Commit Graph
2367 Commits
Author SHA1 Message Date
4f74148dd3 Tarkon borgs (#6076)
## About The Pull Request

https://github.com/Bubberstation/Bubberstation/pull/3687 Reupload of
this PR. I finished it, it never got merged, i dont remember why. Lots
of my PRs just kinda timed out.

A new Borg subtype, for Tarkon specifically.
has access to lots of dodads, very versatile model with access to
multiple types on one shell.
Not obtainable outside of Tarkon.

## Why It's Good For The Game
Would be fitting thematically if they had their own borgs, plus giving
more utility to one borg on a usually very small crew is good, and them
being able to participate in the bulk of the fighting as more than a
backline medic is nice.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

Minor reshuffle of the spawn area to acommodate the spawner.
<img width="906" height="871" alt="image"
src="https://github.com/user-attachments/assets/86fb438d-90a1-433b-a7fe-d9f2a82d83bf"
/>

Module choices
<img width="618" height="559" alt="image"
src="https://github.com/user-attachments/assets/28f868c6-e8fe-45a9-9a5f-e2252e84b83d"
/>

Laws and preamble on module selection
<img width="1503" height="253" alt="image"
src="https://github.com/user-attachments/assets/1775da72-fad2-4d47-bdc7-5c753fc10b98"
/>

Attemting to install more than 3 tarkon modules (the limit)
<img width="554" height="68" alt="image"
src="https://github.com/user-attachments/assets/b3b6d4df-72d2-4d3d-8cd2-59b62e4e1db4"
/>


</details>

## Changelog
🆑
add: New Tarkon borgs, jack of all trades
/🆑

---------

Co-authored-by: Odairu <39929315+Odairu@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Maia-J@users.noreply.github.com>
2026-08-14 19:44:52 +02:00
a4df0d143c limb grower shadekin limbs, design enhancements (#5967)
## About The Pull Request
- [x] Adds shadekin eyes and ears to the limb grower.
- [x] Makes the various species parts available upon research without
having to print 8 different design disks
- [x] Adjust pricing of some bodyparts to be similar to base human parts
- [x] Adds adaptable lungs as researchable expansion for limb grower

## Why It's Good For The Game

Quality of life. Having to print the design disks alongside the limb
grower is pointless, it costs next to nothing materials wise and takes a
bunch of inventory space to do it.

## Changelog

🆑 LT3
add: Added shadekin eyes and ears to limb grower
qol: Limb grower automatically includes species parts, no more species
disks required
add: Adaptive hot/oxy/tox lungs can now be printed from the limb grower
once researched
/🆑

---------

Co-authored-by: Alexis <catmc8565@gmail.com>
2026-08-14 19:43:54 +02:00
36d41217f0 Space Ruin Rebalance (#5983)
## About The Pull Request
Rebalances space ruins to remove some of the stupidly overtuned
stuff/nukie gear and add more actually unique items to space that aren't
too powerful.
Also gives a heroic laser musket to black market dealer because I think
they should have access to an energy gun of some kind.
## Why It's Good For The Game
Space contains a literal redsuit for fighting two melee simplemobs and a
nukie smartgun for welding through two walls. By replacing these with
more unique items and adding a bit of extra threat to space on top of
it, it means there won't be ruins that are blatantly overpowered
compared to the rest of space. Also added some new loot and threats to a
ruin that previously had nothing in them so there's a reason to visit
more ruins.
As for the black market dealer there are a lot of situations where
having at least a laser musket would be extremely useful, however this
is entirely dependent on if the Cheap Materials Spawner spawns wood
instead of cardboard, so by giving them a guaranteed heroic laser musket
they have a laser gun that's good for simplemobs and has infinite shots
so they can deal with ruins that spam turrets everywhere.
## Proof Of Testing
<img width="1160" height="855" alt="Shuttle8532 Bridge"
src="https://github.com/user-attachments/assets/d9b17df6-bb3a-4ccb-8159-d1f461e34d47"
/>

Shuttle8532 bridge now has a stormtrooper shotgunner instead of two
melee redsuits, and the room before it has the two melee commando's in
it.
The redsuit and real agent ID corpse has been replaced with a police
modsuit.


<img width="936" height="663" alt="BRUTUS armory"
src="https://github.com/user-attachments/assets/f3e9c365-ee23-4880-b301-1de3e7f63813"
/>

The SYN-C BRUTUS armory has had the nukie smartgun inside replaced with
an energy shotgun, similar to the one the warden gets roundstart. Also
adds a single commando with an SMG to the armory.


<img width="367" height="410" alt="Waypoint Station"
src="https://github.com/user-attachments/assets/26af32f4-759d-47cc-ab51-94fd0dd85dea"
/>

Removes the literal Deathsquad shell from Waypoint Station, there used
to be a Pulverizer Shell in this locker, it was been replaced with a box
of buckshot and some more aliens were added to the hook shotgun room as
well.


<img width="665" height="377" alt="Market with Heroic Laser"
src="https://github.com/user-attachments/assets/f5f0d25d-d033-49fe-be65-455f07c12a92"
/>

The heroic laser musket in the market. 


<img width="497" height="170" alt="ARBORLINK Desk"
src="https://github.com/user-attachments/assets/fb90ef68-4dad-4800-87a2-77c45cba9d7a"
/>
<img width="357" height="445" alt="ARBORLINK Solars"
src="https://github.com/user-attachments/assets/5e405e36-5d01-4991-a488-467afa103eab"
/>
<img width="394" height="458" alt="ARBORLINK Solars 2"
src="https://github.com/user-attachments/assets/7d2f46c9-f2a3-4ca8-aa19-daaec7cf6018"
/>


Replaces some of the syndicate operatives with space-worthy commando's
in the Arborlink Vault, prevents just spacing the entire ruin to clear
it instantly.


<img width="1079" height="573" alt="OneHalf Safe"
src="https://github.com/user-attachments/assets/316cf4ad-dde4-4896-a51b-c05f5acd6ae1"
/>

Adds some actual gear to the Excavator Stations safe (It will be in the
safe, I just opened it to show the items), a Surplus Frontline MOD, same
one from cargo that has slight armor and an advanced jetpack module.
Adds some pirates that were trying to crack the safe themselves.
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
balance: Replaces the contents of the OneHalf safe with a Surplus MOD
and Advanced Ion Jetpack and adds some pirates.
balance: Replaces the Nukie Smartgun in infested frigate with an energy
shotgun and adds an SMG commando.
balance: Replaces the pulverizer shell in waypointstation.dmm with a box
of buckshot
balance: Replaces the real syndicate modsuit shuttle8532 with a police
modsuit. Adds a syndicate stormstrooper with a shotgun.
balance: Replaces some of the Operatives in vault tango with commando's.
add: Adds a heroic laser musket to the black market.
/🆑

---------

Co-authored-by: Alexis <catmc8565@gmail.com>
2026-08-14 19:42:48 +02:00
AlexisandMaia ae1cc71b34 Initial upstream fixes
Is this even working

Oooough

ok I'll crack at this

couple more fixes

Probably the worst of all my commits so far

Seriously, someone needs to check this.

It compiles

update atmos

stuff

update paths

snakes

linters 1

linters again

more CI

whoops

Update map_previews.dmi

Kills loose limbs

The component it used no longer exists.

podperson

CI Fixes(?)

Linters
2026-08-14 19:42:21 +02:00
Alexis 88e84645b1 Merge commit '6b52b564a50e4f3091470529c683587e5de15d49' into upstream-sync-7-22-2026 2026-07-22 13:39:09 -04:00
ee6818f4df Replaces Immunosilence with sepsisillin, nerfs aggressive healing. (#96972)
## About The Pull Request

Attempts to balance aggressive healing by slightly cutting back on its
incredible constant healing (which is still doable because I don't have
the heart to kill virology uses) and removes immunosilence because we
already have a chem that does that. Sepsisillin pills are mapped into
virology to take its place.

