🆑
## 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
/🆑
## 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#5943Fixes#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>
## About The Pull Request
Fixes digitigrade leg augments.
Fixes: #5820Fixes: #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
/🆑
## 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.
/🆑
## 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>
## 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>
## 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
## 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>
## 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
/🆑
## 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>