Bottom Text
## About The Pull Request
Makes a couple changes to the Interlink:
- Departures pod docking area is redecorated to resemble an airplane
takeoff strip. The waiting area likewise resembles an airport waiting
area.
- All latejoin spawns have been moved to the departures lounge.
- Accesses to the Interlink bar and kitchen are no longer bartender/chef
specific.
- The northeast fake shuttle and security checkpoint are completely
removed.
- The dormitories have been completely revamped. There are now four
medium-size dorms close to the shuttle and three large
Nebulastation-inspired dorms further from it.
- The SAD in the locker room west of the departures waiting area has
been moved so that it's more visible.
- The art lounge immediately south of the departures pod has been
remodelled to look like a fancy, high-class lounge. Also, more lighting
has been added so that you can actually see the large paintings placed
up, and a Lustwish vendor is added here.
- All vending machines are edited to have `shut_up = true` to prevent
them from spamming voice lines as you ERP. Also, the art lounge vending
machine area is slightly expanded to have the meal vendors as well.
- The dirt path area west of the coffee lounge has been altered -- it is
now a patio. This area also has a slightly better picnic spread (it has
pillows) as well as an unlit campfire and a statue.
- Lights have been added to dark areas in various places.
- The admin office in the southeast has been moved down to make space
for a new map feature: a copy of the ghost cafe shuttle. (Functionality
to teleport players to the ghost cafe TBD later)
## Why It's Good For The Game
The Interlink is one of the more dated-looking parts of the game
currently, between low-detail mapping in some places, obvious
copypasting of rooms, and being confusing to navigate for new players --
all issues intensified by the fact that it's almost guarenteed to be the
first thing new players see upon joining our server for the first time
so it's not a good first-impression of our server.
I would like for more to be done in the future, but presently, what's
here is good.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="1218" height="992" alt="image"
src="https://github.com/user-attachments/assets/f0bcd276-1140-4263-bfb2-2e6c14b864df"
/>
<img width="1234" height="933" alt="image"
src="https://github.com/user-attachments/assets/3160f7c6-5d31-4564-b59f-149cbae3cce1"
/>
<img width="1183" height="861" alt="image"
src="https://github.com/user-attachments/assets/0abaa390-6701-4f14-b6f9-7df996d0c575"
/>
<img width="1191" height="705" alt="image"
src="https://github.com/user-attachments/assets/c3ebcc25-7995-473f-a2bf-2e6452d58e9d"
/>
</details>
## Changelog
🆑
map: The interlink has been given a significant update in multiple
spots.
/🆑
## 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>
## About The Pull Request
Continuation of #94059. Replaces the following signs with their
directional helpers
- `/obj/structure/sign/departments/cargo :
/obj/structure/sign/departments/cargo/directional`
- `/obj/structure/sign/warning/vacuum/external :
/obj/structure/sign/warning/vacuum/external/directional`
## Changelog
🆑
qol: added mapping directional helper for cargo & vacuum signs allowing
them to interact with fire/acid on their mounted turf
/🆑
## About The Pull Request
There is technically an `/obj/item/stamp/granted` in that one traitor
objective refers to it and tries to override a proc on it thus making it
a valid type, but not really. This changes the base `/obj/item/stamp`
from being the granted stamp to being an abstract type, and creates a
proper subtype for the granted stamp.
## Why It's Good For The Game
Base types being concrete outside of scenarios where its intuitive are
very annoying
## Changelog
🆑
code: makes /obj/item/stamp abstract, creates /obj/item/stamp/granted
/🆑
## About The Pull Request
Continuation of #94059. Replaces the following signs with their
directional helpers
- `/obj/structure/sign/warning ->
/obj/structure/sign/warning/directional`
- `/obj/structure/sign/warning/radiation ->
/obj/structure/sign/warning/radiation/directional`
- `/obj/structure/sign/warning/secure_area ->
/obj/structure/sign/warning/secure_area/directional`
Depends on #94076 for diagonal wall mounts
## Changelog
🆑
qol: added mapping directional helper for warning, radiation & secure
area sign allowing them to interact with fire/acid on their mounted turf
qol: adds mapping helper to create diagonally shifted objects
/🆑
## About The Pull Request
Improving upon #93662 where i noticed a lot of objects don't have
directional helpers
Replaces the following mapped in objects with their directional
counterpart
- `/obj/structure/sign/nanotrasen ->
/obj/structure/sign/nanotrasen/directional`
less var edits & also more realistic interaction with fire/acid etc if
the turf on which they are placed on is attacked which isn't the case if
they are directly mounted on walls
## Changelog
🆑
qol: adds mapping directional helper for nanotrasen sign & replaces all
var edited instances
/🆑
## About The Pull Request
This 1st has to be PR'd so the integration tests can point out all
wallmounts that could not find a support structure to mount on. I then
will do many map edits to align them onto the closest atom
Yes we no longer use wall mount but atom mounted component. All objects
that are mounted on windows/tables & fences now also fall off when
destroyed
It'll probably be a WHILE before I can fix all wall mounts. Long day.
Expect me to misalign many stuff to fix failing CI so make sure to
provide suggestions when possible
Improved wallmount code overall
- Fixes#93793
## Changelog
🆑
fix: fixes all incorrectly maploded wall mounts that aren't actually
hanging on any support structure
fix: objects mounted on tables, windows & fences also fall off now when
destoryed
qol: lights can be mounted on windows
qol: cameras can be mounted on windows
qol: buttons can be mounted on tables
refactor: improved how wall mounts interact with objects as a whole
report bugs on github
/🆑
## About The Pull Request
Missing these two causes a runtime whenever you spawn in, and certain
verbs won't work without them (spawn debug full crew won't work without
an observer landmark)
## Why It's Good For The Game
Make absolute minimum define more usable
## Changelog
N/A
## About The Pull Request
Title.
Tested it, it worked.
I also changed the alien room to use more alien stuff, added the fake
chameleon gun and made the fake lava not burn you naked.
## Why It's Good For The Game
Mostly code.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: Ghost Cafe now has a fake chameleon gun.
fix: Fake lava is now actually fake, woo!
fix: Advanced tools are back in the Cafe, woo!!
add: Cafe visitors now know wires.
/🆑
loads a smaller centcomm and map, this reduces init time to like 10
seconds.
## Why It's Good For The Game
for when you want to test something real quick and you don't need a full
environment
## About The Pull Request
Gets, yet again, more granular with multiload capabilities, by
introducing `AMMO_BOX_MULTILOAD_OUT_LOADED`; ammo boxes flagged with
this can speed-load ammo boxes that are currently inside another gun,
like revolver cylinders or internal magazines.
To accomodate for this, the previous flag that covered this,
`AMMO_BOX_MULTILOAD_OUT` can no longer speedload into currently loaded
magazines (e.g. internal magazines, including revolver cylinders).
Also implements a base type for speedloaders, moving .38 and .357
speedloaders along with .310 stripper clips to this type, instead of
being ammo boxes. Also features an UpdatePaths script for mappers, which
is why there's so many files touched - repathing is a pain.
Also also adds fancy types for ammo boxes, magazines, and speedloaders,
which isn't particularly player-facing.
Also also also makes the lionhunter ammo strip for the lionhunter rifle
visually three rounds only instead of being perpetually half-full (or
half-empty, depending on your pessimism).
## Why It's Good For The Game
The hypothetical case of "ammo box that holds shotgun ammo" should
probably... not... teleport as much of its ammo as possible into a
tube-fed shotgun, but should probably still be okay at reloading
magazines that actually go into shotguns. Or something.
More relevant, reloading BR-38 magazines with speedloaders, while funny,
probably also shouldn't be teleporting in six fresh rounds.
## Changelog
🆑
balance: General ammo boxes (not speedloaders, not stripper clips) can
no longer multiload into currently loaded magazines (revolver cylinders,
internal magazines).
balance: Speedloaders are now a separate type from ammo boxes, and can
only multiload into currently loaded magazines e.g. revolver cylinders.
qol: Ammo boxes, magazines, and speedloaders now have fancier types for
spawning in by admins.
sprite: Lionhunter ammo clips are visually smaller now.
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
### Main changes
Across all station maps, emergency shuttles, and arrivals shuttles, the
Emergency NanoMeds (wall mounted medical supply vendors) have been
replcaed with Deforest First Aid Stations.
<img width="303" height="410" alt="image"
src="https://github.com/user-attachments/assets/efc1133b-09d8-4a35-8690-d8b1ebae7cba"
/>
Deforest First Aid Station have an internal supply of healing which
recharges slowly over time (1/10th of the pool is recharged every 30
seconds).
To access this healing, users must insert their arm into the machine
with left click. (Or you can mouse drop other people into it.) Once
their arm is in place, some of the internal supply will be used up to
heal the user. The internal supply can heal brute, burn, tox, and blood
loss. This is straight, instant healing - so it doesn't trigger
allergies or nothing. However, if you insert a robotic arm, it will
refuse to heal you.
Users are charged every time healing is dispensed - 2.5 credits per unit
of damage healed. Payments go to the medical budget, same as kiosks.
You can also right click the machine to dispense gauze for 16 credits.
On **red alert** (or for medical staff, or on emergency shuttles), all
charges are waived. (It's free)
Also you can emag it so it causes damage instead. Funny.
### Other changes:
Buffs the contents of emergency nanomeds
Reverts bridge advanced medkits to normal medkits
## Why It's Good For The Game
Wall vending changes:
People want options to heal chip damage beyond visiting the bar but we
also don't really want people to load up on boat loads of medical
supplies. So here we are: A machine fully capable of healing minor
injuries that you can carry along with you.
If you're missing like 4-6 brute or toxin damage, you can visit a first
aid station and pay 15 credits to top yourself off. This is of course on
top of all the other options available to you, such as getting a hearty
meal, some variety of drink from the bar, sleeping in dorms, water
coolers, etc.
The limited pool + cost requirement prevents you from going 0-100, so
you still have to go to medbay if you are severely wounded or your ID
was stolen.
Nanomed changes:
Now that they are considerably less common once again, they can have a
decent stock.
Advanced medkit changes:
I don't really see the justification behind handing these out so freely,
and given the medical stations will have adequate extra healing for the
command staff, they don't need these.
## Changelog
🆑 Melber
balance: Advanced first aid kits in the bridge are back to being normal
first aid kids
balance: Emergency Nanomed vendors have larger stocks and better
supplies
add: Replaces a majority of Emergency Nanomeds on stations and shuttles
with Deforest First Aid Stations. Left clicking these stationary
machines will heal minor damage and blood loss over time - at a (small)
price. Right clicking them will provide gauze, also for a price. All
costs are waived on shuttles, during red alert, or for medical staff.
You can also click-drag to have other mobs use the machine. However,
robotic limbs need not apply.
/🆑
## About The Pull Request
Reset several TG maps to the upstream state they were in in the latest
commit of our last upstream pull
(https://github.com/tgstation/tgstation/commit/7e87521ba4c6fa88ac8836e88083873d6f1a259a)
**NOTE: This has absolutely no effect on the maps contents, the
differences in our version and upstream's were purely in TGM keys**
## Why It's Good For The Game
At some point, presumably years ago, edits were made to these TG maps
and then undone by way of editing the map instead of reverting the
commit, the way the TGM map format works made it change some of the map
keys in such a way that it differed from upstream's files, but remained
identical in terms of map contents. The purpose of the PR is just to
reset the files so that during upstream pulls it doesn't have to do auto
merge resolution because of the differing keys.
## Proof Of Testing
```
dmm-tools.exe diff-maps .\_maps\map_files\Deltastation\DeltaStation2.dmm D:\Projects\tgstation\_maps\map_files\Deltastation\DeltaStation2.dmm
.\_maps\map_files\Deltastation\DeltaStation2.dmm
D:\Projects\tgstation\_maps\map_files\Deltastation\DeltaStation2.dmm
dmm-tools.exe diff-maps .\_maps\map_files\IceBoxStation\IceBoxStation.dmm D:\Projects\tgstation\_maps\map_files\IceBoxStation\IceBoxStation.dmm
.\_maps\map_files\IceBoxStation\IceBoxStation.dmm
D:\Projects\tgstation\_maps\map_files\IceBoxStation\IceBoxStation.dmm
dmm-tools.exe diff-maps .\_maps\map_files\MetaStation\MetaStation.dmm D:\Projects\tgstation\_maps\map_files\MetaStation\MetaStation.dmm
.\_maps\map_files\MetaStation\MetaStation.dmm
D:\Projects\tgstation\_maps\map_files\MetaStation\MetaStation.dmm
dmm-tools.exe diff-maps .\_maps\map_files\NebulaStation\NebulaStation.dmm D:\Projects\tgstation\_maps\map_files\NebulaStation\NebulaStation.dmm
.\_maps\map_files\NebulaStation\NebulaStation.dmm
D:\Projects\tgstation\_maps\map_files\NebulaStation\NebulaStation.dmm
dmm-tools.exe diff-maps .\_maps\map_files\generic\CentCom.dmm D:\Projects\tgstation\_maps\map_files\generic\CentCom.dmm
.\_maps\map_files\generic\CentCom.dmm
D:\Projects\tgstation\_maps\map_files\generic\CentCom.dmm
dmm-tools.exe diff-maps .\_maps\map_files\tramstation\tramstation.dmm D:\Projects\tgstation\_maps\map_files\tramstation\tramstation.dmm
.\_maps\map_files\tramstation\tramstation.dmm
D:\Projects\tgstation\_maps\map_files\tramstation\tramstation.dmm
```
These are map diffs run for all 6 maps, the bubber repo is on the
current master branch, and the tg repo is checked out to the commit
mentioned above, the lack of output except for the map name indicates
the two maps are identical in contents.
## Changelog
N/A
## About The Pull Request
an update paths to convert `/turf/open/space : /turf/open/space/basic`
## Why It's Good For The Game
From what i can tell there is 0 reason to use non-basic space turfs in
maps and this should be a free <sub><sup>*micro micro micro
micro*</sub></sup> optimization. consistency and avoiding confusion on
which one to use
## Changelog
🆑
map: converts all non-basic space turfs to space/basic
/🆑
(cherry picked from commit 2f932ccc88)
## About The Pull Request
an update paths to convert `/turf/open/space : /turf/open/space/basic`
## Why It's Good For The Game
From what i can tell there is 0 reason to use non-basic space turfs in
maps and this should be a free <sub><sup>*micro micro micro
micro*</sub></sup> optimization. consistency and avoiding confusion on
which one to use
## Changelog
🆑
map: converts all non-basic space turfs to space/basic
/🆑
## About The Pull Request
Sets `shut_up = true` for all Ghost Cafe vendors.
## Why It's Good For The Game
No more annoying textspam while ERPing in the Ghost Cafe.
## Proof Of Testing
I idled around the central vending area on the cafe as a ghost and
didn't see any vending machine messages.
## Changelog
🆑
qol: Ghost Cafe vending machines no longer say voice lines
/🆑
## 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

