113 Commits
Author SHA1 Message Date
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
RobwoandGitHub ae4e10a39e KiloStation Interlink Console Quickfix (#6125)
#yup

## Changelog

🆑 Robwo
map: Added interlink console to KiloStation.
/🆑
2026-08-21 14:05:46 -04:00
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
AlexisandMaia 0b070c1cfa Upstream fixes 2
Linters (Again...)

This SHOULD be the last one needed.

Lewd part overlays now actually show up proper

penis not gone, tits not gone

KiloStation Automapper Stuff - Done by R0bwo

Revert "KiloStation Automapper Stuff - Done by R0bwo"

This reverts commit 14a5f4442d.

Misery

Put me out of my misery
2026-08-14 19:43:08 +02:00
AlexisandMaia ae1cc71b34 Initial upstream fixes
Is this even working

Oooough

ok I'll crack at this

couple more fixes

Probably the worst of all my commits so far

Seriously, someone needs to check this.

It compiles

update atmos

stuff

update paths

snakes

linters 1

linters again

more CI

whoops

Update map_previews.dmi

Kills loose limbs

The component it used no longer exists.

podperson

CI Fixes(?)

Linters
2026-08-14 19:42:21 +02:00
OdairuandGitHub 1f5eee543c I missed some stuff on suppression removal (#5939)
## About The Pull Request
title
## Why It's Good For The Game
title
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
del: suppression system stuff I missed in the last PR
/🆑
2026-07-12 12:35:52 -07:00
40df0659ea New offices for the NTC and the Blueshield (#5791)
## About The Pull Request

I've remade (or added) new offices for the Nanotrasen Consultant and the
Blueshield in most maps.
Here are the offices I've remade:
- Icebox
- Tramstation
- Delta Station
- Void Raptor
- Metastation
- Boxstation
- Kilostation
- Catwalk
- Nebula
- Biodome

I've ignored the more recent maps/maps that are being actively worked
on.
For the sake of compatibility, I have also removed the blueshield's
locker from the pool of items that automatically spawn in every map.
WHAT THIS MEANS is that all maps need to have a blushield's locker
mapped in, or it will not spawn.

## Why It's Good For The Game

Most maps are missing offices for the blueshields, and the ntc offices
could use a wee update

## Proof Of Testing
Some examples of the reworked offices; They have most likely been
modified and changed slightly. I suggest using mapdiffbot to see the new
offices.

Tramstation's Blueshield's office
<img width="586" height="545" alt="image"
src="https://github.com/user-attachments/assets/d0cbe49a-10b9-4e51-b6f8-71a246af9cbf"
/>

Icebox
<img width="630" height="779" alt="image"
src="https://github.com/user-attachments/assets/3a9d2246-a0b8-4a8e-bf04-417ae48cf4f0"
/>


## Changelog

🆑
map: The offices of the Blueshield and the NTC have been reworked on
most maps.
/🆑

---------

Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2026-07-11 17:57:20 -07:00
OdairuandGitHub c1236bdd71 Removes the delamination suppression system from the game (#5934)
## About The Pull Request
Title
## Why It's Good For The Game
<img width="1098" height="339" alt="image"
src="https://github.com/user-attachments/assets/da8e04b0-a8ce-4e12-84ec-159212f87b6a"
/>
## Proof Of Testing


button/machine with free freon gone
<img width="873" height="851" alt="image"
src="https://github.com/user-attachments/assets/c294cfd8-be0f-4364-a9f7-02198e2ab1f2"
/>
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
del: Delamination suppression system
/🆑
2026-07-11 14:13:52 -07:00
e9061e8b19 Blacksmith Revamp (#5360)
## About The Pull Request

Makes a number of changes to blacksmithing to make the role more
appealing, convenient, and special:

<details>
<summary>New Additions</summary>

- [ ] Added a new blacksmith recipe that requires legendary skill and
the skillchip: parts for a classical single-action revolver. High
damage, but finnicky to use; no safety mechanism, can't accept speed
loaders, and the hammer has to be cocked before each shot. Cocking the
hammer is faster if both hands are free, allowing for fanning the
hammer.
- [ ] Smiths can now make new storage options: a cowboy holster that
stores a handgun and multiple ammo boxes, a charging belt that recharges
one energy gun, a botany bag with expanded storage, and multiple types
of scabbards.
- [ ] Added a new skillchip specific to blacksmithing; without the
skillchip, your options on what you can produce via smithing are
reduced. This is to make it so that the smithing job role (or at least,
whoever has been given the skillchip from the QM's locker) is more
special. Currently smithing is just sort of something anyone can do, the
only things unique about spawning in as the blacksmith is that you have
cargo access and smithing-specific bounties.
- [ ] Replaced the water barrel with a new structure: the reagent
quenching trough. This spawns in filled with a new reagent, quenching
oil. Quenching a smithing item in the trough with any reagent will imbue
it for zero reagent use, and heat the trough's reagent.
</details>

