## About The Pull Request
This PR is to fix several issues with the maintsrooms gateway, the
maintsroom was balanced around nova DPS- nova has on average, a lot more
DPS available to the crew so this aims to make things a bit easier- at
the beginning at least, also adds more lore and makes the notes proper
notes instead of var eddits.
## Why It's Good For The Game
Stops people from dying from 20 300 hp blobbernauts that moved as fast
as the player.
## Proof Of Testing
Tested in local, it works.
## Changelog
Less enemies, more time to react to enemies
🆑
balance: Made the maintsroom slightly easier
/🆑
## About The Pull Request
Fixes a visual bug where the visual spiral on the hypnovisor sprite
would act the opposite of the way you wanted, being always-on when it
was in its default, untampered state. snipping the wires on the module
twice fixed the issue.
This is because the code I wrote for handling the overlay was terrible,
constantly switching (or forgetting to switch) at several places
throughout the code. To fix this, I've consolidated the overlay handling
to only run before the module is activated, and have eliminated spots
elsewhere in the code where it pops up.
## Why It's Good For The Game
The module's display behaves more intuitively, code is easier to read,
and the world becomes a utopia the second this PR is merged (trust).
## Proof Of Testing
<img width="853" height="362" alt="image"
src="https://github.com/user-attachments/assets/f00117f3-d7fb-4192-b253-0daf6cfe3b81"
/>
I know this doesn't really show much, my apologies.
## 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>
## About The Pull Request
It was me I broke it
## Why It's Good For The Game
Unchecking this should actually hide mismatched parts
## Proof Of Testing
Yes
## Changelog
🆑
fix: fixed mismatched parts toggle doing nothing
/🆑
## About The Pull Request
See name
The sec saddle additionally gained the amazing ability to hold cuffs and
batons. Secoffs rejoice, you now get proper cavalry.
I like money
## Why It's Good For The Game
Gutting your entire bag slot just to drag around an extra person
honestly feels a bit overkill. Losing out on a few slots/the utility
from a belt is way less of a hit. Plus it means you get to hang cool
shit on your saddle, because I put in the effort and sprited it.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="182" height="164" alt="image"
src="https://github.com/user-attachments/assets/49126e75-3543-45b4-8ee4-bd4c8e8fde00"
/>
</details>
## Changelog
🆑
balance: The leather saddle and peacekeeper saddle are now equipped in
belt slots
balance: The peacekeeper saddle is now bulky and can hold a baton and
cuffs.
image: Cuff and baton overlays for the peacekeeper saddle
/🆑
## About The Pull Request
- Fixes an extra space in the description.
- Module starts with the control wire intact, not snipped.
- Adds sounds to module tampering.
- Fixed a bug where the visor effect would always show if the module was
installed with it turned off.
- Fixes small issue with balloon alerts overlapping on install if visor
effect is unavailable for plating.
## Why It's Good For The Game
Makes the hypnovisor texts look a little nicer and makes it not come out
of the vendor pre-tampered. Extra feedback with sounds and the balloon
alert polishing should make it feel much nicer to use, too. and we get a
FREE bugfix!
## Proof Of Testing
<img width="635" height="110" alt="image"
src="https://github.com/user-attachments/assets/042810d9-1148-4823-bdaf-fd243a4e4aaa"
/>
## About The Pull Request
title
## Why It's Good For The Game
fix again
## Proof Of Testing
sprite change
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: fixes chest bag sprite. again.
/🆑
## About The Pull Request
This PR adds a bunch of stuff to Augs+, primarily. Namely, basic
cybernetic eyes, cybernetic versions of the "Adapated" lungs, a
selectable moth tongue and the lighter implant.
It also dims the civillian HUD implant on carbons slightly when enabled,
as it is _extremely_ bright compared to others. Considering some people
use it for accessibility reasons, I have dimmed it a little. I may
create a completely invisible version in future, but not in this PR.
## Why It's Good For The Game
Customisation good. Extra stuff for flavour is nice.
## Proof Of Testing
something something works on my machine. Screenshot below.
<details>
<summary>Screenshots/Videos</summary>
<img width="2237" height="1286" alt="image"
src="https://github.com/user-attachments/assets/6cc77d93-f1dd-4c1a-898d-6c8b42a601b8"
/>
</details>
## Changelog
🆑
add: Basic cybernetic eyes and Basic cybernetic moth eyes to augs+ for
-1 quirk point.
add: Cybernetic versions of the "Adapted" lungs. Stat-wise, they are on
par with Basic.
add: The funny lighter implant to augs+ for 1 quirk point.
add: "Fluttery" tongue to augs+. Selectable moth tongue.
add: Moth eyes (organic) to augs+, mainly for those with smaller sprites
that would like larger eyes.
qol: Renamed cybernetics in augs+ to reflect what organ they actually
give you.
code: Added component for EMP behaviour on new cybernetics because Artur
made me (send help)
code: Dimmed Civillian HUD implant colour on carbon sprite a little
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Fixes sprite of the chest pack from my previous PR because it was really
fucked up. Like really bad. Don't know how I didn't notice it sooner,
the east/west sprite had it floating off your chest.
As above. Fixes sprite a bit. Woo.
## Why It's Good For The Game
Slightly better sprite more gooder. Not great but an improvement over
the fucked up previous sprite.
## Proof Of Testing
<img width="135" height="105" alt="image"
src="https://github.com/user-attachments/assets/2b1cfba7-77bf-4974-9f8f-4a1d56fb383c"
/>
<img width="92" height="142" alt="image"
src="https://github.com/user-attachments/assets/d032f281-667a-44e6-848a-1b7b2ce8a781"
/>
<img width="129" height="113" alt="image"
src="https://github.com/user-attachments/assets/b1b3e549-35e8-4e97-ad18-51c56c6cbf22"
/>
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: Fixed sprite of the chest pack. Teshari unaffected as it wasn't
broken on them in the first place.
/🆑
## About The Pull Request
Fresh imports from the Ethereal diasporas, the finest drinks Sprout can
offer!
Inspired by the people of the Soatii-governed nation, these
flesh-friendly beverages are now in your NT-Approved _Mixologist's
Guides To Serving Suckers (Like you!)_. Made with ingredients available
outside of Sprouts supernatural atmosphere, ethereals can taste a little
bit of home.