</details>
## Changelog
🆑
map: The interlink is now (almost) fully accessible to crew.
/🆑
Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.
- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.
- Closes#91039
A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


## About The Pull Request
Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.
- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.
- Closes#91039
#### Examples
A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


- Damp rag is now no longer god's perfect cleaning tool. After blood,
the damp rag will collect it, and after cleaning a lot of blood, you can
no longer clean with the rag until you wash it in a sink (or with
cleaner or however you want)
- This means the rag will collect DNA in it as you clean, which gives
detectives an opportunity to investigate.
- It also means the DNA it collects will occasionally spread onto you,
meaning you will have to clean your gloves or hands.
- Cleaning vomit and such is (currently) unaffected (and does not dirty
the rag).
- Diseases are not currently transferred to the rag (but this would be
fun to add)
- Gauze now gets dirty when using it to wrap bleeding wounds. This is
just visual, though blood DNA gets transferred. It can be washed in a
sink.
- Removed gauze on sink / cloth on sink interaction.
- Can't really wash gauze with it, plus it's redundant.
- Damp rag is no longer a cup.
Damp rag is just "soap without any downsides", which is kinda lame.
I thought about going a step further and making it require you wet it
first but then it just becomes "mop but small" which is also lame.
Instead, you're required to clean it, which gives janitors / crewmembers
an alternate cleaning method:
- Soap: Small, finite, limited. Can't be replenished.
- Cleaner: Small, finite, even more limited, ranged. Can be refilled
with chemistry's help.
- Mop: Large, infinite, limited. Needs a water bucket.
- Damp Rag: Small, infinite, limited. Need to clean it after a few goes.
🆑 Melbert
balance: Damp Rags can now get dirty when using them to clean blood,
passing blood DNA along.
add: Gauze now gets dirty when apply it to actively bleeding wounds.
Doesn't spread disease or anything, just passes blood DNA. It can be
cleaned in a sink.
del: Removed cloth on sink / gauze on sink interaction to make rags.
Just use the crafting menu
/🆑
## About The Pull Request
- Damp rag is now no longer god's perfect cleaning tool. After blood,
the damp rag will collect it, and after cleaning a lot of blood, you can
no longer clean with the rag until you wash it in a sink (or with
cleaner or however you want)
- This means the rag will collect DNA in it as you clean, which gives
detectives an opportunity to investigate.
- It also means the DNA it collects will occasionally spread onto you,
meaning you will have to clean your gloves or hands.
- Cleaning vomit and such is (currently) unaffected (and does not dirty
the rag).
- Diseases are not currently transferred to the rag (but this would be
fun to add)
- Gauze now gets dirty when using it to wrap bleeding wounds. This is
just visual, though blood DNA gets transferred. It can be washed in a
sink.
- Removed gauze on sink / cloth on sink interaction.
- Can't really wash gauze with it, plus it's redundant.
- Damp rag is no longer a cup.
## Why It's Good For The Game
Damp rag is just "soap without any downsides", which is kinda lame.
I thought about going a step further and making it require you wet it
first but then it just becomes "mop but small" which is also lame.
Instead, you're required to clean it, which gives janitors / crewmembers
an alternate cleaning method:
- Soap: Small, finite, limited. Can't be replenished.
- Cleaner: Small, finite, even more limited, ranged. Can be refilled
with chemistry's help.
- Mop: Large, infinite, limited. Needs a water bucket.
- Damp Rag: Small, infinite, limited. Need to clean it after a few goes.
## Changelog
🆑 Melbert
balance: Damp Rags can now get dirty when using them to clean blood,
passing blood DNA along.
add: Gauze now gets dirty when apply it to actively bleeding wounds.
Doesn't spread disease or anything, just passes blood DNA. It can be
cleaned in a sink.
del: Removed cloth on sink / gauze on sink interaction to make rags.
Just use the crafting menu
/🆑
## About The Pull Request
The UpdatePaths script in #90658 was created but never actually run
## Why It's Good For The Game
Fix the photocopiers
## Changelog
🆑
fix: roundstart photocopiers should no longer be empty on some maps
/🆑
## About The Pull Request
deletes pollution
## Why It's Good For The Game
`The odor of decaying waste fills your nostrils...`
## Changelog
🆑
del: Due to new environmental regulations, we have removed all
pollutants from our space stations.
/🆑
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request
The UpdatePaths script in #90658 was created but never actually run
## Why It's Good For The Game
Fix the photocopiers
## Changelog
🆑
fix: roundstart photocopiers should no longer be empty on some maps
/🆑
## About The Pull Request
The UpdatePaths script in #90658 was created but never actually run
## Why It's Good For The Game
Fix the photocopiers
## Changelog
🆑
fix: roundstart photocopiers should no longer be empty on some maps
/🆑
commit cb550ab79badae3ffd493dcee24d96f7ad146ed6
Merge: 732416f01d8 2fac5d45a6
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Mon Apr 14 14:40:04 2025 -0400
Merge branch 'master' into upstream-25-04a
commit 2fac5d45a6
Author: Arturlang <24881678+Arturlang@users.noreply.github.com>
Date: Mon Apr 14 01:11:47 2025 +0100
bring back heretic mute ghoul maxhp to 135 HP (#3464)
## About The Pull Request
bring back heretic mute ghoul maxhp to 135 HP, these are the changes
made in
https://github.com/Bubberstation/Bubberstation/pull/2972
## Why It's Good For The Game
otherwise flesh heretic is really sad
## Proof Of Testing
numbers change, no need
## Changelog
no cl
---------
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
commit e9c4522c27
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 14 01:59:19 2025 +0200
Automatic changelog for PR #3453 [ci skip]
commit 2d595eba4f
Author: shellspeed1 <46614774+shellspeed1@users.noreply.github.com>
Date: Sun Apr 13 16:58:54 2025 -0700
Fixes bitrunning sim having cybersun comms and also makes sure persistence borgs have correct key (#3453)
## About The Pull Request
What it says on the tin
## Why It's Good For The Game
Its best to not let bitrunners ghost spawns talk on comms
## Proof Of Testing
I just did my last cpa today, I'll test this later. Besides its 3 lines
with just an item swaped.
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: Bitrunning sims no longer have comms access
fix: Borgs given the persistence access upgrade no longer default to
interdyne and get cybersun comms instead
/🆑
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
commit 394e8d64d4
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 23:24:50 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 49141446bf
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 14 00:18:15 2025 +0200
Automatic changelog for PR #3497 [ci skip]
commit 0332c060a8
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sun Apr 13 18:17:52 2025 -0400
Xenoarch Machine QOL (#3497)
<!-- 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
A little treat for xenoarch
- The xenoarch bag can now hold broken items and useless relics in
addition to strange rocks
- You can use the bag on both the researcher and the recoverer to dump
the contents in
- The digger and the researcher make a sound now
## Why It's Good For The Game
A bag that holds only one type of item is annoying, you get a lot of the
other two items too
## 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>
<summary>Screenshots/Videos</summary>

</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
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. -->
🆑
qol: the xenoarch bag can now hold broken items and useless relics
qol: you can use the bag on the researcher and the recoverer to dump
items in
sound: the digger and researcher now make a sound when they complete a
cycle
/🆑
<!-- 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
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->
commit 2b8c074406
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 19:47:30 2025 +0200
Automatic changelog for PR #3498 [ci skip]
commit e613940ada
Author: nevimer <77420409+nevimer@users.noreply.github.com>
Date: Sun Apr 13 13:47:04 2025 -0400
restores RCD vending, moves RCD's to lockers (#3498)
## About The Pull Request
moves RCD's from engineers backpacks to their lockers roundstart - to
accommodate the stowaway change aswell as keep a tab on infinite station
resources.
## Why It's Good For The Game
Above point
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: reenabled the RCD vendors and moved RCD's from spawning in
backpacks to lockers.
/🆑
commit 732416f01d8ccc6e082cbdbeb60b30c461d8e965
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sun Apr 13 03:03:20 2025 -0400
these use GMM prices and thus fluctuate
commit 99f097d67faf17569711d670d5891103d96932b1
Merge: 790b64602cd 945479a622
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sun Apr 13 02:12:01 2025 -0400
Merge branch 'master' into upstream-25-04a
commit 945479a622
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sun Apr 13 00:59:23 2025 -0400
Fix hot spring runtime related to duplicate elements (#90555)
If something is mapped to spawn in on a hot spring tile, the tile will
add the immerse element in `/turf/open/water/Entered` before
`Initialize` runs, and when it does there's no check if the element has
already been added, unlike other spots where the immerse element is
added. This fixes that by adding a check on the call in `Initialize`.
commit 3472fddc11
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date: Sun Apr 13 04:16:19 2025 +0000
Automatic TGS DMAPI Update (#2743)
This pull request updates the TGS DMAPI to the latest version. Please
note any changes that may be breaking or unimplemented in your codebase
by checking what changes are in the definitions file:
code/__DEFINES/tgs.dm before merging.
Full changelog can be found
[here](https://raw.githubusercontent.com/tgstation/tgstation-server/gh-pages/changelog.yml).
- Added compatibility with SpacemanDMM's `redefined_proc` lint. (#2058
Cyberboss)
#tgs-dmapi-release
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
commit e5630753ae
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 05:53:13 2025 +0200
Automatic changelog for PR #3481 [ci skip]
commit ac3fea9660
Author: chestlet <98193039+chestlet@users.noreply.github.com>
Date: Sat Apr 12 20:52:34 2025 -0700
Nova Port: RB-MK2 GUI Rework (#5136) (#3481)
## About The Pull Request
A significant [rework of the RB-MK2
GUI](https://github.com/NovaSector/NovaSector/pull/5136) that I did over
on Nova. The one you guys have now is painful to use in comparison so
let's get it up to snuff.
## Why It's Good For The Game
More information makes the RB-MK2 easier to use and teach in character.
With how the GUI is currently, it gives no intuitive explanation for
what it's doing. You can't tell what's going on with it.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/7a178ac2-df8e-40d3-a6f3-b6aa617b69fd
</details>
## Changelog
🆑 Chestlet
admin: Improved RB-MK2 logging so admins have a full trace of exactly
what happened with it.
fix: Corrected 'tritium usage' math in the RB-MK2.
code: We've noticed that the Radioscopical Bluespace Reactor Mark Two
blueprints provided to our stations came with antiquated firmware. This
issue has been rectified. (Significant rework of the RB-MK2 GUI)
/🆑
commit 071fcd84a8
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 05:48:58 2025 +0200
Automatic changelog for PR #3495 [ci skip]
commit 0a5f60a36c
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 23:48:24 2025 -0400
Xenoarch machines cleanup (#3495)
## About The Pull Request
Clean up the code for xenoarch machines some because it made me sad.
- Changes `attackby`'s to `item_interaction`
- Keep a list of xenoarch items in contents instead of storing them in
**an instance of `/obj/item` (yes the abstract concept of an item)**
- Add context tips for all item interactions and removes that info from
examine text
- Switched a list to `static`
- Add assoc list of `broken_item` types to reward pools instead of
having a nightmare ladder of `istype` checks
## Why It's Good For The Game
Fixes#3442
## Proof Of Testing
Scout's honor
## Changelog
🆑
qol: xenoarch machines have context tooltips now
fix: fixed xenoarch diggers not working
/🆑
commit 16f02c756b
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 05:34:54 2025 +0200
Automatic changelog for PR #3441 [ci skip]
commit ede9fc1646
Author: Bombermansam <Bombermansam@yahoo.com>
Date: Sat Apr 12 23:34:09 2025 -0400
[Modular] Adds crowbars to standard borg models that do not have them (#3441)
## About The Pull Request
Adds crowbars to standard borg models that do not have them.
## Why It's Good For The Game
This is a QOL addition, it should not affect balance.
Half the borg models in the game do not have crowbars and can get stuck
behind doors if the power fails which is no fun for anyone. This fixes
it.
## Proof Of Testing
It compiles and was tested locally.
<details>
<summary> Screenshots </summary>