<details>
<summary>General direction changes</summary>

- [ ] Perfect hits are no longer probability-dependant; they're based on
the player's timing. Except if the player is max level at blacksmithing,
in which case all hits are perfects.
- [ ] Right-clicking with a hammer on the anvil will allow the player to
automatically forge the item they're working on, with a slower pace
compared to manual forging. This is mostly meant to allow talking to
someone while working on forges.
- [ ] Removed multi-anvil smithing; blacksmithing lacks a dedicated
space on most maps and so must occupy a hallway or something else
instead. "Playing optimally" with multi-anvil smithing means taking up
significantly more space, in addition to looking extremely silly and
bypassing part of the loop with blacksmithing (levelling up the smithing
skills to produce equipment faster); the smithing chip will reduce the
swings needed to finish a job to compensate.
- [ ] Reworked reagent imbued equipment; removed the bonus from leaving
a weapon unimbued. This bonus can now be regained specifically by
imbuing smithing oil (smithing oil is special; imbuing it doesn't
inflict it as a reagent for effects, but makes the armor/weapon/etc.
better by numbers). Also, reagent imbued equipment no longer has a big
damage multiplier but will merely stop applying reagents after a certain
integrity threshold is passed.
- [ ] Significantly reduced the income from smithing cargo bounties. It
honestly kind of sucks that blacksmiths' value to the station is that
they print money and not for the actual quality of their items.
- [ ] Blacksmiths now have weapon access by default. It's honestly kind
of weird that the guy whose whole schtick is making weapons, didn't have
weapon access to start.
- [ ] Moved the crusader belt from the general crafting menu to the
smithing crafting menu; it now requires lv7 smithing and the smithing
chip. This change is because it's highly contingent on blacksmithing
equipment for its main storage so it seems most sensible for a smith to
work it.
- [ ] The leather apron that blacksmiths roundstart with now has
dedicated storage for various smithing and glassblowing tools.
</details>
<details>
<summary>Interactivity changes</summary>

- [ ] Trying to pick up a heated blacksmith item will now burn your
hand.
- [ ] Various quenched smithing items now have associated force values
for dealing damage, but will also (usually) cut the user's hand for
doing so.
- [ ] You can now use water tiles or certain reagent containers (needs
at least 300 units) to quench smithing equipment.
- [ ] The forge now heats up it's surroundings and burns carbon dioxide
while doing so. The wall-mounted heater now auto charges it's cell to
compensate for this.
- [ ] You can now weapon-bash your blacksmithing shields, similar to how
you can slap your baton against your riot shields to intimidate.
</details>

<details>
<summary>Convenience and misc.</summary>

- [ ] Changed the Rapier sprites to match the other smithing weapon
sprites.
- [ ] Added more tutorial tooltips when inspecting blacksmith equipment.
- [ ] The blacksmithing noises are quieter, thank god.
- [ ] Using tongs on a stack now pulls only one item from the stack,
instead of pulling all items in the stack. You never actually want to
have more than one sheet in the tongs so there's no reason to include it
really.
- [ ] Completed blacksmith items can now be picked up with tongs and
placed into the crafting bench with them. This is meant to reduce the
tool-juggling for moving the item from the anvil to the basin, then
moving the item from the basin to the bench.
- [ ] The blacksmith ID trim now has an actual icon 
- [ ] Commented out the cortical borer cage recipe. We don't really need
this since we don't run cortical borers.
- [ ] Halved the number of necessary chains and plates for all recipes,
but doubled the time needed to hammer them; this is to reduce how much
item juggling is needed.
- [ ] Cargo guards and cargo secoffs now have blacksmithing access.
- [ ] Ensure that Ashwalkers, Primal Podpeople, and feral nekos have all
the same mechanics as a skillchipped crewie, except cannot make the
revolver
</details>