From humble work-a-day drinks like Karakrak,
A sort of electric, alcohol-stripped wine served to the lowest castes of
the ethereal masses, typically distributed by the ethereal clergy.
Served on a rubber coaster to keep what very little charge exists from
dissipating into the table.

To Szz Szz, A bootlegged version of the Divine Conduit's exclusive
monastic wine. The flavour has been approximated by a thousand different
tongues, who for at threat of persecution, have never actually tasted
it.

Expat drinks like Blumpkin Compot; stewed blumpkin flesh with whole
berries in it. Sugar helps to draws out the conductive elements inside,
making for a politely energizing beverage that also doesn't taste like
window cleaner.

Try artisanal crafts like the Storm-Over-Avon, a complicated cocktail
preferred by devotees of the Everlasting Note. While its original
ingredients are impossible to source off of Sprout, this drink-alike
still resonates with the pretention that only a musical ecclesiarchy can
hone. Known to rarely shock non-ethereals. (1/50 chance)

Or the Ira De Zeus, a radiant ethereal drink that warms the body and
tickles the tongue. The original recipie, fabled to have originated from
the tables of Sprout's upper-caste clergy, would imply heresy of the
highest order. Good thing it's only a fable... May shock non-ethereals.
(1/8 chance)

And of course, try the strange flavours of the diasporas like the
Coilhouse Cocktail, an ethereal cocktail too bombastic to have been born
inside Soatii space. Also known as a Shocktown Jitter to those not made
of electricity, for reasons that will become quickly apparent. (1/6
chance to zap non-ethereals)

Or test your luck trying a real drink, like the Electric Avenue Named
after a mythical location in the Sol System, this drink is meant to be
sipped slowly through the narrow copper straw, representing the long but
brisk taste of life. But to non-ethereals, it's a warp lane to the
emergency room (1/3 chance to zap non-ethereals)

