## About The Pull Request
Ports some bags for roundstart selection from Nova Sector. Same amount
of space as any other bag ever.
## Why It's Good For The Game
Cool bags. Different aesthetics, if desired.
## Proof Of Testing
works on my machine or something. Screenshot below.
<details>
<summary>Screenshots/Videos</summary>
<img width="1287" height="735" alt="image"
src="https://github.com/user-attachments/assets/d7ecf201-1442-4f80-99cd-a116ea04de51"
/>
</details>
## Changelog
🆑
add: Front pack, waist pack and belt pack for selection in character
preferences, found under the regular bag selection. Despite the names,
still equipped on your back.
image: Supporting sprites for the new roundstart bags
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
- Fixes the privacy policy still showing up after accepted.
- Makes it so closing out of the window kicks you.
- Converts the whole thing from preference based to SQL based.
## Why It's Good For The Game
Fixes and polish for a previously accepted PR are good for the game,
yes.
## Proof Of Testing
I can't take a screenshot of a privacy policy that didn't show up the
second time around after I accepted it, but it properly filled out the
database and worked during testing.
## Changelog
🆑
add: Closing out of the Privacy Policy window instead of accepting it
now kicks you.
fix: Fixed the Privacy Policy window showing up after you've already
accepted it once, for real this time.
/🆑
## About The Pull Request
Does as the title suggests, I also put the files into proper folders
while I was in there per where they would be on base /tg/ based on where
they were in the Effigy PRs. This is a port of all three of these PRs:
https://github.com/effigy-se/effigy/pulls?q=is%3Apr+is%3Amerged+blooper
## Why It's Good For The Game
This lets us change vocal barks easier, as well as letting us have more
control over how easily and quickly we can remove and add specific ones
if necessary.
## Proof Of Testing
It compiled and ran without any runtimes. I would still highly recommend
test merging this for a few weeks to get everything transferred over.
## Changelog
🆑 xPokee, LT3, TealSeer
refactor: Refactored vocal bloopers to be a config based subsystem.
config: Added all the previous vocal bloopers to the new config, as well
as some new ones, look for them!
/🆑
---------
Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
<!-- 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
Adds a new gateway which is like the half life gateways step brother in
terms of gameplay except more dangerous and less intuitive while being
more entertaining and offering more interactions at the same time, this
one is ported from nova but will offer a smidge less loot and be a
smidge more brutal due to the differences in server balance and culture
## Why It's Good For The Game
admin funny.
wont be rotation and will be reliant on admins specifically enabling it
during the round for people to access it.
## Proof Of Testing
Tested and loaded in local, works as intended
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: Added a new gateway for admins to fuck around with.
/🆑
<!-- 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. -->
## About The Pull Request
**The majority of the work was done by Ozzo in #1471.**
GAS are snake bugs hailing from Baystation 12.
- They hate the heat, but are durable against low-pressure environments
and the cold.
- They cannot wear suits and most clothes, but have built in armor (it's
in their name).
- It is harder to grab GAS.
- They are taller than the average spaceman.
https://github.com/user-attachments/assets/f9ac1078-0d41-4a26-850f-26a2cd7bbf01
They currently have no lore or species description, but plans are in the
works for both to be made.
## Why It's Good For The Game
It's a new species that was well-recieved when it was tested the first
time around, before being lost due to a lack of work on it. I am here to
continue work on it and add new features to it if they are requested by
the person that wanted them.
## Proof Of Testing
It compiled and ran, hence me being able to take the video. There were
no runtimes. I attached an image of a stylish GAS as further proof of
testing.
<details>
<summary>Screenshots/Videos</summary>
<img width="137" height="111" alt="image"
src="https://github.com/user-attachments/assets/4b2ddd78-9312-4f0e-bbac-37bd51290490"
/>
</details>
## Changelog
🆑
add: Added a new species: Giant Armored Serpentids (GAS)!
/🆑
## About The Pull Request
Very similarly to the (alt) breasts, the (alt) penises had larger sizes
within the DMI, yet, they were not enabld. This enables them.
How to make the penis bigger:
Just turn it on!
Its a perfect joke.
## Why It's Good For The Game
I will copy-paste my reasoning from the breasts PR, because it is quite
frankly the same thing.
More customization is good. Some players who left bubber have told me
they'd come back to the server if we had more of splurt's customization
because they don't like that server, but it has Better Character
Creation Options Like Bigger Penis, so it's where they go. I was going
to wait for a dedicated hyper pref to add this as it was stated to be a
prerequisite, but that has been basically deemed impossible by the
several people who have tried, so I'm pring it anyways in the hopes that
it gets accepted.
I do not believe this to be a major issue either way as public nudity is
already frowned upon within the server, as well as being an IC crime,
and ooc enforced as "put that shit away if people LOOC it" even on
smaller sizes. Underwear too, does exist, which the vast majority of
characters have on. Especially with them already being in the code, I do
not see much of a reason to not have them be enabled.
## Proof Of Testing
<img width="264" height="536" alt="afbeelding"
src="https://github.com/user-attachments/assets/c586aead-55fc-4301-a28d-7a7628b76487"
/>
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: The (alt) sprites for penises now have 3 extra stages of size.
/🆑
## About The Pull Request
We have had the bigger versions of the splurt boobs in the code for
quite some time. They were not enabled. This enables them. It also
clamps to 16 for the non-alt pair, so they are not affected.
This is ONLY for the pair boobs, quad/sextuple are not affected.
## Why It's Good For The Game
More customization is good. Some players who left bubber have told me
they'd come back to the server if we had more of splurt's customization
because they don't like that server, but it has Better Character
Creation Options Like Bigger Boobs, so it's where they go. I was going
to wait for a dedicated hyper pref to add this as it was stated to be a
prerequisite, but that has been basically deemed impossible by the
several people who have tried, so I'm pring it anyways in the hopes that
it gets accepted.
I do not believe this to be a major issue either way as public nudity is
already frowned upon within the server, as well as being an IC crime,
and ooc enforced as "put that shit away if people LOOC it" even on
smaller sizes. Underwear too, does exist, which the vast majority of
characters have on. Especially with them already being in the code, I do
not see much of a reason to not have them be enabled.
## Proof Of Testing
<img width="271" height="348" alt="afbeelding"
src="https://github.com/user-attachments/assets/ce86353a-f146-41a7-97bf-b5c11e3aacef"
/>
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: The "pair (alt)" breasts now support Q, R, and S sizes.