## Why It's Good For The Game

With immunodeficiency, an aggressive healing virus with high severity
becomes incredibly powerful. The combination of chills and fever to buff
severity while they cancel each other out along with a second symptom
like nocturnal regen (because you have the stats for it) makes
aggressive healing too powerful in the right situation but too weak for
everyone else.

Aggressive healing was given high stats under the assumption that they
were necessary to resist natural recovery in hosts that aren't
immunodeficient. That was probably a mistake since it also makes it a
buffer symptom stronger than any other, so its stats are heavily tuned
down.

Immunosilence was removed (because it's just sepsisillin) and
sepsisillin pills were mapped into virology in order to let people
without immunodeficiency be able to better benefit from aggressive
healing. Immunosilence was rather ineffective at its job because it
still let viruses regress to their first stage, which disables your
healing. Sepsisillin can also be used for testing viruses on monkeys.
Pills were added to virology because sepsisillin is a pain to make and
you can also use it to test on monkeys. The whole bottle should last one
person 23 minutes and 20 seconds.

Also I removed the no_self_cure trait that is now unused (it was given
by immunosilence) and changed the description of the aggressive healing
severity threshold to clarify that it starts scaling with any amount of
positive severity, not just after the first point.

## Changelog

🆑
del: Removed ImmunoSilence and its trait
balance: Aggressive healing has much lower stats
fix: fixed a few things
map: Added sepsisillin pills to virology
spellcheck: Clarified the description of aggressive healing
/🆑

---------

Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
2026-07-17 00:05:06 +02:00
SmArtKarandGitHub 299fc82b54 Fixes atmos diffs and incorrect atmos in lavaland hermit ruin (#96973)
## About The Pull Request
Caused by #95955, solved by adding a subtype of biome replace turf that
has standard atmos

## Changelog
🆑
fix: Fixed atmos diffs and incorrect atmos in lavaland hermit ruin
/🆑
2026-07-15 23:39:28 +02:00
Leland KembleandGitHub f29fccfc2c Not as scary as it looks attackby() to item_interaction() (#96795) 2026-07-12 13:45:35 +02:00
ff8b3e2b41 Lizard Gas Rework, Fixes & More (#5802)
## About The Pull Request

A big update that reworks the Lizard's Gas Station, that fixes existing
issues and makes the role overall more interesting.

A third spawner is added, which is the Manager, who will be held to a
higher standard, and is expected to be in charge of interactions between
Lizard's Gas and other factions, along with controlling the budget. The
manager spawns in with slightly more equipment that better allow them to
protect themselves, their workers, and the station itself from danger.
(A unique outfit for them is also planned, but it is still a WIP)

Lizard's Gas will now have their own unique budget, which is mostly for
fluff, but is also intended to be used for tracking the profits, paying
the workers, and for making orders through trade - as an express console
(like Tarkon or Persistence) would be counterproductive as the ghost
role is intended to interact with others.

Entirely new map layout, highly inspired by European service stations.
This reworked layout has the following features:

- A bigger shopfront, with shutters and direct connection to the
employee only areas.
- Store area itself made bigger, with a greater variety of goods on
sale, along with a pair of flatpacked quantum pads.
- The removal of the old shed outside of the gas station itself, which
held the majority of equipment.
- A garage, being the new dedicated workspace. Now holds most of the
equipment that was in the shed.
- A utility closet, containing the rest of the equipment, along with a
big air tank and an SMES that actually works.
- A CCTV system for the gas station, so you can view both what is
outside and inside from relative safety.
- A proper break room, for the employees, with privacy and access to the
CCTV.
- A nice fancy office, for the manager, with privacy and additional ways
to contact other factions (holopad and fax machine), and of course
access to the CCTV.
- Air conditioning, could you imagine having to work on lavaland or an
icemoon without it?


Three new biogenerator machines that are (currently) entirely unique to
Lizard's Gas, these combine some of the functionalities of other already
existing biogens, while adding much more to them to create additional
incentives to both play the roles and interact with them. These could
potentially be added to other ghost roles in the future, as they are
intended to cover for the lack of access to certain machinery or just
general lack of space or extra hands to achieve the desired outcome. The
medical biogenerator specifically is also meant to cover for negative
quirks that normally would result in a quick death due to the lack of
access to the quirk specific medicines, or to simply treat most common
injuries on lavaland - making the role accessible to way more player
characters.

Also currently _planned_:

- New power generators, fueled by wood and biomass.
- New outfit for the manager.
- Fixing the prefab shutters, as their animation is broken and their
sprite could use more work and additional frames.
## Why It's Good For The Game

The intention is to give the gas station the means to easily be
self-sufficient, along with the right tools to connect themselves to a
trading partner of their choosing without being intrusive - a cargo
teleporter and a pair of quantum pads. This will allow Lizard's Gas to
establish a direct link with others, allowing there to be much more
interactions between it and their partner of choosing with much more
ease, but still requiring the other side to assist by setting up their
own cargo teleporter and deploying the quantum pad on their end. Also,
being a neutral faction in a (literal) hotspot, they could act as an
interesting hub for interactions between other factions or themselves.

Here's a much more detailed breakdown of the issues being solved:

- Spawn reliance - A bad spawn entirely dictates who you can and will be
able to interact with, for a ghost role which is guaranteed to spawn,
the spawn location shouldn't play this much of a factor. As such,
Lizard's Gas now is provided a pair of flatpacked quantum pads and a
cargo teleporter to be able to cooperate with any other entity to
establish a quantum pad link (Communication being done by fax or PDA).
Using the Cargo Teleporter allows the Quantum Pads to be set up without
needing someone to actually manually to the Gas Station.
- Quirks - Certain quirks that rely on medicines completely screw you,
as getting more will require a full chemical setup, such as Phobia,
Brain Degeneration, or the worst offender: Asthma. This is solved by the
medical biogen added to Lizard Gas.
- Husked = Roundremoved - If you somehow managed to get husked, or
suffer a serious infection, you are pretty much dead dead. With your
only real options is being taken to the station, or praying the
Persistence players somehow stumble upon your dead body. To solve that
issue without giving Lizard Gas a full chem setup, they instead can just
make synthflesh patches with one of the biogens.
- Bad Piping & Cables - The original map had serious issues with the
piping, such as certain devices not being connected, being useless, or
just going through walls when it is unnecessary, the worst offender was
the oxygen recycler which is meant to suck in oxygen from lavaland not
even working. Cables wise, the SMES was only able to draw power, and not
output any of it.
- No Theft Prevention - Coming across Lizard Gas previously without
knowing about it could easily result in people accidentally stealing
from the Ghost Role, as most of their supplies were completely out in
the open and protected by two notes left on the floor. All of those
supplies are now moved inside.
- No Unique Access - Anyone could wander into the Gas Station if it was
unbolted, and then enter the back areas and snatch whatever they wanted,
which is even more of an issue when they are now provided with three
unique machines that are fairly powerful. Giving the doors special
access only provided to the Gas Station workers fixes that before it is
even an issue.