=-=-=-=-=
Other edits:
-Fixed the naming scheme for vamp drinks; drinks will no longer appear
as 'A glass of XYZ', and instead just be 'XZY', matching the syntax for
most other beverages.
-Adjusted the in game sprite positions of prior vamp drinks to better
sit on the table when poured.
-Unified some naming conventions across the zubbers drink codebase.
## Why It's Good For The Game
Ethereals are now more included at the tables with an expanded roster of
drink. Sprites are fun, and interesting to look at and drink for
ethereals and non ethereals alike. Flavour text inside the drinks
compliment the in-game lore for ethereals, adding world depth.
Furthermore, minor fixes in the code make it easier to add to in the
future, hopefully, and adjusted sprites are a simple cosmetic change,
that hopefully improve the presentation during the bartending
experience.
## Proof Of Testing

## Changelog
🆑
add: Adds 7 new ethereal drinks! Karakrak, Szz Szz, Blumpkin Compot,
Storm-Over-Avon, Ira De Zeus, Coilhouse Cocktail, and the Electric
Avenue.
fix: Vampire drink names not matching other drinks.
fix: Minor sprite adjustments to vamp drinks; should sit better on
tables when poured.
/🆑
---------
Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
## About The Pull Request
Mining Equipment that requires low pressure to work now works in areas
with water vapor in it. The specific threshold is 1 mole of water vapor.
For reference, Moon Station's external atmos has 1.1 moles.
## Why It's Good For The Game
So miners can mine on the middle level of Moon Station if they choose.
This affects:
- Berserk Armor
- Grapple Gun
- Resonators
- Space Crawling for Heretics
- Ripley Stuff
- Raptors
- Cyborg Mining Shields
- Kinetic Accelerators
- Brimdust Sacs
- Sphere Modsuit Modules
- Rush Glands
- Mining Pens
- Mining Drones
## Proof Of Testing
Untested. If it compiles, it werks.
## Changelog
🆑 BurgerBB
balance: Mining Equipment that requires low pressure to work now works
in areas with water vapor in it.
/🆑
## About The Pull Request
fix HNZ virus not cleaning up mutant hands component
## Why It's Good For The Game
stuff working as it should is nice, yknow?
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: HNZ hands not being cleaned up on the species and infection being
removed
balance: HNZ infections now works much like romerol's, meaning thick
armor no longer renders you entirely immune, but requires you to be
damaged up to the bio armor value + 25 if thick clothing before you
start rolling infection chances, since infection is going to be a bit
harder to roll when it does, chances are upped to 40% from 30%,
also spaceallinin confers a 75% chance to shrug it off
admin: HNZ infection chance is now a global, the chance that it rolls
when all other conditions valid, on the variable called
mutant_infection_chance
/🆑
---------
Co-authored-by: Roxy <94389951+SapphoQueer@users.noreply.github.com>
## About The Pull Request
Adds a reagent that lets you remove c4 stuck to people. It can be made
by mixing Space Lube, Space Cleaner, and Drying Reagent together and
spraying it on someone. Note that this does not defuse the c4.
You can no longer attach more than one stick of c4 on someone.
## Why It's Good For The Game
There is actually no way to remove c4 from people once it is applied.
Once it's on someone, the only way to get it off is for it to be
detonated. Now you might be thinking that it might be possible via
surgery or other nonsense, but no. Literally what happens in the code is
that the c4 gets moved to nullspace (inaccessible) and then the c4
creates the explosion on the thing it's attached to.
With absurdly long c4 timers existing, you can have a c4 attached for
very long periods of time, which isn't really fun when you probably want
to do other things.
## Proof Of Testing
<img width="831" height="477" alt="image"
src="https://github.com/user-attachments/assets/2e7d2213-1640-4227-8958-f2b6fecfebd4"
/>
Pictured: Monkey getting stuck with c4 then getting sprayed with the
thing.
Not pictured: My dumb ass losing the screenshot showing the reagent can
be created. Trust me, it works.
## Changelog
🆑 BurgerBB