<details>
<summary>Code refactoring</summary>

- [ ] The reagent clothing and reagent weapon components now come from a
general reagent imbued parent component.
- [ ] Refactored how anvil smithing works; it now relies on an item
component that handles item heat, hammer strikes, and quenching, instead
of all the code being handled within the anvil itself.
- [ ] Removed the skyrat_obj_flags variable that only functioned for the
anvil_repair flag and nothing else. We have different ways to check for
the stuff it relied on so it's not really needed.
- [ ] Removed the in_use code from various forging objects. It's a
really cumbersome system and annoying to manage all the time. Doafters
with interaction_key stand as a replacement.
</details>

Overall, in the hands of blacksmiths, smithing-chipped characters, and
the tribal factions, this should feel like a general buff. For everyone
else, this should feel like a nerf, and they should go to the blacksmith
or get skillchipped so they can make smithing stuff. It should also feel
less 'shallow' and a bit more interactive with the rest of the game.

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

<img width="180" height="108" alt="image"
src="https://github.com/user-attachments/assets/fff5bf67-2f6b-42e6-b8a6-920b5ef8bf26"
/>

<img width="399" height="52" alt="image"
src="https://github.com/user-attachments/assets/f7a1f395-d060-49ad-848f-52d0e4303177"
/>

https://youtu.be/hcPZXzCOSIU

https://youtu.be/V7GeLetcRtk

https://youtu.be/YEyW9pKidTU

</details>

## Changelog
🆑
add: Way, way too many blacksmith job features & smithing system changes
to list. But here's the highlights:
balance: Forged blacksmith weapons can now be used nonlethally via
striking with pommels, spear shafts, etc. which knocks down victims and
stamina damages them like a weaker baton.
qol: Blacksmith tongs now only pull one item at a time, if used on a
stackable item.
qol: Blacksmiths can now auto-smith at an anvil by right clicking with a
hammer.
qol: Blacksmithing tools now have more tooltips to tutorialize their
usage.
qol: Blacksmithing crafting bench can now store item stacks, forging
plates, and forging chains. Right-click to view what's in it.
balance: Removed multi-anvil smithing. Individual smithing pieces can
now be made faster with the smithing chip and other means to compensate.
add: Blacksmiths can now build a single action revolver if they are
fully levelled.
add: Blacksmiths can build a variety of new equipment at the crafting
bench -- gun-charging holsters, knife belts, multiple types of
scabbards, and even a new expanded-storage botany bag.
add: Replaced the water barrel for smithing with a barrel of smithing
oil; smithing oil is now used to grant the bonuses that was previously
given by leaving the item unimbued. The new barrel can have its contents
changed for reagent imbuing.
add: A new reagent "smithing oil" which gives innate bonuses to any
blacksmith equipment imbued using it.
balance: Material types now affect the quality of resulting items and
how quickly they can be forged.
balance: The reagent smithing hammer now has increased toolspeed if
forged well.
balance: Reagent imbuing's durability penalty has been altered; it
reduces durability for each time an imbue effect procs, and then stops
functioning for such when below a certain durability percentage.
/🆑

---------

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2026-07-03 15:05:07 -04:00
Roxy 7d56688ec6 dont use abstract parent supermatter area 2026-06-23 21:00:55 -04:00
Roxy 17f0335c77 96500_mulebots 2026-06-23 17:46:00 -04:00
0bbe65c881 AmmuNation update PT 1 (#5758)
## About The Pull Request
The ammunitions workbench is Security's (And some others'!) tool for
refilling ammo boxes, magazines and so on. It's one of the pieces of
Skyrat kit I actually enjoyed, but it's got some big problems! In its
current state it has a number of long-standing faults nobody was doing
anything about, a pretty significant one being that it throws a runtime
every single time you interact with it. This PR repairs those faults and
brings the machine in line with the rest of the station's lathey things.

Fixes:

- **Runtimes on every interaction.** The machine called
`default_deconstruction_crowbar()` with the wrong arguments, so
inserting anything (a magazine, an ammo box, a datadisk) threw `Cannot
read null.tool_behaviour`. That has been fixed.
- **Material handling now matches other lathes.** It previously used a
weird old menu. It now uses the standard UI for lathes and shit:
workbenches placed on the map connect to the ore silo at roundstart,
newly built ones can be linked with a multitool.

Additions:

- **Recycle function.** A loaded container can be emptied back into
materials, mirroring the existing recycler/autolathe, etc. This means no
more ugly piles of random bullets on the ground! It also has snazzy
previews, jokes and shit built into the tooltips/UI. This is a complete
overhaul.
- **Emag support.** Emagging the workbench unlocks its full catalogue,
consistent with other restricted fabricators. Wire-cutting remains as an
option too. (Basically just instant hacking with no electrocution risk)
- **Prefilled mapping variant.**
`/obj/machinery/ammo_workbench/prefilled` spawns with mid-tier parts and
a modest local material stock for away missions, ruins, and custom maps,
so it works without also placing loose sheets and a datadisk. I was
debating making it spawn with ammo designs already in it. But decided
against it.

