## About The Pull Request
Previously, the foundry was just two rooms. This changes it so the
mining vendors and the actual boulder machine are in two separate areas
with different access.
## Why It's Good For The Game
Curators can now use a mining vendor without having to go to the hop,
ask someone in cargo or break in, like every other map we have in
rotation. This also adds a nice little corner to chill and relax in.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="1344" height="960" alt="image"
src="https://github.com/user-attachments/assets/dab944a5-448f-414b-a3ef-49cc048e3beb"
/>
<img width="908" height="705" alt="image"
src="https://github.com/user-attachments/assets/5088a603-1e66-4f3a-a102-d7f695160706"
/>
</details>
## Changelog
🆑 Robwo
map: Reworked the Moon Station foundry into a mining outpost
fix: Pod windows smooth with themselves
/🆑
## About The Pull Request
Several changes to Northstar based on prior feedback. Full list:
- Fixed chemistry storage access
- Moved firelocks at top of stairs to save people from being Barclay'd
(IYKYK)
- Adds curator access restriction to the weird library door thing
- Replaced medbay gauze with 12-stacks (StrongDMM thought this was
important)
- Modified bar to make access to seating from behind the bar easier
- Extra door leading to locker room to make it easier to enter (no
longer having to go through the garden)
- Expanded ordnance lab and added some data disks
- Added circuit lab to engineering
- Fixed non-working bolt button on the council chamber bathroom
- Brings armory up to par with armories on other stations, adding more
weapons to account for higher population
- Removed waste filter cans in supermatter chamber (the cooling room
already has its own filter cans, so they were superfluous). This
unintentionally optimizes the supermatter setup, though.
- Connected AI satellite to the distro and waste loops, via a pair of
pumps. These can be remotely disabled by any AI that so wishes to do so.
- Replaced most instances of double-doors with two-tile doors instead.
- Replaced cargo bay energy shields with holographic fans, adding blast
doors operable by buttons in case the extra security is needed.
- Add 'bit_den' access to mining dock doors
## Why It's Good For The Game
People like Northstar apparently! So this will make it better. The only
change that isn't an objective upgrade is the cargo shield change.
Though, the blast doors are more robust than the original energy
shields, they do start open (because it looks nicer). May have to be
changed later if it proves too easily abused (though what with almost
all the exterior doors having restricted access, maybe that's a good
change for space-based antags?)
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="1216" height="989" alt="image"
src="https://github.com/user-attachments/assets/100c634c-02de-446c-935a-3de565131789"
/>
<img width="1216" height="989" alt="image"
src="https://github.com/user-attachments/assets/155638db-4070-4c83-bcf0-5fc6e1c0c7f3"
/>
<img width="1216" height="989" alt="image"
src="https://github.com/user-attachments/assets/cd118499-d93e-48a5-97ec-b3cba7f18d92"
/>
(Note: Ordnance isn't actually this purple in current iteration)
</details>
## Changelog
:cl:Fogspot
map: Various fixes and improvements to Northstar, including but not
limited to access fixes, moving firelocks at the top of stairs, easier
access to bar, expanded ordnance, circuit lab in engineering, improved
armory on par with other stations, and replacing the cargo energy
shields with walk-through shields and blast doors.
/🆑
## About The Pull Request
Fixes the boulder refinery on Nebula being constantly spaced.
## Why It's Good For The Game
Apparently there's a couple tiles above the room that are open to space,
so the room is just exposed to space all the time. Miner's shouldn't
have to take space damage just to use the boulder refinery.
## Changelog
🆑
fix: Fixed Nebula's boulder refinery being constantly spaced.
/🆑
## About The Pull Request
fixes https://github.com/tgstation/tgstation/issues/93036, so it's can
be called double fix, because of aux storage cam was looked at tech
storage, and tech_storage (now with fixed c tag) look at aux storage
## Why It's Good For The Game
bugfix
## Changelog
🆑
fix: Renamed 2 cameras on MetaStation; first cam was with wrong name and
second one was a badnamed
/🆑
## About The Pull Request
Fixes the mapped in refinery/smelters facing the wrong direction,
causing them to not automatically smelt/refine boulders. Fixes#96253
## Why It's Good For The Game
The best miner on the station should be able to work without
supervision, also bug bad.