add: Adds a reagent that lets you remove c4 stuck to people. It can be
made by mixing Space Lube, Space Cleaner, and Drying Reagent together
and spraying it on someone.
remove: You can no longer attach more than one stick of c4 on someone.
/🆑
---------
Co-authored-by: Roxy <94389951+SapphoQueer@users.noreply.github.com>
## About The Pull Request
That part wasn't finished. It won't! The other change just makes it so
non-vox aug brains can die from emps.
## Proof Of Testing
it didn't work then, it's gone now
## Changelog
🆑
balance: vox get to keep their min brain health threshold from emps,
removed it from roundstart aug brains.
del: surplus cybernetic brain is gone again
/🆑
## About The Pull Request
Adds the following items to a new subcategory in the Toys category of
the loadout:
- Buttplug
- Corset
- Deprivation Helmet
- Dildo
- Fleshlight
- Hypno Goggles
- Latex Gas Mask
- Leash
- Leather Whip
- MOD Hypnotic Visor Module
- Shibari Ropes
- Strapon
- Venom Milker
I didn't add more than this because I got lazy and didn't wanna do the
rest. Figured this would be a decent spread, but if you hit that like
button, subscribe, and comment down below what YOU want to see next, I
will add it when I get the chance.
Also adds the following clothing items to their respective slots:
- Latex Maid Apron - Misc. Accessories
- Latex Gloves - Gloves
- Stripper Outfit - Under
- Latex Maid Costume - Under
- Ballet Heels - Formal Shoes
- Latex Socks - Shoes
Also fixes a runtime where people starting with the hypnogoggles would
try to unequip the goggles from nothing.
## Why It's Good For The Game
- Provides certain cosmetics for free that you'd otherwise have to pay
for or latejoin and hit the free interlink lustwish for.
- Streamlines ERP by making some items available without having to stop
for supplies.
## Why It's Bad For The Game
- People might get flashbanged by the dildos and stuff while browsing
for toys. If this is something we think we should be concerned about,
I'd need help implementing some sort of hide feature for the tab.
- Increased availability of ERP items will make it easier to be
obnoxious with these items. I have no proposed solution for this.
## Proof Of Testing
<img width="1253" height="622" alt="image"
src="https://github.com/user-attachments/assets/0586f947-90b6-484f-a7ce-439e57a4fced"
/>
## Changelog
🆑
add: 13 Lewd toys and 6 clothes items added to the loadout.
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
removes 4 mobs that spam d-chat.
the map has never been run so it doesnt matter to do a CL
Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
## About The Pull Request
This PR reverts part of a Skyrat-Era PR,
https://github.com/Skyrat-SS13/Skyrat-tg/pull/15950. The PR as a whole
was intended to fix an exploit where a retracted MODsuit's modules could
still be used, but did so by preventing any modules from being activated
at all if the MODsuit was not fully deployed and active, in addition to
deactivating them when the associated part was retracted.
TG eventually fixed retraction not deactivating modules, and the Skyrat
fix for that part is no longer in our codebase. The part preventing
modules from being activated unless the suit is fully deployed, however,
lingered, and nowadays it inconveniences me when I am trying to have hot
MODsuit sex. _This is unacceptable._
This change will bring MODsuit behavior closer to how TG has it, where
players don't need to wait for all 4 parts of the suit to activate
before using something that only needs the gloves deployed. There may be
some mild balance implications there, but given that it's moving to how
TG does it I'm not too concerned.
## Why It's Good For The Game
Keeps us closer to parity with TG, and allows for greater flexibility in
MODsuit use, rewarding players who are knowledgeable in their modules'
required parts with faster access to those modules' abilities.
## Proof Of Testing
<img width="853" height="449" alt="image"
src="https://github.com/user-attachments/assets/8acbb0ca-5852-4a65-acd8-80f9a2e92c58"
/>
## Changelog
🆑
del: Removed a Skyrat restriction on activating MOD modules with a
partially-deployed suit.
/🆑