/🆑
## About This Pull Request
Brought back based off of
https://github.com/Bubberstation/Bubberstation/pull/2007, made
functional again by myself.
Original Code: https://github.com/Skyrat-SS13/Skyrat-tg/pull/14023
Fleshmind is a PVE event that incorporates some PVP elements in the
later stages of its growth. You defeat it by destroying all its
processors. It has six stages of growth with each stage expanding on its
abilities and the structures and mobs it can deploy. It will announce to
the entire station each time it gains a level or loses a level. Each
level means it has a new processor.
- **Level 1:** The start when it spawns in. It will spawn some basic
structures.
- **Level 2:** It will begin to spawn screamers and whisperers
- **Level 3:** The wireweed is much more situated, and this is the point
where it spawns a very dangerous mech. This is the point where it
becomes very critical. It also starts to spawn Babblers (structures that
spew propaganda into comms) and Modulators. (Gives you hallucinations)
- **Level 4** No new special abilities.
- **Level 5** No new special abilities
- **Level 6** It automatically calls the emergency shuttle to hijack and
spawns a deathsquad on Centcomm. This ends the round.
**Counters:**
- Fight in groups. Carry a melee weapon. (You can still melee the
mechivers and try to kill them before they convert you)
- Wirecutters cut wireweed.
- Ion Weaponry is extremely useful. It also stuns all the mobs.
- Target the processors. If you can pick them off in space, it has
practically zero EVA abilities.
- If someone gets assimilated, should get them to medical if you kill
them.
To run it requires 35 active players and a minimum of an hour to have
passed.
## Why It's Good For The Game
With mold being disabled, there is a missing PVE element in the game,
this fills that niche while also playing around with the idea of
temporary conversion antags in a way that I think works really well.
Wireweed/fleshmind also distracts the crew and security enough to
provide clever antagonists with an opening to commit crimes and get away
with them while the crew has their hands full.
## Proof of Testing
It's been test merged for two months now, it works.
## Changelog
🆑 xPokee, StrangeWeirdKitten, Gandalf2k15
add: New midround event: Fleshmind
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request
Picking up the work from
https://github.com/Bubberstation/Bubberstation/pull/4672 that has since
gone stale and unadded to the game. PR description will be the same as
previously.
Partial Port of https://github.com/NovaSector/NovaSector/pull/465
reworked to use right clicking on self similar the ghouls rather than a
spell.
Coded as a bounty for Dinklemyr
## Why It's Good For The Game
Similar to Nova's explanation, suitable for a lot of character ideas
who's mechanical limbs can be popped off.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
Unfortunately I don't have the images from the initial PR, but I can
confirm this works as intended.
</details>
## Changelog
🆑SpaceCatSS13, YakiAttaki
add: The cybernetic limb mount quirk has been added, synths and people
with synthetic limbs can now take this quirk to remove their limbs at
their discretion.
/🆑
---------
Co-authored-by: Alexis <catmc8565@gmail.com>
## About The Pull Request
Inspired by the space dolphins of yogstation, resprited and rewritten
for your gaming pleasure.
Introduces two new neutral mobs - Space Dolphins and Space Manatees
Introduces new event that spawns these mobs. A new TAG_NEUTRAL was
introduced to storyteller, and aurora caelus was moved to it.
### Space Dolphins
- 25 health
- 10 damage
- Fast movement
AI is aggressive against space carp, but otherwise neutral until
attacked.
### Space Manatees
- 150 health
- 10 damage
- Slow movement
- Doubles the speed of a vehicle when driving it:
<img width="387" height="187" alt="image"
src="https://github.com/user-attachments/assets/8a0c1958-e133-4a18-be04-8c55b4000cb0"
/>
- Can't be gold extracted
AI is the same as dolphins
### Space Dolphin event
- Severity: Low/None
- Track: Moderate
Functionally identical to the space carp event, except dolphins don't
pathfind onto station. Shares the same weight and track as said event.
95% of spawns will be dolphins, with a 5% rare manatee.
The announcement message is the same as the space carp event. Reasoning
for this below.
## Why It's Good For The Game
I kept saying this back when I was maintainer, but we severely lack
event variety, both of the environmental and of the regular dangerous
kind. More events make rounds more interesting and diverse, and also
make us feel less like TG by giving our rounds a unique identity. (It
also means that in the future we can have unique storytellers that make
use of the TAG system in a cool way)
Also using meta knowledge on event announcements messes with the entire
paranoia aspect of the game, so this event fills in one possible hole of
"Oh it's space carps" and replaces it with "Shit is it space carps or
dolphins"
I have more stuff planned to expand the event pool, this is just a small
teaser. Next up will be an actual full set of 3-4 themed events of the
*magical variety*. Actual danger included. Probably in a month or
something idk [give me money](https://ko-fi.com/waterpig) to make me
work faster and maybe add an extra event :3 (I'm a sellout)
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
[Screencast_20260121_163640.webm](https://github.com/user-attachments/assets/f2ce7600-007c-420d-8e56-cc17e2a38638)
</details>
## Changelog
🆑
add: Space dolphins and space manatees might make their way to the
station. These silly space mammals are neutral, but might attack carp
they see.
image: Space dolphin and Space manatee icons
balance: Aurora caelus is now a Neutral event instead of a Positive one
inside storyteller
/🆑
## About The Pull Request
Adds a dirty quirk, as requested in a bounty in
https://discord.com/channels/1059199070016655462/1415440129362886727/1415440129362886727.
This quirk does a few things.
1. Walking around, you have a small chance to spread dirt to the floor.
2. If you are barefoot, you track colored footprints that fade out over
7 seconds.
3. If you are attacked, you have a puff of colored, opaque smoke fly off
you. **This cannot be spammed and must be refreshed by digging in
trash.**
4. People around you get a small mood debuff.
5. You get a small examine blurb telling people that you're dirty.
Both the dirt color and flavor text can be customized in the quirk.
If you are cleaned with soap...
1. You scream, flail, and get a -6 mood debuff.
2. **All above effects are disabled.**
3. You can refresh your filth by rummaging in trash
Hygeinebots also always try to clean dirty people.
## Why It's Good For The Game
We have filth goblins on station, and this lets them reflect who they
are mechanically. Its also a small, but minor, way to give janitors just
a bit more things to do - and a small source of conflict where you may
have people running around trying to clean you because god you just
smell so bad.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/6c627e3f-0874-4609-84e8-d7137628ecf1
</details>
## Changelog
🆑
add: Dirty quirk - spreads dirt, makes everyone annoyed at you, defeated
by soap.