Along with fixing the aforementioned issues, there are quite a few
additions that are meant to provide the following benefits:

- Interaction Incentives - Now that it is more accessible, Lizard Gas
required a bit more of a unique 'stock' to provide to people visiting
it, and since none of them operate any plasma-fueled vehicles, the next
best thing is selling them items for convenience, at a store, a
convenience store if you will. With the three new machines, Lizard Gas
will have access to a lot of products they can mass produce on the spot
using only biomass. They can make you a burger on the spot! Sure, it
tastes very synthetic and not that high quality, but it is produced on
the spot. Most of the other products are already available in Company
Imports, but this will be an option to trade for it for cheaper, player
interaction is a good thing!
- Neutral Hub - Being able to link themselves up other locations using a
Cargo Teleporter and a pair of Quantum Pads allows the Lizard Gas
workers to link up with the Station, Tarkon, and the Persistence - as
long as there is someone else on the other end with a Cargo Teleporter
as well. This allows all three groups a Neutral ground to be in,
hopefully allowing for more interactions between players without having
to worry about antags, while also being able to return to their
workplace quickly and with ease.
- Third Spawn - Adding a Manager, which fits thematically, and is
expected to be held to higher standards. Now Lizard's Gas is a three
slot Ghost Role!
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

Comparisons!
**Old Lizard Gas:**

<img width="799" height="799" alt="StrongDMM_VGH8uAiA9r"
src="https://github.com/user-attachments/assets/1f72c14c-b070-4871-9058-bb7a540768c0"
/>

**New Lizard Gas (Icebox):**
<img width="1356" height="1017" alt="dreamseeker_KLV97bjWii"
src="https://github.com/user-attachments/assets/8b09df34-a64b-42a3-8af0-70de6b74fcd1"
/>
<img width="1356" height="1017" alt="dreamseeker_OAcImdnaPf"
src="https://github.com/user-attachments/assets/86f6a343-3979-4ed6-a5eb-7e8db9ad4cc8"
/>

**New Lizard Gas (Lavaland):**
<img width="1360" height="1017" alt="dreamseeker_N0k7u5zD8i"
src="https://github.com/user-attachments/assets/3848a851-2213-44f2-bfac-eb2133f68526"
/>
<img width="1356" height="1017" alt="dreamseeker_dedS1dHqaB"
src="https://github.com/user-attachments/assets/d928713e-8bef-40eb-acfc-dbb3ba8d5cfd"
/>

**The new machines & Contents:**
<img width="275" height="138" alt="dreamseeker_NpTCSRoj6k"
src="https://github.com/user-attachments/assets/06579bbe-11eb-4972-9fba-b5df4b30c51b"
/>
<img width="1189" height="973" alt="yLPMyfBjkU"
src="https://github.com/user-attachments/assets/5174833f-bc91-43b6-a472-873e94c4e93b"
/>
<img width="1189" height="711" alt="lRgw4dVQux"
src="https://github.com/user-attachments/assets/8d6cf74e-5e3e-4110-b6b5-ae1800a8f97b"
/>
<img width="1189" height="679" alt="7myy2173s3"
src="https://github.com/user-attachments/assets/c949851c-f487-47a5-9bf5-4db6c2b62e7f"
/>

</details>

## Changelog
🆑 Moldb, Cerberushopeless, Dr.arielpro & Projectkepler-RU
add: Added 3 new unique biomass based machinery intended for ghost roles
only. They are functionally similar to cargo-orderable biogens (Organic
Ration Printer, Organic Material Printer, Colonial Supply Core, Wall
Med-Station) but are consolidated into much more specific roles, while
also adding additional items to their lists.
add: Added an additional spawner to Lizard's Gas, in the form of a
manager role.
add: Gave Lizard's Gas their own budget card, which can only be spent
through trading with others. Their card is actually capable of
withdrawals.
image: New sprites used by the new biogens, taking direct inspiration
from pre-existing machines to fit in nicely.
map: Near complete rework of the Lizard Gas station, making it much more
roomy and more akin to an European service station.
/🆑

---------

Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2026-07-05 12:12:45 -04:00
RoxyandGitHub b491ec8bb6 Fix shoe factory note placer notes (#96781)
## About The Pull Request

Gotta set the `note_path` var on the note placer, not place a note on
the same tile

## Why It's Good For The Game

Make this actually work instead of the notes just being on the floor

## Changelog

Not super important
2026-07-04 19:50:15 +02:00
e9061e8b19 Blacksmith Revamp (#5360)
## About The Pull Request

Makes a number of changes to blacksmithing to make the role more
appealing, convenient, and special:

<details>
<summary>New Additions</summary>

- [ ] Added a new blacksmith recipe that requires legendary skill and
the skillchip: parts for a classical single-action revolver. High
damage, but finnicky to use; no safety mechanism, can't accept speed
loaders, and the hammer has to be cocked before each shot. Cocking the
hammer is faster if both hands are free, allowing for fanning the
hammer.
- [ ] Smiths can now make new storage options: a cowboy holster that
stores a handgun and multiple ammo boxes, a charging belt that recharges
one energy gun, a botany bag with expanded storage, and multiple types
of scabbards.
- [ ] Added a new skillchip specific to blacksmithing; without the
skillchip, your options on what you can produce via smithing are
reduced. This is to make it so that the smithing job role (or at least,
whoever has been given the skillchip from the QM's locker) is more
special. Currently smithing is just sort of something anyone can do, the
only things unique about spawning in as the blacksmith is that you have
cargo access and smithing-specific bounties.
- [ ] Replaced the water barrel with a new structure: the reagent
quenching trough. This spawns in filled with a new reagent, quenching
oil. Quenching a smithing item in the trough with any reagent will imbue
it for zero reagent use, and heat the trough's reagent.
</details>

<details>
<summary>General direction changes</summary>

- [ ] Perfect hits are no longer probability-dependant; they're based on
the player's timing. Except if the player is max level at blacksmithing,
in which case all hits are perfects.
- [ ] Right-clicking with a hammer on the anvil will allow the player to
automatically forge the item they're working on, with a slower pace
compared to manual forging. This is mostly meant to allow talking to
someone while working on forges.
- [ ] Removed multi-anvil smithing; blacksmithing lacks a dedicated
space on most maps and so must occupy a hallway or something else
instead. "Playing optimally" with multi-anvil smithing means taking up
significantly more space, in addition to looking extremely silly and
bypassing part of the loop with blacksmithing (levelling up the smithing
skills to produce equipment faster); the smithing chip will reduce the
swings needed to finish a job to compensate.
- [ ] Reworked reagent imbued equipment; removed the bonus from leaving
a weapon unimbued. This bonus can now be regained specifically by
imbuing smithing oil (smithing oil is special; imbuing it doesn't
inflict it as a reagent for effects, but makes the armor/weapon/etc.
better by numbers). Also, reagent imbued equipment no longer has a big
damage multiplier but will merely stop applying reagents after a certain
integrity threshold is passed.
- [ ] Significantly reduced the income from smithing cargo bounties. It
honestly kind of sucks that blacksmiths' value to the station is that
they print money and not for the actual quality of their items.
- [ ] Blacksmiths now have weapon access by default. It's honestly kind
of weird that the guy whose whole schtick is making weapons, didn't have
weapon access to start.
- [ ] Moved the crusader belt from the general crafting menu to the
smithing crafting menu; it now requires lv7 smithing and the smithing
chip. This change is because it's highly contingent on blacksmithing
equipment for its main storage so it seems most sensible for a smith to
work it.
- [ ] The leather apron that blacksmiths roundstart with now has
dedicated storage for various smithing and glassblowing tools.
</details>
<details>
<summary>Interactivity changes</summary>

- [ ] Trying to pick up a heated blacksmith item will now burn your
hand.
- [ ] Various quenched smithing items now have associated force values
for dealing damage, but will also (usually) cut the user's hand for
doing so.
- [ ] You can now use water tiles or certain reagent containers (needs
at least 300 units) to quench smithing equipment.
- [ ] The forge now heats up it's surroundings and burns carbon dioxide
while doing so. The wall-mounted heater now auto charges it's cell to
compensate for this.
- [ ] You can now weapon-bash your blacksmithing shields, similar to how
you can slap your baton against your riot shields to intimidate.
</details>

<details>
<summary>Convenience and misc.</summary>

- [ ] Changed the Rapier sprites to match the other smithing weapon
sprites.
- [ ] Added more tutorial tooltips when inspecting blacksmith equipment.
- [ ] The blacksmithing noises are quieter, thank god.
- [ ] Using tongs on a stack now pulls only one item from the stack,
instead of pulling all items in the stack. You never actually want to
have more than one sheet in the tongs so there's no reason to include it
really.
- [ ] Completed blacksmith items can now be picked up with tongs and
placed into the crafting bench with them. This is meant to reduce the
tool-juggling for moving the item from the anvil to the basin, then
moving the item from the basin to the bench.
- [ ] The blacksmith ID trim now has an actual icon 
- [ ] Commented out the cortical borer cage recipe. We don't really need
this since we don't run cortical borers.
- [ ] Halved the number of necessary chains and plates for all recipes,
but doubled the time needed to hammer them; this is to reduce how much
item juggling is needed.
- [ ] Cargo guards and cargo secoffs now have blacksmithing access.
- [ ] Ensure that Ashwalkers, Primal Podpeople, and feral nekos have all
the same mechanics as a skillchipped crewie, except cannot make the
revolver
</details>