## Why It's Good For The Game

We inherited this machine from Skyrat, and it sucked, behaves unlike any
comparable machine on the station; eye searing green UI. It runtimed on
every interaction, and was just generally a roach hotel of bugginess.
The recycle function is also something nice I've wanted for a long time,
and the prefilled variant should come in handy. Also a lot of people
gave me the "let it connect to the silo" feedback and nobody told me
"no" so here we go.

## Proof Of Testing

<img width="931" height="957" alt="image"
src="https://github.com/user-attachments/assets/a0fc7acb-30e7-4d54-9e49-7227b86af730"
/>
<img width="1650" height="1164" alt="image"
src="https://github.com/user-attachments/assets/31e8a28b-64bc-4d73-aa48-4b978e122168"
/>
<img width="913" height="879" alt="image"
src="https://github.com/user-attachments/assets/7a2287fd-ee51-42bf-9491-6bbfa7a497cb"
/>

</details>

## Changelog
🆑
fix: The ammunitions workbench no longer runtimes every time you
interact with it.
qol: The ammunitions workbench now draws from the ore silo like other
lathes, and newly built ones can be linked with a multitool.
add: The ammunitions workbench can now recycle a loaded container back
into materials.
add: The ammunitions workbench can be emagged to unlock its full
catalogue.
/🆑

---------

Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2026-06-14 12:10:39 -04:00
shayoki cbb7c90890 maps 2026-06-03 01:45:18 -05:00
shayoki 97a15ec8f8 initial 2026-06-03 01:25:02 -05:00
+37 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

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

---------

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2026-05-16 00:56:00 +02:00
8d1a6ef646 Quality of life for the Hearth (#5421)
## About The Pull Request
Changes a bit of code.
- Alters the code for wallframes, fixing and allowing the bubber edit to
actually allow placement without proper flooring.
- Alters the code for the large mortar, allowing it to accept anything
that can be ground up into reagents (similar to the small one).
- Allows crafted wall torches to be mounted on any wall, regardless of
whether the area is powered or if there's a valid floor.

Adds in a few quality of life improvements to the Hearthkin Hearth.
- Eggplant seeds to the seed barrels.
- Small pottery corner with some sand and bricks.
- Glassblowing crate for ease of access.
- Serving tray for ease of mass-cooking.

## Why It's Good For The Game

Small code fixes to give functionality to previously broken implements.
Small quality of life things to show more things to do to the ghost
roles as well as allowing them easier access to said things, while not
overly reducing the amount of time neccessary to spend on said things.

## Proof Of Testing

Code changes work properly and as intended.
Map changes load properly and are functional.
No errors when building.

## Changelog
🆑
add: Added the ability for crafted wall torches to be mounted on walls
regardless of floor or area power.
fix: The large mortar can now properly grind and juice things, including
items like injectors and sheets of material.
fix: Fixed an error in wallmounting code preventing a bubber bypass from
working.
map: Added a small clay-working corner, glassblowing kit, serving tray
and eggplant seeds to the hearth.
/🆑

---------

Co-authored-by: Cabbage <supredoode@gmail.com>
2026-04-17 01:17:00 +02:00
The Sharkening 6dcb01eb7d Shark commits 2026-04-12 05:01:55 -06:00
The Sharkening 07515ffc94 Merge branch 'master' of https://github.com/Bubberstation/Bubberstation into upstream-feb12-2026
# Conflicts:
#	_maps/map_files/moonstation/moonstation.dmm
#	_maps/shuttles/zubbers/emergency_gorilla2.dmm
#	html/changelogs/bubber_archive/2026-04.yml
#	icons/map_icons/clothing/under/dress.dmi
#	modular_zubbers/code/modules/clothing/under/skirts_dresses.dm
#	modular_zubbers/code/modules/syndicate_offstation/equipment_items/mod_types.dm
2026-04-11 09:18:48 -06:00
567d5709bf Minor Persistence Map Fixes plus Tarkon R&D unlocking (#5393)
## About The Pull Request

Fixes a few things about both persistence maps and Tarkon

Persistence:
- Altered the scrubber and vent layout of the library to be more
effective against possible gas contamination
- Changed the admiral's doors to be independently bolting of each other
- Fixed the bitrunning vent being connected to the waste pipe
- Removed the excess suit storage unit from the Liason's office
- Fixed a missing cable under the third engineering SMES
- Fixed the naming of the nanite lab and engineering officer's quarters
- Set the R&D console in the research lab to syndicate access, like the
one present on the bridge
- Removes an excess wall from the left side of the icebox percy roof,
causing there to be asymmetry and a light inside a wall

Tarkon:
- Unlocks and unrestricts the R&D console in the tarkon research lab and
adds two unlocked boards to the floor safe.