## Changelog
🆑
fix: Starting boulder refineries and smelters should start facing the
correct direction.
/🆑
## Interface Science
You know what the problem is with our features? They're all too easy,
too optimized to use. Look at Genetics; we went from a confusing UI that
a 14 year old hardcoded with html into byond to a polished UI using
tgui, optimized for player comfort, and gameplay has suffered. Too long
we have coddled players with fun and easy content, no more I say!!!
To fix ss13, I have added a feature with the most awful, unusable UI
ever. It's just wires with random sequences that may or may not do
something. And yet, you will use it till your fingers bleed and your
eyes go white, and you will be grateful. "Thank you coder daddy", you
say as you sacrifice yourself to a display of unending, procedurally
generated dogshit.
<img width="563" height="294" alt="image"
src="https://github.com/user-attachments/assets/e56c947f-a40c-4df9-beed-672812357576"
/>
Or maybe you're a sick little deviant, and you don't respect me. Instead
of using my awful UI, you start optimizing. You've forced the secret
pulse code, and you're not going to pulse them again and again. You make
your own interface by connecting it with signallers, or integrated
circuits. Ahhh, you beat me! Damn it, and you're gonna get away with it
too.
## About the Pull Request
Adds new job content to science. Science spawns with a few "gizmo"
devices and can order more through cargo. These gizmo's have random
functionalities, like the strange objects you can find in maintenance.
These functionalities come with different settings to change how they
operate.
However, there are no buttons, just wires or a voice interface. You need
to solve, for example, a wire puzzle. You just pulse the wires, and if
you hear ping the sequence is good, if you hear buzz its bad. Just keep
going till you hear a creak sound.
If you do a sequence correctly, there are a bunch of randomly generated
ways this interacts with the functionality, mimicking real life settings
and interactions. Imagine a TV remote with randomized buttons, and you
have to map them out again.
Once you've mapped the sequences, you can make an interface. For simple
ones, you can just make some signaller assemblies. For the best control,
you could connect it with a bunch of integrated circuit signallers, and
program sequences into an integrated circuit machine.
Below is a short video of how the puzzle solving works. (I can't be
arsed to figure out how to record tgui, here's a video I made with my
phone. Also I had the sequences written down, which I STRONGLY recommend
you do.)
https://github.com/user-attachments/assets/93f79f0f-df14-4ff9-8096-f079ebae7e91
<details>
<summary>Actual details</summary>
I have hidden the details to make exploring the feature itself more fun.
The whole thing was written to be convoluted, but intuitive. You should
be able to hit it with a multitool, and figure out everything from
there. It will take a bit to get the gist of it.
Nonetheless, for review purposes I have written down the details here.
If you're reading this for non-review purposes, you should know I have
embedded an internet curse that will at some point in 2026 teleport you
2 meters in a random direction. Continue reading at your own discretion.
The gizmo objects is usually generated with 1 or 2 'gizmodes'.
'Gizmodes' contains the fun-ctionality, and holds different operating
modes (so dubbed 'gizpulse'). You can't directly select a gizpulse, but
instead it generates a bunch of mode selections.
For example, a function that toggles lights has two gizpulses: toggle_on
and toggle_off. There are four different mode selects:
Cycle mode: Adds signal to cycle to the next gizpulse, and to activate
the current gizpulse
Select mode: Adds a signal for selecting every gizpulse, and a signal to
activate whatever the activate gizpulse is
Direct activate mode: Adds a signal for selecting every gizpulse, and
also immediately activates that gizpulse
Cycle-active mode: Cycles to the next mode, and activates it
(inconvenient but only has 1 signal to worry about)
So a light gizmode with the randomly selected 'select mode' has three
signals: select toggle_on, select toggle_off and trigger the currently
selected gizpulse.