<details>
<summary>Code refactoring</summary>

- [ ] The reagent clothing and reagent weapon components now come from a
general reagent imbued parent component.
- [ ] Refactored how anvil smithing works; it now relies on an item
component that handles item heat, hammer strikes, and quenching, instead
of all the code being handled within the anvil itself.
- [ ] Removed the skyrat_obj_flags variable that only functioned for the
anvil_repair flag and nothing else. We have different ways to check for
the stuff it relied on so it's not really needed.
- [ ] Removed the in_use code from various forging objects. It's a
really cumbersome system and annoying to manage all the time. Doafters
with interaction_key stand as a replacement.
</details>

Overall, in the hands of blacksmiths, smithing-chipped characters, and
the tribal factions, this should feel like a general buff. For everyone
else, this should feel like a nerf, and they should go to the blacksmith
or get skillchipped so they can make smithing stuff. It should also feel
less 'shallow' and a bit more interactive with the rest of the game.

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

<img width="180" height="108" alt="image"
src="https://github.com/user-attachments/assets/fff5bf67-2f6b-42e6-b8a6-920b5ef8bf26"
/>

<img width="399" height="52" alt="image"
src="https://github.com/user-attachments/assets/f7a1f395-d060-49ad-848f-52d0e4303177"
/>

https://youtu.be/hcPZXzCOSIU

https://youtu.be/V7GeLetcRtk

https://youtu.be/YEyW9pKidTU

</details>

## Changelog
🆑
add: Way, way too many blacksmith job features & smithing system changes
to list. But here's the highlights:
balance: Forged blacksmith weapons can now be used nonlethally via
striking with pommels, spear shafts, etc. which knocks down victims and
stamina damages them like a weaker baton.
qol: Blacksmith tongs now only pull one item at a time, if used on a
stackable item.
qol: Blacksmiths can now auto-smith at an anvil by right clicking with a
hammer.
qol: Blacksmithing tools now have more tooltips to tutorialize their
usage.
qol: Blacksmithing crafting bench can now store item stacks, forging
plates, and forging chains. Right-click to view what's in it.
balance: Removed multi-anvil smithing. Individual smithing pieces can
now be made faster with the smithing chip and other means to compensate.
add: Blacksmiths can now build a single action revolver if they are
fully levelled.
add: Blacksmiths can build a variety of new equipment at the crafting
bench -- gun-charging holsters, knife belts, multiple types of
scabbards, and even a new expanded-storage botany bag.
add: Replaced the water barrel for smithing with a barrel of smithing
oil; smithing oil is now used to grant the bonuses that was previously
given by leaving the item unimbued. The new barrel can have its contents
changed for reagent imbuing.
add: A new reagent "smithing oil" which gives innate bonuses to any
blacksmith equipment imbued using it.
balance: Material types now affect the quality of resulting items and
how quickly they can be forged.
balance: The reagent smithing hammer now has increased toolspeed if
forged well.
balance: Reagent imbuing's durability penalty has been altered; it
reduces durability for each time an imbue effect procs, and then stops
functioning for such when below a certain durability percentage.
/🆑

---------

Co-authored-by: Mathilde <146444134+ibexgoetia@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
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Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2026-07-03 15:05:07 -04:00
70eef1f46f Returns Space Z Level Count To 7 (#5864)
## About The Pull Request

[The count was reduced all the way back in 2024 as a way to help server
performance ](https://github.com/Bubberstation/Bubberstation/pull/2510)
however I've been told it might be worth upping again.
## Why It's Good For The Game

People yearn for the space age. Tiding gets boring and there's often not
a lot in a given round, especially when you have stuff like Tarkon that
take up half a large portion of a given z-level.

## Proof Of Testing

The tests don't fail! Might need a test merge to judge the performance
impact at scale if there's still concern.

🆑 Robwo
code: Returned space Z-level count back to 7.
/🆑

---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2026-07-02 10:22:08 -07:00
GhomandGitHub adf838c32a Holidays content: Kitchen has more ingredients on some holidays, more mail items, special bar kegs on St Patrick Day, Beer Day and Talk-Like-a-Pirate Day. (#96509)
## About The Pull Request
This PR adds a simple holiday spawner type that can be used for objects
that are only spawned if the holiday they're associated with is being
celebrated. Right now it has three subtypes, all related to the kitchen
(liquid ingredient, powdered ingredient, meat ingredient).

The involved holidays are the fictional tiziran and mothic festivities
Atrakor's Might and Fleet Day. Extra stuff is also spawned on Bee Day
and Beer Day. On Vegan Day, the monkey meat slabs in the meat fridges
are replaced with plant-based meat slabs (killer tomato slices and pod
people meat, plus veggies) and the fridge is renamed from "meat fridge"
to "vegan fridge".

This PR also adds a few more holiday-specific mail objects such as
Speak-Like-a-Pirate Day, Fleet Day, Atrakor's Might, Chernobyl's
Disaster Anniversary (it's just a geiger counter), Monkey Day and
Draconic Language Day.

EDIT: I've decided to make the bar backroom beer keg into a spawner that
will spawn special kegs on specific days (otherwise it's a 1 in 25
chance). These kegs can contain drinks a little more refined than the
average beer keg. Also it comes with a resprite of kegs because the old
one was starting to look a little ass compared to other reagent
dispensers.

## Why It's Good For The Game
For being fictional festivities revolving around food and culture, and
despite the lot of recipes for moths and lizard people, we aren't
offering anything to chef players to let them cook said recipes beside
what's given on any bog-generic round. This is a step toward a slightly
less lackluster implementation of those festivities and recipes into the
game. Also chance for cooler kegs for the bartender.

## Changelog

🆑
add: The kitchen fridges may have additional ingredients on certain
holidays, in particular Atrakor's Might (lizardpeople) and Fleet Day
(mothpeople), and Vegan Day.
add: Added a few more holyday-specific mail items.
add: Replaces the beer keg in the bar backroom with special kegs on St.
Patrick's Day, Beer Day and Speak-Like-a-Pirate day. On any other day,
there's a chance that the beer keg will be replaced with one containing
whiskey or rum, or in rare cases, one of those special kegs.
imageadd: resprited the keg as well.
/🆑
2026-07-01 10:26:56 +12:00
GhomandGitHub 77fbd93641 Operation "WDYM They can teleport on away missions?!" phase 1: Stuck Inside Indestructible Walls (#96370)
## About The Pull Request
Somehow, we can teleport on away missions when we used not to be able to
a long time ago.
I'm not against it, however it can end quite badly with people getting
stuck in indestructible walls or stuff like that, or end up somewhere
with cordon turfs decoupled from the cordon area (museum cough cough),
which doto your spaceman what Dr. Manhattan did to Rorschach btw.

I'm totally fine with spacemen getting stuck on destructible turfs,
rocks that can be mined, machinery and other destructible or movable
structures, areas that are hard to access in and out, behind shutters
and puzzle doors or even at the rims of indestructible walls if they're
connected to any of the aforementioned things. It isn't a rigid
standard, using random teleportation to cheese away levels should be a
risky endeavor, but I also don't believe that you should end up
teleported somewhere that you cannot otherwise escape on your own or be
hypothetically freed from by another spaceman without more teleportation
having to be involved 100% of the times (or admins if they feel
merciful). That's where I draw the line.

Beside, more than a few maps didn't use cordon turfs and/or turfs or had
these massive portions of indestructible walls.

