61785 Commits

Author SHA1 Message Date
nevimer 145d0f8d85 make the effect nicer 2026-04-01 18:13:29 -04:00
nevimer 0c86a7b02f a hit pr 2026-03-31 04:33:01 -04:00
nevimer 5cab4efdd3 clap 2026-03-30 18:40:28 -04:00
Roxy b334d1b90c Fix mismatched parts toggle doing nothing (#5388)
## About The Pull Request

It was me I broke it

## Why It's Good For The Game

Unchecking this should actually hide mismatched parts

## Proof Of Testing

Yes

## Changelog
🆑
fix: fixed mismatched parts toggle doing nothing
/🆑
2026-03-29 20:22:48 -04:00
aKromatopzia 67f3e336f1 reverts specifically the prosthetic organ part of the cyber brain update + 1 minor change (#5333)
## About The Pull Request
That part wasn't finished. It won't! The other change just makes it so
non-vox aug brains can die from emps.

## Proof Of Testing
it didn't work then, it's gone now

## Changelog

🆑
balance: vox get to keep their min brain health threshold from emps,
removed it from roundstart aug brains.
del: surplus cybernetic brain is gone again
/🆑
2026-03-23 13:19:48 +01:00
Minty ae33bf37a7 Allows MOD modules to activate in a partially-deployed MODsuit (#5354)
## About The Pull Request

This PR reverts part of a Skyrat-Era PR,
https://github.com/Skyrat-SS13/Skyrat-tg/pull/15950. The PR as a whole
was intended to fix an exploit where a retracted MODsuit's modules could
still be used, but did so by preventing any modules from being activated
at all if the MODsuit was not fully deployed and active, in addition to
deactivating them when the associated part was retracted.

TG eventually fixed retraction not deactivating modules, and the Skyrat
fix for that part is no longer in our codebase. The part preventing
modules from being activated unless the suit is fully deployed, however,
lingered, and nowadays it inconveniences me when I am trying to have hot
MODsuit sex. _This is unacceptable._

This change will bring MODsuit behavior closer to how TG has it, where
players don't need to wait for all 4 parts of the suit to activate
before using something that only needs the gloves deployed. There may be
some mild balance implications there, but given that it's moving to how
TG does it I'm not too concerned.

## Why It's Good For The Game

Keeps us closer to parity with TG, and allows for greater flexibility in
MODsuit use, rewarding players who are knowledgeable in their modules'
required parts with faster access to those modules' abilities.

## Proof Of Testing
<img width="853" height="449" alt="image"
src="https://github.com/user-attachments/assets/8acbb0ca-5852-4a65-acd8-80f9a2e92c58"
/>

## Changelog

🆑
del: Removed a Skyrat restriction on activating MOD modules with a
partially-deployed suit.
/🆑
2026-03-22 16:41:05 -04:00
MrGloopy f853e7a77c Nova Port - Roundstart bag variations (#5341)
## 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>
2026-03-16 21:56:12 +01:00
ArrisFairburne 6f0a9400f4 Arris biodome maptainance (#5127)
## About The Pull Request

Updates Biodome to be gooder.

## Why It's Good For The Game

Biodome is one of the more interesting maps thanks to the titular
gimmick, but for one reason or another the playerbase loathes it. I'll
be making changes to Biodome that I think will improve it, as well as
changes to


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

<img width="1861" height="1187" alt="17684994760802257449426043441716"
src="https://github.com/user-attachments/assets/0617a32e-bee7-4cbf-a5d9-e9234046bde3"
/>
<img width="1952" height="1483" alt="17684995784481011964462438821388"
src="https://github.com/user-attachments/assets/bf8ee6df-f3a6-4692-bff2-729be806b2b6"
/>
<img width="1610" height="1279" alt="17684995044717250940024567843557"
src="https://github.com/user-attachments/assets/c33d9ba5-f20c-42a4-a985-b0dae3b47e66"
/>

</details>

## Changelog
🆑
map: various changes to Biodome
/🆑

## To-do 

- [x] Rework to science
- [x] Divide upper biodome with firelocks so that vacuum cannot spread
- [x] Plasmaglass to turbine
- [x] Compress solars and make them stylistically identical: follow
Boxstation example
- [x] Expand bitrunning; chute to send crates straight to ore storage?
Space heater. Make it look pretty and Gamer in there.
- [x] Remove bitrunning window. (Gamers hate sunlight, and also
voidwalker abductions)
- [x] Make unique cryopods room
- [x] Expand crystallizer room (
https://discord.com/channels/1059199070016655462/1460406585401544867/1461868917285982269
)
- [x] Reorganize service biodome departments: move janitorial to be
built into the wall. Remove bathroom and rad shelter and build them into
a building. Make more space so that the biodome can be more bio.
- [x] Reorganize the bridge: move more stuff to lower floor (meeting
room, HOP office). Make the blueshield office less of a shrek shack.
- [x] Make the cargo waiting area bigger and friendlier to passerby.
- [x] Expand blacksmith's workshop. Right now it's more like maints...
- [x] Transport tube rebuild; make them less winding and more practical
to get to square hallways around station
- [x] Add more space windows for void walkers 
- [x] Wire APC research lab into the grid
- [x] Warden's office windoors
- [x] Wires/atmospipes south of sec to connect in
- [x] Sec firing range and maints door near it need access change proper
- [x] Look at courtrooms access
- [x] Remove metal foam floors from maints above engi
- [x] APC in R&D front office wire to grid
- [x] APC in sec C-hallway wire to grid
- [x] Correct airlocks direction near vacant office
- [x] Vacant office mislabelled maints door
- [x] SM cooling loop unconnected in plasma windows
- [x] Fix dispopipes and atmospipes in wrestling arena
- [x] Biodome lake tiles need planet atmos removed
- [x] Doors in science need acess tweaks
- [x] L-shaped genpop area
- [x] Fix elevator engineering side to be OSHA compliant
- [ ] Beer tap fix
- [x] Sec locker room needs lights
- [x] Wall-mounted extinguisher is on the table near arrivals secpoint
- [ ] Check maints for holes
- [x] Remove duplicated button in sec mechbay
- [x] Fix access to the law office backdoor
- [x] Change the west minibridge
- [x] Check on the courthouse backroom access
- [x] Replace the metal foam over the engineering areas
- [x] The new sauna in the unisex restrooms has no APC and therefore has
infinite power.
- [x] The old dorm in maints (with neon carpet) has an non-functional
bolting button. (Possibly intentional.)
- [x] Robotics mechbay shutters have no access, for the inside buttons;
hallway button does. (Possibly intentional.)
- [x] Captains Quarters area extenders outside of the area. (Image
attached below.)
- [x] Science external solars are disconnected from maintenance and the
walls do not attach properly (Image attached below.)
- [ ] Gather more criticism of Biodome flaws
- [ ] Testing
2026-03-10 20:26:37 -05:00
aKromatopzia a544355b7a Cybernetic brain update + Some Vox touchups (#5088)
## About The Pull Request
Cybernetic/Cortical brain touch-up. Discuss.