</details>
## Changelog
🆑
add: Adds Crowbars to Service, Medical, Clown, Sec and Peacekeeper borgs
/🆑
commit 8e4d6f7052
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 05:32:18 2025 +0200
Automatic changelog for PR #3491 [ci skip]
commit 0cdf875cec
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 03:32:09 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit c6f88a026e
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 23:31:16 2025 -0400
Fix HEV armor not fully initializing (#3491)
## About The Pull Request
`ADD_TRAIT`/`REMOVE_TRAIT` don't take lists you need to use a proc for
that
## Why It's Good For The Game
Fixes#3484
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
fix: fixed HEV suit not turning on properly
/🆑
commit f93466e6ab
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 05:18:39 2025 +0200
Automatic changelog for PR #3486 [ci skip]
commit 952a110077
Author: ariaworld <143797359+ariaworld@users.noreply.github.com>
Date: Sun Apr 13 05:18:04 2025 +0200
[FIX?] - Brings robotic brain surgery in line with organic brain sugery/lobotomy after the recent update (#3486)
## About The Pull Request
As title!
## Why It's Good For The Game
I originally opened this as an issue because I wasn't sure if this was
intended, it's why I labeled it as [FIX?]
Currently organic brain surgery heals the previous tiers of traumas as
well which makes sure there's no leftover traumas left and also removes
the RNG re-roll, applying a status effect instead. This PR brings the
robotic surgery/lobotomy in line with the organic one in a few ways:
1. Robotic blessed lobotomy now requires holy water as well (just like
organic)
2. Fix posibrain surgery now cures TRAUMA_RESILIENCE_SURGERY traumas as
well
3. Reticulate splines surgery now cures TRAUMA_RESILIENCE_SURGERY and
TRAUMA_RESILIENCE_LOBOTOMY traumas as well
4. Replaced RNG prob(75) roll with the 15-minute status effect that was
added to organic brain surgery.
This should balance/fix the robotic brain surgery to the recent change
that was done to the organic brain surgery. Only issue is the fact how
the original surgery was coded: there was no RNG roll for fix posibrain
surgery, while the normal organic surgery did.
Please feel free to close this PR if this was an intended feature/there
are issues with potential balance arguments.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
(It compiles, very simple code just handles surgery steps)
</details>
## Changelog
🆑 Goku
balance: Robotic blessed lobotomy now also requires holy water (just
like the organic surgery)
balance: Robotic blessed lobotomy requires liquid solder instead of
Palladium Synthate Catalyst
fix: Fix posibrain surgery now also cures surgery-tier brain traumas
balance: Reticulate splines surgery now also cures lower tier brain
traumas (surgery and lobotomy)
balance: Replaced advanced robotic brain surgery RNG roll with the
15-minute vulnerability status effect that was added to organic brain
surgery
/🆑
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
commit 790b64602cd2e59b8397c4fe2451d2c14bddb546
Merge: 7d39bddbcb2 5e1b40cf89
Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Date: Sat Apr 12 20:13:11 2025 -0700
Merge branch 'master' into upstream-25-04a
commit 5e1b40cf89
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 05:08:22 2025 +0200
Automatic changelog for PR #3492 [ci skip]
commit 5e94554873
Author: ariaworld <143797359+ariaworld@users.noreply.github.com>
Date: Sun Apr 13 05:07:55 2025 +0200
[FIX] Fixes Wooden shelves turning into metal racks when broken. (#3492)
## About The Pull Request
Title!
## Why It's Good For The Game
Bugfix, my immersion was ruined
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
:cl:Goku
fix: Fix wooden shelves turning into metal rack parts when broken.
/🆑
commit 7fed3cb7e4
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 05:07:00 2025 +0200
Automatic changelog for PR #3493 [ci skip]
commit 2d38b200a0
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Sat Apr 12 20:06:37 2025 -0700
Allow hypospray in medical pouch (#3493)
## About The Pull Request
Adds hypospray and cable to the allowed list of items in the medical
pouch
## Why It's Good For The Game
Commonly held items, other reagent containers are accepted but hypo is
missing.
## Changelog
🆑 LT3
qol: The medical pouch can now hold hyposprays and cable coil
/🆑
commit 7d39bddbcb2e775207a4a3e72a3940f9fbf3b0f1
Merge: fde55e27444 bb642474217
Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Date: Sat Apr 12 17:25:22 2025 -0700
Merge branch 'upstream-25-04a' of https://github.com/Bubberstation/Bubberstation into upstream-25-04a
commit fde55e2744421b10f115724f70f3db8339b13df0
Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Date: Sat Apr 12 17:25:20 2025 -0700
screenshots
commit cfa0c20656
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 01:39:06 2025 +0200
Automatic changelog for PR #3478 [ci skip]
commit 0397536620
Author: CatoChristopherMrow <johnmaddentickeledmyrear@gmail.com>
Date: Sat Apr 12 19:38:42 2025 -0400
Makes tackle gloves reskinnable (#3478)
## About The Pull Request
Makes tackle gloves reskinnable to their blue, red, and black variants.
## Why It's Good For The Game
Stops basic sec gear forcing you to either wear clashing colors or not
get the benefit of standard equipment. Viva la matching colors.
## Proof Of Testing
Works on my machine
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑 UvvU
add: Tackle gloves are now reskinnable.
/🆑
---------
Co-authored-by: Ian Yanik <Iwantpornspam@gmail.com>
commit 42b725836a
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 12 23:24:45 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit bb642474217244fd233372d9c68cb4bab5f871f7
Merge: 72beef087ea c872e81588
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Sat Apr 12 16:10:29 2025 -0700
Merge branch 'master' into upstream-25-04a
commit 72beef087ea8a1b291e286b09a0eb5a6713ba255
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 15:26:15 2025 -0400
this now returns an icon path not an icon object
commit 4e85c985ee77a37b44dcef393b815a04421463b7
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 15:08:12 2025 -0400
broken dmi
commit c872e81588
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 12 07:45:40 2025 +0200
Automatic changelog for PR #3490 [ci skip]
commit 27801b991c
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 01:45:17 2025 -0400
Fix admin chat buttons to cancel/refund storyteller events not working (#3490)
## About The Pull Request
The chat messages that get sent when a storyteller event is about to run
try to call `Topic` on the scheduled event datum but there isn't
actually a `Topic` proc defined for them
## Why It's Good For The Game
It's mean to trick admins with fake buttons
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
admin: the cancel and refund buttons in storyteller event notifications
will actually do something now
/🆑
commit bb14605128db2b1b5390d60b28665ed0ceae154a
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 01:06:39 2025 -0400
im tired
commit 1245d5145e4f41d63dbe983355ef4619b6441655
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 00:40:09 2025 -0400
what if the world was made of pudding
commit 7011b910d3bfaa0dba4a3d118721ad1d42a7625c
Merge: b8c00cbd266 e9ede320c9
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 00:31:56 2025 -0400
Merge branch 'master' into upstream-25-04a
commit b8c00cbd2660017d578f07ce20c3732dcfcdb60f
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 00:31:01 2025 -0400
silence linters
commit 3a3ea510ed12812fba0d97f545bf87749c16831a
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 00:00:12 2025 -0400
the economy is in shambles
commit 0a3e17e897b270dc19a63038b8e99e15ff9242ce
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 23:43:06 2025 -0400
missing icons
commit fefc1348f722cf26bb407e6f7a5ba98184867fba
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 23:24:46 2025 -0400
no override for this
commit 952f2a7502d972093e1f86bd9fa20bf3ea9788bf
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 23:16:07 2025 -0400
shotgun icon states
commit 8e256d21c2bdfd2136f60705a3b5f7600ca6c9e7
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 23:02:28 2025 -0400
no icon
commit 60164e1a4c038661d41bbb25a1e0e536147455a2
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 22:39:35 2025 -0400
fucking capital letters?
commit 1e395535db671e61ce6514c35928a900d61a3570
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 22:28:06 2025 -0400
GRRRRRR
commit 68e35b0068388eb94d1c9ec5b865787b1cdc300a
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 21:19:15 2025 -0400
wrong
commit 9f8c9499f2890fad3c479d42c12888b1e0c55a3a
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 20:59:17 2025 -0400
just put your icons anywhere who gives a shit
commit f6bc1091867a3b234f2634e8cb120eae5b0053d9
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 19:58:40 2025 -0400
buh
commit edc876bff750ddce0593e917f5a68de02383c55e
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 19:49:32 2025 -0400
added our GAGS configs to deploy
commit e9ede320c9
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 11 23:23:21 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit c726e4ee2d231d48334d43b8ce42d8b4e70b52b0
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 18:50:04 2025 -0400
fixed recipe foodtypes
commit 9e23291b14371e4703a38ae1711b1fe5b75cbf37
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 18:24:53 2025 -0400
Fix changelogs
commit bb8477826614c6e81285c5586de07ee26686c6b1
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 17:59:23 2025 -0400
number of args changed for inject
commit f00ed38c1d
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 11 11:03:02 2025 +0200
Automatic changelog for PR #3456 [ci skip]
commit 29b3c8daba
Author: aKromatopzia <94389683+aKromatopzia@users.noreply.github.com>
Date: Fri Apr 11 17:02:38 2025 +0800
Smolraptor Updates (#3456)
## About The Pull Request
Adds blue and red sec smolraptors, makes janitor an alt of service

## Proof Of Testing
it works
## Changelog
🆑
add: sec smolraptors
image: fixes some errors in smolraptors
/🆑
commit 7c0978a47f
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 11 08:21:22 2025 +0200
Automatic changelog for PR #3463 [ci skip]
commit 04fd2b0a8a
Author: ArrisFairburne <arrisfairburne@gmail.com>
Date: Fri Apr 11 02:20:59 2025 -0400
Synth brain PDAs now have departmental PDA apps pre-installed (#3463)
## About The Pull Request
Synth brains now start with your department's apps pre-installed. For
example, Scientist synths now start with NT Science Hub. They also now
have double the storage space compared to the basic PDA.
## Why It's Good For The Game
Convenience.
Also, synth PDAs have sort of existed in a weird limbo where (at least,
from my point of view having talked to some others) most synth players
just don't actually use one of the defining features of their race
because normal PDAs are largely better and more convenient, hopefully
this change emphasizes their abilities.
The doubled brain storage space is just so that synth brain PDAs can
comfortably house whatever programs come with being a dept. head.
Balance wise, I doubt it will affect anything (what could you even do
with the extra storage space, short of the dept. head apps? basic crew
apps fit comfortably on the basic PDA limit, synths can't be emagged for
expensive syndie apps, and synths can't store files on their brain via
disks).
## Proof Of Testing
(image taken after I spawned as RD; this is the synth brain PDA)

