## About The Pull Request
Title.
## Why It's Good For The Game
Bugs bag
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: dirty quirk users no longer scream every time theyre cleaned
/🆑
## About The Pull Request
The menu that shows tickets handled count used key instead of ckey so
sometimes it would be capitalized and list the same admin in two
separate entries with the number split
## Why It's Good For The Game
It annoys me
## Proof Of Testing
Yes
## About This Product
This fine investment is presented to you by [NAME REMOVED] Co. Due to
the disheartening lack of recognition for ethereals across all of the
plush selection on Nanotrasen stations, we've decided to do something
about it. With 3% going to charity ~~plushies, NOT profits from sales~~
and the ~~utter indifference~~ great sorrow demonstrated by an anonymous
ethereal crewmember, o a private investor has managed to tap into
Sprout's greatest resource - it's unique culture.
## Why It's Good For The Game
OOC'ly, while it IS pretty much "ADD MY OC I SPRITED HIM MYSELF", I
think it's neat to have an ethereal plushie when we have 10+ variants of
moth plushies and 0 of those. Lorewise, we don't have ethereal lore so
by default it seems we're on TG's uplifting? Which is lightheartedly
poked fun at since they got screwed over by NT and now are getting made
into MARKETABLE PLUSHIES!
Either way, some things to note:
2% chance for funny rare noise when hugged! As a little harmless nod to
the character it's based on...
## Proof Of Testing
it works, I swear, let me get teh sprite rq
<img width="250" height="133" alt="vegar"
src="https://github.com/user-attachments/assets/2bd249ed-8f0f-4da6-a425-eb1d0d7df6ca"
/>
## Changelog
🆑
add: Businessman Ethereal Plush added to the game and loadouts
/🆑
## 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
Fixes improperly typed telecomms SMES mapped in these three. They were
starting empty, thus dying instantly.
## Why It's Good For The Game
Telecomms doesn't die as soon as the round starts
## Changelog
🆑 LT3
fix: Telecomms on Void Raptor, Blueshift, and Kilo will no longer run
out of power immediately after round start
/🆑
## About The Pull Request
Adds a treat text short to each robotic limb so you can hover over the
text on a health analyzer, and also makes the detailed info for burn
wounds not display the amount of heat that'll escalate the wound if it's
already critical, because then it would just show infinity and that's
not possible.
## Why It's Good For The Game
bugfix and consistency stuff
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="432" height="112" alt="Screenshot 2026-01-29 200614"
src="https://github.com/user-attachments/assets/0a916bab-c90f-4186-8126-398341104fdf"
/>
<img width="434" height="43" alt="image"
src="https://github.com/user-attachments/assets/10051d0d-eddf-497d-87d9-cc1e9d8229da"
/>
</details>
## Changelog
🆑
add: Added short treatment text to robotic limb wounds
fix: robotic burn wounds no longer show their heat threshold if it's
null, 0, or infinity
/🆑
Co-authored-by: Fghj240 <fakeemail@notrealemail.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
Minor formatting for the wizard dice event file.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
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<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
Formating :)
<!-- 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
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probably isn't good for the game in the first place. -->
## Proof Of Testing
It words good.
<!-- 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
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## Changelog
Not player facing.
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observed by players or admins you should add a changelog. If your change
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mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
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<!-- Both 🆑's are required for the changelog to work! You can put
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the changes rather than a summary of the PR's contents. -->
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## About The Pull Request
Changes the hypnovisor significantly:
- Renames it (hypnosis module --> MOD hypnotic visor module) to be
similar to normal modules
- Changing the directive now fills the text box with the previously
selected directive.
- Use a screwdriver on the module to toggle its visor effects, so nobody
will suspect you're doing something lewd while you walk around in your
fully-deployed Lustwish modsuit.
- Use wirecutters on the module to cut its control wire, switching
between toggleable mode and passive mode.
-- Passive mode retains current hypnovisor functionality, which means it
is always-on, and cannot be configured while installed.
-- Toggleable mode can be switched on/off and configured via the MOD UI
(including via remote control), with changes to the directive and
display taking effect upon restart.
- Tutorial text added for the module's examine text, explaining the
interactions, what they do, and also what the module is currently
configured to.
No other changes to functionality are intended for this module.
If someone is willing to sprite them, I'd be happy to add support for
additional spiral visor overlays for other MOD platings (Standard,
Engineering, Loader, Medical, Corpsman, etc.?) that have big enough
visors for it...
## Why It's Good For The Game
Adding additional functionalities to the lewder modules makes them more
attractive to use and ultimately will lead to me seeing more of the
content I like in the game. Being able to edit directives on-the-fly
also makes use of this module much less clunky.
## Proof Of Testing
<details>
<summary>
<img width="967" height="351" alt="image"
src="https://github.com/user-attachments/assets/124b807d-49f3-470c-83bf-2e5c18dc3b24"
/>
</summary>
</details>
## Changelog
🆑
add: MOD hypnosis module is now configurable via the MOD UI... including
remote control.