## Why It's Good For The Game

Fixed small issues that are bothersome when noticed and influence
gameplay somewhat frequently or all the time, in the case of Tarkon.

## Proof Of Testing

Maps compile and spawn in properly.

## Changelog
🆑
map: Fixed a few minor issues with the Persistence, along with unlocking
Tarkon's R&D console.
/🆑

---------

Co-authored-by: Cabbage <supredoode@gmail.com>
2026-04-11 08:57:57 -06:00
c5cec1f19e Cybersun Daimyo MODSuit (#5386)
## About The Pull Request

Adds a completely new MODsuit, the Daimyo MODsuit, to the Persistence.
It is exclusive to the Admiral and will spawn in their locker in place
of the Elite MODsuit, which has been moved to the MAA's locker instead.
Additionally makes minor map adjustments to the Persistence.
## Why It's Good For The Game

Ensures that the Admiral has a MODsuit not associated with the
Syndicate, and also gives them a swanky MODsuit to ensure everyone knows
who the boss is.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="88" height="111" alt="daimyo"
src="https://github.com/user-attachments/assets/69020966-9392-4689-a811-8de7c1aefd83"
/>
</details>

## Changelog
🆑
add: New MODSuit
adjust: Minor maping updates to the Persistence
🆑

---------

Co-authored-by: shellspeed1 <omegashellspeed1@gmail.com>
2026-04-11 08:53:29 -06:00
a847fcbb9b Tiny percy fix because i missed it earlier (#5417)
## About The Pull Request

Fixes a door bolt button not working correctly on the icebox percy.
Fixes an atmos and power connection to the lavaland percy's freezer.

## Why It's Good For The Game

Minor things that I missed in my other PR.

## Proof Of Testing

Tested locally and it works as it should.

---------

Co-authored-by: Cabbage <supredoode@gmail.com>
2026-04-09 23:45:19 -04:00
568f2f426c Minor Persistence Map Fixes plus Tarkon R&D unlocking (#5393)
## About The Pull Request

Fixes a few things about both persistence maps and Tarkon

Persistence:
- Altered the scrubber and vent layout of the library to be more
effective against possible gas contamination
- Changed the admiral's doors to be independently bolting of each other
- Fixed the bitrunning vent being connected to the waste pipe
- Removed the excess suit storage unit from the Liason's office
- Fixed a missing cable under the third engineering SMES
- Fixed the naming of the nanite lab and engineering officer's quarters
- Set the R&D console in the research lab to syndicate access, like the
one present on the bridge
- Removes an excess wall from the left side of the icebox percy roof,
causing there to be asymmetry and a light inside a wall

Tarkon:
- Unlocks and unrestricts the R&D console in the tarkon research lab and
adds two unlocked boards to the floor safe.

## Why It's Good For The Game

Fixed small issues that are bothersome when noticed and influence
gameplay somewhat frequently or all the time, in the case of Tarkon.

## Proof Of Testing

Maps compile and spawn in properly.

## Changelog
🆑
map: Fixed a few minor issues with the Persistence, along with unlocking
Tarkon's R&D console.
/🆑

---------

Co-authored-by: Cabbage <supredoode@gmail.com>
2026-04-03 17:34:07 -05:00
09f8ef631d Cybersun Daimyo MODSuit (#5386)
## About The Pull Request

Adds a completely new MODsuit, the Daimyo MODsuit, to the Persistence.
It is exclusive to the Admiral and will spawn in their locker in place
of the Elite MODsuit, which has been moved to the MAA's locker instead.
Additionally makes minor map adjustments to the Persistence.
## Why It's Good For The Game

Ensures that the Admiral has a MODsuit not associated with the
Syndicate, and also gives them a swanky MODsuit to ensure everyone knows
who the boss is.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="88" height="111" alt="daimyo"
src="https://github.com/user-attachments/assets/69020966-9392-4689-a811-8de7c1aefd83"
/>
</details>