## Changelog
🆑
qol: Synthetic crew now spawn in with PDA apps relevant to their work
station.
bal: Synthetic crew brain PDAs now have 128 max capacity points (was
previously 64)
/🆑
commit eaa6352aff
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 11 08:20:28 2025 +0200
Automatic changelog for PR #3471 [ci skip]
commit 02f3cfdb00
Author: ariaworld <143797359+ariaworld@users.noreply.github.com>
Date: Fri Apr 11 08:20:05 2025 +0200
[MAPPING]: Change Kilo Station dorms area type from Locker to Dorms. (#3471)
## About The Pull Request
Makes sure Kilo Station's dorms area actually is a Dorms area.
## Why It's Good For The Game
Other stations' dorms are inside actual Dorms areas, effectively
granting protection from events like sudden brain trauma/heart attack,
but Kilo Station didn't have this, they were classified as lockers
instead.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
:cl:Goku
map: Kilo Station's Dormitories area type is now classified as
dormitories, not as a Locker room.
/🆑
commit 5266275bc4
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 11 07:03:33 2025 +0200
Automatic changelog for PR #3485 [ci skip]
commit 0a38cf2824
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 01:03:07 2025 -0400
Fix examine menu character preview being tiny (#3485)
## About The Pull Request
Upstream fixed the tiny character preview but it requires a little tweak
on implementations
## Why It's Good For The Game
I can't see the blorbo
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
fix: fixed character preview in the examine window being tiny
/🆑
commit 3fc7296b82
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 11 06:23:15 2025 +0200
Automatic changelog for PR #3483 [ci skip]
commit 1d52e91fd0
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 00:22:51 2025 -0400
Fix double box on vote results chat message (#3483)
## About The Pull Request
There's a redundant override in `vote.dm` to enclose the vote results in
a purple examine box, this is the default way votes are displayed now so
it's making vote results appear as a box within a box
## Why It's Good For The Game
Looks wrong
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
Before:

After:

</details>
## Changelog
🆑
fix: fixed vote results in chat having an extra box around them
/🆑
commit ab74044fc6
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 11 06:20:31 2025 +0200
Automatic changelog for PR #3363 [ci skip]
commit cb06f207d3
Author: Kepteyn <94123167+Kepteyn@users.noreply.github.com>
Date: Fri Apr 11 05:20:07 2025 +0100
Just a couple more hotel rooms (#3363)
## About The Pull Request
This adds four (and a half) new infinidorm hotel rooms -- A bar themed
one, for when you want bar RP that's less public; a nightclub themed
one; an space themed one for the spaceophilliacs who want to bang in
space (or an airlock), and finally an oasis themed one, with a day and a
night version.
It also fixes the lights in the Library room, given we're no longer
downstreaming from Skyrat, and it adds a template dmm that should make
it easier for people to add new rooms should they wish - the plaque on
the floor represents the spawn point.
## Why It's Good For The Game
This adds even more variety to the infinidorm room options for people to
roleplay in as a ghost. Or to _roleplay_ in. The bar one in particular
provides an option for people who want to do a bar RP with some friends
without getting pesky interruptions from their fellow human beings who
feel the need to start a gunfight in the bar.
## Proof Of Testing
All the new hotel rooms and the library have been tested in game, and
are working quite nicely! The template map does not show up as an option
in-game, as it exists to help mappers.
## Screenshots
<details>
<summary>Foxbar</summary>

</details>
<details>
<summary>Nightclub</summary>

</details>
<details>
<summary>EVA</summary>

_The floor is, infact, fake space, and is surrounded by a fake-space
wall. You will survive nude in space here. Spacesuits still provided._
</details>
<details>
<summary>Oasis</summary>

_Only one is shown for brevity's sake, as the only difference between
day and night versions is the strength of the external lighting_
</details>
<details>
<summary>Template</summary>

_The template room. The bluespace border must be indestructible solid in
some form, while the dark grey flooring represents the wall's location
on the defautl Hilbert room. The door is located where the default door
is on it, and the plaque on the ground shows where the player will
spawn_
</details>
## Changelog
🆑
add: Added infinidorms: Fox Bar; The Nightclub; EVA; and Oasis (day and
night versions)
add: Added a mapping template for creating new infinidorms at
modular_skyrat\modules\hotel_rooms
fix: modified the lights of the Library infinidorm so it's not so damn
dark.
/🆑
commit 700856e3c5
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 10 23:25:40 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 02353b9ec2
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 11 01:05:38 2025 +0200
Automatic changelog for PR #3475 [ci skip]
commit f1722bb1c6
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Thu Apr 10 16:05:12 2025 -0700
Disable lean reset on direction change (#3475)
## About The Pull Request
Edits TG's lean component to perform the same as the pixel shift
component
## Why It's Good For The Game
Consistent shifting movement
## Changelog
🆑 LT3
qol: Leaning no longer resets with directional change
/🆑
commit 4a5c80e1813ecaf7d26ddeabf2593d2b44c86dcb
Merge: b908b32d387 ada9345244
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Thu Apr 10 10:46:20 2025 -0700
Merge branch 'master' of https://github.com/Bubberstation/Bubberstation into upstream-25-04a
commit ada9345244
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 10 19:16:21 2025 +0200
Automatic changelog for PR #2896 [ci skip]
commit 472893ae5e
Author: Manatee <74586965+MajManatee@users.noreply.github.com>
Date: Thu Apr 10 12:15:56 2025 -0500
Tarkon Tweaks and Xeno Changes (#2896)
## About The Pull Request
Update as of 01/26
So that was a lie
Anyways I completely remade tarkon, which is what I ORIGNIALLY wanted to
do, but used a lot of the pre-existing tarkon assets to do so, to
maintain the same feel.
Some NEW NEW features (as the project grew in scope) include:
Med/RND/Engineering are now separate "Islands" like charlie (tarkon was
always meant to be like that anyhow
Each one has a few xenos, and a new "Emergency power generator"
Scanning this with the new (not a ripoff) Hack-C tool will call in a
repair drone (Original content) to repair it, and it needs to be
defended from the xenos it alerts.
Sucsesfully completing a defence will reward sickass weapons and gear
you wouldn't normally ever get to see, making further areas easier, and
a key for the final area.
Once all 3 keys are obtained, and the areas are re-secured, you can go
to the boss area and clear out the AI sat / command zone.
A bitrunning server to allow them to make their own bitden (it's the
first prototype, and the rest must be researched so it's not
shift-start)
more floor safes with various things like some ore thumpers and two
bluespace beakers
Crates! Someone misfiled a crate of goodies and it got sent here! These
orders should be delivered to their owners! I'm sure they would
appreciate it! Probably...
A Recycler (Amazing)
A produce order console! Now you can actually cook whatever you want!
And it gives you a reason to sell stuff for money!
more stuff, lots more stuff. things keep getting added the longer it
takes for this to be looked at.
Also adds three new variants of xenobio, and two new variants of the
cargo bay. One cult (we miss you cult), one carp, and a monkey themed
xenobio.
## Why It's Good For The Game
Part 1 of my attempt to make tarkon feel better to play. The overall
gameplay was very "Meta" and didn't really give you any reason to clear
out xenos or the threats. Who knows what might come next.
Tarkon was pretty stale. A bit of new stuff might be nice. plus a reason
to use their shuttle is good.
Furthermore, tarkon WILL run on solar, so if you REALLY don't want to,
you don't HAVE to go and clear everything out.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>










