89 Commits

Author SHA1 Message Date
Hemshire 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
gavla 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
Yobrocharlie 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
LT3 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
shellspeed1 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
Roxy 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
Cursor 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
Robwo 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
gavla 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
BurgerLUA 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
gavla 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
gavla 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
Cursor 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
Roxy 436f766c3b Modular vending machine code cleanup (#4791)
## About The Pull Request

This is a general clean up of some of our modular vending machine code,
highlights are:
- Merges the skyrat `modular_vending` folder into our own
- Eliminates the `skyrat_products`, `skyrat_product_categories`,
`skyrat_contraband`, and `skyrat_premium` vars, merge their stuff into
the bubber equivalents
- Changes the handling for modular autodrobe additions to just add them
to the global list because the autodrobe uses global lists for some
reason, this fixes #4758
- Change a `+=` to `|=` to prevent duplicate entries in vending machines
causing both to appear out of stock
- Fix a duplicate recolor button in the vending machine TGUI

## Why It's Good For The Game

Less duplicate code and bugs, the autodrobe one in particular was funny
because what was happening is the category lists of items were global
lists, and the modular code for adding our own stuff to categories just
`+=` adds it, and that runs every time an autodrobe is created on the
map, so each time the same stuff was being added to the same list and
bloating it to several hundred

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

<img width="425" height="559" alt="image"
src="https://github.com/user-attachments/assets/e9ab16ed-3c7c-4061-90d5-dc27a7d8a40e"
/>

</details>

## Changelog
🆑
fix: fixed the autodrobe being mostly out of stock and broken
fix: fixed certain vending machines having duplicate items that broke
fix: fixed a bug with the recolor button in vending machines appearing
twice
code: merged modular skyrat vending machine code into our folder
/🆑
2025-10-08 14:28:49 -04:00
xPokee e77e06e0d3 More maps 2025-10-04 06:44:26 -04:00
xPokee 15d935d081 Repathing 2025-10-04 06:25:43 -04:00
nevimer 6fa36ed265 Merge branch 'pr/xPokee/4728' 2025-09-29 20:21:20 -04:00
Return e010988fce Fixes Nebulastation power distribution (#4738)
<!-- 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
We added these templates to fix NebulaStation's power grid. Now that
upstream has fixed it, these are breaking it. So, it's time to get rid
of them.

Until this PR is merged, you can fix power by putting a power cable into
the gravgen room shown in the proof of testing screenshot.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->

## Why It's Good For The Game
Engineers are no longer gaslit into believing the power grid works
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Proof Of Testing

<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
<img width="763" height="459" alt="image"
src="https://github.com/user-attachments/assets/ef5aab7e-5142-4dd0-8d92-7ef23b1d3e7c"
/>

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑 ReturnToZender
fix: NebulaStation's power grid now properly distributes power
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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2025-09-27 01:46:31 +02:00
xPokee cce0ebbd28 This should fix the rest. 2025-09-24 14:48:37 -04:00
xPokee 8db20c37d2 Runtime fixing 2025-09-10 14:54:36 -04:00
nevimer f48092a9c8 updatepaths run
maybe i should try building
2025-09-07 13:27:06 -04:00
nevimer 5ed6d8d729 removes justice wreckage from persistance 2025-09-06 20:25:03 -04:00
nevimer 45a92871de run updatepath scripts again after resolving conflicts 2025-09-03 21:12:45 -04:00
Ssalty 61031f6cfb Skyrat gun removal (#3697)
## About The Pull Request
HackMD: https://hackmd.io/@Ssalty/r1wjAgSxll
Ammo removals:
IHDF
Rubber (non-.38, non-shotgun, nukie ones stay since it'd require
overrides. They were never purchasable to begin with.)
Stardust
Magnum
Express
.460 Rowland
.457 Government
MCR magazines
.40 Sol
Hornet's nest


Gun removals:
MCR's
.457 revolver
M4A5
.460 Rowland revolver
CCK
GP-7
R10 revolver

Guns made inaccessible:
NRI guns (including derringer, bobr, plasmas, Miecz)
Sol35 (Tarkon, sol ERT, gateway, adminspawn)
Sol40 (Tarkon, sol ERT, gateway, adminspawn)
Trappiste caliber (wespe, some already adminspawn weapons)


Turret adjustments:
Twin Fang - 4.6x30mm, 2 Second burst delay (40 dmg every 2 seconds vs 30
dmg every 1.5 seconds (old))
Stinger - 4.6x30mm instead of .35, matching damage
Colonist - .45 added instead of sol40, matching damage
Hoplite - Same as above

Armoury:
Armoury spawned MCRs replaced with laser guns and energy guns
SMG's and rifles with WT
If there would be a case with two separate spawns of a WT, the other is
gone.
Breaching shell boxes do not spawn in the armoury (they were capable of
1 shotting a dark mauler I wish I was kidding)

Lathe:
9mm stendo's, AP, HP, INC magazines not availible for print - the 9mm
murphy magazine is. It fits in 9mm firing turrets and the murphy.