## Changelog
🆑
add: New MODSuit
adjust: Minor maping updates to the Persistence
🆑

---------

Co-authored-by: shellspeed1 <omegashellspeed1@gmail.com>
2026-03-30 05:34:50 +02:00
shayoki a64fda912b maps ci V 2026-03-11 11:25:39 -05:00
nevimer 5882ff4a12 updatepaths commit 2026-03-10 16:45:13 -04:00
gavlaandGitHub 1e26a36b89 Ci map fixes (#5293)
## About The Pull Request

This should fix new PRs that are failing unit tests due to irrelevant
mapping issues from a space ruin and weirdly placed firelock.
2026-03-01 04:52:56 -06:00
5597d3556b fix: Roundstart atmos dif's (#5263)
Just fixes some tiles where there is a difference in atmos roundstart
which causes lag.

🆑
fix: fixes some roundstart atmos differences with lizard gas and the
persistence
/🆑

Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
2026-02-24 09:11:18 -06:00
LT3andGitHub 0886e1134a Fix missing cargo granted stamps [MDB IGNORE] (#5187)
## About The Pull Request

Fixes missed UpdatePaths for PR 94139, repathing cargo GRANTED stamps

## Changelog

🆑 LT3
fix: Fixed cargo granted stamps from being invisible
/🆑
2026-01-27 13:00:39 -08:00
dfcb2843b7 Persistence general fixes and maint update (#5077)
## About The Pull Request

This PR adds some quality of improvement changes in addition to fixing
bugs. This is mostly prep work for additional changes that will be
coming later.
## Why It's Good For The Game

Improves the usability of several departments in addition to fixing
issues such as atmos still leaking through the roof if the elevator in
cargo had a breach. By having this done I don't need to worry about it
later.
## Proof Of Testing

https://youtu.be/coNR9knVS0I

https://youtu.be/o5T8FyHKvlE


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

</details>

## Changelog
🆑
add: Persistence armory now has a kibiko grenade launcher and reagent
gun to replace the removed MCRs
add: Added a nanite setup to persistence.
del: Removed some of the kitchen clutter on persistence
map: Prisoners were converted to interns for persistence.
map: Dorms were moved to the prison along with the library on
persistence.
del: One prisoner spawner was removed leaving two interns after the
conversion.
map: Slightly expanded Persistence engineering, science, and the
kitchen.
map: added wall med stations to persistence
map: swaps persistence MAA and admiral suits in preparation for a unique
suit for the admiral.
map: Persistence admiral can now escape their quarters if there is no
power.
code: Fixed an issue that was breaking the persistence and tarkon sign
on system and causing a runtime whenever someone signed on.
/🆑

---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Alexis <catmc8565@gmail.com>
2026-01-26 14:33:23 -08:00
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
nevimer a9a59ed3f9 Merge remote-tracking branch 'origin/upsteam-12-15-25-revert-unique-reskins'
# Conflicts:
#	_maps/bubber/automapper/templates/centcom/interlink_adminoffice.dmm
#	_maps/map_files/BoxStation/BoxStation.dmm
#	_maps/map_files/generic/CentCom_skyrat_z2.dmm
#	_maps/map_files/moonstation/moonstation.dmm
#	code/modules/holiday/holidays.dm
2026-01-12 22:09:10 -05:00
b18269e0f5 Porting Condos from Nova, Deletes the Unused Vox Box (#4872)
## About The Pull Request

Title. Porting https://github.com/NovaSector/NovaSector/pull/5020 by
[unit0016](https://github.com/unit0016), an OG. I love them which is why
I shamelessly stole and ported this.

## Why It's Good For The Game

Less piggybacking is good, it also does some... Good...Code... Stuff???
I dunno

## Proof Of Testing
TBD

## Changelog
🆑 LT3, unit0016, OrbisAnima, vinylspiders, Hydrosatan, theSelfish
add: The infinidorms have been rewritten and rethemed significantly,
coming with a handful of new rooms in the process.
fix: Ghost Cafe fishing doesn't affect station lootpools.
fix: Cafe Visitors, like plasmamen and vox get cannisters.
fix: Even if the Ghost Cafe somehow get radios, they won't transmit
anymore. This includes Borgs.
fix: Somehow, multitools returned to Ghost Cafe belts.
del: The not working Vox Box is gone from the Cafe.
code: Instead of being automapped, the Interlink CC office has been
merged into the map.
/🆑

---------

Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2025-12-25 22:21:43 -08:00
00bd34df62 Skyrat Floor Icon Rework + Box Touchups (#4918)
## About The Pull Request

I was initially going to put my wall and tile changes into one big pr,
but I've decided to chop them in half here for the sake of getting
things out there. This pr primarily aims at reworking Skyrat's tile
replacements to fit more in line with TG's spriting style.