Oh, by the by, a little unrelated but I'm bringing the visuals of
indestructible "rock" walls up to date with the visuals for rock turfs
that can be mined. Included are also icon-states so that the two can be
easily distinguished during mapping.

Feedback welcome.

## Why It's Good For The Game
I'm not against using teleportation for away missions. Right now there
are a couple easter egg areas that can only be accessed that way.
However the risks of getting GBJ'd are immense if done randomly.

Also for some reason, despite having the secret z-trait injector for the
museum stops phasing/jaunting, the museum areas are not of the secret
type, so they don't block teleportation. WHATEVER, IT ISN'T LIKE IT HAS
SOME OMEGA LOOT WORTH THE TROUBLE

## Changelog

🆑
map: Made it a bit harder to get stuck on away missions if you willingly
or unwillingly use teleportation techniques. You still definitely can,
but usually only on sections of the map that can be reached one way or
another, including rock walls that can be mined, just not those that
cannot.
image: Updated the visuals for indestructible rock walls to match the
destructible ones.
balance: RNG teleportation should work marginally better around areas
and turfs where teleportation is restricted by skipping them instead of
having a chance to fumble because of that.
/🆑
2026-06-27 16:57:04 -07:00
178981d0da Adds access restrictions to the AI upload console and rebalances the hacked upload boards. (#96323)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2026-06-26 14:29:14 -04:00
Roxy de4c3b255d Merge branch 'master' of github.com:tgstation/tgstation into upstream-2026-06-23 2026-06-23 15:51:55 -04:00
0bbe65c881 AmmuNation update PT 1 (#5758)
## About The Pull Request
The ammunitions workbench is Security's (And some others'!) tool for
refilling ammo boxes, magazines and so on. It's one of the pieces of
Skyrat kit I actually enjoyed, but it's got some big problems! In its
current state it has a number of long-standing faults nobody was doing
anything about, a pretty significant one being that it throws a runtime
every single time you interact with it. This PR repairs those faults and
brings the machine in line with the rest of the station's lathey things.

Fixes:

- **Runtimes on every interaction.** The machine called
`default_deconstruction_crowbar()` with the wrong arguments, so
inserting anything (a magazine, an ammo box, a datadisk) threw `Cannot
read null.tool_behaviour`. That has been fixed.
- **Material handling now matches other lathes.** It previously used a
weird old menu. It now uses the standard UI for lathes and shit:
workbenches placed on the map connect to the ore silo at roundstart,
newly built ones can be linked with a multitool.

Additions:

- **Recycle function.** A loaded container can be emptied back into
materials, mirroring the existing recycler/autolathe, etc. This means no
more ugly piles of random bullets on the ground! It also has snazzy
previews, jokes and shit built into the tooltips/UI. This is a complete
overhaul.
- **Emag support.** Emagging the workbench unlocks its full catalogue,
consistent with other restricted fabricators. Wire-cutting remains as an
option too. (Basically just instant hacking with no electrocution risk)
- **Prefilled mapping variant.**
`/obj/machinery/ammo_workbench/prefilled` spawns with mid-tier parts and
a modest local material stock for away missions, ruins, and custom maps,
so it works without also placing loose sheets and a datadisk. I was
debating making it spawn with ammo designs already in it. But decided
against it.

## Why It's Good For The Game

We inherited this machine from Skyrat, and it sucked, behaves unlike any
comparable machine on the station; eye searing green UI. It runtimed on
every interaction, and was just generally a roach hotel of bugginess.
The recycle function is also something nice I've wanted for a long time,
and the prefilled variant should come in handy. Also a lot of people
gave me the "let it connect to the silo" feedback and nobody told me
"no" so here we go.

## Proof Of Testing

<img width="931" height="957" alt="image"
src="https://github.com/user-attachments/assets/a0fc7acb-30e7-4d54-9e49-7227b86af730"
/>
<img width="1650" height="1164" alt="image"
src="https://github.com/user-attachments/assets/31e8a28b-64bc-4d73-aa48-4b978e122168"
/>
<img width="913" height="879" alt="image"
src="https://github.com/user-attachments/assets/7a2287fd-ee51-42bf-9491-6bbfa7a497cb"
/>

</details>

## Changelog
🆑
fix: The ammunitions workbench no longer runtimes every time you
interact with it.
qol: The ammunitions workbench now draws from the ore silo like other
lathes, and newly built ones can be linked with a multitool.
add: The ammunitions workbench can now recycle a loaded container back
into materials.
add: The ammunitions workbench can be emagged to unlock its full
catalogue.
/🆑

---------

Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2026-06-14 12:10:39 -04:00
CabinetOnFireandGitHub cfd1c8bb67 Replaces lavaland generation (Cellular automata caves) with a more sophisticated cave network system (#96026) 2026-06-06 15:36:14 +00:00
AnturKandGitHub a62838fcc8 Polar bear basic mob conversion (#96295)
Straightforward conversion to basic mob. Only effective change is slight
increase in movement speed. They're still walking punching bags.

🆑
balance: polar bears are tiny bit faster
/🆑
2026-06-04 12:29:22 -06:00
shayoki f601a6ddaf Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 2026-06-03 01:23:54 -05:00
SmArtKarandGitHub f3283799e7 Reworks lavaland tendrils into minibosses (#96186) 2026-06-02 21:00:15 +10:00
RoxyandGitHub 2f4666665e Fix two issues with icebox lizard gas (#5703)
## About The Pull Request

- The area type for lizard gas on icebox had `requires_power = FALSE`
which means when the APC ran out nothing happened, which is dumb because
there's an APC and an SMES and a deployable generator the power is
clearly supposed to matter
- Because the ruin spawns on the station Z level the circuit imprinter
auto connects to the station ore silo, this doesn't make sense and the
lavaland version doesn't do it so it doesn't anymore
## Why It's Good For The Game

Fixes #5370 

## Proof Of Testing

I spawned in and set the APC charge to 0 and verified that the area
actually loses power and lights go out/machines turn off, then I went
and put some mats into the station ore silo and verified that the
circuit imprinter in the gas station didn't have them

## Changelog
🆑
fix: fixed icebox lizard gas having infinite power
fix: fixed icebox lizard gas circuit imprinter connecting to station ore
silo
/🆑
2026-05-30 14:06:15 -05:00
TheRyeGuyWhoWillNowDieandGitHub 307e9e05ca fixes shoe factory active turfs (#96142)
## About The Pull Request

replaces open plating and girders with regular walls

## Why It's Good For The Game

the console said i had active turfs connected to 28 thousand active
turfs when i was mapping my map and it scared me

## Changelog
🆑
map: fixed active turfs on shoe factory ruin
/🆑
2026-05-19 08:48:03 +02:00
+37 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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BoopideedooandGitHub 9cbbe8a195 Gives a new small area for the extinguisher so it aint blocking trashcan (#96013) 2026-05-09 14:40:38 +02:00
SmArtKarandGitHub d988a7b68e Removes a rogue syndiedome ruin decal (#95999)
## About The Pull Request
<img width="478" height="331" alt="image"
src="https://github.com/user-attachments/assets/e32d741a-69f3-4c01-be20-87470e039fb2"
/>


## Changelog
🆑
fix: Removed a rogue syndiedome ruin decal
/🆑
2026-05-09 10:25:51 +02:00
SmArtKarandGitHub 940d91bb62 [MDB IGNORE] Adds new features and tiles for lavaland biomes (#95955)
## About The Pull Request

Adds new floor types and natural decor to both Siderite and Shale
biomes, as well as makes flora and fauna spawns differ between said
biomes.

<img width="1216" height="997" alt="dreamseeker_uIv1OgVkpD"
src="https://github.com/user-attachments/assets/327d9caa-a58c-4d70-acbe-477da69b4d71"
/>

---

Basalt biome now spawns more legions and goliaths, but less watchers and
no brimdemons. You can rarely find new volcanic pore rocks which will
spew out lava when destroyed.