I did test it, and run the wave defense, it DOES work.
</details>
## Changelog
🆑
add: BUNCH of new tarkon things!
map: Tarkon QOL changes
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
commit b908b32d387ffe9a2b40d2d25a03cd04c2e62868
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Thu Apr 10 08:35:37 2025 -0700
Compiletimes done
commit a9601004a82714a72f62e9b5db07d2adde27c0c3
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Thu Apr 10 08:35:26 2025 -0700
We are so comically stupid
commit 0f8d37991f
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 10 00:05:02 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 31897a95e9
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 10 01:54:47 2025 +0200
Automatic changelog for PR #3468 [ci skip]
commit 385b734424
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 10 01:54:32 2025 +0200
Automatic changelog for PR #3470 [ci skip]
commit 0903ee683e
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Wed Apr 9 19:54:20 2025 -0400
Fix shuttles no longer making sounds or (un)bolting doors (#3468)
## About The Pull Request
The code for these things got lost in an upstream because shuttle code
got split into multiple files
## Why It's Good For The Game
Fixes#3251
## Proof Of Testing
I tested it and the shuttle went bwwwwrrmmmmm pshewww and the door bolts
went chk
## Changelog
🆑
fix: fixed shuttles missing landing/take off engine sounds
fix: fixed shuttles not bolting/unbolting their doors when moving
/🆑
commit e5b57bc08c
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Wed Apr 9 16:54:09 2025 -0700
Fix meow emote for cat tongues (#3470)
## About The Pull Request
Fixes the meow emote to use the correct emote if you have a cat tongue
## Why It's Good For The Game
MEOW.
## Changelog
🆑 LT3
fix: Mobs with cat tongue get their alternate meow sound back
/🆑
commit 204ea57363
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Wed Apr 9 23:23:16 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit ce5944e0733f4c5985e2e48878a02c0c35463d0a
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 08:19:09 2025 -0700
6 compiletime errors left
commit d1905c44f5
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Wed Apr 9 14:03:13 2025 +0200
Automatic changelog for PR #3461 [ci skip]
commit 6c3bc53604
Author: Odairu <39929315+Odairu@users.noreply.github.com>
Date: Wed Apr 9 08:02:51 2025 -0400
Deathmatch now stores and reapplies your respawn timer prior to being spawned (#3461)
## About The Pull Request
Title
## Why It's Good For The Game
item number TWO on the list
## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
code: deathmatch doesn't reset your respawn timer
/🆑
commit f890cb36b9265f011a187b4f332812590838292c
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 01:45:20 2025 -0700
some color stuff
commit fb849a2a8ebc2166915cfbec1e850510678b2f22
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 01:38:18 2025 -0700
Fixes
commit 381d77fa68707cc5315b698474df026c2103166c
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 01:20:20 2025 -0700
We love guncode and refactors!!!!
commit f30bb6ca01319218795e4004219938aa3d976eb3
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 01:00:40 2025 -0700
I love cherry picking!!!
commit 6677a4c7bbe3c7536276178c841290a489d0a4a9
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 01:00:27 2025 -0700
so apparently some dumbass on nova reused the turret flag bitfield and it only now runtimes
commit 7acc721baadbdea3d3795a45b9837cfeb4fd4fd0
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 00:58:48 2025 -0700
Martials and arcade rework updates
commit bf9f393204fe7d40d5e57e76db870eb1a32aed25
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 00:47:58 2025 -0700
This might break taur icons, remember to test once we compile
commit 3bc256cb16ca2e85b78830345bba0a487f49fc17
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 00:41:03 2025 -0700
Several varchanges from tg
commit 76f5dc1b5f
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Tue Apr 8 23:23:40 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 538049c4cd4960d2c81c43f2e387896049fb02c7
Author: Waterpig <wtryoutube@seznam.cz>
Date: Tue Apr 8 20:00:59 2025 +0200
reagent applicators fixes
commit df43e50d68419d2f24bd62eef0432bda8394cc7d
Author: Waterpig <wtryoutube@seznam.cz>
Date: Tue Apr 8 19:56:27 2025 +0200
Some missed merge fixes
commit 0f0838bb35
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Tue Apr 8 09:27:36 2025 +0200
Automatic changelog for PR #3399 [ci skip]
commit 234a410586
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Tue Apr 8 09:27:29 2025 +0200
Automatic changelog for PR #3397 [ci skip]
commit 722b51eb07
Author: Iamgoofball <iamgoofball@gmail.com>
Date: Tue Apr 8 02:27:12 2025 -0500
[MODULAR] Removes the 60 round Sol drum from being printable in Security (#3399)
## About The Pull Request
Removes the 60 round Sol drum from being printable in Security
## Why It's Good For The Game
After discussing magazine size standardization, this came up and to be
100% honest, the crew does not need LMG ammo capacity on any of their
guns. Even though it's illegal contraband to use(yes, Illegal Tech is
still fuckin' Illegal lol), it's still a lot of ammo capacity that we
don't really want the crew to have.
## Proof Of Testing
Just deleting a research design.
## Changelog
🆑
del: Removes the 60 round Sol drum from being printable in Security
/🆑
---------
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
commit 3e7223b959
Author: Iamgoofball <iamgoofball@gmail.com>
Date: Tue Apr 8 02:27:06 2025 -0500
[MODULAR] Puts the Sol/Carwo/Romulus/Szot/Trappiste gun magazine sizes in line with /tg/ standards (tiny for everything but rifles which are normal) (#3397)
## About The Pull Request
Puts the Sol/Carwo/Romulus/Szot/Trappiste gun magazine sizes in line
with /tg/ standards (tiny for everything but rifles which are normal)
## Why It's Good For The Game
Size inconsistencies between items results in confused players; it's
good to keep this sort of thing synced up so that we're not having
players ask why one pistol magazine fits in a box while another pistol
magazine doesn't fit in a box when the air tank that's bigger than both
of them does fit in the box.
If I find other guns with weird weight classes I'll fix those too.
## Proof Of Testing
Single-line changes, weight classes is a proven working system already.
## Changelog
🆑
qol: Puts the Sol/Carwo/Romulus/Szot/Trappiste gun magazine weight
classes in line with /tg/ standards for magazine weight classes (tiny
for everything but rifles or larger which are normal)
/🆑
commit 7b420bb680
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 7 22:16:23 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit f30b0d5df0
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Tue Apr 8 00:12:44 2025 +0200
Automatic changelog for PR #3452 [ci skip]
commit aa4901b571
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Mon Apr 7 15:11:59 2025 -0700
Map vote is called automatically on blob/nukies/etc. round end (#3452)
## About The Pull Request
Triggers the automatic map vote when the round is about to end due to a
station threat, if it hasn't happened.
## Why It's Good For The Game
Saves it delaying the next round if no admin catches it in time, causing
a delay as the vote and another restart needs to occur.
## Changelog
🆑 LT3
admin: Map vote is automatically triggered near the conclusion of
station ending threats
fix: Only a single announcement is sent when the shuttle is called,
fixing the overlapping sounds
/🆑
commit a6845577bd
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 7 21:55:15 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit bf8c0ef85f
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 7 23:49:40 2025 +0200
Automatic changelog for PR #3459 [ci skip]
commit 28e4e2cd42
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Mon Apr 7 17:49:12 2025 -0400
Refactor changelog handling to separate files (#3459)
## About The Pull Request
This rewrites how our actions handle changelogs, and rewrites a bunch of
the changelog TGUI (in a separate file cause I don't feel like
massacring the upstream one). The gist of it is that our actions will
now create autochangelog files with bubber in the name, our changelog
compile will only compile those autochangelogs (not upstream ones if
they happen to be in there), and the compile will be done into separate
bubber changelog files in `html/changelogs/bubber_archive`. In game, the
UI will pull both archive files (upstream and ours) and combine them in
the changelog list, putting the codebase logo next to each change to
distinguish which one it's from.
~~NOTE: I'm opening this as a draft because I'm going to try and reset
our tg changelogs and then reapply all our historical changelogs into
the new bubber archive files, I'm just putting this up now so the code
can be reviewed and shit~~ done
## Why It's Good For The Game
For players this makes it easier to distinguish where a change came
from, and for developers this means we don't need to worry about