## Why It's Good For The Game

Give me like a couple days and I'll fill this out. I doubt anyone who is
already pro-skyrat-gun will change their mind but it's good to
rationalize the decision regardless.

Find this out as in lay it out on paper. 

EDIT 1:  Adding the first part

# Foreword
This PR is a *draft*. That means a lot of things are subject to change,
a lot of things can be disorganized and a lot of things will be done
unoptimally. Going forwards, do keep in mind, the decision-making
process behind "remove entirely" and "virtually remove" will not be
dependant on us going forwards, as the decision on this matter requires
maintainer input more than any other.

Next, the delay. 
I simply am not a machine, neither are other people onboard this
project. With different timezones, it was important to find what isn't
working so I can relay it to people in working hours.

Without further ado,

## The case of the ammo types and workbench

The ammunitions workbench is a machine that provides ammunition into
clips, refilling them. The ammunition workbench is also the source of a
multitude of alternate ammunition types. It has with itself brought
several issues that at least would warrant a rework or heavy
adjustments:

1. Contraband ammunitions. There is no real reason that the entire
security department, or even a single crewmember should be accessing
phasic weapons in the form of printable ammotypes. The argument of "the
pipegun having it" doesn't do it favours, as the way you get it is an 8%
chance on crafting a junk round for a bulky gun and the only way to find
out if you actually have it is checking each shell individually with a
bandolier.

2. Complimentary with the removals. Most use cases for this machine are
refilling the magazines you can order or get alongside your weapons.
This collides with the protolathe, which sources most of our
upstream-based ammunition instead. With the skyrat weapons gone, this
machine becomes redundant. You may claim that it's still useful in
saving on materials, where you would be right! However is it worth to
have and maintain an entirely separate structure, with it's own
mechanics, map placements, etc. to get a benefit equal to 1.6x more bang
for the buck? At the end of the day, splitting ways of getting ammo
across a single room for something so miniscule compared to the bloat it
adds is pointless.



# The weapons, why should they go, one by one. 

### RomTech Flechette rifles
Compared to a standard laser gun, which is in all means our baseline of
ranged damage in ss13 - being the default armoury weapon, the default
laser for turrets and default laser for mobs. Better yet, let's compare
it to that and the default ballistic option that we have from TG.

What turns out, is that not only is the romtech carbine faster at
killing than the laser, but also rivals the WT with a split second of
difference in ttk in the favour of the romtech. Let's assume it's human
error and the WT is better TTK wise, just as an experiment. Clearly,
there must be a tradeoff, somewhere, right? One that balances them all
out to be equal weapons in the grand scale of things, contemporaries!
Well, no, not really. Not even close.

The carbine can be folded to fit in bags, that's one thing. The carbine
has more ammo, that's another thing. Bursts are harder to dodge than
series shots since they cover more perpendicular ground when attempting
to dodge projectiles, as is staple for ss13 combat. Burst weapons are
advantageous in applying more damage quicker, as you can see on the
videos - and initial damage, an alpha strike, applies movement slowdown,
ensuring future projectiles connect easier and the target cannot run.

It might be a coincidence that the only /tg/ derived weapons that fire
burst are adminspawn ERT or the Nukie weapons.

But it doesn't end here, no, the RomTech's ammunition alone would
warrant a complete overhaul if not a removal.

**steel ball**
<p>
Takes 9 shots to stamcrit, deals mixed damage - further increasing the
amount of slowdown applied, and not only is it MUCH faster at
stamcritting than a disabler is, it also leaves the target with 70
damage. Over half their healthbar. Severely overtuned with little
counterplay availible, alpha strike monster that is better at disabling
than disablers and better at stopping people dead in their tracks than
rifles, and if you look at our anti-stun, we have less than ever on
antagonists with Adrenal implants gone, Adreanaline Glands reworked,
etc, etc...
</p>

**Penetrator**

NT's answer to armour! 
The penetrator has 60 AP and otherwise the same damage as the AP WT
rifle. Meaning it's a straight upgrade. Meaning this weapon invalidates
it's predecessor whilst being orderable roundstart, and not only that,
but it can fully ignore elite modsuits on nukeops. Not every mechanic
has to have a counter, there's no direct counter to someone healing
after a fight, there is no direct counter to having multiple shots, and
there shouldn't be a full nullification of armour for such a low cost.
There shouldn't be one for a crew that can mass produce these, ever.