Also because vox use cortical brains, we touched their code a little.
Tangent: I wish there was a way to make the brain restore surgery
capable of taking a multitool without being a separate op :\

# But why?
It's been noticed that people are using cortical brains to shoot up some
meth without consequences. This was a) not originally intended b)
genuine power creep, as previously the only way to be able to process
chems without the brain damage was to be a vox, who do start with
robotic-only brains. So, this PR is to address it. Sure you get an EMP
weakness, but this server has a soft-stigmatization against using EMPs
so that's leery on the social contract.

Fret not! You'll still have the option of a roundstart brain which
doesn't take meth damage. It just also takes slightly more EMP damage,
has less health than an ordinary brain, and if it ever gets removed, it
explodes as the other prosthetics do (but doesn't qdel). So really,
there's not much of a consequence.

## Proof Of Testing


https://github.com/user-attachments/assets/f48efc8b-9f4b-4fd1-b71f-145a1d4b63c5

<img width="255" height="167" alt="Screenshot_10"
src="https://github.com/user-attachments/assets/0334b931-0593-4721-9de2-a02211253e28"
/>

yeah i flipped it on the below one. it's correct now though
<img width="661" height="171" alt="Screenshot_11"
src="https://github.com/user-attachments/assets/554eaf09-8ee4-4a1a-a95b-c7332a078610"
/>


## Changelog
🆑
add: Previously-unobtainable surplus-cybernetic brain added to
Prosthetic Organ quirk
add: Cybernetic brains given the ORGAN_PROMINENT trait, following normal
brains.
add: Vox Primalis unique cybernetic brain has been finally added to
their species descriptions. (Bet you didn't know they had one)
balance: (Roundstart) Cortical brains given ORGAN_ORGANIC, so they can
be fixed with both mannitol and a multitool. Vox brains are excluded
balance: Brain options in character prefs have been given a 1
quirkiness-point cost.
fix: Cybernetic/Cortical brains have their repair hints updated to
reflect what they can actually be repaired by
code: Prosthetic Organ quirk moved to modular_zubbers
code: 'Vox Primalis' now considered a collective noun
code: dangerous_organ_removal has a new variable to toggle between organ
qdel or having its damage set to max health.
/🆑
2026-03-10 02:11:24 -04:00
Alexis f357393f4e [Effigy Port] Converts Bloopers/Vocal Barks to a config sided thing (#5288)
## 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>
2026-03-08 17:39:25 +01:00
MrGloopy dfa292188f Makes moth eyes colourable and fixes HUD implants on moths visually because I was eyeless to it once. (#5307)
## About The Pull Request

Literally title. Tested with multitool on robotic moth eyes too, works.
Also closes https://github.com/Bubberstation/Bubberstation/issues/5229/.
## Why It's Good For The Game

Customisation good. Bugfix good. Both combined is good.
## Proof Of Testing

<img width="191" height="131" alt="image"
src="https://github.com/user-attachments/assets/3993d1db-0047-42d5-a623-34f5240ce27b"
/>


<img width="764" height="654" alt="image"
src="https://github.com/user-attachments/assets/27872b7f-45d7-478c-89a1-e022eb1090c8"
/>
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
add: Recolouring for moth eyes. You will have to set new colours in
character preferences.
fix: HUD implants not displaying on moth eyes
fix: De-spookified moths that have had their eyes replaced. (Fixed moth
eyes disappearing when replaced with anything else, rendering your
sprite eyeless until your original eyes were put back in).
/🆑

---------

Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2026-03-07 13:54:48 +01:00
nevimer f476153bd5 Allow free flipping unless it's a manually spammed emote (#5254)
## About The Pull Request

inspired by (and by proxy) closes
https://github.com/Bubberstation/Bubberstation/pull/5251

let's you flip freely from every source that calls the emote except
manually spamming it via a bind
## Why It's Good For The Game

a few things force you to flip, this removes the nausea of it from that.

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

https://cdn.discordapp.com/attachments/1097484328012886067/1472096985153798311/dreamseeker_KNP34fBxua.mp4?ex=699154a7&is=69900327&hm=d63bfc36b5da601d82fe1a3bae4c687ddbee7deda431fe1706d17fef2568ffc7&
</details>

## Changelog
🆑
balance: forced flipping is now nausea free
/🆑
2026-03-02 14:44:43 -08:00
Danielance eaf6ecbb77 fixes emissive eyes (#5264)
## About The Pull Request

This fixes emissive eyes not being emissive by re-adding some skyrat
code that went missing after the upstream.