Currently implemented gizmodes:
- Lights: toggle on, toggle off
- Move: start moving, stop moving
- Food printer (its filled with the spongebob grey goop thing): print
food (donut or burger)
- Mood pulser (AOE): happy pulse, sad pulse, radiation pulse
- Mopper: select different reagent, dump onto tile (1/2/3 range), make
smoke cloud
- Teleporter (5 to 15 tiles, random dir): Teleport self, teleport mobs
in range 1, do both
- Electric: charge from nearest cell (looks into objects and stuff),
magically gain some charge, make lightning, make emp, charge nearby
object, defibrillate in an area
- Copier (makes fake copies of mobs and objects, visual copy only): scan
objects, print objects, erase all copies
- Sputter: dump oil and shake, throw self
- Bad: explode, explode, explode harder, explode with fire, stab you,
warning, make robot spider, breaks your bones, throws a grenade at you,
radiation pulses
- Some behind the scenes gizmodes (language toggle for voice interface,
for example)
The voice interface starts with wires, with signals to toggle the
language or dump the code words. After that, you can talk to it using
the code words similarly to the wire sequence to solve the rest of the
gizmodes.
</details>
I've added two to every map, somewhere in or near the experimentor room.
They may ocassionally spawn from a maintenance crate spawner
<img width="611" height="331" alt="image"
src="https://github.com/user-attachments/assets/3782700f-57d3-4591-9282-e0de590056e1"
/>
## Why It's Good For The Game
It's really difficult to have "experimentation" type features in the
game. It all has to fit into 1h rounds, and people get used to it real
quick. The experimentor and strange objects kinda try, but it's just one
button and praying a bear doesnt spawn you explodes you.
I don't claim to have solved this perfectly, but I think this is fun.
You truly have to start experimenting, be systematic and write things
down. If you figure out how something works, you can go to the next
stage of making it more convenient to use. I think it's really fun to
mess around with integrated circuits and USB's, and make, for example, a
BCI controlled bluespace launchpad.
So I lean into it! There's different settings to account for, and its up
to you to make it usable! If you like integrated circuits, you'll love
this (maybe).
The gizmo functions are aimed at benefiting the station as a whole in
some ways, to motivate people to make some fun systems for these to get
maximum benefit! A mood pulser near a busy area will make everyone
happier! (I do need to add more like these, I got distracted doing
stupid shit.)
## About The Pull Request
Re-adds Northstar from the /tg/station archive, updated to account for
the current version of Bubberstation. Total list of changes from the
original archived version are:
- Fixed all broken turfs, updated to current
- Added cryopod rooms on decks 1 and 3
- Updated arrivals to use interlink ferry, interlink works as expected
- Fixed AI chamber/upload turret controls (I don't know why these broke
but they're fixed now)
- Added privacy shutters to luxury dorm rooms
- Added a fish plaque to the bar (my friend told me this was very
important)
- Replaced council chambers with NT rep office, council chambers is now
part of the teleporter room (it was weird how there was just two council
chambers right next to each other, before)
- Added departmental guard posts to all departments (except service)
- Updated medbay to add vitals monitors next to stasis beds and
operating tables
- Fixed several missing APCs and air alarms
- Added a lustwish to the deck 3 dorms area, near the fighting ring
- Slightly expanded the vault, and added a safe, as well as the gold and
silver chests
- Added firelocks to engineering (why these were not there normally I do
not know)
- Added many many MANY fire alarms, so there's no fire zones without
alarms now (apart from most areas of maintenance, but these have been
properly marked)
The automapper seems to already place a lustwish in the prison, so I
haven't touched that one (not that I can figure out what's placing it
there anyway...). There is no blueshield quarters at present, but the
locker spawns in the captain's office as is standard on maps missing
bluey quarters.
I haven't changed the overall structure of the map significantly. So
yes, it's still 4 whole Z-levels. And yes, robotics is still down the
hall from science. If this actually ends up being a map we run, I might
change it, but moving the entirety of robotics is a big endeavor and
I've already sisyphus'd my way this far.
Tested on a local server. Everything seems to work fine, including all
the shuttles, and although I admit I myself lack enough knowledge on the
particulars of xenobio and botany to test these thoroughly, a friend who
IS better at these tested them and concluded they work as expected.