**Magnesium**

Arguably fine, 12 firestacks per shot is still quite insane for a lower
chance of friendly fire compared to original incediary hot turfs,

**Ripper**

Steel ball, but even worse. They don't embed a single time, ***this
embeds every time***. It takes several seconds to take out. Actually,
let's compare this gun's bullets to ninja stars.

- 2 times the embed chance at 200 vs 100
- 8 times the jostle chance at 80 vs 10
- Comparable fall chance, at 1 vs 0
- More pain stam pct, at 0.9 vs 0.8, meaning more stamina damage
- More pain chance, at 70 vs 15
- Less pain modifier, at 2 vs 5
- Takes longer to take out, 5 seconds vs 3
- Jostling pain is the same

### One problem. There's three of those fired per burst, cannot be
caught either. And the armour pen is the same.

in conclusion, every aspect of this gun is unhealthy for the game, from
it's gimmick, to it's execution, to it's stats, to it's ammo, to it's
consistency, to it's firing mode, to it being able to be currently worn
on sec belts along disablers - up to 4, if I remember correct.

No reworks. It has to go.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
del: Removed breaching slugs from crew (not to be confused with
frangible. These ones 1 shot mechs)
del: Removed MCR, .457 revolver, .460 Rowland revolver, GP-7, R10
revolver, M4A5, and their associated ammo types.
del: Removed ammunition types: IHDF, rubber variants excluding
.38/shotgun/nukie, stardust, magnum, express, hornet's nest
del: Made most NRI guns (Miecz, plasma pistol, plasma thrower, bobr,
derringer) and Sol 35/40 (Tarkon, ERT, gateway, adminspawn) inaccessible
to crew, kept for ERT/Gateway/Flavour/Admin reasons
balance: Turrets which use a removed calibre have been adjusted into
either that of the WT's, Ceres (still printable) or 9mm.
balance: WT's replace missing sindanos across armouries, laser guns and
eguns replace the missing MCR's.
/🆑

---------

Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
2025-08-23 20:38:07 +03:00
nevimer 30e3fcf091 repath space on maps due to banned turfs 2025-08-13 20:22:48 -04:00
Roxy 1223883c8d Fixes for #91816 2025-07-30 17:39:25 -04:00
Roxy 510bce815b Fixes for #92300 2025-07-30 17:38:24 -04:00
Roxy ab4704e855 Fixes for #92115 2025-07-30 17:38:15 -04:00
Roxy 9f205e3183 Insufficient updatepaths scripts strike again 2025-07-19 23:40:45 -04:00
Roxy f4ed1af751 Blueshift 4: Shift Harder (#3904)
## About The Pull Request

Resurrects everyone's favorite map, with some spit-shining.
- [x] Update all paths so it compiles (obviously)
- [x] Fix some disconnected cables
- [x] Add extra firelocks to the main foyer area
- [x] Add Captain's cast to the cap's office
- [x] Add detective caseboards to the detective office
- [x] Do a pass over security camera coverage, several departments were
missing massive amounts of cameras in areas
- [x] Do a pass over external airlocks, sided all access on these is
reportedly weird on certain docks
- [x] Do a pass over department wall signs (the direction ones) and make
sure they're not wrong
- [ ] Potentially clean up some of the worst offenders of
"impossible-to-navigate maints"
- [x] Ensure we're not missing any standard every-map additions that
have been created since it was decommissioned
- [x] ???
- [x] Secret things I don't know about yet because people are going to
give me feedback

## Why It's Good For The Game


![image](https://github.com/user-attachments/assets/f332aaf0-176c-4ca2-85c5-1cf0e8cc7f8e)
The people demand Blueshift

## Proof Of Testing

It's a work in progress but yes I'm testing as I go

## Changelog
🆑
map: Blueshift is back on the menu
/🆑
2025-07-15 22:38:52 -04:00
Roxy ecb1d8ae82 Update paths 2025-07-04 21:12:41 -04:00
shellspeed1 c4ee5c3709 Quick Persistence hotfix to make the elevator work on icebox (#4131)
## About The Pull Request

For whatever reason, a total of seven open air tiles got lost at some
point between my testing on the final version and the merged version.
This readds them which makes the elevator work again.
## Why It's Good For The Game