<img width="354" height="356" alt="Screenshot_229"
src="https://github.com/user-attachments/assets/2ddf3dc2-8ed1-434d-8104-6b11d7976207"
/>


Note that there is a new(?) bug where the eyes are still emissive during
blinking.
If this is not an issue it could probably be merged anyway.

How blinking should look:
<img width="110" height="142" alt="Screenshot_231"
src="https://github.com/user-attachments/assets/be3c0ad8-751b-451c-8262-b635e309c502"
/>
How blinking currently looks:
<img width="141" height="136" alt="Screenshot_232"
src="https://github.com/user-attachments/assets/4d6a3c80-9d1f-41f9-a98a-124476b49e38"
/>
## Why It's Good For The Game

Bugfix good
Fixes #5247

## Proof Of Testing

Runs of my machine.
<details>
<summary>Screenshots/Videos</summary>

<img width="631" height="348" alt="image"
src="https://github.com/user-attachments/assets/4194d8a9-788a-446f-b658-895f1ba91328"
/>

</details>

## Changelog
🆑
fix: emissive eyes are now emissive again
/🆑
2026-02-28 10:45:42 -05:00
Alexis e458eaee4a GAS: Giant Armored Serpentids (Snake Bugs) (#5139)
## 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)!
/🆑
2026-02-26 17:31:43 +01:00
Manatee 09ee93dc47 Alt PKA balance pass (#5253)
## About The Pull Request
Tweaks the alt-PKA damage values to accomodate for the fact some of them
fire in special ways, or fire more projectiles

The shockwave is now no longer able to fit any variant of an AOE mod, to
stop people from one-shotting everything,

The shotgun damage has been reduced as well, making up for the fact it
fires three shots.

Comments have been added for the existing variants explaining the
reasoning for their current damage level.

Adds a new var for restricted MOD types, allowing for other pkas having
this added in the future.
## Why It's Good For The Game
It is not fun for other miners when someone three shots a boss they
havent even had a chance to think about yet.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

# change

</details>

## Changelog
🆑
balance: rebalanced PKA-Alts
fix: the shockwave PKA can no longer attach AOE kits.
/🆑

---------

Co-authored-by: Roxy <94389951+SapphoQueer@users.noreply.github.com>
2026-02-26 04:21:26 +01:00
Manatee b535552bd3 Cybernetic Reshuffling (#5271)
## About The Pull Request
Moves combat cybernetics to the combat cybernetic techweb node, and
section in the fab.
## Why It's Good For The Game
Things that are illegal, dont look illegal, and thats bad. This makes
the combat implants visible and undeniable.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="616" height="204" alt="image"
src="https://github.com/user-attachments/assets/9cc5ae4f-7c2a-487b-b586-4264ddaa2bc0"
/>

<img width="617" height="151" alt="image"
src="https://github.com/user-attachments/assets/761a05b1-6542-43cf-b330-4de47f8dc812"
/>

<img width="447" height="322" alt="image"
src="https://github.com/user-attachments/assets/6add6153-de4a-480e-8339-62246a25a239"
/>

</details>

## Changelog
🆑
fix: Combat implants are in the combat implant section. Where you would
think they would be.
/🆑

---------

Co-authored-by: Alexis <catmc8565@gmail.com>
2026-02-25 20:35:50 +01:00
Roxy e76af744d9 Fixes the weird taur bug that makes clothing be weird sometimes (#5273)
<!-- 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
Sometimes, taur clothing didn't display the actually work sprite. This
was most prominent with things like gear harnesses and the like. This
should fix it.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

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

## Why It's Good For The Game
Bug Bad Fix Good
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Proof Of Testing

this is with the gear harness on and it's not displaying what i wore
prior so??? i think it works?? I can't repro it anymore if anything.
<img width="201" height="170" alt="afbeelding"
src="https://github.com/user-attachments/assets/b8b4349e-1fac-4a20-8116-590851823ec9"
/>

<!-- 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

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observed by players or admins you should add a changelog. If your change
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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. -->

🆑
fix: Taur legs no longer messes with your clothing's rendering.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
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2026-02-22 15:02:21 -05:00
Alexis b5f6e40ea4 Digitigrade Clothes Unit Test (#5225)
## About The Pull Request
Adds a new unit test for determining whether digitigrade variants exist
for a given clothing item, and fails if they do not.
## Why It's Good For The Game
This will help us with making sure we have digi sprites for all our
modular clothes in the future.
## Proof Of Testing
It worked when I tested it ages ago.
## Changelog
N/A
2026-02-22 14:59:15 -05:00
axietheaxolotl 51ad6527c7 stabs blusec in the jugular and takes their wallet (virosec - security resprite and reset) (#5159)
## About The Pull Request

I'm working on it. the poll won so I am going ahead w/ this. 

<img width="1436" height="286" alt="image"
src="https://github.com/user-attachments/assets/255eda79-eb2c-4e36-9ad8-53c91c3b245e"
/>

<img width="336" height="183" alt="image"
src="https://github.com/user-attachments/assets/f92f5c29-c4e0-46da-889e-88acc903d253"
/>

stuff left to do

- [x] finish hos outfits
- [x] finish warden outfits
- [x] finish obj icons
- [ ] bugtest

this is a total overhaul of security, essentially resetting everything
to a new standard which can be worked off of. this is also a deletion of
blusec, an antiquated, unpopular idea that has long since proven to both
not be liked, and not work.