/🆑
---------
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request
Makes you able to see one extra tile to the left/right, making it feel
as if you have a wider screen. But you can also keep the original 19x15
if you want.
## Why It's Good For The Game
I feel like it looks better? Less square? Mode modern and widescreen?
idk. I feel like people will generally like this.
If you think it doesn't look better? stick with 19x15, the choice is
yours.
<details>
<summary>Before</summary>
<img width="1258" height="989" alt="afbeelding"
src="https://github.com/user-attachments/assets/3a7b259c-bd22-4fbd-94f5-6257d2c13772"
/>
</details>
<details>
<summary>After</summary>
<img width="1384" height="989" alt="afbeelding"
src="https://github.com/user-attachments/assets/bdebd573-4920-4cc1-b7be-9d99ef961062"
/>
</details>
## Proof Of Testing
With chatbar because someone told me they were worried the chatbox would
be too small with the change
<details>
<summary>After with chatbar</summary>
<img width="1920" height="1080" alt="afbeelding"
src="https://github.com/user-attachments/assets/55ca42ae-391d-4d38-9069-730669f53c9a"
/>
</details>
<details>
<summary>Before with chatbar</summary>
<img width="1919" height="1030" alt="afbeelding"
src="https://github.com/user-attachments/assets/34b443ea-ffaa-49b7-97d4-baef56f67f01"
/>
</details>
## Changelog
🆑
add: There's a new widescreen dropdown within game preferences, letting
you pick between 15x15 (4x3), 19x15 (widescreen), and 21x15 (ultrawide)
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
# About The Pull Request
This PR aims to put the some of the feature set I originally intended
research borgs to have and some quality of life things.
It also includes some small changes for some other modules mostly small
things such as removing names already being defined twice and it moves
some mining borg items into the proper mining borg tech web.
Also research borgs now have their own tech web instead of relying off
other techwebs.
### This PR adds these items to research borgs:
- robotics RCD with proper functionality to fix synths. (Upgrade item
only! Does not allow decon or construction!)
### This PR changes a few grippers:
- Research borg circuit gripper now allows full assembly use
- Research borg Illegal gripper now allows upgrades to be preformed on
other cyborgs (Only obtainable via emag or illegal upgrades!)
## Why It's Good For The Game
I made this PR to allow research cyborgs to have more expanded use for
what their intended purpose is which in my eyes is a support role
allowing them to build machines and gadgets that science builds wile
also preforming some basic tasks, and when malfunctioning becoming a
reliable back bone to the silicons or their subversive for repairs or
upgrades with some of these tasks taking longer than robotics preforming
such tasks.
Other cyborg changes were done to clean up and are some small quality of
life changes that I think I was suggested and research borgs get their
own tech web now because they should of had one in the first place but
for some reason I never made it one.
I've been holding off on this PR for a few months and in that time I've
been deciding if it would be worth to finish it or not and the more I
look and see how things are actually used and the state of research
borgs are in it makes me wonder if players who brought up some of the
original features, I intended this borg module to have, were complaining
out of bad faith or were worried bad faith players would exploit this,
and my response is if players are going to use these items intended for
the research department are used for bad faith as borg, what makes one
think they won't just as a non borg.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
Please note these images were taken few months ago during ice scream day
Card IDs have been removed also!
Normal stock
<img width="587" height="299" alt="dreamseeker_nWLUzOEgdY"
src="https://github.com/user-attachments/assets/6010fc2b-1d07-421a-a85b-5555b3889bbd"
/>
Normal upgraded
<img width="584" height="288" alt="dreamseeker_S4yChSmUFw"
src="https://github.com/user-attachments/assets/c4b0e5d1-92a5-4410-8a2b-1a505fbe833f"
/>
Hacked and upgraded
<img width="584" height="287" alt="dreamseeker_3UtWhSGNig"
src="https://github.com/user-attachments/assets/f3069a8b-48f3-43af-916f-2710d9fae89e"
/>
</details>
## Changelog
🆑
add: Research borg RCD
add: Assembly usage for research borgs
add: Allowing research borg Illegal gripper to apply borg upgrades
balance: Research borg
code: Removed some double name defines
code: Made mining borg items under the mining borg tech web
refactor: Research borg tech web into it's own tech web
/🆑
## About The Pull Request
Allows the cargo export gate to be configured to pay out cargo techs,
customs agents, and the QM based on the preference of the crew.
## Proof of Testing ##
<img width="837" height="664" alt="image"
src="https://github.com/user-attachments/assets/9d5c51a0-99fb-413d-82a2-d9a3530e88b2"
/>
## Why It's Good For The Game
Allows QM and Customs Agent to get a share of the bounty cube tips if
desired.
## Changelog
🆑 LT3
add: Customs agent and quartermaster accounts can receive a share of
export gate payments if desired
/🆑
## About The Pull Request
Cooldown between using of the foam 5s->8s
Range of the foam 5->7
Increased the temperature range in which firebot will not use the foam
Changed color of the foam
## Why It's Good For The Game
Hot Ice Firebots proved to be real good at doing their job, these tweaks
are there to slightly reduce their 'power' and so they don't spam the
foam as much
## Proof Of Testing
<img width="479" height="461" alt="image"
src="https://github.com/user-attachments/assets/53b9a460-9227-4316-a159-41db8cd65f7e"
/>
## Changelog
🆑
balance: Firebots with Hot Ice foam cooldown 5s->8s, range 5->7, changed
color of the foam to reflect the upgrade
/🆑
## About The Pull Request
- Adds a prompt when an admin is removing someone's antagonist datum if
they would like to re-roll for a new antagonist to replace them
- Brings back the Create Antagonist verb
- When creating an antagonist, it tells the admin who was selected
## Why It's Good For The Game
Admin quality of life
## Changelog
🆑 LT3
admin: Admin button in the traitor panel to automatically re-roll
antagonists
admin: Admin create-antagonist verb
admin: Game logs now include what player gets turned into an antagonist
/🆑
## About The Pull Request
The second version of a xenoborg chassis line i've been working on, with
rest, sitting, and belly-up gestures. Requesting pull now because of irl
circumstances. To be improved on in the future if the PR is accepted and
people use them.
## Why It's Good For The Game
More cyborg chassis variety is good.
## Proof Of Testing
<img width="533" height="338" alt="Xenoborg V2"
src="https://github.com/user-attachments/assets/a3ab5816-a60f-4deb-af94-aae215650204"
/>
## Changelog
🆑
add: Added new cyborg sprites for Mining, Cargo, Medical, Service,
Science, Peacekeeper, Engineering, Ninja, and Syndicate Cyborgs.