<img width="505" height="361" alt="dreamseeker_TA9rXzOgad"
src="https://github.com/user-attachments/assets/fb19a60a-c927-441b-abad-161ce5022a60"
/>


Siderite biome has a lot of rock formations and may sometimes spawn new
stalagmites. You can expect to see a ton of bileworms, raptors and
watchers there.


<img width="747" height="613" alt="dreamseeker_uZgRX8qqh3"
src="https://github.com/user-attachments/assets/d356f1c6-371a-4b8b-899b-470edb0d2790"
/>


Shale is full of lobstrocities, goldgrubs and brimdemons, and home to a
new glowgrowth "plant" - colony of bioluminescent fungi growing on
natural air vents.

<img width="274" height="220" alt="dreamseeker_EtxiS4X9M7"
src="https://github.com/user-attachments/assets/cbefba67-b618-4a65-ad12-9ee5182b650c"
/>


While it cannot be planted by itself, it contains luminescent fluid
inside which will grant whoever eats it minor night vision as long as it
is inside their bloodstream (as well as cyan-glowing eyes)

---

Ruins now properly respect their biome's rock (and now floor as well)
type, since it was broken for some of them previously.

<details>
<summary>More images under the dropdown</summary>

<img width="1216" height="997" alt="dreamseeker_fpXXV0Rt3D"
src="https://github.com/user-attachments/assets/fa790ca1-7045-490e-bcb2-c1f9da9f277c"
/>
<img width="414" height="303" alt="dreamseeker_l6E8S2fzCe"
src="https://github.com/user-attachments/assets/8b10dcca-c546-41ce-9363-a12b0f225881"
/>
<img width="784" height="587" alt="dreamseeker_RUWQo0unNp"
src="https://github.com/user-attachments/assets/d7364abc-ec68-4daf-b3cb-a03b8ba7e5de"
/>
<img width="1216" height="997" alt="dreamseeker_zoltABvkBw"
src="https://github.com/user-attachments/assets/324f50f8-83c9-4451-8eff-33ebf81c1d0d"
/>
<img width="1125" height="571" alt="dreamseeker_ky5qvl2XtC"
src="https://github.com/user-attachments/assets/ff08d22f-fc15-4961-b76e-7c10d7814096"
/>

</details>

Credit for original versions of new flora/feature sprites to
SentryPrimis on the /tg/station discord

## Why It's Good For The Game

Makes biomes more distinct and interesting, as well as gives them unique
atmosphere, since right now they only differ in rock type and mineral
distribution.

## Changelog
🆑 SmArtKar, SentryPrimis
add: Siderite and Shale lavaland biomes now have unique floors, as well
as flora, features and fauna!
fix: Fixed some ruins generating with default basalt walls instead of
their biome's walls
/🆑
2026-05-07 10:20:43 +01:00
AlexisandGitHub d9a6b832ed Reverts 'Virosec' and Returns Redsec to Base /tg/ + Red Skyrat Security Gear (#5518)
## About The Pull Request
Does as the title suggests. This was voted on and approved unanimously
by maintainers.

**BLUE DONATOR ITEMS HAVE BEEN LEFT INTACT.**
## Why It's Good For The Game
A lot of players discussed discontent with 'virosec' and I feel this is
a solution that works.
## Proof Of Testing
I forgot to take screenshots, but it compiles, builds, and almost
everything is red.
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
add: Added back base /tg/ redsec along with red Skyrat clothing items.
del: Removed 'virosec'.
/🆑
2026-05-03 18:47:46 +02:00
6c2ad0eac7 Adds the savior of the universe paper hat from Project Hail Merry. (#95772)
## About The Pull Request
Adds the savior of the universe paper hat from Project Hail Merry to the
waylaid bus ruin.
## Why It's Good For The Game
I very much like the references scattered through out the game and so
I'm adding another.
<img width="1316" height="534" alt="image"
src="https://github.com/user-attachments/assets/97ff753d-c81b-4e4c-a136-bc8f6c025c3c"
/>
<img width="93" height="95" alt="image"
src="https://github.com/user-attachments/assets/44c30f45-1139-4b0b-baf4-e9ccdd379cd4"
/><img width="90" height="94" alt="image"
src="https://github.com/user-attachments/assets/0de05f71-50d8-4782-b501-97c1eeb8a055"
/><img width="95" height="94" alt="image"
src="https://github.com/user-attachments/assets/2c0fe38c-eeef-44ab-aad9-59a71e483a3d"
/><img width="83" height="93" alt="image"
src="https://github.com/user-attachments/assets/3f5bbf8b-fe36-42e4-8d5c-e6146974edcf"
/>
<img width="864" height="509" alt="image"
src="https://github.com/user-attachments/assets/29332c3f-7f8a-4ed5-a876-66af4c221cb6"
/>




## Changelog
🆑
add: Saviors paper hat.
add: Added worn and normal icon states for it in costume.dmi
map: Modified bus.dmm to include the paper hat behind the main bus.
/🆑

---------

Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com>
2026-04-24 17:57:19 -07:00
7763db34a1 Basic beepskies and some ED209 additions (#95783)
## About The Pull Request
this PR refactors beepskies and ED209s into basic mobs. ive also added a
few features for the ed209 because i cant keep my hands to myself:

ED bots can now wear hats! a few hats give them some new unique
dialogue. Putting a cowboy's hat on an ED will have it acting like a
town Sherrif

EDs are now rideable when emagged. theyll still be shooting people while
ridden. youll also have the ability to charge at people full throttle
running them over

ive also added a new Nukie variant, purchasable from the uplink. These
versions come fitted with an LMG and will patrol the station and shoot
all walks of life. If emagged, theyll blow up people with (weaker)
rockets (im still working on balancing this). they are rideable but i
highly suggest against it; youll be caught in the crossfire. (i
understand if ud prefer i atomize this feature)

## Why It's Good For The Game
gives some personality to EDs, as well as updating all these bots to the
cool new ai system

## Changelog
🆑
refactor: beepskies, and ed209s have been refactored. please report any
bugs
add: ed209s can now wear hats! some hats give them new dialogue
add: emagged ed209s are now rideable! 
add: added evil versions of the ed209s to the syndie uplink
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2026-04-25 00:25:28 +00:00
TimandGitHub d4242d5907 Add Shoe Factory Ruin (#95774)
<!-- 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

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

This adds a new lava/ice ruin called the Shoe Factory. It's basically an
abandoned conveyor belt full of random shoes.

<img width="736" height="608" alt="StrongDMM-2026-04-16 20 02 24"
src="https://github.com/user-attachments/assets/113f1dc0-7ab7-48fa-9f4d-a32398e7d83d"
/>

There are 29 pairs of random shoes total. These use a new shoe random
spawner that spawns ANY subtype of shoes. (even admin shoe types like
disabler/bullet shoes) On top of this, the shoe spawner modifies the
`slowdown` anywhere between `-0.5` (fast) to `+0.5` (slow) via dice
rolls. (5d3) You basically need to roll a YAHTZEE to get super fast
shoes. Using the dice method results in ~60% of shoes being normal,
while ~20% are fast, and the other ~20% are slow. So you really need to
test each shoe individually Cinderella style.

Here is a [nice
chart](https://tadeohepperle.com/dice-calculator-frontend/?d1=%2B5d3)
showing the probability breakdown of dice rolls.

For atmosphere, there are crates full of leather/tanning/hides. Also,
there is a loom with durathread, cotton, and wool supplies.

## Why It's Good For The Game

<!-- 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. -->

More ruin content. Also gives a chance for players to obtain some super
rare shoe types.

## Changelog

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

🆑
map: Add Shoe Factory to lava/ice ruins.
/🆑

<!-- 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. -->
2026-04-23 08:54:29 +12:00
SmArtKarandGitHub 2680aafa3f [MDB IGNORE] Lavaland Mineral Rework: Yapmining 2026 (#95682) 2026-04-20 10:52:59 -04:00
RhialsandGitHub ef6a2e8fe0 Takes the donk-co cameras off of the main station network (#95726)
## About The Pull Request

This moves the donk co trading post cameras to a currently unused "donk"
network.