### this pr will not be the be-all, end-all. stuff will likely be
tweaked, added, removed, changed, or resprited in the coming days,
weeks, and months. due to just how much stuff security has.

## Why It's Good For The Game

will write a markup for this specific pr eventually but I will just be
posting the discord justification I gave

<img width="427" height="313" alt="image"
src="https://github.com/user-attachments/assets/e033ff0c-44f2-4cf6-ad9b-4b2d124cf21e"
/>
<img width="419" height="506" alt="image"
src="https://github.com/user-attachments/assets/84e86f18-72d2-4bef-a84b-1b53067fe41d"
/>

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

<img width="967" height="1046" alt="image"
src="https://github.com/user-attachments/assets/feaf9395-88d3-4999-a02f-e89cae25cc67"
/>
<img width="602" height="728" alt="image"
src="https://github.com/user-attachments/assets/81daae2f-f18e-41a9-a225-48dbbaad697f"
/>


</details>

## Changelog
🆑 axietheaxolotl / viro
del: blusec
add: redsec
/🆑
2026-02-18 16:38:21 +01:00
Alexis 5b8d5b8626 [Nova Port] Seperates Teshari hair from their ears and gives them three new emotes (#5232)
## About The Pull Request
This is a port of https://github.com/NovaSector/NovaSector/pull/6659.
The PR does as the title suggests, it adds three new emotes:

- tchirp (teshari chirp)
- tsqueak (teshari sqeak)
- ttrill (teshari trill)

It also separates the mohawks from the ears, allowing for more
customization and less clipping on teshari body types.
## Why It's Good For The Game
It allows for more customization and future additions to teshari, and
more emotes for teshari are always nice.
## Proof Of Testing
See the attached video below.
<details>
<summary>Screenshots/Videos</summary>


https://github.com/user-attachments/assets/4e5bd73f-16ef-4acb-b105-f84e7474b232

</details>

## Changelog
🆑 intense-skies, xPokee
add: Added new three new teshari emotes: ttrill, tsqueak, and tchirp.
These emotes are also in the emote panel.
add: Added two new mohawk hair selections for teshari.
del: Removed one of the old mohawk ears options from teshari, as it is
now deprecated.
/🆑
2026-02-17 18:46:31 +01:00
Alexis 88d7efe291 Fleshmind - Attempt 3 (#4914)
## 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>
2026-02-17 15:38:34 +01:00
Bridget (Yaki) 15c707de3b [Bounty] Ports and reworks the Cybernetic limb mounts quirk from Nova (#5136)
## 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>
2026-02-12 11:30:14 -05:00
Mathilde 6f2f46990f Bureaucratic Goat 2: the Reckoning (#5226)
## About The Pull Request
Credit to Seijan-Etroix for helping **_a lot_** with the design.

I have resprited and recoded the Bureaucratic goat's plush, my very
first PR.
Now, the plushie has two secret functions: one which allows the plushie
to pull back its shirt and reveal its belly (exactly like #5188) and
another which simply allows the plushie to eat paper/documents and act
as a folder. It also comes with its own custom sound.

<img width="320" height="320" alt="tianplush-export"
src="https://github.com/user-attachments/assets/5b6a5556-a1a7-4b8d-ba0f-1fe197dfe746"
/>

## Why It's Good For The Game

I'm better at coding and spriting now!

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="170" height="120" alt="image"
src="https://github.com/user-attachments/assets/3f280207-8767-496d-8885-29dbf73652b7"
/>
<img width="352" height="164" alt="image"
src="https://github.com/user-attachments/assets/7ddccc27-0aa4-4e30-8b73-2f538388352c"
/>

</details>

## Changelog
🆑
add: Added new folder functionality to the Bureaucratic Goat plush, as
well as a revealable tummy.
image: Updated the sprite of the Bureaucratic Goat plush.
/🆑
2026-02-12 11:07:32 -05:00
Phantastic-Swan 67b120813d fixes alternate job titles not showing when a new head joins (#5212)
## About The Pull Request

Fixes the departmental announcement of a new head joining.


Before:

<img width="580" height="54" alt="Image"
src="https://github.com/user-attachments/assets/4d84b435-3924-466a-a62f-39d90afd41fc"
/>

After:

<img width="687" height="104" alt="image"
src="https://github.com/user-attachments/assets/4af0d87a-8f7d-4c0f-860c-1f78ef143bf9"
/>


## Why It's Good For The Game

Fixes a bug.

## Proof Of Testing

<img width="687" height="104" alt="image"
src="https://github.com/user-attachments/assets/4af0d87a-8f7d-4c0f-860c-1f78ef143bf9"
/>

## Changelog

🆑 Swan
fix: fixes the departmental head joining announcement
/🆑
2026-02-04 09:26:09 -05:00
BurgerLUA f8576f3669 Forcibly removes Asynchronous Blinking in a semi-modular way because I became a lizard pirate once. (#5197)
## About The Pull Request

Forcibly removes Asynchronous Blinking in a semi-modular way because I
became a lizard pirate once.

## Why It's Good For The Game

There is a weird byond, or /tg/ (I suspect byond) issue where if your
blinking is asynchronous, blinking breaks. This PR just forcibly
disabled the code that runs it so it's just hard disabled.

## Proof Of Testing

It just works.

## Changelog

🆑 BurgerBB
del: Forcibly removes Asynchronous Blinking in a semi-modular way
because I became a lizard pirate once.
/🆑
2026-02-04 01:10:39 -05:00
Ssalty b921d8c335 Departamental Sec (#5146)
# To be testmerged so we can see if players like it.