/🆑
## About The Pull Request
Adds new Firebot variant and new Freon Firefighting Foam
Freon Firefighting Foam works same as Firefighting Foam (like ones in
advanced extingishers) with added beenfit of bringing temperature
down/up to 20C even if there's no fire, it also leaves no plasma stains
on the floor. This foam is not meant to be available to players and used
only by the upgraded Firebot.
You can upgrade standard Firebot by giving it a piece of Hot Ice! Doing
so will make it use it's foam if air temperature is below 18C or above
22C, effectively helping keep corridors at room temperature.
## Why It's Good For The Game
Firebots are rarely given a chance to shine, giving them option to
effectively work as walking space heaters widens their use and
practicality by a lot, especiely on maps like Ice Box notorious for
having their corridors go cold all the time. The upgrade also require
Hot Ice which is an atmos made material made with Freon, that currently
doesn't have many uses, giving atmos techs another way to contribute
with their projects to well being of the station.
## Proof Of Testing
<img width="404" height="216" alt="image"
src="https://github.com/user-attachments/assets/bf2e968e-18c3-495d-8ed7-335daca6fdbb"
/>
<img width="393" height="35" alt="image"
src="https://github.com/user-attachments/assets/0e327489-2360-4c9f-b05b-b26e78ede0af"
/>
<img width="428" height="131" alt="image"
src="https://github.com/user-attachments/assets/bdb0500d-d83c-4880-8c23-0d2b2399f627"
/>
## Changelog
🆑
add: You can upgrade Firebots by giving them Hot Ice. Doing so makes
their foam fix air to room temperature.
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## TL;DR for engineers new/returning to the RB-MK
At T1, the RB-MK2 is cooled openly, like a supermatter. Generally
speaking, the hotter it runs, the more power is generated. The more
power it generates, the hotter it becomes. The gimmick here is that
you're meant to find a sweet spot temperature for your setup and go with
it to maximum power generation.
RB-MK2s melt down when too much power is generated. Melt downs are
(generally) prevented when the safety system is enabled. When safeties
trigger, the reactor does get damaged, which can easily be fixed with a
welder. Sometimes the rod might get stuck if the reactor is too damaged
when safeties are triggered.
If the RB-MK2 melts down, you should immediately decrease power
generation. You can do this by blasting the machine with super cold air
and disabling overclock settings. You can forcibly stop a meltdown by
disabling the RB-MK2 forcibly, but this will cause the machine to suffer
massive damage that may or may not explode violently in your face
depending on the damage of the machine and how far in the meltdown stage
it is.
You should not be turning off safeties or messing with the vent settings
or overclocking it unless you know what you're doing.
You should at most build an RBMK in a small 9x9 circle, with an empty
space for the sniffer. Building too many RB-MK2 units close together
will increase tritium consumption, which in turn increases power
generation and heat generation.
## TL;DR for admins
Expect engineers to immediately melt down the RB-MK2 when they get their
hands on it. Feel free to untm this PR or get a maintainer to un tm this
if this ruins too many rounds (either through bugs or just general
fuckery).
## About The Pull Request
### Major Changes
Nearly every aspect of the RB-MK2 was tweaked in terms of power
generation, heat generation, and tritium consumption. It should be
somewhat balanced now. It is now normal (and intentional) to run the
RB-MK2 hot instead of doing the coldest possible temperature.
Replaces the roundstart station supermatter with an engine selection
beacon. This beacon cannot be moved, and allows you to select the engine
to use for the shift. Currently supported engine types are RB-MK2 and
The Supermatter Crystal (large/standard).
Adds RB-MK2 upgrade disks that can be researched. This can be researched
after energy manipulation. Current upgrades are: Safety Improvements,
Overclock Upgrade, and Auto-Vent upgrade.
Adds RB-MK2 voidouts. RB-MK2 voidouts occur during meltdowns when there
is no tritium left to process. This is a bad thing and you shouldn't do
this. This also fixes the infinite meltdown state bug.
Adds Supermatter interaction with the RB-MK2. You can construct an
RB-MK2 next to a supermatter and fill the fuel canister with
hyper-nobellium (along with tritium for fuel) to directly energize the
supermatter to absurd levels. At least 30 moles of hyper-noblium is
required for this (does not get consumed).
Building too many RB-MK2 units close together will increase tritium
consumption, which in turn increases power generation and heat
generation.
Building too many RB-MK2 units (more than 12) may trigger very negative
events. (Subject to change).
### Minor Changes
RB-MK2 research was moved to the energy manipulation techweb instead of
it having its own node.
You can no longer overclock the RB-MK2 without the Overclock upgrade.
Tweaked the sensitivity/spamminess of the RB-MK2 sniffer.
Improved the sprites of the RB-MK2 sniffer.
## Why It's Good For The Game
RB-MK2 needed code improvements and this PR aims to do this. With bug
fixes added and new features added, this should be worthy of acting as
an alternative to the supermatter.
## Proof Of Testing
Tested engine deployment and cancelation.
Tested normal operations and meltdown operations/fixes/etc.
## Changelog
🆑 BurgerBB
add: Replaces the roundstart station supermatter with an engine
selection beacon. This beacon cannot be moved, and allows you to select
the engine to use for the shift. Currently supported engine types are
RB-MK2 and The Supermatter Crystal (large/standard).
add: Nearly every aspect of the RB-MK2 was tweaked in terms of power
generation, heat generation, and tritium consumption. It should be
somewhat balanced now.
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## 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
Adds HIDEFRILLS flag for clothing if you need to only hide frills
without hiding ears and lets you hide them through
Show/Hide-Mutant-Parts verb
## Why It's Good For The Game
You couldn't hide them before with that verb and now you can. Not sure
if HIDEFRILLS will be used if HIDEEARS also hides frills but now that's
an option if you need to only hide frills without ears
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="276" height="116" alt="1"
src="https://github.com/user-attachments/assets/484474c1-2f8b-409d-b3d4-2713822fd612"
/>
(i varedited gas mask to have HIDEFRILLS flag, this doesn't actually
apply the flag to it in the code)
<img width="364" height="201" alt="2"
src="https://github.com/user-attachments/assets/264c0881-653c-4f0b-9497-f0f7880c46d5"
/>
</details>
## Changelog
🆑
add: Show/Hide-Mutant-Parts verb now can hide lizard frills
add: HIDEFRILLS clothing flag if you need to hide specifically just
frills
/🆑
## About The Pull Request
I was initially going to put my wall and tile changes into one big pr,
but I've decided to chop them in half here for the sake of getting
things out there. This pr primarily aims at reworking Skyrat's tile
replacements to fit more in line with TG's spriting style.