Update: I've taken the liberty of modifying box a bit since I had to go
in and change some assets that were directly pointing to the old Skyrat
floors dmi. The intention of the additional changes is to simplify some
elements, unify the theming and increase visual clarity.

## Why It's Good For The Game

Skyrat tiles have this style to them, a very specific style that goes
against modern TG spriting sensibilities. The choice to use textured
floors in place of smooth ones has always bothered me. They are visually
noisy and I believe it is a reason why maps like nebula often feel
overwhelming to look at. I aimed to make something in-between, at least
palette wise. The basic floor tiles are ever so slightly softer in color
than tg's, so as to not make them overbearing to look at.

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

<img width="861" height="451" alt="dreamseeker_Q8H2khkTGH"
src="https://github.com/user-attachments/assets/5989e4c3-5b05-4950-b7a1-ff79334c763e"
/>

<img width="750" height="830" alt="dreamseeker_fuQVxuJfhv"
src="https://github.com/user-attachments/assets/d695f785-58c2-41c5-afb7-66a7560f6b6e"
/>

<img width="649" height="514" alt="dreamseeker_dEkpDV5etW"
src="https://github.com/user-attachments/assets/35daf939-c9c1-472a-92b7-1c3cacaa6e04"
/>


</details>

## Changelog

🆑
image: updated/reworked many Skyrat and TG floor icons
image: various shuttle tiles now have associated stack objects
map: updated box station visuals
map: updated icebox persistence roof visuals
/🆑

---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com>
2025-12-15 16:04:21 -08:00
nevimer 6e9f2ccfc0 Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts:
#	.github/workflows/compile_all_maps.yml
#	.github/workflows/run_integration_tests.yml
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/_onclick/hud/credits.dm
#	code/controllers/subsystem/networks/id_access.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/game/machinery/doors/door.dm
#	code/game/objects/structures/crates_lockers/closets/secure/medical.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/antagonists/malf_ai/malf_ai_modules.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/loadout/categories/accessories.dm
#	code/modules/loadout/loadout_helpers.dm
#	code/modules/loadout/loadout_items.dm
#	code/modules/loadout/loadout_preference.dm
#	code/modules/mob/living/silicon/robot/robot_defense.dm
#	code/modules/mod/mod_theme.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/reagents/reagent_containers/cups/drinks.dm
#	code/modules/shuttle/mobile_port/variants/supply.dm
#	code/modules/surgery/organs/internal/eyes/_eyes.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png
#	icons/hud/screen_full.dmi
2025-12-15 18:12:29 -05:00
shayoki 832ee66f21 reducing mapping runtimes β 2025-12-14 18:12:07 -06:00
shayoki 739a897e5f merging with current 2025-12-14 03:25:39 -06:00
shayoki e5d7ace953 reducing mapping runtimes 4 2025-12-14 02:59:23 -06:00
shayoki d05c5bd80d reducing mapping runtimes 3 2025-12-14 01:15:39 -06:00
shayoki ff168423fd reducing mapping runtimes 2 2025-12-13 20:21:48 -06:00
shayoki 0e59813fa9 reducing mapping runtimes 1 2025-12-13 13:38:53 -06:00
gavlaandGitHub 0cd1468f9b Makes Lavaland's mining station oxygen canister accessible (#5005)
## About The Pull Request

This just slightly rearranges the blacksmith mining area on Lavaland so
people don't need to hop over or deconstruct a rack to reach an oxygen
canister to refill their tank. The rack is replaced with a crate where
all the tools and goods are.

## Why It's Good For The Game

quality of. life.

## Proof Of Testing

<img width="768" height="531" alt="image"
src="https://github.com/user-attachments/assets/9435f5d2-a693-4bfe-97bf-86b9dfb0244b"
/>

</details>

## Changelog

🆑
map: The oxygen canister in Lavaland's mining base is now easier to
reach.
/🆑
2025-12-11 19:10:14 -08:00
BurgerLUAandGitHub 17f8badbec Moonstation science update 2025 (#4960)
<img width="1728" height="1632" alt="image"
src="https://github.com/user-attachments/assets/b138e103-4168-4676-8517-a937a03fdbd3"
/>

## About The Pull Request


### Major Changes

Remaps about half of science to make it feel more connected to the
station.