## Why It's Good For The Game
More maps = More good. I realize adding more highpop maps isn't what
anyone asked for, especially NORTHSTAR of all things. But I wanted to do
it, and so I did. Yes, it's probably going to meet the same fate as
Catwalk in the end. BUT, it might NOT. Maybe people will love it against
all the odds. For whatever it's worth, I AM willing to hear feedback and
alter the map accordingly. I love this damn map.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="1216" height="989" alt="dreamseeker_06-05-26_20-06-42"
src="https://github.com/user-attachments/assets/a38d6780-0783-4f0b-8306-29086738c3f6"
/>
<img width="1216" height="989" alt="dreamseeker_06-05-26_20-07-12"
src="https://github.com/user-attachments/assets/e7b870af-b3a1-4795-90ac-528193911564"
/>
<img width="1216" height="989" alt="dreamseeker_06-05-26_20-07-19"
src="https://github.com/user-attachments/assets/5974e54e-53f0-4eba-b164-defe30b4d8f9"
/>
<img width="1216" height="989" alt="dreamseeker_06-05-26_20-07-42"
src="https://github.com/user-attachments/assets/c2c35f68-8d43-4baf-8490-12d9fafd10ba"
/>
<img width="1216" height="989" alt="dreamseeker_06-05-26_20-09-33"
src="https://github.com/user-attachments/assets/5cd5126d-3e1e-4e84-8699-53e4375b0a49"
/>
<img width="1216" height="989" alt="dreamseeker_06-05-26_20-09-46"
src="https://github.com/user-attachments/assets/73fbe4c4-2c57-4bd0-b7ae-5604711c0350"
/>
<img width="1216" height="989" alt="dreamseeker_06-05-26_20-09-56"
src="https://github.com/user-attachments/assets/ea9b5df5-755d-417c-8b7e-0f02b08957b1"
/>
<img width="1216" height="989" alt="dreamseeker_06-05-26_20-10-06"
src="https://github.com/user-attachments/assets/cee42823-14ef-4a4a-9a71-bebf65306ca6"
/>
<img width="1216" height="989" alt="dreamseeker_06-05-26_20-10-39"
src="https://github.com/user-attachments/assets/48a8d081-730e-491f-a9b3-909dbd16587c"
/>
</details>
## Changelog
🆑 Fogspot
add: Added Northstar
config: Added Northstar to votable maps list
/🆑
## About The Pull Request
- Opening the panel of a boulder refiner machine or un-wrenching it now
turns off its environment light
- The boulder refiner machine has reagent holder of type
`/datum/reagents/plumbing` which fixes rounding errors & has other
plumbing optimized features
- The boulder refiner machine now only takes in booster reagents & only
outputs waste reagent. This means even if you have a tank with random
reagents attached to it, it will only take in booster reagents if
present & exclude the rest thus saving you time & space from taking in
other reagents
- booster reagents is now a static list shared by all machines thus
saving memory
- Removed `supply_offset` & `demand_offset` vars from core plumbing
component. These vars were making the pipes extend outside the tile
causing it to overlap with adjacent tile machine pipes making everything
ugly. Now the pipes are perpendicular to the conveyer belt sprite and
will only take in boulders from the conveyer belt direction
https://github.com/user-attachments/assets/5583a790-32b6-40df-a414-1602dd84fefd
- Map edited smelters so the conveyer belt is in the direction of the
refiner
## Changelog
🆑
fix: opening panel of boulder refinery with screwdriver or un-wrenching
it turns of its light
fix: boulder refinery only takes in booster reagents and excludes others
and only outputs waste chemicals as intended
fix: boulder refinery machines outputs waste reagents without rounding
errors in them
qol: removed conveyer sprite from boulder smelter & pixel shifts the
refiner so you can see it's plumbing pipes properly
sprite: smelters will now only take in boulders in the direction of its
conveyer belt. It's plumbing pipes are perpendicular to its conveyer
belt
/🆑
## About The Pull Request
Fixes missing APC in Moonstation Robotics
## Why It's Good For The Game
Fixes missing APC in Moonstation Robotics
## Proof Of Testing
Fixes missing APC in Moonstation Robotics
## Changelog
🆑 BurgerBB
map: Fixes missing APC in Moonstation Robotics
/🆑
## About The Pull Request
Adds beartraps to stations that were missing them, specifically
wawastation and icebox.