This means they no longer show up on the "ss13" station network.
## Why It's Good For The Game

These cameras aren't even active, and they shouldn't be on the main
station network anyways.

Closes #95633.
2026-04-13 12:41:11 -05:00
567d5709bf Minor Persistence Map Fixes plus Tarkon R&D unlocking (#5393)
## About The Pull Request

Fixes a few things about both persistence maps and Tarkon

Persistence:
- Altered the scrubber and vent layout of the library to be more
effective against possible gas contamination
- Changed the admiral's doors to be independently bolting of each other
- Fixed the bitrunning vent being connected to the waste pipe
- Removed the excess suit storage unit from the Liason's office
- Fixed a missing cable under the third engineering SMES
- Fixed the naming of the nanite lab and engineering officer's quarters
- Set the R&D console in the research lab to syndicate access, like the
one present on the bridge
- Removes an excess wall from the left side of the icebox percy roof,
causing there to be asymmetry and a light inside a wall

Tarkon:
- Unlocks and unrestricts the R&D console in the tarkon research lab and
adds two unlocked boards to the floor safe.

## Why It's Good For The Game

Fixed small issues that are bothersome when noticed and influence
gameplay somewhat frequently or all the time, in the case of Tarkon.

## Proof Of Testing

Maps compile and spawn in properly.

## Changelog
🆑
map: Fixed a few minor issues with the Persistence, along with unlocking
Tarkon's R&D console.
/🆑

---------

Co-authored-by: Cabbage <supredoode@gmail.com>
2026-04-11 08:57:57 -06:00
ed54499828 [MDB Ignore] Medical larp: Adds the IDC-27 as an analog to the SDSM-35 for viruses (#95465)
## About The Pull Request

Continues the work of #94761 by adding an analog for virus references

It contains a majority of viruses - including some that are
not-quite-viruses like parrot possession
Some are excluded, some are combined into others

It also contains all advanced virus symptoms

<img width="859" height="509" alt="image"
src="https://github.com/user-attachments/assets/c73f56c0-5a11-4643-9a97-1e2a06ade0c1"
/>

Other changes

- Refactored the SDSM to have use a generic "PaginatedBook" component
for reuse
- Adjusted flavor of all of the diseases
- Flu / Spanish Flu and Cold / Cold 9 now properly act as antibodies for
one another as implied by cure text

## Why It's Good For The Game

Refer to #94761 : De-wikification and larp. This one is a reference to
the IDC-11.

## Changelog

🆑 Melbert
refactor: Refactored the SDSM-35 to allow for new books of similar
styles, report any oddities with it.
fix: Fixes the broken image(s) in the SDSM-35. 
add: Adds the IDC-27 in Medbay, the CMO's office, Virology, and possibly
the Library. It's a reference book to all viruses you may experience,
similar to the SDSM-35.
add: Several diseases/viruses received minor flavor adjustments,
primarily to cure text, agent, description, and form.
add: Getting cured of the Flu provides immunity to Spanish Flu (and visa
versa) as implied in cure text.
add: Getting cured of a Cold provides immunity to Cold-9 (and visa
versa) as implied in cure text.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2026-04-07 07:51:30 +02:00
14c77736e7 Slot Machine DLC - Diversified Debt for Every Department (#95513)
## About The Pull Request
This PR takes the improvements from:
- #95313

And builds on it quite a bit. Slots now have:
- New symbol icons based on SS13 objects instead of Font Awesome icons
- Several new slot machine subtypes for every department
- New slot machine random spawner that is used to replace all slot
machines on all maps
- ~~Greyscaled the slot machine sprite and replaced it with GAGs (to
color them by department)~~
- New rare trap/hazard abilities depending on symbols (syndiebomb =
flashbang, handcuffs = cuff, singulo = shock, etc.)
- Syndie slot machine that comes preinstalled in all syndie
outposts/nuke bases
- Slot machines circuits can be configured with a screwdriver to change
the type and emagging results in the syndicate version
- Tweaked the pixel offset for the jackpot flashing icon so it is in the
correct position
- Improved the name generator with more adjectives and nouns for all
subtypes (ex. clown slot machine = "Lucky Giggles")
- IDs and Department budget cards can be linked as the owner of the slot
machine, however NT takes a 40% cut off the profits since jackpots/bonus
spins are paid out by NT

##### And yes... there is a clown and mime subtype... honk

## Why It's Good For The Game

<img width="1503" height="791" alt="dreamseeker_t8lLODECva"
src="https://github.com/user-attachments/assets/597355be-aee0-483a-82a4-7f8d6fa9ae90"
/>

Better slot machine icons and code.

## Changelog
🆑
add: To help cover budget expenses, NT has redesigned and installed new
slot machines that are themed by department. Slot machines can also be
linked to bank accounts via ID cards or department budget cards. NT
takes a 40% cut of profit to payout major jackpots and bonus spins.
Please gamble responsibly.
map: Replaced all slot machines with slot machine random spawners. Added
syndicate slot machines to Syndicate bases and nuke outposts.
/🆑

---------

Co-authored-by: Lucy <lucy@absolucy.moe>
2026-04-03 15:25:31 +01:00
shayoki a64fda912b maps ci V 2026-03-11 11:25:39 -05:00
nevimer 5882ff4a12 updatepaths commit 2026-03-10 16:45:13 -04:00
necromanceranneandGitHub 1ce02afed8 Adds the pump-action grenade launcher and updates the existing break-action ballistic grenade launcher with a new sprite (#95244) 2026-03-10 20:54:05 +02:00
shayoki be0da4af11 probably 3 2026-03-10 11:55:19 -05:00
Alexis 5c5a636485 Merge branch 'master' into upstream-feb12-2026 2026-03-02 07:42:16 -05:00
gavlaandGitHub 1e26a36b89 Ci map fixes (#5293)
## About The Pull Request

This should fix new PRs that are failing unit tests due to irrelevant
mapping issues from a space ruin and weirdly placed firelock.
2026-03-01 04:52:56 -06:00
waykayandGitHub 45d7265c59 Ports SPLURT's Podpeople Seedvault (#5282)
## About The Pull Request

from
[SPLURT-TG#634](https://github.com/SPLURT-Station/S.P.L.U.R.T-tg/pull/634)
and
[SPLURT-TG#650](https://github.com/SPLURT-Station/S.P.L.U.R.T-tg/pull/650)

## Why It's Good For The Game

seedvault sucked even after my very old pr adding stuff to it and
thankfully this kind individual from another server who absolutely isn't
just my shameful alt account made it look much nicer

## Changelog

🆑
add: Ported New Seedvault
/🆑
2026-02-26 21:30:34 -06:00
5597d3556b fix: Roundstart atmos dif's (#5263)
Just fixes some tiles where there is a difference in atmos roundstart
which causes lag.

🆑
fix: fixes some roundstart atmos differences with lizard gas and the
persistence
/🆑

Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
2026-02-24 09:11:18 -06:00
axietheaxolotlandGitHub 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
MrMelbertandGitHub ef28e00690 [MDB Ignore] Refactors gauze, adds Tourniquets (#95041)
## About The Pull Request

1. Refactors gauze

Removes gauze var from `/stack`, adds a shared parent between tape and
gauze.
Behavior of "sticking thing on limb" is now a bit more generic, with
there being a component to facilitate it and a framework on `/bodypart`

Closes #92990

2. Adds Tourniquets

A first aid item, when attached to a limb it reduces blood loss from
that limb by 90%.
However while attached you walk slower (if on a leg), interact slower
(if on a arm), and yes, you rapidly die if you put it on your head

Paramedic belts have their starting equipment changed again for the
500th time.
Surgical tape -> Tourniquet
Bone gel -> Bonesetter

<img width="604" height="224" alt="image"
src="https://github.com/user-attachments/assets/443dd5c0-44a3-4ccb-9f6a-c561bbf2fba9"
/>

## Why It's Good For The Game

Adds some more variety for field treatment of bleeding wounds, and in
the future we can add things like "improvised tourniquets" or
"improvised splints" with wooden planks.