Readds departmental sec, assigning officers to departments of choice/at
random with extra access, an armband, and a radio. This started because
of a bug adding depguarsd with the voucher PR [woops] and then us
getting good feedback on the gameplay during the bugged rounsd.

**This does not remove departmental guards. They remain as individual
lower-stakes entities.**

## Why It's Good For The Game
Allowing security access to the departments they are meant to protect
reduces much of the frustration involved in actually doing their job.
Dealing with people asking "why?" when screaming to let them in due to a
changeling massacring people is potentially more frustrating for the
security player than the part about getting killed 3 times and round
removed by said ling.

The RETA system, while helpful for letting swathes in, does not fulfill
it's job if people inside are dead. How many people know the RETA system
exists, even?

A concern I am aware of is that the roles of sec and depguard might be
blurred with sec having access. I believe they won't change in the
slightest with this change. A couple examples of problems one might
anticipate to be irrevocably altered by having department sec:

Ling in science, killing people!
Currently:
Sec bangs on the door and either hos, a worker, depguard or ai let them
in to fight and die. The depguard can be there, too, as part of the mass
of NT cannon fodder.
With this change:
A. The sci-assigned officer was in sci already, and the depguard and
officer fight together until the current scenario happens all over
again.
B. The sci-assigned officer was looking for the ling in maints. Proceed
to current situation, but one can also wait on one of the 1-3 officers
who should genuinely be keeping an eye out in that area.

Sec patrols...
Currently: 
Depguards sit in departments, secoffs pace around maintenance and halls
like they're high, gearing up in between.
With change:
Depguards sit in departments, aware they might live a few seconds longer
if something DOES come.
Secoffs pace around maints AND their departments, however, there's a
chance they engage with RP with non-sec and non-antags as they now
actually cross paths with them other than when they die or need
something, and there's also a rather low chance that a depguard's job is
"taken" by having reinforcements. A secoff being there with the
depguards helps them do it better, Barney would never take down the
whole invasion himself.

Sec stealing things from departments
Currently:
A secoff has a harder time printing off, say, cells without permission
from science. If they do it, they risk the wrath of the dep guard, which
has the authority in their domain to stop it. As well as just being
fired after anyone in said dept reports them.
With change:
Sec might print off a few tools without asking, or take a medkit, at
which point IC issue, conflict is created among non-antagonists, there's
RP about corrupt cops now.

I just do not see a possibility for this to do something that isn't a
rather small amplification of a preexisting phenomenon in the game..

## Proof Of Testing

<img width="656" height="324" alt="AAAAAAAAAAA"
src="https://github.com/user-attachments/assets/a81666df-d16d-47d1-93f9-f6d35645520d"
/>

🆑
add: Sec now once more gets assigned to departments, granting bonus
access
/🆑
2026-02-03 05:44:54 +01:00
nikothedude 5786289821 [BOUNTY] Dirty quirk (#5186)
## 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>
2026-02-02 00:51:17 -05:00
Ssalty dd5915f83d Security: A lot of changes (#5132)
## About The Pull Request

Special thanks to Cato for helping me with decisionmaking and balancing
on this one [in a bunch of things here, but not all.]


This PR changes a lot of things so I will be breaking it up into
numbers.

# 1. Security Vouchers: Primary
Ported from monkestation, securirty no longer starts with a taser, but
instead with two vouchers. A utility and a primary. All sec should get a
utility, the HOS, ~~medic~~ and detective do not get a primary voucher.
 
The vouchers can be redeemed at the same vendor that you get
flashbangs/cuffs/donuts from.
The choices are:
- The default taser
- The disabler and an energy shoulder holster to pair
- A pepperball gun and a single clip
- A flash-bulb riot shield


Why the change?:
- Warden might not be there to give you your preferred loadout, so even
on lowpop, you get your preferred gear up to some extent. We're not
giving out hellfire lasers here. It adds nothing that couldn't have been
done before, frankly.
- The weapons are availible roundstart already, with the exception of
the pepperball, which was adjusted to match
- More variety in security playstyle, allows sec officers to personalize
and play in (mostly) different ways.
- The disabler, which is the question I always get, is left in due to it
being present in the game as a standalone tool AND some players just
having a preferrence to shoot themselves in the foot, or don't like
fiddling with modes on the go.


The pepperball gun now has a higher shot delay, which is offset by how
the weapon makes or breaks fights by applying item drop, knockdown and
temporary blindness with it's reagent. Pair it with a baton and any
antag who forgot a gas mask just lost.

# 2. Security Vouchers: Utility
The choices are:
- Barrier nades x2
- Stingbangs x2
- Sec laptop, a laptop with relevant programs on it. Lets you view
cameras on the go, among others.
- Justice Helmet
- Donuts
- Weighted Space Law/Corporate Regulations. More on that later.
- Security barrier projector. More on that later.
- A pair of pinpointers, linked with eachother

## Weighted Space Law and Space Law changes:
I'll call it space law but it's corporate regulations ok?
- Space Law actually links you to wiki. Still teaches you legalese, so
just use it more than once to open it.
- Weighted Space Law, otherwise known as Space Law: Collecter's Edition.
With a gold-coloured-metal-plated trim. Allows you to beat people with
space law for 13 damage, a chance to teach them legalese so they can sue
you after, and a funny message. Overall a gimmicky thing for more
interesting interactions.

## Security Projector changes
- Security projector can now CUFF people. Use it as handcuffs to do so.
- The cuffs can be EMP'd away at a 50% chance. Makes sense according to
what they are and it works for their general purpose of "infinite cuffs,
but no cuffs". THE CUFFS FIZZLE OUT IF YOU LEAVE 1 SCREEN OF RANGE. This
is because of the sheer amount of space you can save on cuffs by taking
this 1 item in their stead, with the condition of "if you can keep them
by you until you sit them in their cell.". Worse than cuffs, but a huge
timesaver if you feel confident in your skills as an officer.