## Why It's Good For The Game
Makes janitor's starting gear more consistent across different maps.
## Changelog
🆑
add: Added beartraps to the janitor closets of wawastation and icebox
/🆑
## About The Pull Request
Click the triangles to see pictures
<Details>
<Summary> Top floor security has seen some changes, with EVA being
attached to the security lockers, and the firing range being added in
the place of the old transfer center </Summary>
<img width="1029" height="803" alt="image"
src="https://github.com/user-attachments/assets/c84065f6-6e92-4a0a-b6b4-c323f948fc38"
/>
</Details>
<Details>
<Summary> The middle floor didn't see a ton of changes, though
visitation has shifted left to make room for the new labor camp exit
</Summary>
<img width="616" height="574" alt="image"
src="https://github.com/user-attachments/assets/44658fe1-a048-4c3c-a951-3727d9b710f4"
/>
</Details>
<Details>
<Summary> The biggest changes are seen on the bottom floor - the lowest
perma-brig floor was trimmed down in size ab it, and the room has been
replaced with the Labor camp.</Summary>
<img width="993" height="950" alt="image"
src="https://github.com/user-attachments/assets/446a1677-3f67-4f8e-933e-92a20d22aa36"
/>
</Details>
This also comes with some mechanic changes to icebox labor, given
there's no more shuttle: You still teleport people into the labor camp,
but when the amount of points have been achieved, you can walk through
the point gate rather than needing to fly a shuttle home.
## Why It's Good For The Game
The labor shuttle didn't have much of a reason to exist on icebox, you
weren't flying anywhere, you were just walking a few steps downwards
Integrating it into the perma-brig allows for a more unique labor
experience than other maps, and one that fits the setting a bit more
## Changelog
🆑 Melbert
add: [Icebox] Security saw a minor remapping, with most notably the
removal of the labor shuttle and the integration of the labor camp into
the bottom floor of the perma-brig.
/🆑
## About The Pull Request
Box Station is known for its incredibly lackluster chemistry room for
plumbing. This hopes to resolve that by pushing the orderly room
downwards. See screenshots.
This PR also slightly revamps the insides of dorm rooms themselves. 1x2
and 2x2 Largebeds from infinidorms now have their own spot in Box
Station dorms for those that prefer it. See screenshots again.
This PR also fixes some misplaced floor decals on Box and Ouroboros.
## Why It's Good For The Game
Slightly more room for mass plumbing (along with the plumbing layering
revert) on Box Station should be viable now.
&
Big bed option for big person now on box is an option. 🥴
## Proof Of Testing
<details>
<summary>Screenshots!</summary>
<img width="982" height="875" alt="image"
src="https://github.com/user-attachments/assets/283146c5-a480-4a00-a68b-c7aa2a7ae766"
/>
<img width="942" height="878" alt="image"
src="https://github.com/user-attachments/assets/ddfd9d34-a82e-434c-bd5a-832cd46a744d"
/>
<img width="312" height="642" alt="image"
src="https://github.com/user-attachments/assets/0ec18567-f864-4d56-bc6b-2f3156a1efd9"
/>
</details>
## Changelog
🆑
map: Box Station's Medical Sec outpost has been moved lower to give
chemistry more area for plumbing.
map: Box Station's Dorm rooms have been given some different, larger
beds.
map: Fixed some floor decals on Ouroboros.
/🆑
## About The Pull Request
what it says in the title, i added another way to get in genetics
without crossing entire science department for that (or breaking desk
lol).
## Why It's Good For The Game
ppl really shouldnt walk in 10 rooms just to get their insulatd mutation
## Changelog
🆑
map: Genetics Lab was made less secure and more public on every map, try
it out!
/🆑
## About The Pull Request
Fixes two wallmounts in the medbay surgery area
Paths the maintenance area between pharmacy/chem as maintenance so it's
sheltered from radstorms.
## Why It's Good For The Game
Fix
</details>
## Changelog
🆑 LT3
map: Void Raptor's maintenance area between pharmacy and chemistry is
now protected from radstorms
/🆑
## About The Pull Request
For Moonstation
- Fixes missing plasma sheet in xenobiology.
