## About The Pull Request
- Fixes the privacy policy still showing up after accepted.
- Makes it so closing out of the window kicks you.
- Converts the whole thing from preference based to SQL based.
## Why It's Good For The Game
Fixes and polish for a previously accepted PR are good for the game,
yes.
## Proof Of Testing
I can't take a screenshot of a privacy policy that didn't show up the
second time around after I accepted it, but it properly filled out the
database and worked during testing.
## Changelog
🆑
add: Closing out of the Privacy Policy window instead of accepting it
now kicks you.
fix: Fixed the Privacy Policy window showing up after you've already
accepted it once, for real this time.
/🆑
## About The Pull Request
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
## 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.
/🆑
## About The Pull Request
This PR adds a Paperwork autosurgeon, and puts it in the locker of the
Head of Personnel and the Nanotrasen Consultant.
## Why It's Good For The Game
This implant is so obscure but I personally love it, in its gimmick.
Currently the only way to obtain it is via a medical departmental order
(???) or as an import, ever since I added it. I feel like the two
bureaucratic roles deserve to have it.
## Proof Of Testing
<img width="490" height="108" alt="image"
src="https://github.com/user-attachments/assets/51788c7a-a76d-439c-85b0-23845e56037c"
/>
## Changelog
🆑
add: Nanotrasen Consultants and Heads of Personnel may rejoice the
presence of a Paperwork Implant autosurgeon in their lockers.
/🆑
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Alexis <catmc8565@gmail.com>
## About The Pull Request
Makes Moon Station Botany Better™️
## Why It's Good For The Game
People said botany was bad so I fixed it.
## Proof Of Testing
If it passes tests, it werks.
## Changelog
🆑 BurgerBB
map: Makes Moon Station Botany better.
/🆑
---------
Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
## About The Pull Request
Anazarh xPokee bang PR. Braaz m!rg brains!!
This PR adds zombie markings per the PR title.
## Why It's Good For The Game
Customization
## Proof Of Testing
See the image below.
<details>
<summary>Screenshots/Videos</summary>
<img width="323" height="322" alt="image"
src="https://github.com/user-attachments/assets/dd2996db-fd11-4b8e-b4f5-f709837dcf62"
/>
</details>
## Changelog
🆑
add: Added new zombie markings.
/🆑
## 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>
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not be viewable. -->
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request process. -->
## About The Pull Request
Adds a new gateway which is like the half life gateways step brother in
terms of gameplay except more dangerous and less intuitive while being
more entertaining and offering more interactions at the same time, this
one is ported from nova but will offer a smidge less loot and be a
smidge more brutal due to the differences in server balance and culture
## Why It's Good For The Game
admin funny.
wont be rotation and will be reliant on admins specifically enabling it
during the round for people to access it.
## Proof Of Testing
Tested and loaded in local, works as intended
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: Added a new gateway for admins to fuck around with.
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->
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## About The Pull Request
update: the changed reagent is now Saline-Glucose Solution because
carbon is too easy to get in medical.
This PR changes the required reagent for non-evolved dense organ samples
grown through cytology from Organ Tissue to Saline-Glucose Solution.
Evolved dense organs keep their required reagent of Organ Tissue.
This is a part of my soft overhaul to medical organ cytology. Later, I
plan to create additional evolved organ types for organs exclusive to
Bubbers, such has Pulsating Tumors for Hemophages and miscellaneous more
beneficially grown organs that upstream does not have.
## Why It's Good For The Game
This is personally a quality of life for various factors; but is mostly
done to cut time spent swabbing dozens of hearts and rolling an isolated
tissue sample. In an example where two tissue samples are detected from
a microscope with a petri dish: dense heart tissue and dense evolved
heart tissue; the cytologist won't have to worry about accidentally
growing their unfavored organ, as before, a sample of this used in a
growing vat will grow both at the same time and consume double the
amount of reagents supplied.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
choose your flavor of soup.
<img width="621" height="543" alt="image"
src="https://github.com/user-attachments/assets/b3b53b41-d799-4ead-9253-9aee7c311b16"
/>
pretend the text says saline glucose solution instead of carbon.
</details>
## Changelog
🆑
qol: Non-evolved dense organ tissues in Medical Cytology require
Saline-Glucose Solution instead of Organ Tissue.
/🆑
## About The Pull Request
A downstream, a fork of a downstream, and a fork of a fork of a
downstream all walk into Github.
The contributor says; _"I'm gonna have to fix this bug three times,
aren't I?"_
Milsim CIN NPCs used an old way of causing mobs to drop corpses by
putting them in their loot table. This was eventually deprecated, and
their subtype was eventually given a **corpse** variable to keep their
bodies in. Milsim NPCs were not updated to account for this, causing
them to drop the default corpse and their own corpse. This fixes this by
simply replacing the loot definition with a corpse definition.
There was a reference to an item that doesn't exist in Milsim. That's
been replaced with what it was almost certainly supposed to have been in
the first place.
I assume this doesn't need to be modular, since these are Skyrat files.
Correct me if I'm wrong, I do not play or know anything particularly
about Bubber.
## Why It's Good For The Game
fix bug
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="256" height="278" alt="one corpes"
src="https://github.com/user-attachments/assets/804c7c0b-3c7d-4557-a61c-b2ef7caeed28"
/>
<img width="237" height="187" alt="image"
src="https://github.com/user-attachments/assets/b01f680b-a001-4e03-b40f-864fba91a000"
/>
</details>
## Changelog
🆑
fix: Virtual CIN Soldiers will no longer undergo mitosis upon death.
fix: Fixed a non-existent item in Milsim.
/🆑
Co-authored-by: gavla <96078776+shayoki@users.noreply.github.com>
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<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
See the title. Also fixes:
https://github.com/Bubberstation/Bubberstation/issues/5297
<!-- 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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## Why It's Good For The Game
Fixes 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
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probably isn't good for the game in the first place. -->
## Proof Of Testing
It didn't pop up when I joined the game locally.
<!-- Compile and run your code locally. Make sure it works. This is the
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## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
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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: The privacy policy no longer pops up after you've already accepted
it once.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->