# 3. Breaching Hammer Buff
In the current meta, the breaching hammer is dead. Long-gone. Frangible
rounds in shotguns, sawn off or otherwise, are much more worth it than
any amount of cooperated breaching which leads to yourself being shocked
as they are NOT insulated. For that reason, the hammer now takes just 1
person to breach and is resistant to electricity. It's easier to get
than the frangible shotgun, it needs potentially less space counting the
shots, is infinite, can be even used for dealing with insulated things
as security. Simple as. Item revival, way behind meta, or even just
convenience.


## Proof Of Testing

<img width="1409" height="684" alt="aaaaaaaaa"
src="https://github.com/user-attachments/assets/782c23ca-11bb-4ba7-8294-80086af1b134"
/>
<img width="307" height="269" alt="bbbbbbb"
src="https://github.com/user-attachments/assets/8d75a1bb-fb2e-44d8-8338-f22ed6be62da"
/>
<img width="260" height="311" alt="ddddddd"
src="https://github.com/user-attachments/assets/51229031-0a6d-480c-8021-0f57cd8496dc"
/>
<img width="193" height="181" alt="ccccccc"
src="https://github.com/user-attachments/assets/97254655-60f7-4713-9673-bb6b3071d97e"
/>
## Changelog

🆑
add: Security starts with a primary and utility voucher for redemption
in their equipment lathe to make a choice for what they want to use as
their main, nonlethal weapon that round, and a bonus piece of gear on
the side.
add: Corporate Regulations: Collector's Edition, a space law book with
some heft and blunt force to it...
add: Security holobarriers can now additionally create holographic cuffs
around people, which have a chance to disappear when EMP'd, and
disappear if they leave the projector's range of 9 tiles [1 screen]
add: Pepperball magazines now in security vendor, premium section
balance: Pepperball guns fire much slower, fire delay 8
balance: Breaching hammers can be used by 1 person to breach and are now
insulated
fix: Space law books now link our website's space law
/🆑

---------

Co-authored-by: Alexis <catmc8565@gmail.com>
2026-01-29 12:40:15 +01:00
BingusTheClown 2e98eef84b Fix Last Command Member Cryo Announcement (#5174)
## About The Pull Request

Properly marks BA, NT Rep, and Blueshield as members of command within
the job flags. (when other parts of the code already consider them as
'command', e.g. the biscuit handout)

## Why It's Good For The Game

Resolves issue:
https://github.com/Bubberstation/Bubberstation/issues/5070

## 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>

<img width="712" height="325" alt="image"
src="https://github.com/user-attachments/assets/8db7a5e6-96cd-49ee-8e42-426082a8f1ea"
/>

^ The manifest after the RD has cryo'd (Note lack of RD, which is
triggering the variable in the next screenshot), note that the count is
important here.


<img width="380" height="263" alt="image"
src="https://github.com/user-attachments/assets/e5157ce4-5b31-4ae9-a5a0-75e252232c31"
/>

^ The command member count, as the RD is entering cryo. 

Note: Before this fix, the count for this exact setup was `8` as it was
not counting the BA, NT Rep, and Blueshield.

This means that now on lowpop shifts where a BA would sign up, then a
member of command joining and then BA cryo'ing will now have the proper
count and will not fire off a 'last member of command has cryo'd
message'



</details>

## Changelog

🆑
fix: Fix last member of command has cryo'd announcement when there are
still member's of command on board.
/🆑

---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2026-01-26 11:42:07 -08:00
Danielance d261477e21 podperson eye color fix (again (again)) (#5175)
## About The Pull Request

Fixes #5167 upstream bug.
Does the same thing that #3447 did to fix the bug.
## Why It's Good For The Game

Bug fix good!
## Proof Of Testing

Works on my machine.
<details>
<summary>Screenshots/Videos</summary>

<img width="646" height="438" alt="image"
src="https://github.com/user-attachments/assets/d15415e0-fea1-49e4-980b-381c3c068f90"
/>


</details>

## Changelog
🆑
fix: podperson eye color can be changed again
/🆑
2026-01-26 04:51:30 +01:00
LT3 6c5fa75ecd One-Way Materials Market (#5137)
## About The Pull Request

Re-enables purchase of the GMM, however the GMM can only be used to
purchase materials not sell them.

## Why It's Good For The Game

Let the station buy materials if they're desperate/lowpop. If people
were selling insane amounts of material inflating the budget, just
remove the ability to sell. Don't remove the entire machine.

## Changelog

🆑 LT3
add: Galactic materials market can be used by cargo for purchasing
materials only
/🆑
2026-01-24 14:37:51 -08:00
Roxy 6218d1bf22 Turns the widescreen toggle into a dropdown featuring 15x15, 19x15, and (the new) 21x15. (#5166)
## 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>
2026-01-23 18:31:11 -08:00
NiklasNeighbor 2dfa70ea48 Adds a bloodwriting ability to the revenant, that functions like an innate red crayon (#5116)
## About The Pull Request
Adds a free ability to the revenant, which allows them to write messages
and draw runes as if they had a crayon. clicking the ability button
opens the crayon menu, and clicking around allows the revenant to draw
what was selected

## Why It's Good For The Game
Encourages roleplay with revenants and gives them something to do if
they can't get their hands on enough corpses

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="1848" height="1354" alt="image"
src="https://github.com/user-attachments/assets/379d1bfa-3c18-4574-b51c-6359168e9f3c"
/>