- Fixes missing cell charger in Robotics.
- Changes all the directional access doors to have the delayed variant
so it's like other maps.
- Adds airlock cycle helpers to the bridge and brig.
- Removes some directional access to the bridge so it's harder to escape
from, like other maps.
- Moves the robotics desk away from the science door so people don't get
pushed around.
## Why It's Good For The Game
Fixes good.
## Proof Of Testing
If it passes tests, it werks.
## Changelog
🆑 BurgerBB
map: Fixes some missing Moon Station stuff.
/🆑
## About The Pull Request
Does as the title suggests. This was voted on and approved unanimously
by maintainers.
**BLUE DONATOR ITEMS HAVE BEEN LEFT INTACT.**
## Why It's Good For The Game
A lot of players discussed discontent with 'virosec' and I feel this is
a solution that works.
## Proof Of Testing
I forgot to take screenshots, but it compiles, builds, and almost
everything is red.
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: Added back base /tg/ redsec along with red Skyrat clothing items.
del: Removed 'virosec'.
/🆑
## About The Pull Request
Replaces the centdrobe and commdrobe in the interlink admin office with
a simple intern uniform and hat and scarf because I saw someone grab
centcom gear from that office once and use it on station. Also removes
the centcom stamp from the interlink admin office.
## Why It's Good For The Game
Prevents people from getting and abusing the "free" centcom stuff.
## Proof Of Testing
loads properly upon building and running.
---------
Co-authored-by: Cabbage <supredoode@gmail.com>
## About The Pull Request
this PR refactors beepskies and ED209s into basic mobs. ive also added a
few features for the ed209 because i cant keep my hands to myself:
ED bots can now wear hats! a few hats give them some new unique
dialogue. Putting a cowboy's hat on an ED will have it acting like a
town Sherrif
EDs are now rideable when emagged. theyll still be shooting people while
ridden. youll also have the ability to charge at people full throttle
running them over
ive also added a new Nukie variant, purchasable from the uplink. These
versions come fitted with an LMG and will patrol the station and shoot
all walks of life. If emagged, theyll blow up people with (weaker)
rockets (im still working on balancing this). they are rideable but i
highly suggest against it; youll be caught in the crossfire. (i
understand if ud prefer i atomize this feature)
## Why It's Good For The Game
gives some personality to EDs, as well as updating all these bots to the
cool new ai system
## Changelog
🆑
refactor: beepskies, and ed209s have been refactored. please report any
bugs
add: ed209s can now wear hats! some hats give them new dialogue
add: emagged ed209s are now rideable!
add: added evil versions of the ed209s to the syndie uplink
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
The ERT wing of Centcom (the west-most part with the briefing room,
commander's office and the ferry bay) has been updated to make it more
up-to-date with the decoration tools that we have, as well as make it
easier for admins to control where their ERTs go.
Case in point:
<img width="539" height="749" alt="image"
src="https://github.com/user-attachments/assets/d9d934f3-8eb8-44a1-96c5-5e5d1c5c50bb"
/>
The pod bay now has direct access to the briefing room! This door starts
bolted by default, but there's also four handy buttons in officer's
portion of the briefing room that control bolts for the hallway doors,
pod bay doors, the quick access into the briefing room, _and_ a button
that open/closes the hallway shutters as well.
There's also a regular ID console to allow for changes to be made to IDs
outside of the central command access.
This makes it a lot easier to get ERTs into the fray a lot quicker,
rather than having to herd them through the hallway then back into the
pod bay if things have already hit the fan.
Other small changes include an extra C4 in the armory, moving the lights
in the pod bay to underneath the windows (so that it no longer tries to
pod out the floor lights when you send your ERT), a mechanical toolbox
and some assorted medkits available in the briefing room... There's a
few other things too, but nothing too drastic! I tried to keep the
same-ish layout overall.
<img width="991" height="929" alt="centcom"
src="https://github.com/user-attachments/assets/7151be4a-f01c-4ee6-ad68-6c284fa8dd30"
/>
## Why It's Good For The Game
CentCom has remained relatively the same ever since I joined back in
2019, and I felt like we're at the point where so many of our systems
and visuals have come so far and centcom has been relatively left
behind. Central Command is where a lot of event roles start and the
briefing room is incredibly useful for giving a team the low-down of
what's happened - or any member of the station that's been extracted
from the station. Updating the briefing room and most of the wing around
it gives it a fresh coat of paint, and will hopefully allow players &
admins more roleplay opportunities overall.