breaking the changelog when we do an upstream pull, we can completely
ignore it and just pull everything, and our tg archive files will be 1:1
with upstream with no shit from us added in.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑 TealSeer, LT3
refactor: refactored how changelogs are generated and displayed
/🆑
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
commit 7de99181db
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Mon Apr 7 17:44:07 2025 -0400
Rename Autochangelog (#3462)
the refactor is about to merge this isnt gonna be included otherwise
commit 0ed680f2aa
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 7 23:36:02 2025 +0200
Automatic changelog for PR #3457 [ci skip]
commit 0f13b89457
Author: Odairu <39929315+Odairu@users.noreply.github.com>
Date: Mon Apr 7 17:35:25 2025 -0400
30 minute grace period to respawn (world time, not round time) (#3457)
## About The Pull Request
from when the server starts to 30 minutes after, respawning is free of
charge
## Why It's Good For The Game
item #1 on the list
## Proof Of Testing
it works dude trust me
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
code: respawn enabled until 30 min (world time)
/🆑
commit 99cb23f3c5
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 7 18:30:45 2025 +0200
Automatic changelog for PR #3434 [ci skip]
commit 697d89abf3
Author: pixelkitty286 <78038207+pixelkitty286@users.noreply.github.com>
Date: Mon Apr 7 11:30:19 2025 -0500
Cleans up and reorganizes some of the borg code (#3434)
## About The Pull Request
This PR reorganizes and cleans up some of the borg code and separates
sprite defines and borg defines once more but this time correctly.
Also fixes some small bugs with foot steps with chameleon module.
Moved some borg model specific trait procs into their own file.
## Why It's Good For The Game
Makes it more organized so we don't have one HUGE file containing all
the sprite defines and borg model code
## Proof Of Testing
It's all back end. Compile test was last done late march.
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: chameleon model foot steps
code: moved many of the borg defines to their correct _defines file and
folder
/🆑
commit 74985f40fc
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 7 10:28:15 2025 +0200
Automatic changelog for PR #3447 [ci skip]
commit d58cf909af
Author: Jinshee <96621959+Jinshee@users.noreply.github.com>
Date: Mon Apr 7 01:27:49 2025 -0700
Change podperson eye color (Again (Thanks Upstream)) (#3447)
commit cb3052e6ea
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 7 02:04:52 2025 +0200
Automatic changelog for PR #3448 [ci skip]
commit c29d36ada5
Author: sippykot <sippythekot@outlook.com>
Date: Mon Apr 7 02:04:27 2025 +0200
Fish Ass: ports over large shark tails from CHOMP (#3448)
## About The Pull Request
see title
if you want to see who made the sprites, follow the accreditation chain:
https://github.com/CHOMPStation2/CHOMPStation2/pull/9926
it doesn't fully use all the sprites, because our system here is so much
clunkier to use - if someone wants they can probably bash out several
more tail variants by copying and rearranging the existing sprites
## Why It's Good For The Game
people wanted them, gushed over them in #suggestions, and then no one
did anything, so...
also, 🦈
## Proof Of Testing
yeah i compiled it, they finally showed up in game, thanks #coder-longue
## Changelog
🆑
add: 4 new tail options
image: new tail sprites
/🆑
---------
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
commit fa6845f9e6
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 6 23:22:10 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 55fd8dd1f7
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 7 01:01:20 2025 +0200
Automatic changelog for PR #3426 [ci skip]
commit 16f6d07548
Author: Odairu <39929315+Odairu@users.noreply.github.com>
Date: Sun Apr 6 19:00:55 2025 -0400
Shadekin NV and movespeed rebalance (#3426)
## About The Pull Request
title + nerf movespeed in the light
## Why It's Good For The Game
still can't see shit (nv trait is 4.5, bumping it up to 15)
## Proof Of Testing
it werks
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: shadekin nv buffed from 4.5/100 to 15/100
balance: shadekin move a bit slower in the light
/🆑
commit d2f96730ba
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 6 22:16:10 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit c7def946b6
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 6 17:39:00 2025 +0200
Automatic changelog for PR #3450 [ci skip]
commit f833f3edc4
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sun Apr 6 11:38:26 2025 -0400
Fix persistence medbots speaking on syndicate frequency (#3450)
## About The Pull Request
Make them speak on cybersun frequency
## Why It's Good For The Game
Fixes#3446
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
fix: fixed persistence medbots speaking on wrong radio frequency
/🆑
commit 17b620b48e
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 6 10:19:15 2025 +0200
Automatic changelog for PR #3438 [ci skip]
commit bfb9c9e2b5
Author: pixelkitty286 <78038207+pixelkitty286@users.noreply.github.com>
Date: Sun Apr 6 03:18:52 2025 -0500
Nerfs super syndicat and makes it no longer a freedom implant. (#3438)
## About The Pull Request
- This PR makes the new syndicat ears item have a 1 minute cool down
when used and the normal ears have the same thing.
- This also ports a fix that was done on monkey station:
https://github.com/Monkestation/Monkestation2.0/pull/6017
## Why It's Good For The Game
- After watching a round on here and getting complaints about this from
SPLURT I understand now why 20 seconds is too short for such a item like
this if your gonna be a cat your gonna be a cat for a long while.
- Also to quote monkey station:
"It will make the cat not able to bypass any security non-lethal means,
which in turns mean security won't be forced to lethal them everytime
they see it."
## Proof Of Testing
Should work only changed the time values.
Edit: Compiled and tested locally
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: Super cat ear cool downs are longer and removed the freedom
implant function.
/🆑
commit 4ed70fa4c7
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 6 10:18:17 2025 +0200
Automatic changelog for PR #3451 [ci skip]
commit 65331b085f
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sun Apr 6 04:17:45 2025 -0400
Fix invisible sprites on security HUD nightvision goggles (#3451)
## About The Pull Request
Upstream changed NV goggles to have different icon states for on and off
and we dont have that so I reverted it to the tg sprite
## Why It's Good For The Game
Fixes#3383
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
fix: fixed sechud nv goggles being invisible when off
/🆑
commit 8aad924f76
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 6 10:16:18 2025 +0200
Automatic changelog for PR #3443 [ci skip]
commit 3bd5803844
Author: Swift <jackwars4@gmail.com>
Date: Sun Apr 6 03:15:53 2025 -0500
Removes tackle buff for having cat ears (#3443)
## About The Pull Request
Title, manual revert of #1513
## Why It's Good For The Game
Tackle chance could be brought to 100% and people have reportedly been
exploiting this fact.
## Proof Of Testing
I think it will complie
## Changelog
:cl:Swiftfeather
balance: Cat ears no longer provide a tackle bonus
/🆑
commit 89594c8547
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 6 00:56:59 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit b4af64b182
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 6 02:25:40 2025 +0200
Automatic changelog for PR #3370 [ci skip]
commit 0e684db68a
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Sat Apr 5 17:24:44 2025 -0700
Update various sound prefs for 516 compatibility (#3370)
## About The Pull Request
Updates our various sound prefs to be functional post upstream/516.
## Why It's Good For The Game
We can control sound as expected again.
## To-Do
- [x] Conditional preference sounds
- [x] Jukebox sound toggle
- [x] Jukebox volume override
## Changelog
🆑 LT3
fix: Sound prefs that went missing post-516 are restored
add: Jukebox volume slider in game preferences
/🆑
---------
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
commit 60e73702c6
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 5 07:14:09 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 9a36823173
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 5 09:02:26 2025 +0200
Automatic changelog for PR #3425 [ci skip]
commit 1ab85fd206
Author: Odairu <39929315+Odairu@users.noreply.github.com>
Date: Sat Apr 5 03:02:02 2025 -0400
Spices up vulpkanin [bounty] (#3425)
## About The Pull Request
Changes vulpkanin in several ways:
- Peanutbutter gives a mood buff
- Chocolate deals toxin damage while inside you
- innate hardened soles
- innate night vision
- hunger will drain twice as fast
- higher sensitivity to flashes
## Why It's Good For The Game
vulpkanin are literally human but fluffy, they don't even have lore in
the species selector (lol) also I'm being paid
## Proof Of Testing