Update: I've taken the liberty of modifying box a bit since I had to go
in and change some assets that were directly pointing to the old Skyrat
floors dmi. The intention of the additional changes is to simplify some
elements, unify the theming and increase visual clarity.
## Why It's Good For The Game
Skyrat tiles have this style to them, a very specific style that goes
against modern TG spriting sensibilities. The choice to use textured
floors in place of smooth ones has always bothered me. They are visually
noisy and I believe it is a reason why maps like nebula often feel
overwhelming to look at. I aimed to make something in-between, at least
palette wise. The basic floor tiles are ever so slightly softer in color
than tg's, so as to not make them overbearing to look at.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="861" height="451" alt="dreamseeker_Q8H2khkTGH"
src="https://github.com/user-attachments/assets/5989e4c3-5b05-4950-b7a1-ff79334c763e"
/>
<img width="750" height="830" alt="dreamseeker_fuQVxuJfhv"
src="https://github.com/user-attachments/assets/d695f785-58c2-41c5-afb7-66a7560f6b6e"
/>
<img width="649" height="514" alt="dreamseeker_dEkpDV5etW"
src="https://github.com/user-attachments/assets/35daf939-c9c1-472a-92b7-1c3cacaa6e04"
/>
</details>
## Changelog
🆑
image: updated/reworked many Skyrat and TG floor icons
image: various shuttle tiles now have associated stack objects
map: updated box station visuals
map: updated icebox persistence roof visuals
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com>
## About The Pull Request
On production, I sign up for rounds (and I know I pushed the button
because the auto-deadmin message comes up) but it doesn't inject me in
the game and fails without a warning. I have no idea why it's doing this
but I shifted some stuff around and added a few logs to hopefully stop
this strange consistent failure for me to start a shift.
I just cleaned up a lot of the code and turned the ready defines into
strings instead of a boolean (so I could log it more efficiently with
little overhead, as well as standardize it to a define without people
doing wacky shit everywhere). I don't think this will fix the issue but
it will definitely make some things more clear as to why I'm not joining
rounds without warning despite clicking ready.
## Why It's Good For The Game
Cleans the code up while trying to resolve a really puzzling bug I've
been having.
## Changelog
🆑
server: The ready/not ready states of new players are logged when a
shift starts.
/🆑
## About The Pull Request
The "NT Shopping Network" app now checks for if you have "Department
Budget" access instead of command access for letting you place orders
and not requests. All heads, cargo techs and the warden have it shift
start but it can be given to anyone (same as EVA access) and heads of
staff can add or remove it at their access consoles.
Also makes warden start with the app to hint that they have access to
the budget.
## Why It's Good For The Game
The access itself is good because letting heads choose who has access to
the department budget is obviously good.
Cargo techs get it cuz they already have access to it by having access
to the request consoles in cargo.
Warden gets it by default because HOS is usually busy
killing/arresting/patrolling while warden is the one actually managing
brig and the armory. If HOS really hates that warden has access to the
budget they can just remove it on their console.
## About The Pull Request
Last Christmas we had and resolved this bug #88595 where via the
mechanic of buying random trash, Cargo could roll on the roulette to try
and get random Christmas presents and open them for random items.
This was removed because it's not supposed to work that way and was a
way of exploiting Christmas cheer for personal gain, which is grinchsome
behaviour.
That said, being able to order Christmas presents is also kind of
soulful, so this PR brings that mechanic back but on purpose this time.
During the Christmas season _only_, Cargo can spend 3000 credits of
their budget to order a "Surplus Christmas Gifts" crate which contains
4-6 presents _with pre-assigned recipients_.
In a similar system to addressed mail, only the person written on the
gift tag can open the present, so unless you're sufficiently scroogeous
to collect a huge pile of presents on the cargo room floor in hopes of
getting a couple with your name on (in my testing these contained raw
unbaked croissant dough, and a piece of paper from a space ruin) you
should mostly be using this to deliver generalised holiday cheer to the
crew rather than just yourself.
This PR also contains (maybe as more lines than the actual feature) a
refactor changing a bunch of boolean vars on `/datum/supply_pack` into
bitflags, because I needed to add one more and it seemed silly to have
so many booleans.
## Why It's Good For The Game
It allows those with the yuletide spirit to deliver some christmas cheer
to their fellow man, isn't that the season's reason?
## Changelog
🆑
add: When the game considers it to be Christmas, Cargo can order
additional Christmas gifts pre-addressed to random crew members.
/🆑
## About The Pull Request
With legendary athletic ability or a loaded powerfist or a baseball bat
+ expert athletic ability, you can punch a meteor mid-flight to deflect
in in the **_general_** direction you hit it. There's an achievement for
doing it with just your hands.
## Why It's Good For The Game
No longer do we have to live in fear of these limp lumps of dust. Our
strongest boxer miners and ~sleepiest~ buffest assistants no longer need
to feel helpless as they are barraged, but can stand up and fight for
their beloved Nanotrasen even in the darkest of times.
More interaction couldn't hurt meteors.
A way to actually directly benefit from emagging meteor shields
## Changelog
🆑
add: Syndicate Powerfist users and our most athletic employees have
discovered that if you punch a meteor with enough force, it can be
redirected.
/🆑
## About The Pull Request
Flash protection for Skrell raised from **Sensitive** to **None** in
respect to their other weaknesses. Copper blood color changed to be
_oxidized copper_, teal-ish. More distinct. Issues raised by an
anonymous player and I put together the PR. In the event the flash
protection change is deemed too heavy balance-wise, I'll make changes
here to change the description of Skrell to include their flash
sensitivity, as it is unlisted.
<img width="800" height="416" alt="copper-oxide"
src="https://github.com/user-attachments/assets/f0031948-b1a8-4731-bbcd-522711617537"
/>
There is a fish in the details tab.
<details>

**A porcupine fish in the Andaman Sea**
Diodon hystrix is a species of porcupine fish. These fishes are short
and broad-bodied, with large eyes and spines covering their skin. Like
puffer fishes, they inflate their bodies when threatened.