Opening up a door directly into the ERT bay and giving the briefing
officer several buttons to control which doors are bolted also makes it
way easier for admins to herd an ERT.
## Changelog
🆑
map: Centcom's ERT wing has been updated, including a new door that
leads directly to the pod bay and buttons to control the doors!
/🆑
## About The Pull Request
Title. Ports https://github.com/NovaSector/NovaSector/pull/7015 from
Nova Sector.
## Why It's Good For The Game
Customisation good. Enables creation of robotic versions of some
species.
## Proof Of Testing
Runs on my machine. Fixed up code with help from Artur and Waterpig
(thanks). Organs in robotic torso enabled via augs+ get EMP'd as normal,
seems to have no issues.
<details>
<summary>Screenshots/Videos</summary>
<img width="636" height="521" alt="image"
src="https://github.com/user-attachments/assets/0c088011-954c-4355-8d86-2f86e38e0357"
/>
<img width="1867" height="1117" alt="image"
src="https://github.com/user-attachments/assets/eddbf9a3-f543-4b20-9363-806ef8bf2f11"
/>
</details>
## Changelog
🆑
add: Robotic type body parts for the more unique species sprites. Akula,
Anthro, Lizard, Moth, Vox, Xenohybrid and Teshari. Please note these are
moreso intended for making non-standard synths, as they are identical to
the non-robotic versions visually.
add: Peg limbs to augs+
add: Default chassis Synth sprites for augs+
image: added E3N sprites for augs+
code: added handling for the new greyscale robotic limbs
/🆑
---------
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
<img width="1201" height="943" alt="image"
src="https://github.com/user-attachments/assets/ea1aacad-5975-4384-916d-a5aa27498756"
/>
## About The Pull Request
- Gives paramedics their own room since /tg/ now supports paramedics.
- Fixes various typos related to "vaccant"
- Removes secure safes in evidence storage because someone yelled at me
once.
- Fixes cameras in medbay not being part of the medbay camera network.
- Adds some redundant wires to make power outages less common.
- Renames central maint to medbay maint.
## Why It's Good For The Game
Fixes and improvements good.
## Proof Of Testing
Tested and mapping verbs checked.
## Changelog
🆑 BurgerBB
map: Gives paramedics their own room on Moon Station since /tg/ now
supports paramedics. Various other fixes too.
/🆑
---------
Co-authored-by: Alexis <catmc8565@gmail.com>
## About The Pull Request
Ouroboros had multiple atmos pipe issues, noticibly extra pipes that
went nowhere, one singular z-level transfer, and one area of the station
that was self-contained via atmos. This cleans up the extra pipes, adds
a second z-level transfer and adds more connectivity between pipes.
## Why It's Good For The Game
1. Brings a more cohesive atmos system to the station
2. Allows antags that ventcrawl to better and more effectively travel
the station.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
New Z-level transfer near Southeast Solars:
<img width="695" height="345" alt="image"
src="https://github.com/user-attachments/assets/5a9ab5c3-fc5f-42e7-b84b-5ec2da27d31a"
/>
<img width="375" height="164" alt="image"
src="https://github.com/user-attachments/assets/c284a693-7adc-45a4-9569-0844b8ad4055"
/>
Fixed missing pipe outside of Z-1 medical:
<img width="292" height="233" alt="image"
src="https://github.com/user-attachments/assets/e311d14b-9a18-4c68-bcc2-6f96e6efb1d2"
/>
Added pipes to connect arrivals and cargo to atmos:
<img width="519" height="226" alt="image"
src="https://github.com/user-attachments/assets/0061f0df-09ce-4cbc-93eb-57560b841a73"
/>
Removed J-shaped set of unused pipes from Z-2 Hall and Rec area:
<img width="401" height="321" alt="image"
src="https://github.com/user-attachments/assets/d7c9c525-3a06-4edf-9c9e-9dcafc890e19"
/>
Also removed two singular pipes that went nowhere:
Z-2 Chemistry
Z-2 Hall outside Robotics Door
</details>
## Changelog
🆑
map: Modified Ouroboros atmos to connect more pipes and removed
disjointed ones.