## Changelog

🆑 Melbert
add: Adds Tourniquets. While attached to a limb, reduces blood loss from
that limb by 90%, but makes you walk / interact slower. (Or if you put
it on your head, you die.)
add: You can purchase Tourniquets from the premium section of the
medical vendor
add: Paramedic belt setup has changed yet again: Surgical tape replaced
with Tourniquet, Bone gel replaced with Bonesetter.
add: You can use all forms of tape as splint - like Gauze. Will secure a
fracture but won't stop your blood from exiting.
refactor: Refactored gauze entirely, report any strangeness with it (or
tape, or tourniquets)
/🆑
2026-02-15 08:30:57 +01:00
nevimer 00ccf0c6b5 Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# Conflicts:
#	.github/CODEOWNERS
#	.github/workflows/compile_changelogs.yml
#	.github/workflows/stale.yml
#	SQL/database_changelog.md
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/__DEFINES/atom_hud.dm
#	code/__DEFINES/inventory.dm
#	code/__DEFINES/mobs.dm
#	code/__DEFINES/species_clothing_paths.dm
#	code/__DEFINES/subsystems.dm
#	code/__DEFINES/surgery.dm
#	code/__HELPERS/global_lists.dm
#	code/_globalvars/lists/maintenance_loot.dm
#	code/_globalvars/traits/_traits.dm
#	code/controllers/subsystem/minor_mapping.dm
#	code/controllers/subsystem/processing/quirks.dm
#	code/controllers/subsystem/shuttle.dm
#	code/datums/components/palette.dm
#	code/datums/components/surgery_initiator.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/hud.dm
#	code/datums/mood.dm
#	code/datums/mutations/chameleon.dm
#	code/datums/quirks/negative_quirks/nyctophobia.dm
#	code/datums/status_effects/debuffs/debuffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/slime/slime_leech.dm
#	code/datums/weather/weather.dm
#	code/game/data_huds.dm
#	code/game/objects/items.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/frog_statue.dm
#	code/game/objects/items/rcd/RLD.dm
#	code/game/objects/items/robot/items/hypo.dm
#	code/game/objects/items/stacks/medical.dm
#	code/game/objects/items/stacks/wrap.dm
#	code/game/objects/items/storage/garment.dm
#	code/game/objects/items/tools/medical/defib.dm
#	code/game/objects/items/weaponry.dm
#	code/game/objects/items/weaponry/melee/misc.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/curtains.dm
#	code/game/objects/structures/dresser.dm
#	code/game/objects/structures/girders.dm
#	code/game/objects/structures/maintenance.dm
#	code/game/objects/structures/mirror.dm
#	code/modules/admin/greyscale_modify_menu.dm
#	code/modules/admin/verbs/light_debug.dm
#	code/modules/antagonists/ashwalker/ashwalker.dm
#	code/modules/antagonists/heretic/knowledge/starting_lore.dm
#	code/modules/antagonists/ninja/ninjaDrainAct.dm
#	code/modules/art/paintings.dm
#	code/modules/client/preferences.dm
#	code/modules/client/verbs/ooc.dm
#	code/modules/clothing/head/wig.dm
#	code/modules/events/disease_outbreak.dm
#	code/modules/holodeck/holo_effect.dm
#	code/modules/jobs/job_types/head_of_security.dm
#	code/modules/jobs/job_types/security_officer.dm
#	code/modules/library/skill_learning/generic_skillchips/point.dm
#	code/modules/mining/lavaland/ash_flora.dm
#	code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm
#	code/modules/mob/dead/new_player/new_player.dm
#	code/modules/mob/living/basic/guardian/guardian.dm
#	code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm
#	code/modules/mob/living/carbon/carbon.dm
#	code/modules/mob/living/carbon/human/human.dm
#	code/modules/mob/living/carbon/human/human_defines.dm
#	code/modules/mob/living/carbon/life.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob/living/living_defines.dm
#	code/modules/mob/mob.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	code/modules/mod/mod_control.dm
#	code/modules/mod/modules/modules_general.dm
#	code/modules/modular_computers/computers/item/computer_ui.dm
#	code/modules/paperwork/paper.dm
#	code/modules/paperwork/paperbin.dm
#	code/modules/power/lighting/light.dm
#	code/modules/projectiles/guns/energy/kinetic_accelerator.dm
#	code/modules/projectiles/projectile.dm
#	code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
#	code/modules/reagents/chemistry/reagents/food_reagents.dm
#	code/modules/reagents/chemistry/reagents/other_reagents.dm
#	code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm
#	code/modules/research/xenobiology/crossbreeding/_clothing.dm
#	code/modules/research/xenobiology/crossbreeding/prismatic.dm
#	code/modules/surgery/advanced/brainwashing.dm
#	code/modules/surgery/advanced/lobotomy.dm
#	code/modules/surgery/amputation.dm
#	code/modules/surgery/blood_filter.dm
#	code/modules/surgery/bodyparts/_bodyparts.dm
#	code/modules/surgery/brain_surgery.dm
#	code/modules/surgery/cavity_implant.dm
#	code/modules/surgery/coronary_bypass.dm
#	code/modules/surgery/gastrectomy.dm
#	code/modules/surgery/healing.dm
#	code/modules/surgery/limb_augmentation.dm
#	code/modules/surgery/organ_manipulation.dm
#	code/modules/surgery/revival.dm
#	code/modules/surgery/sleeper_protocol.dm
#	code/modules/surgery/surgery_helpers.dm
#	code/modules/surgery/surgery_step.dm
#	code/modules/unit_tests/_unit_tests.dm
#	code/modules/unit_tests/designs.dm
#	code/modules/unit_tests/icon_state_worn.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png
#	code/modules/unit_tests/screenshots/screenshot_husk_body.png
#	code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png
#	icons/map_icons/clothing/head/_head.dmi
#	icons/map_icons/clothing/shoes.dmi
#	icons/map_icons/items/_item.dmi
#	icons/mob/huds/hud.dmi
#	icons/mob/inhands/64x64_lefthand.dmi
#	icons/mob/inhands/64x64_righthand.dmi
#	icons/obj/machines/computer.dmi
#	tgui/packages/tgui/interfaces/OperatingComputer.jsx
#	tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx
#	tgui/packages/tgui/interfaces/PreferencesMenu/types.ts
#	tgui/packages/tgui/interfaces/SurgeryInitiator.tsx
#	tools/icon_cutter/check.py
2026-02-12 23:50:09 -05:00
86a5caf594 Lets sinks mount to floors (#95062)
## About The Pull Request

That's all. 

The sprites clearly have a pedestal which is attached to the floor. They
shouldn't behave as if they are free floating wash basins.

<details><summary>example: a barber shop</summary>

<img width="614" height="818" alt="StrongDMM_ahHbCymkjR"
src="https://github.com/user-attachments/assets/aeee4090-e209-4ad7-8d1d-fef9dcbb36e2"
/>

</details>

Also runs the UpdatePaths script so it can collapse some duplicate tiles
which have been annoying me with diffs each time it's run.

## Why It's Good For The Game

More mapping flexibility for bathrooms and medical spaces.

## Changelog

🆑
code: sinks can be mounted to floors
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2026-02-08 18:48:53 -05:00
BoopideedooandGitHub 1b43445002 Seed vault has a fire extinguisher (#95019)
## About The Pull Request

I am adding a fire extinguisher to the seed vault

## Why It's Good For The Game

This I feel was a needed thing since a few of us who play seed vault
like to move our fires from one area to another and not have it as a
permanent thing in one spot aswell as it letting us not be on fire since
we cant put ourselves out with a bucket.

## Changelog


🆑
add: added a fire extinguisher to the seed vault
/🆑
2026-01-29 20:26:10 -05:00
NickandGitHub 12fabce357 Katanas now have their own respective sheaths, adds leather crafting recipes for katana sheaths (#94939) 2026-01-28 13:09:44 +02:00