[https://www.britannica.com/animal/fish](https://www.britannica.com/animal/fish)
</details>
## Why It's Good For The Game
Skrell already have some substantial weaknesses to Brute and Cold
damage. Flash weakness atop that is somewhat silly. Given they're oxygen
breathers, the copper-based blood in their systems would be teal, rather
than copper-colored. More distinct than the previous brown color, makes
the race more interesting.
## Proof Of Testing
I did not test it because TGUI refused to load after I compiled it
(multiple times), which prevented me from using admin tooling or
creating my character. It _should_ work right out of the box, given it's
just minor details changed.
## Changelog
🆑 Bangle
balance: rebalanced something
code: changed some code
/🆑
## About The Pull Request
This PR adds a change to a pretty prevalent feature that's been around
since #66588 (April 28th, 2022). Although it has been controversial to
some extent, I believe that it was a good change in principle for
reasons I will later get into. For now, this is what the PR does:
* All _station_ unrestricted door helpers (e.g. those in maintenance)
have been replaced with a subtype that adds a random 2-3 second delay to
opening the door, using a new "unrestricted latch" feature. **This does
not occur if the user has regular access to that door.**
* The unrestricted side will initiate a do_after and plays a distinct
small hissing sound (because I presume you're disengaging some hydraulic
lever on that side), after which the door will open as players have come
to expect.
* While you're engaging the lever, you will be resistant to pressure
movements as you are presumably holding onto the lever or something. All
other movements (e.g. voluntary, being shoved, etc.) will continue to
function as expected.
* We will statistically tabulate each time someone attempts to use the
unrestricted "lever", and every time one successfully occurs. This is
just for analysis to see player trends as we have lacked this over the
last 3.5 years.
Here's a link to the sound I added:
https://freesound.org/people/Usernameis1337/sounds/632755, the version
in this PR was converted using OGG Vorbis.
https://github.com/user-attachments/assets/4167bda4-63b5-4dc0-a7b2-694a9e3d3201
## Why It's Good For The Game
Back in 2022, I was one of the major proponents for adding such a change
to the game. This is for a few reasons:
* It doesn't really make human sense for a station to have
hallways/spaces that you can enter and then just get completely trapped
in. The station is a deathtrap because of _who_ is on it, not because it
_is_ a death trap. I have always maintained that we should assume that
the station is competently made to give the hijinx a much more jarring
background. To me, maintenance isn't old sections of a station (although
it can have those elements), but vital side pathways in the event of
emergencies, like having extra fire stairs in a building. The doors to
those fire stairs are always unlocked because they need to ensure that
people are able to efflux to save themselves from danger rather than
die.
* It was easily subvertable anyways. You can easily ask the HoP for
maintenance access or AI to let you out of maintenance (although the
latter was a bit harder to articulate). I don't find myself agreeing
with this as much nowadays but I remember the frustration I felt waiting
for minutes for someone to open the door had something occurred for me
to have found myself in maintenance. It's simply not fun and doesn't
make sense for a station to have this.
* I thought that it added a unique element to antagonism. You can't drag
someone in maintenance and then have the whole entire subsection of the
station be your den. It's important for you to secure your base should
you be dragging people in there instead of just always being able to win
via dragging.
* People tend to forget this point, but it actually did cause a lot
_more_ deaths in situations where threats originate outside the
station/in maintenance. It was much easier for the killy-stabby mass
murderers to ingress into main hallways and get to killing faster. This
is why the change felt "equal" in a way.
### Why not remove it outright?
I believe that a lot of balance changes over the last 3.5 years (30000
issues ago!) have been weighting for these interactions, and I think
removing it all cold-turkey like will cause a huge upturn in deadliness
and just not be what players are looking for in the new game loop. To
me, this was a vital step in getting more towards 90-minute rounds, and
I think we would see a drop in that. I also have those above three
reasons that I am still a firm believer in, but I am still interested in
seeing what a different system might entail and how that could play out.
I added stat gathering so after we get 4-6 weeks of data, we can
determine to keep or shelve this feature. I will probably always be on
the "blocking" side of removing it outright unless there's some severe
data that can convince me (which will probably need it's own test-merged
PR, while this is meant to be added into the game right now).
### Why are we changing it?
I think not enough people are dying. I played a few rounds yesterday and
while a decent chunk of people were dying, I saw a few follies in my
original line of thought. Maintenance should be a bit creepier and not
auxiliary hallways (in normal circumstances), I already thought we did a
really good job of that but I noticed that it wasn't as good as memory
served me. I think maintenance should have a little bit more difficulty
to navigate (i.e. if you're being chased down by someone and it's taking
2.5 seconds to open, that would be an excellent heart-pounding tension
moment) and would overall be more interesting than the status quo. It is
a bit sillier to me but some IRL buildings do have to have you hold down
the push bar for a few seconds until it disengages, so this is
agreeable.
I also don't think the unidirectional exit design flow standards are
where they were due to drift in application, so this is also a better
way to uniformly apply it.
## Changelog
🆑
balance: After noticing it was too easy for animals to crawl through
maintenance by abusing the Easy-Exit sensors, Nanotrasen has replaced
all unrestricted door sensors (like in maintenance) with a pull-down
lever that should take around 2-3 seconds to engage. It has been
designed to allow the employee to actuate it despite any pressure
differentials within an area.
balance: The above change does not apply to select doors in the medical
section of the station, which will continue to use the "older"
Ready-Exit system.
sound: In order to ensure that staff in high-traffic areas don't go
bonkers due to this new change, sound dampeners have been installed to
prevent the hydraulics from being heard for super long distances.
However, they skimped out on the quality for the ones in maintenance...
/🆑
FYI Mappers/Tweakers: This PR replaces all station map unres mapping
helpers with the new subtype. You are welcome to replace certain doors
with the old helper (the base type) to get the old behavior as you see
fit, just explain why that behavior is desired in that location.
Otherwise, it would be appreciated if we have this new behavior >95% of
the time.
## About The Pull Request
Tech storage is now in the common access category
This means you can give tech storage access to people that don't have a
silver ID card
## Why It's Good For The Game
The HoP might want to give out tech storage access to an assistant who's
working on a project, a botanist who needs boards, or a doctor who's
trying to set up an auxiliary medbay. All of these seem perfectly
reasonably to me and something that should be possible without being
required to give them a silver ID.
Besides, secure tech storage requires bridge access anyways.
## Changelog
🆑 Melbert
balance: Tech storage access is no longer a "command level" access,
meaning the HoP can give it to crewmembers that have a normal ID card.
Note, secure tech storage still requires bridge access, which requires a
silver ID card.