/🆑
## 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>
## About The Pull Request
fix fortitude giving you permanent stun immunity
## Why It's Good For The Game
permanent stun immunity is not intentional
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: fortitude no longer gives you permanent stun immunity
/🆑
## About The Pull Request
Legit adds a single item from clothesmate -> loadout. Item has no armor
values
## Why It's Good For The Game
idk someone requested it, since this is the only one that can be zipped
up. Drip good
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: A Zippable trenchcoat is now available in the loadout
/🆑
## About The Pull Request
Does as the title says
## Why It's Good For The Game
Lore
## Proof Of Testing
No
## Changelog
🆑
spellcheck: The NRI flag is now the PSC flag in the loadout.
spellcheck: The Moghes flag is now the Tiziran Empire flag in the
loadout.
/🆑
## About The Pull Request
Adds radio coverage to the Interlink arrivals shuttle.
## Why It's Good For The Game
Player request, no longer live in FOMO that you missed something in the
30 seconds you were travelling on the shuttle towards the station.
## Changelog
🆑 LT3
qol: FOMO no more, the Interlink arrivals shuttle now has radio coverage
/🆑
## About The Pull Request
This PR adds some quality of improvement changes in addition to fixing
bugs. This is mostly prep work for additional changes that will be
coming later.
## Why It's Good For The Game
Improves the usability of several departments in addition to fixing
issues such as atmos still leaking through the roof if the elevator in
cargo had a breach. By having this done I don't need to worry about it
later.
## Proof Of Testing
https://youtu.be/coNR9knVS0Ihttps://youtu.be/o5T8FyHKvlE
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: Persistence armory now has a kibiko grenade launcher and reagent
gun to replace the removed MCRs
add: Added a nanite setup to persistence.
del: Removed some of the kitchen clutter on persistence
map: Prisoners were converted to interns for persistence.
map: Dorms were moved to the prison along with the library on
persistence.
del: One prisoner spawner was removed leaving two interns after the
conversion.
map: Slightly expanded Persistence engineering, science, and the
kitchen.
map: added wall med stations to persistence
map: swaps persistence MAA and admiral suits in preparation for a unique
suit for the admiral.
map: Persistence admiral can now escape their quarters if there is no
power.
code: Fixed an issue that was breaking the persistence and tarkon sign
on system and causing a runtime whenever someone signed on.
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Alexis <catmc8565@gmail.com>
Bottom Text
## About The Pull Request
Makes a couple changes to the Interlink:
- Departures pod docking area is redecorated to resemble an airplane
takeoff strip. The waiting area likewise resembles an airport waiting
area.
- All latejoin spawns have been moved to the departures lounge.
- Accesses to the Interlink bar and kitchen are no longer bartender/chef
specific.
- The northeast fake shuttle and security checkpoint are completely
removed.
- The dormitories have been completely revamped. There are now four
medium-size dorms close to the shuttle and three large
Nebulastation-inspired dorms further from it.
- The SAD in the locker room west of the departures waiting area has
been moved so that it's more visible.
- The art lounge immediately south of the departures pod has been
remodelled to look like a fancy, high-class lounge. Also, more lighting
has been added so that you can actually see the large paintings placed
up, and a Lustwish vendor is added here.
- All vending machines are edited to have `shut_up = true` to prevent
them from spamming voice lines as you ERP. Also, the art lounge vending
machine area is slightly expanded to have the meal vendors as well.
- The dirt path area west of the coffee lounge has been altered -- it is
now a patio. This area also has a slightly better picnic spread (it has
pillows) as well as an unlit campfire and a statue.
- Lights have been added to dark areas in various places.
- The admin office in the southeast has been moved down to make space
for a new map feature: a copy of the ghost cafe shuttle. (Functionality
to teleport players to the ghost cafe TBD later)
## Why It's Good For The Game
The Interlink is one of the more dated-looking parts of the game
currently, between low-detail mapping in some places, obvious
copypasting of rooms, and being confusing to navigate for new players --
all issues intensified by the fact that it's almost guarenteed to be the
first thing new players see upon joining our server for the first time
so it's not a good first-impression of our server.
I would like for more to be done in the future, but presently, what's
here is good.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="1218" height="992" alt="image"
src="https://github.com/user-attachments/assets/f0bcd276-1140-4263-bfb2-2e6c14b864df"
/>
<img width="1234" height="933" alt="image"
src="https://github.com/user-attachments/assets/3160f7c6-5d31-4564-b59f-149cbae3cce1"
/>
<img width="1183" height="861" alt="image"
src="https://github.com/user-attachments/assets/0abaa390-6701-4f14-b6f9-7df996d0c575"
/>
<img width="1191" height="705" alt="image"
src="https://github.com/user-attachments/assets/c3ebcc25-7995-473f-a2bf-2e6452d58e9d"
/>
</details>
## Changelog
🆑
map: The interlink has been given a significant update in multiple
spots.
/🆑