</details>

## Changelog
🆑
add: Added a bloodwriting ability to the revenant that works like a
built-in crayon
/🆑

---------

Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Alexis <catmc8565@gmail.com>
2026-01-21 23:34:28 +02:00
Mathilde 585e2ffc55 Tidied up the Toys tab (#5097)
## About The Pull Request

As title. I moved the /tg/ toys (dice, plushies, cards) into the Toys
tab (for the longest time they've been in the Others tab). Also
categorised them into Plushies, Cards, Dice, Balls, Art tools.
## Why It's Good For The Game

## Proof Of Testing

<img width="400" alt="image"
src="https://github.com/user-attachments/assets/5f08006f-c096-4b1f-b57f-44987bdf09ce"
/>

</details>

## Changelog

🆑
code: Tidied up the Toys tab in the loadout menu.
/🆑

---------

Co-authored-by: Alexis <catmc8565@gmail.com>
2026-01-16 15:09:49 +01:00
Roxy 0692eeee6d Fix loadout bugs (#5128)
## About The Pull Request

Fix loadout bugs from the latest upstream

## Why It's Good For The Game

its bugs

## Proof Of Testing

I did

## Changelog
🆑
fix: fixed receiving duplicate loadout items
fix: fixed receiving job-restricted loadout items on incorrect jobs
/🆑
2026-01-15 13:04:30 -08:00
Roxy 0d4938228f Fix CI Failures [IDB IGNORE] [MDB IGNORE] (#5126)
## About The Pull Request

- null all GAGS vars for brass wirecutters as it doesn't use GAGS
- Repath `mothbomb.dmi` so it actually gets deployed with the server
- Generate map icons
- Fix 150+ crafting material parity failures
- Fix airlock lights not working
- Fix certain species missing eyes

## Why It's Good For The Game

Don't like red X

## Proof Of Testing

If this PR is green check then you Know
2026-01-15 00:59:34 -05:00
nevimer 75659b8c72 fix for loadouts 2026-01-13 00:28:35 -05:00
nevimer a9a59ed3f9 Merge remote-tracking branch 'origin/upsteam-12-15-25-revert-unique-reskins'
# Conflicts:
#	_maps/bubber/automapper/templates/centcom/interlink_adminoffice.dmm
#	_maps/map_files/BoxStation/BoxStation.dmm
#	_maps/map_files/generic/CentCom_skyrat_z2.dmm
#	_maps/map_files/moonstation/moonstation.dmm
#	code/modules/holiday/holidays.dm
2026-01-12 22:09:10 -05:00
nevimer a33fd49968 Upstream 12 15 25 unique reskins fixes (#5019)
This branch needs help, tons of datums to make for the customizable
items.

---------

Co-authored-by: Alexis <catmc8565@gmail.com>
2026-01-10 13:14:26 -05:00
NiklasNeighbor 83fca73052 Makes the Voided Brain Trauma from the Voidwalker less punishing (#5090)
## About The Pull Request
Makes the Voided Brain Trauma which you acquire when being kidnapped by
the Voidwalker no longer knock you down when you spawn nebula vomit
through vomiting. In fact, you no longer vomit at all and instead just
spawn the decal at your location. It has also been reflavored to be a
puddle which forms from liquid dripping off your body instead of vomit.
In addition to that, having the brain trauma now gives a positive
moodlet.

## Why It's Good For The Game
The brain trauma has great rp potential which is ruined by the constant
vomiting, which in turn discourages roleplay and makes people run to get
it cured as soon as possible. For a supposedly non-lethal antag, this
was arguably a fate worse than death.
With this not only can you continue playing the game as usual, but it
gives you an opportunity to actually roleplay around the brain trauma.
The #suggestions channel seems to agree that this would be a positive
change.

## Proof Of Testing
It runs and seems to function as intended
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
qol: made the voided brain trauma not a pain to have by removing the
knockdown it gave you
/🆑

---------

Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
2026-01-09 16:54:23 +02:00
nikothedude 1b20ac6697 Gives big legs its own bespoke taur mode (#4944)
## About The Pull Request

Title.
## Why It's Good For The Game

They have paw, which is the COMPLETELY wrong bodytype. This triggers all
sorts of bugs.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

<img width="659" height="173" alt="image"
src="https://github.com/user-attachments/assets/73bb7457-9e4d-4bdd-9270-246fa03207c4"
/>

</details>

## Changelog
🆑
fix: Big leg taurs no longer use taur sprites
/🆑

---------

Co-authored-by: Alexis <catmc8565@gmail.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2026-01-07 23:24:17 -05:00
LT3 4569cbbb2a Admin create antagonist/re-roll antagonist (#4971)
## 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
/🆑
2026-01-05 23:37:09 +02:00
rggg cf35256cc5 Let ethereals wear underwear, as god intended (#5078)
## About The Pull Request
Removing one line of code lets ethereals wear underwear. God bless!
## Why It's Good For The Game
This is intended. In the ethereal species module, NO_UNDERWEAR is
already commented out, but coders forgot to remove the same trait
assignment in the surgery module. Also, I need to put my ethereal in the
neko bikini.
## Proof Of Testing
Works locally, compiles and runs fine. Ethereals can wear underclothes.
<details>
<summary>Screenshots/Videos</summary>
<img width="212" height="324" alt="image"
src="https://github.com/user-attachments/assets/3189bb3d-5377-4885-bbc1-9eedaa32a8aa"
/>
</details>