/🆑
## About The Pull Request
Empy lists. There are a lot of 'em.
<img width="981" height="512" alt="image"
src="https://github.com/user-attachments/assets/b94b041a-2904-466b-ab89-54bd1de11b4e"
/>
Going through ways to reduce memory I found a few easy ones here. Wires,
the edible component, the seethrough component. None of these are really
a concern when it comes to needing lists in memory for performance
reasons. Wires aren't going to be cut most of the time for each door. A
lot of food does not have any junkiness. Seethrough component lies
dormant most of the round. Etc.
Making lists lazy in these cases should be a no brainer.
Everything I tested still seems to work exactly the same.
## Why It's Good For The Game
Frees memory that is just taking up space a lot of the time.
## Changelog
Not player-facing, this is all under-the-hood stuff.
## About The Pull Request

Removes the "pathfinding through the halls" function of the MODsuit
pathfinder module in favour of having it "fly" to your location in the
same manner as cargo pods (by getting inside an invisible cargo pod).
If it's inside a locked crate or locker when this happens it will break
the door on the way out, so be careful where you leave it.
## Why It's Good For The Game
Mostly because nobody uses the pathfinder module.
Pathfinding through the corridors is _cool_ on a conceptual level but
it's not very practical, _especially_ because it means that it has a
good chance of not functioning at all if you are on a station with Z
levels.
This method means that it will always arrive in the same amount of time
(quite fast, but not fast enough that it will arrive before someone can
shoot you) regardless of where you are when you suddenly realise that
you need spaceproofing rather than drip.
Also Fikou asked me to do it.
## Changelog
🆑
balance: The Captain's MODSuit pathfinder module now flies it directly
to their location rather than physically traversing the halls of the
station.
/🆑
## About The Pull Request
This PR adds a new gateway with not too much threat a, a little bit of
reward more often in the form of gimmicky items or armor.
credit to https://github.com/NovaSector/NovaSector/pull/4880
For the gun and sfx sprite
## Why It's Good For The Game
The gateway system is about as decrepit and old, the last gateway that
was added was the museum which was made by somebody who would short
after receive a rule 8 ban and plus that away mission is a neat scenery
and has a lot of cool locations to look at but it has no loot, and you
know what? that's okay and it achieves what it sets out to do
beautifully, but if we discount that one for that reason alone (which
for the record is a bad reason to discount something) then the last
gateway that was added and that stuck was added in 2018? and it was
snowdin? I dont actually know, correct me on this. But basically, more
content good.
## Changelog
<details>
<summary>Screenshots/Videos</summary>
<img width="862" height="431" alt="image"
src="https://github.com/user-attachments/assets/d56add04-4b8c-4cd0-be7f-36d895e43868"
/>
<img width="654" height="665" alt="image"
src="https://github.com/user-attachments/assets/1ccd15c4-5c31-4b00-b5f8-9a662efa3436"
/>
<img width="651" height="571" alt="image"
src="https://github.com/user-attachments/assets/08ab4c1d-d9d0-413c-bc02-a3c51eda8761"
/>
<img width="1177" height="172" alt="image"
src="https://github.com/user-attachments/assets/8df5e28d-5041-4676-8370-b8ab351f5b52"
/>
<img width="850" height="586" alt="image"
src="https://github.com/user-attachments/assets/c03e6cbe-b290-421e-bbed-80a203221de4"
/>
<img width="1248" height="912" alt="image"
src="https://github.com/user-attachments/assets/aa3c415d-52de-46b9-b317-e397b481b1b7"
/>
<img width="885" height="697" alt="image"
src="https://github.com/user-attachments/assets/dd96d364-deae-4c56-9fc1-68b5e738ef4a"
/>
<img width="1284" height="646" alt="image"
src="https://github.com/user-attachments/assets/b433f591-d92f-4bea-921c-b231fce2e7d9"
/>
also NO you cannot make the sm sword using the slow recharge shrink ray
<img width="621" height="240" alt="image"
src="https://github.com/user-attachments/assets/75f7d235-33c2-424e-9260-a3cc8c931ab9"
/>
</details>
<details>
<summary>Documentation of all notable loot 11/8/2025</summary>
/obj/item/clothing/shoes/gunboots/disabler
/obj/item/gun/energy/shrink_ray/one_shot (A shrink way that has a long
recharge time and can only shoot once)
/obj/item/slimepotion/lovepotion x 2
/obj/item/slimepotion/genderchange x 1
/obj/item/slimepotion/slime/mutator
/obj/item/gun/energy/disabler/smoothbore
/obj/item/gun/energy/alien/zeta
/obj/item/gun/magic/midas_hand
/obj/item/autosurgeon/xeno (A autosurgeon that only allows xenomorph
organs, here because it looks unique)
/obj/item/organ/heart/gland (abductor organs, random.)
/obj/item/organ/eyes/corrupt
/obj/item/organ/appendix/corrupt
/obj/item/clothing/suit/utility/radiation/cbrnsuit x 2
/obj/item/clothing/head/utility/radiation/cbrnhood x 2
/obj/item/clothing/gloves/combat x 4
/obj/item/clothing/shoes/combat/swat x 2
/obj/item/clothing/mask/gas/atmos/glass x 2
/obj/item/clothing/under/rank/engineering/atmospheric_technician/nova/utility/advanced
/obj/item/gun/ballistic/automatic/wt550/p90 x 2
/obj/item/ammo_box/magazine/p90_mag x 14
/obj/item/gun/energy/modular_laser_rifle/carbine x 2
/obj/effect/spawner/random/armory/laser_gun
/obj/item/grenade/c4 x 3
/obj/machinery/deployable_turret/hmg x 3 (you think these are good, but
they're not, they are really not, they're only good if you hit somebody
with them when they're not expecting it, otherwise people will simply
just avoid it, or if your being defensive of an area this thing will
have you just be a beast.)
/obj/machinery/mounted_machine_gun x 8 (But with no ammo, so theyre only
setpieces, okay well there IS ammo on the map but its anchored, and
theres no way to unanchor anchored items, if fallout thirteen players
cant do it over the course of 4 years then tg players sure cant.)
Also hello there it looks like you actually read this section, if you
have dont worry, this PR wont get merged, why? I dont want to salt about
that here.
</details>
🆑
map: added the "heretic" gateway map (it has nothing related to
heretics)
/🆑
## About The Pull Request
First, boring stuff.
The "Modsuit equipment" techweb node has been split into two nodes, with
the additional node containing the more civilian MODules (And the new
plating), and costing 20 points.