<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: several vulpkanin species buffs/debuffs
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
commit 4da0397b16
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 5 08:54:22 2025 +0200
Automatic changelog for PR #3396 [ci skip]
commit 1ed1187fca
Author: Jinshee <96621959+Jinshee@users.noreply.github.com>
Date: Fri Apr 4 23:53:57 2025 -0700
Slug Scream! (#3396)
## About The Pull Request
Adds a new scream, "Slug". Sound file ripped from Splurt
## Why It's Good For The Game
Expression is the best thing that this video game medium can offer.
## Proof Of Testing
https://github.com/user-attachments/assets/147be9dc-98c2-4ee4-bc76-762331710143
## Changelog
🆑
sound: Slug Scream sound added to *scream choices
/🆑
commit 66e28121d4
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 5 08:53:15 2025 +0200
Automatic changelog for PR #3431 [ci skip]
commit 88a238b93c
Author: Bombermansam <Bombermansam@yahoo.com>
Date: Sat Apr 5 02:52:48 2025 -0400
Allows players to be sad like raptors (#3431)
## About The Pull Request
Adds a Sad Kweh emote from the two unused raptor sound files.
## Why It's Good For The Game
You can now sad birdly.
## Proof Of Testing
It compiles and was tested locally.
https://github.com/user-attachments/assets/bc5f31fb-ad12-4026-be94-d28d2db542df
## Changelog
🆑
add: *skweh emote to be sad
/🆑
commit 4a93b42977
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 5 08:51:43 2025 +0200
Automatic changelog for PR #3432 [ci skip]
commit f51c4d7942
Author: Bombermansam <Bombermansam@yahoo.com>
Date: Sat Apr 5 02:51:18 2025 -0400
Silicons can now Yip (#3432)
## About The Pull Request
Silicons can now emit a singular yip so they can express their inner
kobold but not too much.
## Why It's Good For The Game
Silicons can yipyip but not yip. This fixes it.
## Proof Of Testing
It compiles and was tested locally.
</details>
## Changelog
🆑
fix: Silicons can now yip.
/🆑
commit 14ec8a0440
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 5 08:43:03 2025 +0200
Automatic changelog for PR #3437 [ci skip]
commit e05fe31faa
Author: Odairu <39929315+Odairu@users.noreply.github.com>
Date: Sat Apr 5 02:42:41 2025 -0400
Adds more flavor to shadekin empathy (#3437)
## About The Pull Request
BASED ON SANITY SHADEKIN EMPATHY WILL:
-Take more or less time to send
-At lowest levels of sanity the message starts to break down some
-Be a different color in chat
## Why It's Good For The Game
Shadekin empathy is communication through FEELINGS so it being
better/worse based on how you're FEELING makes sense (to me)
## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: shadekin empathy is better/worse based on mood
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
commit 457754c461
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 5 06:38:05 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit c3fe3d31ba
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Fri Apr 4 23:16:53 2025 -0700
You can cuff people to the tram rails #90293 (#3445)
## About The Pull Request
https://github.com/tgstation/tgstation/pull/90293

Handcuffed people can be buckled to the tram rails.
If the tram hits them then they will die badly.
If they're not shockproof and are buckled to a powered rail, it will zap
them repeatedly for a little bit of damage (but not a lot because you
probably want them to die from something else).
Unbuckling someone from a powered rail is also pretty dangerous.
While doing this I fucked around a bit with how the "is the tram deadly"
calculation worked because I didn't like how a deadly tram cuts your
head off but does literally no other damage. Now it pulverises and
beheads you.
## Why It's Good For The Game

---------
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
commit 3c1c05052f
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 4 23:23:13 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 0287fe4d0b
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 4 21:54:53 2025 +0200
Automatic changelog for PR #3440 [ci skip]
commit 6d081fe0da
Author: Bombermansam <Bombermansam@yahoo.com>
Date: Fri Apr 4 15:54:30 2025 -0400
[Modularized] Nugget Boxes and Foodpacks can now be placed into paper sacks. (#3440)
## About The Pull Request
Nugget Boxes and Foodpacks can now be placed into paper sacks.
## Why It's Good For The Game
You can now live out your minimum wage dreams as a fast food worker a
Chick'fil'a. To quote someone that wanted this "I can now fastfoodmax as
a chef".
Food packs can also be placed into paper sacks because it makes sense.
## Proof Of Testing
It compiles and was tested locally.