The main lobby was moved closer to the station, saving about one
hallways worth of movement to get from science to other departments. A
back entrance still exists where the old lobby was so people don't
suffer completely from the change.



### Minor Changes

- Adds missing DeForest health stations across the map.
- Fixes missing camera coverage and air alarm in the public loopstation
dock.


## Why It's Good For The Game

People hated the location of science, saying it felt disconnected from
the rest of the station. This PR should make it feel better.


## Proof Of Testing

If it passes linters, it werks.

(I ran some mapping debug things. I placed missing cameras, air alarms,
and fixed some areas up as the errors reported).

## Changelog

🆑 BurgerBB
map: Makes Moonstation's Science Department objectively better.
/🆑
2025-11-29 02:23:27 -06:00
gavlaandGitHub 7afc3c1c8a Adds Paramedic Lockers our stations. (#4943)
## About The Pull Request

This PR mainly adds the new paramedic lockers from /tg/ to our stations.
https://github.com/tgstation/tgstation/pull/93457

Kilostation's reception was giving a slightly darker coat of paint to
reflect it's adaption to receiving more paramedic items. Every other
station (Box Station, Void Raptor, Blue Shift, Biodome) were not given a
dedicated paramedic dispatch (yet?) but a paramedic locker in their
respective secure places.

Smaller things include: Box Station getting steps in the bar so people
can actually climb up to the theater.
A small decal fix in Box's medical. And a misplaced disease display on
Delta Station.
(Also not including biodome in the changelog since it's not in
rotation.)

## Why It's Good For The Game

Paramedic love. But mostly Bubbermap upkeep to be on the same page as
our upstream stations.

## Proof Of Testing

Mapping process done in a discord VC. CI will be the ultimate boss.

## Changelog


🆑

map: Paramedic lockers are now on Bubberstation maps.
map: Box Station's theater now has steps towards the stage platform.
map: Lowered the amount of roundstart corpses in Box Station's morgue.
There were too many.
map: Fixed a misplaced decal on Box Station.
map: Fixed a misplaced disease display on Delta Station.
/🆑
2025-11-24 23:46:00 -08:00
gavlaandGitHub 9902f96561 Fixes Blacksmith Mining Station having no gravity and no power (#4952)
## About The Pull Request

Closes https://github.com/Bubberstation/Bubberstation/issues/4951

This PR creates a new blacksmith area marker, and applies it to the new
blacksmith room in Lavaland, giving it the same properties as the mining
base.

This also gives it some wall toys, like and APC, Air Alarm, and security
camera. Named airlocks, a scrubber and a vent.

## Why It's Good For The Game

_loud anvil clanging intensifies_

## Proof Of Testing

<img width="484" height="394" alt="image"
src="https://github.com/user-attachments/assets/dc758701-f0c7-4cec-a5c2-6e675e8c75bc"
/>

<img width="378" height="358" alt="image"
src="https://github.com/user-attachments/assets/fd806a27-d520-47a7-9e1c-d988dee8bc98"
/>


## Changelog

🆑
fix: Fixed blacksmith room in Lavaland mining not having gravity and
getting ash storms.

/🆑
2025-11-25 03:51:46 +01:00
CursorandGitHub 89bded4348 Adds a Smithy to the mining base. (#4924)
## About The Pull Request

<img width="538" height="460" alt="image"
src="https://github.com/user-attachments/assets/3efe787e-f280-40b2-a40a-f43e77bda788"
/>
## Why It's Good For The Game
Blacksmiths rarely if ever have a base on station, and while this isn't
on station, I think it's a fitting spot for them.

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

</details>

## Changelog
🆑
add: Miners now have a new friend in the mining base. The Blacksmith! He
carved a spot out in the maint rooms and is refusing to leave. He's your
problem now.
/🆑
2025-11-23 00:34:57 +02:00
Roxy 5e653aa3c1 93808_turret_control_varedited_iconstate 2025-11-12 17:40:39 -05:00
Roxy 021ce82847 93537_replace_built_light 2025-11-12 17:38:55 -05:00
Roxy 6a6609d4f4 Repaths missed this variable 2025-11-06 00:38:56 -05:00
Roxy 5faf4a23ad Fixes for 14d2514aa9 2025-11-06 00:16:26 -05:00
Roxy d539f01e76 Fixes for 9740c687de 2025-10-25 15:50:43 -04:00