A new "Perfumer" MODule has been added(not printable anywhere, but in
the new suit by default) that just cleans you.
The MODsuit being added has been added to the LawDrobe's premium
section, for 300 credits.
Now, the real addition.
This adds a MODsuit that is a modular suit, that is to say, a suit, tie,
shoes and glasses. The glasses aren't actually real flash-proof
sunglasses by default, but the welding protection module can be added.
The suit is obviously not space-proof, and offers no protection to
anything but biohazards. The suit has 10 complexity max, due to the fact
that most modules don't have a point on it. This is subject to change.
The pre-made one also has the stamp and paper dispenser MODules
pre-installed, which are both now activateable via the neck slot.
The suit control unit is the tie.
## Why It's Good For The Game
Have you ever been called to court, but you didn't have a nice suit, so
the judge holds you in contempt and sends you to jail? Well, never
again. Gone are the days that you cause two innocent boys to almost be
executed for a crime they didn't commit simply because you don't have a
nice suit. With the Moonraker Conglomerate's newest export in your
hands, you'll never be the less formal one ever again. No matter the
occasion, you're never more than a few moments away from
self-representing.
Video of the fit:
https://github.com/user-attachments/assets/44d08ca8-9ae1-4887-81e6-cec11792132e
It's the same look as a suit jacket, white tie, sunglasses and laceup
shoes. You must get a matching jumpsuit of your own.
I think it's neat, and it's a damn shame that there's not a single
MODsuit that isn't just head gloves suit shoes. All these MODules which
are activateable from head, mask or glasses, and no suits that allow it.
Missed opportunity, I'd say.
Also, lawyer buff. Need I say more?
## Changelog
🆑
add: Added a modular SUIT, a deployable, one-piece three-piece suit.
Purchasable from the LawDrobe.
balance: The MODsuit equipment techweb node has been split in two, with
an offshoot for civilian MODules.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## 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
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.
## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.
Currently a WIP as I slowly deal with the unit test reports.
## Changelog
🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
## About The Pull Request
The AI core structure now fully integrates item/tool interactions and no
longer uses attackby/take_damage overrides. Construction behaviour has
been isolated into its own file.
All handling relating to the AI core's status when shunted has been
turned into signals. For this reason, helper procs for managing core
link state have been made and integrated into the relevant users (APC
shunting, mech takeover). The AI core no longer references the remote AI
mob.
/obj/structure/ai_core/deactivated has been removed from code since it
had no function after refactoring. There was only a single instance of
it being used in a map, which has been replaced with a var edit.
There may be more things I changed, but I'm h
## About The Pull Request
A new trait, TRAIT_NO_OXYLOSS_PASSOUT, that prevents you from passing
out due to having over 50 oxyloss. Applied by taking nooart and being a
super hulk.
I couldn't replicate it, but if it's still a bug this definitely closes
#92771. Also I didn't remove the line in nooart that constantly removes
the knockedout trait from oxyloss for redundacy reasons. I mean if it's
going to keep removing the knockedout trait from hardcrit every turn
despite having nohardcrit that's probably intentional.
## Why It's Good For The Game
Bugfix I think. Also super hulks are supposed to be immune to everything
stun related and fight on no matter how much damage they've taken, so
yeah.
## Changelog
🆑
fix: Nooartrium patients and super hulks can no longer pass out from
oxygen damage
/🆑
Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
## About The Pull Request
Closes#93635
`unique_reskin` is no longer a list on `/item`, now `/datum/atom_skin`
The actual reskinning behavior has been moved out to
`/datum/component/reskinable_item`
PKC reskinning is now handled via alt-click reskin, rather than via the
retooling kit. The retooling kit has been removed.
There's no limit on how many times you can reskin your PKC (though
perhaps we limit it to one reskin and keep the retooling kit as a way to
allow a miner to reskin it a second time?)
The Ashen Skull unique reskin is still a trophy, and instead unlocks its
unique reskin option in the alt-click radial.
## Why It's Good For The Game
I'm unsure why the retooling kit exists on its own, when it's relatively
cheap and just performs the behavior of alt-click reskinning.
So to keep it consistent with all other forms of reskinning I've just
made it baseline. To accomplish that I refactored reskinning.
The new form of reskinning allows for greater potential in adding
reskins, allowing far more than just an icon state change. Also we can
put it on turfs and mobs and structures now which is cool I guess
There's also the added benefit of being able to see an item's reskins
without needing to instantiate it, which the loadout menu uses to great
effect.
## Changelog
🆑 Melbert
refactor: Refactored item reskinning (the alt-click way), report any
oddities with that
del: Deleted the crusher retool kit, now you can just reskin your
crusher with alt-click. The Skull skin is still locked behind having the
Ashen Skull trophy applied.
fix: Stunswords no longer have an incorrect lore blurb
fix: Fixed loadout item reskinning's UI
/🆑
## About The Pull Request
Now: AI will break chairs they're buckled in
After PR: Ai will prefer to resist out of chairs if possible
Fixes#94222 , partially
Really I think this shouldn't be a subtree, orrrrr if it is it should be
enabled by combat.
It's weird that buckling a pet into a pet bed encourages them to get up
ASAP.
If a mob is completely docile or otherwise not trying to act, they
shouldn't freak out and break whatever they're sat in.
Alternatively pets need a behavior for seeking out a bed (but that's
more effort)
## Changelog
🆑 Melbert
fix: AI mobs will prefer to resist out of simple buckles (like being sat
in a chair or bed) rather than try to break the chair.
/🆑
## About The Pull Request
Passes a standardized define into some of the tgui to parody behavior
with vending machines.
Adds a few defines for money symbols to make it easier to rework types
of money.
If yall are for this I can also go through and find and replace a ton of
strings and other tgui with these, but dont want to sink 2 much time
into it if not.
<img width="966" height="646" alt="image"
src="https://github.com/user-attachments/assets/2d4753be-7e5d-4733-acf8-05f354127a6a"
/>
Proof of concept if Nanotrasen was not an evil conglomerate and the
dollar never went out of style
<img width="1009" height="661" alt="image"
src="https://github.com/user-attachments/assets/e68bfcd3-4053-4641-9b28-f384f2cb049b"
/>
some broken shit here but 99% thats cause minimal runtime station does
not support the supply console
<img width="795" height="767" alt="image"
src="https://github.com/user-attachments/assets/30dbd625-5338-4dc3-80db-922ff045f0f0"
/>