I would like to praise [lessthnthree](https://github.com/lessthnthree)
for their remarkable patience in teaching me how to properly modularize
code. Really, thank you so much!
</details>
## Changelog
🆑
add: Makes Nugget Boxes and Food packs small
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
commit 0824cb07ba
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 3 20:19:08 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 9d8a54be49
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 3 22:14:42 2025 +0200
Automatic changelog for PR #3433 [ci skip]
commit 45477353d2
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 3 22:14:33 2025 +0200
Automatic changelog for PR #3403 [ci skip]
commit b6b6fbfba4
Author: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Thu Apr 3 14:14:17 2025 -0600
Job Spawn borgs prioritize linking to the malf AI (#3433)
## About The Pull Request
So there's this little quirk where late join cyborgs will auto link to
whatever AI has the least cyborgs. This changes that.
This adds a priority: Malf AI > AI cores
Also this deletes an unused file I noticed.
## Why It's Good For The Game
Every cyborg that spawns in the game during an active malf round should
always connect to the malf AI if it's available.
## Proof Of Testing
It works
## Changelog
🆑
balance: Cyborgs now auto link in a priority system. Malf > AI cores >
Suit AIs / Cards
/🆑
commit 1f3aedc6c1
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Thu Apr 3 13:14:07 2025 -0700
Fix brain trauma surgery (#3403)
## About The Pull Request
Fixes the highest level of trauma surgery leaving leftover traumas.
Applies a status effect instead of the random roll of a new trauma.
## Why It's Good For The Game
Having to do lobotomy surgery over and over until you hit the 25% RNG to
make it successfully go away isn't a good gameplay experience. Better to
just apply a status effect for a while instead.
## Changelog
🆑 LT3
fix: Lobotomy/blessed lobotomy should correctly remove all surgery based
traumas
balance: Lobotomy/blessed lobotomy now provides a predictable status
effect instead of a trauma RNG roll
/🆑
commit 95d97cf4a2
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 3 18:50:51 2025 +0200
Automatic changelog for PR #3429 [ci skip]
commit 3c30dfbaff
Author: Jinshee <96621959+Jinshee@users.noreply.github.com>
Date: Thu Apr 3 09:50:24 2025 -0700
Shadekin Ear Gradient (#3429)
## About The Pull Request
Adds a new ear type: Shadekin Gradient
## Why It's Good For The Game
Makes Healer happy
## Proof Of Testing


## Changelog
🆑
add: Added new ear type: Shadekin Gradient
/🆑
---------
Co-authored-by: Jinshee <manastra2536@gmail.com>
commit 3dd8af584e
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 3 06:33:08 2025 +0200
Automatic changelog for PR #3415 [ci skip]
commit c83b14b15d
Author: Jinshee <96621959+Jinshee@users.noreply.github.com>
Date: Wed Apr 2 21:32:45 2025 -0700
Porting New Bug Customization + IPC Screens (#3415)
commit d9d40def4c
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 3 02:35:34 2025 +0200
Automatic changelog for PR #3387 [ci skip]
commit a154dd9d97
Author: Jinshee <96621959+Jinshee@users.noreply.github.com>
Date: Wed Apr 2 17:35:10 2025 -0700
Fixes Waggingtail Sprite for Shadekin tails + Ringtail (#3387)
## About The Pull Request
All of the shadekin tails, ringtail included, had incorrectly assigned
dmi files for their wagging state, causing them to go invisible. This,
simply, fixes that.
## Why It's Good For The Game
I love fixing sprites!
## Proof Of Testing
https://github.com/user-attachments/assets/186f7dc6-4b78-4e9e-968e-fcbdae40bf2f
## Changelog
🆑
fix: fixed wagging state for all shadekin tails and ring tail (long)
/🆑
commit ba3fa0684c
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Wed Apr 2 21:56:26 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 70143cdadb
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Wed Apr 2 23:52:41 2025 +0200
Automatic changelog for PR #3419 [ci skip]
commit ad62db6f9b
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Wed Apr 2 14:52:18 2025 -0700
Adds pipe carp (#3419)
## About The Pull Request
A Ferocious, highly aggressive fish that thrives in the depths of shoddy
engineering work. Drawn to poorly sealed pipes, mismatched connectors,
and hastily patched atmospherics, these creatures feast on structural
incompetence with alarming efficiency.
## Changelog
🆑 LT3
add: Added new carp variant: carpmospheric technician
/🆑
commit dab0ff6a09
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Wed Apr 2 11:40:26 2025 +0200
Automatic changelog for PR #3423 [ci skip]
commit 27027d5ceb
Author: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Wed Apr 2 03:40:00 2025 -0600
take two: Reverts the disaboot apirl fools (#3423)
## About The Pull Request
Apirl fools code cleanup. Was a funny meme, but I don't think they
should happen next year.
## Changelog
🆑
del: Disaboots have been removed from apirl fools.
/🆑
commit 1c08269f2a
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Wed Apr 2 03:08:41 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit c43c9d01ed
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Tue Apr 1 19:38:12 2025 -0700
[TM ONLY] let me send long ass subtler messages to my heart's content (TGUI payload chunking) (#3406)
## About The Pull Request
(https://github.com/tgstation/tgstation/pull/90295)
## Changelog
🆑 Y0SH1M4S73R
code: Any tgui message that would be too big to send to the server is
now split into chunks and sent in sequence. This fixes several issues,
such as...
fix: It is once again possible to save large amounts of text on paper at
once.
/🆑
---------
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
Co-authored-by: Y0SH1M4S73R <y0sh1m4s73r@gmail.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
commit c96d028562
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Wed Apr 2 04:35:29 2025 +0200
Automatic changelog for PR #3420 [ci skip]
commit e22c174b35
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Wed Apr 2 04:35:09 2025 +0200
Automatic changelog for PR #3407 [ci skip]
commit 43a4b964b1
Author: plsleavemealon <106043510+plsleavemealon@users.noreply.github.com>
Date: Tue Apr 1 21:35:04 2025 -0500
Ethereal Powercell Bugfix (#3420)
## About The Pull Request
Fixes ethereal powercells from 20kj back to 220kj which is what they
used to be.
## Why It's Good For The Game
It is what it used to be, and with the present vanilla values you have
to recharge yourself once every ~5 minutes or so or suffer a huge mood
debuff. And if you are entombed, you will suffer death after ~10 minutes
if you do not recharge.
## Proof Of Testing
## Changelog
🆑
fix: fixed ethereals powercell back to bubbers values
/🆑
commit 3068303ae3
Author: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Tue Apr 1 20:34:46 2025 -0600
Reverts "Adds crew monitors to Advanced biotech and lathes" (#3407)
## About The Pull Request
This removes the handheld crew monitor from the medical lathe.
## Why It's Good For The Game
Alright, I just want to start out with all sources of the handheld crew
monitor after this PR
- Paramedics spawn with them
- Blueshield (command only)
- The medical vendor premium section.
- Borg upgrades
Overall while there's been a lot of QOL to the crew monitor which I
enjoy, it's all gradually made it so deaths are very noticable and often
times with someone in medical 1 second later running towards an active
fight to drag corpses away.
- I think overall we have a sort of medical omnipresence issue,
especially with an easy research destroying a level of scarcity with the
hand held crew monitor.
Anyone can print it if they have the materials and access to the lathe
versus only a few existing outside of the paramedic starting with them.
This PR of course is not going to fully tackle it. It's not going to
stop a paramedic constantly staring at sensors or the medical console
beeping when someone's in crit. But this aims to get less eyes on
sensors, mostly the ability for everyone in medical to have a little
screen to pull out and see the live feed without actively moving to a
console.
Overall I think we have this issue (a lot of it being administrative)
where every single death must be immedietly found and the person revived
in 10 minutes. This won't fully tackle that, but if the solution is we
must bloat a ton of antag abilities and items to combat sensors then I
think we have too many eyes on sensors.
## Proof Of Testing

## Changelog
🆑
del: Removes the handheld crew monitor from the medical lathes.
/🆑
commit c9cca3fbef
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Tue Apr 1 23:24:18 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit de81adcb6d
Author: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 2 00:55:25 2025 +0200
Makes the roundend mapvote not rerun after it gets called the first time (#3418)
## About The Pull Request
See name
## Why It's Good For The Game
Fixes#3395
## Proof Of Testing
It worked I did test it
## Changelog
Nothing player facing, basically allows us to cancel the vote once it
initializes
commit b36c477460
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Tue Apr 1 18:35:54 2025 -0400
Fix every fucking piece of maint loot being skub (#3412)
## About The Pull Request
the override should append to the global maint loot list not replace it
## Why It's Good For The Game
I'm anti-skub
## Proof Of Testing
I did this PR from my phone in bed because there's no power