## Changelog
🆑
fix: Lets ethereals wear underwear again.
/🆑
2026-01-02 01:40:56 +01:00
Alexis 6d668bec12 Skyrat Basic Mobs: Malfunctioning Borgs (#5045)
## About The Pull Request
I finally got around to going through the list of 'Grab Bag Simple
Mobs', first up on the list is the 'Evil Borgs' which have been renamed
to 'Malf Borgs'. They didn't get any cool new abilities like that one
/tg/ coder does when they re-do mobs, but they're passible now, and not
clogging up the list.
## Why It's Good For The Game
Basic mobs are the future or something.
## Proof Of Testing
They worked when I tested them. I am NOT recording videos of each and
every mob mauling me.
## Changelog
🆑
refactor: Refactored the unused evil borg simple mobs into equally
unused malf borg basic mobs.
/🆑
2025-12-29 11:41:26 -08:00
amsy2 d548ed6693 Adds Firebot upgrade to heat/cool air to room temperature (#5063)
## 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>
2025-12-28 15:34:07 -08:00
Alexis 080e131b50 Refactors the safe Christmas trees to use a safe present subtype by way of a blacklist (#5027)
## About The Pull Request
Updates the safe tree to use a proper blacklist instead of being boring
and just giving bloodthirsty spacemen and women toys... They were good
all year, they crave violence. This replaces the round start Christmas
trees with the safe trees, which no longer only give out toys, but also
no longer give out admin/debug gear. A compromise for all, just in time
for Christmas!

The Christmas event present spawns have all been replaced with the safe
variants that utilize the blacklist, the other means of acquiring
presents have been left untouched.
## Why It's Good For The Game
People not getting admin tools out of Christmas presents and causing
headaches for staff is probably good for the game, maybe.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="418" height="452" alt="image"
src="https://github.com/user-attachments/assets/df6554ee-084a-40c2-9592-94c88f6569c4"
/>

</details>

## Changelog
🆑 xPokee, LT3
balance: All Christmas event presents have been replaced with the safe
variants.
refactor: The safe Christmas tree subtype now uses a blacklist instead
of just giving toys.
admin: Added a new verb in the 'game' tab to blacklist presents on the
fly.
/🆑
2025-12-27 16:20:08 -08:00
Cursor b18269e0f5 Porting Condos from Nova, Deletes the Unused Vox Box (#4872)
## About The Pull Request

Title. Porting https://github.com/NovaSector/NovaSector/pull/5020 by
[unit0016](https://github.com/unit0016), an OG. I love them which is why
I shamelessly stole and ported this.

## Why It's Good For The Game

Less piggybacking is good, it also does some... Good...Code... Stuff???
I dunno

## Proof Of Testing
TBD

## Changelog
🆑 LT3, unit0016, OrbisAnima, vinylspiders, Hydrosatan, theSelfish
add: The infinidorms have been rewritten and rethemed significantly,
coming with a handful of new rooms in the process.
fix: Ghost Cafe fishing doesn't affect station lootpools.
fix: Cafe Visitors, like plasmamen and vox get cannisters.
fix: Even if the Ghost Cafe somehow get radios, they won't transmit
anymore. This includes Borgs.
fix: Somehow, multitools returned to Ghost Cafe belts.
del: The not working Vox Box is gone from the Cafe.
code: Instead of being automapped, the Interlink CC office has been
merged into the map.
/🆑

---------

Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2025-12-25 22:21:43 -08:00
amsy2 f1b3b70c46 Makes overclocked volume pumps work in walls again, reverting #94007 from TG (#5031)
## About The Pull Request

Volume pumps work in walls again. I just removed the code added in
[#94007](https://github.com/tgstation/tgstation/pull/94007)

## Why It's Good For The Game

The bug to place overclocked pumps in walls has been around for years at
this point, long enough to become stable among atmosians for making
compact setups by ignoring pressure limits. Only thing that changes with
wall placement no longer working, is that atmos techs have to waste
extra time.

Removing floor from a tile surrounded by windows does effectivly exact
same thing as placing pumps in walls, but takes extra time in a job that
is already heavily time consuming, it's just an annoyance, it doesn't
introduce any new problem to solve or workaround when solution is pretty
straightforward.

The loss of gas isn't relevant either, placing pumps in walls did not
stop leaking, it just stopped it from spreading into air, the loss of
gas is already at 0.1%, it's not enough to mess with efficiency of the
setup.

Proper approach would be actually changing the way pumps work, make it
engineering problem to solve instead of just adding annoying friction to
playerbase of atmos techs that's already pretty small, which is why I
believe it'd be best course to revert the change introduced by
[#94007](https://github.com/tgstation/tgstation/pull/94007) until
someone actually bothers to properly work on atmos content like this.

## Proof Of Testing

<img width="224" height="135" alt="image"
src="https://github.com/user-attachments/assets/5a226421-070c-4691-98b5-c7d807da2de1"
/>

## Changelog

🆑
balance: Overclocked volume pumps work in walls again
/🆑

---------

Co-authored-by: nevimer <77420409+nevimer@users.noreply.github.com>
2025-12-22 20:04:57 -05:00
LT3 71be0797b1 Fix drinks dispenser tier 2 upgrade (#5042)
## About The Pull Request

Fixes tier 2 upgrade of the drinks dispenser

## Why It's Good For The Game

I just want a Duplex! Is that so much to ask? God damn!

## Changelog

🆑 LT3
fix: Restored missing tier 2 reagents in drinks dispenser
/🆑
2025-12-20 17:34:23 -08:00
LT3 83029b36b6 Fix missing dispenser chems (#5038)
## About The Pull Request

Restores the Bubber edits that made chem dispensers multi-tier
upgradeable.

## Why It's Good For The Game

The bartender can make my drink again.

## Changelog

🆑 LT3
fix: Restored missing tier 2/3 reagents in chemical and booze dispensers
/🆑
2025-12-19 14:15:13 -08:00