Its preferred to have stuff working usually. 
## Proof Of Testing


![image](https://github.com/user-attachments/assets/b6e86060-8e0b-4b2b-9ac5-5eadbcdd2669)


![image](https://github.com/user-attachments/assets/771ca0b8-67d1-4b3c-9390-4ff6f4eccac6)


![image](https://github.com/user-attachments/assets/7cff4c05-e76a-40e7-852c-256370466416)


![image](https://github.com/user-attachments/assets/1b582c7a-bbf9-488f-b2d6-d6ac7c2d1cb3)
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
fix: The elevator on persistence works again. Pretty sure we had Jimmy
Hoffa stuck there or say the SOSHA folks say.
/🆑
2025-06-28 00:26:01 -04:00
shellspeed1 164ca07390 Fixes Persistence not spawning on icebox (also adds a roof so it stops having holes) (ready) (#3857)
## About The Pull Request
(new version of original PR because github was being really annoying,
see original here
https://github.com/Bubberstation/Bubberstation/pull/3595)

First of all, credit to https://github.com/IgiariValkyr (Otome on
discord or Aster Briar in game) for getting the initial stuff setup for
the map and giving me the basis for this PR. It saved me a ton of time
and effort and turned this from a day long project to just a couple of
hours.

This PR turns persistence back into a static spawn ruin and also adds a
roof area above it to prevent having holes in the roof.

The roof itself does not feature notable items. As for its significant
areas it does have the main roof access hatch, six ship clamps for
moving the ship (fluff), additional cargo storage with a hopefully soon
to be working elevator, small grill, logos, and two watch posts.

On a more contentious note, I have added a shield generator setup as
seen on previous iterations of the interdyne map in lieu of significant
turret placements (There are still turrets). This is something I am
testing as an alternative to turrets as there has been complaints about
the turrets being a bit much. There are still two turrets in the main
access hatch and the shield does need to be setup to function which can
be done by multitooling all of the parts together (takes about 3
minutes).

Additionally, cleaned up some additional items like a bottle of whiskey
someone added with my ckey, making sure botany had space for a bee hive,

To Do:
Add: moon station version

## Why It's Good For The Game

I adding a shipping container ranch and no one can stop me. Even worse,
I added an elevator.


![image](https://github.com/user-attachments/assets/f0d4c199-4ed7-4651-8ab5-e50ee8ba4f44)

On a more serious note, I have had several complaints about persistence
not spawning correctly due to a lack of safe areas to do it, so I am
properly fixing it this time.
## Proof Of Testing

https://youtu.be/0YoZErQ7cOA
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
add: Persistence now has an accessible roof on icebox
fix: Swapped scientist modsuit to infiltrator so they could use provided
mod module.
fix: Persistence is now a static spawn again
map: The persistence janitor has a bedroom again
/🆑

---------

Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
2025-06-24 20:04:35 -04:00
Roxy c6a1f9237d 91346_dna_console 2025-06-15 15:59:52 -04:00
Phi- 035405195f Changes Lavaland Mining Base (#3972)
<!-- 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
I am making this PR on behalf of Nyatsuki.
Adds wind turbines to the Lavaland mining base

## Why It's Good For The Game
The lavaland base is a TG map file, and rounds on tg rarely last more
than 90 minutes. With our 150-180 minute average rund time, the SMES
units on the lavaland base usualy run dry towards the end of the round,
killing power to the entire mining base.

## Proof Of Testing

<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
<details>


![image](https://github.com/user-attachments/assets/346e4f99-17fd-46fd-afaf-847a7aa9f381)

</details>

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
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mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
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🆑
map: Adds wind turbines to the Lavaland mining base.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
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2025-06-09 12:36:43 -04:00
Phi- 2c1ce54eaa Opens up the Southern Half of the Interlink (#3932)
## About The Pull Request

Changes all public shutters on the interlink to pre-opened variants.
Removes all medical and surgical kits from the medbay to avoid unfair
advantage. Makes all vending machines free, as is the standard for the
interlink. NT Rep and Blueshield office have remained unchanged, but
they only have a set of CC clothing and a clipboard within them

## Why It's Good For The Game
It's been a long requested item, for the rest of the interlink to be
opened for scenes.

## Proof Of Testing

![image](https://github.com/user-attachments/assets/0dab73d6-edf8-4ec5-bee8-f9ea7c028343)

</details>

## Changelog
🆑
map: The interlink is now (almost) fully accessible to crew.
/🆑
2025-06-09 12:36:11 -04:00
Roxy 688ffed6da Update paths for #91054 2025-06-05 20:59:37 -04:00