/🆑
## About The Pull Request
Continues the work of #94761 by adding an analog for virus references
It contains a majority of viruses - including some that are
not-quite-viruses like parrot possession
Some are excluded, some are combined into others
It also contains all advanced virus symptoms
<img width="859" height="509" alt="image"
src="https://github.com/user-attachments/assets/c73f56c0-5a11-4643-9a97-1e2a06ade0c1"
/>
Other changes
- Refactored the SDSM to have use a generic "PaginatedBook" component
for reuse
- Adjusted flavor of all of the diseases
- Flu / Spanish Flu and Cold / Cold 9 now properly act as antibodies for
one another as implied by cure text
## Why It's Good For The Game
Refer to #94761 : De-wikification and larp. This one is a reference to
the IDC-11.
## Changelog
🆑 Melbert
refactor: Refactored the SDSM-35 to allow for new books of similar
styles, report any oddities with it.
fix: Fixes the broken image(s) in the SDSM-35.
add: Adds the IDC-27 in Medbay, the CMO's office, Virology, and possibly
the Library. It's a reference book to all viruses you may experience,
similar to the SDSM-35.
add: Several diseases/viruses received minor flavor adjustments,
primarily to cure text, agent, description, and form.
add: Getting cured of the Flu provides immunity to Spanish Flu (and visa
versa) as implied in cure text.
add: Getting cured of a Cold provides immunity to Cold-9 (and visa
versa) as implied in cure text.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
## About The Pull Request
minor map fix :)
I noticed 2 disposal bins in cargo were the quebec cafeo nes. I imagined
it was a mistake someone made when they redid those areas in cargo.
## Why It's Good For The Game
mining and qm office disposal bins dont say jim nortons cafe on them
anymore
## Changelog
🆑
fix: Metastations mining and QM disposal bins are no longer Jim Norton
branded.
/🆑
## About The Pull Request
This PR takes the improvements from:
- #95313
And builds on it quite a bit. Slots now have:
- New symbol icons based on SS13 objects instead of Font Awesome icons
- Several new slot machine subtypes for every department
- New slot machine random spawner that is used to replace all slot
machines on all maps
- ~~Greyscaled the slot machine sprite and replaced it with GAGs (to
color them by department)~~
- New rare trap/hazard abilities depending on symbols (syndiebomb =
flashbang, handcuffs = cuff, singulo = shock, etc.)
- Syndie slot machine that comes preinstalled in all syndie
outposts/nuke bases
- Slot machines circuits can be configured with a screwdriver to change
the type and emagging results in the syndicate version
- Tweaked the pixel offset for the jackpot flashing icon so it is in the
correct position
- Improved the name generator with more adjectives and nouns for all
subtypes (ex. clown slot machine = "Lucky Giggles")
- IDs and Department budget cards can be linked as the owner of the slot
machine, however NT takes a 40% cut off the profits since jackpots/bonus
spins are paid out by NT
##### And yes... there is a clown and mime subtype... honk
## Why It's Good For The Game
<img width="1503" height="791" alt="dreamseeker_t8lLODECva"
src="https://github.com/user-attachments/assets/597355be-aee0-483a-82a4-7f8d6fa9ae90"
/>
Better slot machine icons and code.
## Changelog
🆑
add: To help cover budget expenses, NT has redesigned and installed new
slot machines that are themed by department. Slot machines can also be
linked to bank accounts via ID cards or department budget cards. NT
takes a 40% cut of profit to payout major jackpots and bonus spins.
Please gamble responsibly.
map: Replaced all slot machines with slot machine random spawners. Added
syndicate slot machines to Syndicate bases and nuke outposts.
/🆑
---------
Co-authored-by: Lucy <lucy@absolucy.moe>
## About The Pull Request
Mapped-in mobile defibrillator mounts that have set `anchored` true are
now a subtype with "mobile" removed from their name
## Why It's Good For The Game
Confusing