## About The Pull Request
Part one of porting Nova Drip. The gags stuff. After this I might do the
camo outfits, but I really want
https://github.com/tgstation/tgstation/pull/93312 to get merged first.
<img width="466" height="586" alt="image"
src="https://github.com/user-attachments/assets/3e00070d-12d1-4cbf-b428-91577f2c6f11"
/>
## Why It's Good For The Game
Drip good. Syndis getting medals is cool.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑 OriontheFox, RealWinterFox, Compass by Jamie Lidell and that one
Star Wars Scene
add: More cosmetic medals have been added. Wahoo, yippie!!
add: Changed NTR and Blueshield to wear new medals roundstart.
add: Syndi Admirals can now give out medals. Agents have to buy them.
add: GalFed 911 now have medals on. Cosmetic only.
code: Moves Comdrobe to the vending folder.
/🆑
---------
Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
## About The Pull Request
Absolute minimum is only supposed to load a single empty room, the
interlink is unnecessary and increases the load time
## Why It's Good For The Game
Faster load times
## Proof Of Testing
Yeah
## Changelog
🆑
code: ABSOLUTE_MINIMUM compile option no longer loads the interlink
/🆑
## About The Pull Request
These speedloaders were repathed in a previous upstream, but because we
had subtypes of the old paths that weren't updated during the upstream
pull, using the parent type paths wouldn't cause errors, it'd just fail
silently.
## Why It's Good For The Game
Fix
## Proof Of Testing
No
Per my #suggestions post which received overwhelming support, adds the
'always_place' flag to the BMD ruin, forcing it to generate when
possible. Like Tarkon!
## About The Pull Request
I literally changed one line to add the 'always_place' flag to
`mapping/code/space.dmm` under the blackmarket ruin. The same flag that
the Tarkon ruin uses to always generate when possible.
## Why It's Good For The Game
BMD occupies a space that no other ghost role does; a small-scale
off-station role with the sole purpose of making use of space ruins that
would otherwise go ignored, **_WITH_** station interaction and RP
_facilitated and encouraged._
It also hardly ever generates in favor of something like Charliestation
or the Derelict Drone station-- Or Tarkon, which always generates and
basically takes up an entire z-level.
Making it always available would be healthy for RP, make the world feel
larger than the confines of the station, and let people play non-NT or
otherwise independent characters off of the main station without having
to 1. be a Syndicate member, or 2. spend two hours setting up Tarkon on
their own or with a metafriend.
Also it takes up very little space. I tested three times and saw no
notable difference in how often other ghost role ruins generate and how
many other random space ruins generate.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="330" height="61" alt="image"
src="https://github.com/user-attachments/assets/467a46dc-8123-49e4-9cdc-4a1491ed250c"
/>
<img width="325" height="60" alt="image"
src="https://github.com/user-attachments/assets/c497331f-1bc9-4a6c-90bb-e997226ddb6d"
/>
<img width="356" height="52" alt="image"
src="https://github.com/user-attachments/assets/6883493e-7fe6-4965-9705-a0f3ef9eddd1"
/>
</details>
## Changelog
🆑
map: Makes the Blackmarket ruin always generate when possible.
/🆑
## About The Pull Request
HackMD: https://hackmd.io/@Ssalty/r1wjAgSxll
Ammo removals:
IHDF
Rubber (non-.38, non-shotgun, nukie ones stay since it'd require
overrides. They were never purchasable to begin with.)
Stardust
Magnum
Express
.460 Rowland
.457 Government
MCR magazines
.40 Sol
Hornet's nest
Gun removals:
MCR's
.457 revolver
M4A5
.460 Rowland revolver
CCK
GP-7
R10 revolver
Guns made inaccessible:
NRI guns (including derringer, bobr, plasmas, Miecz)
Sol35 (Tarkon, sol ERT, gateway, adminspawn)
Sol40 (Tarkon, sol ERT, gateway, adminspawn)
Trappiste caliber (wespe, some already adminspawn weapons)
Turret adjustments:
Twin Fang - 4.6x30mm, 2 Second burst delay (40 dmg every 2 seconds vs 30
dmg every 1.5 seconds (old))
Stinger - 4.6x30mm instead of .35, matching damage
Colonist - .45 added instead of sol40, matching damage
Hoplite - Same as above
Armoury:
Armoury spawned MCRs replaced with laser guns and energy guns
SMG's and rifles with WT
If there would be a case with two separate spawns of a WT, the other is
gone.
Breaching shell boxes do not spawn in the armoury (they were capable of
1 shotting a dark mauler I wish I was kidding)
Lathe:
9mm stendo's, AP, HP, INC magazines not availible for print - the 9mm
murphy magazine is. It fits in 9mm firing turrets and the murphy.
## Why It's Good For The Game
Give me like a couple days and I'll fill this out. I doubt anyone who is
already pro-skyrat-gun will change their mind but it's good to
rationalize the decision regardless.
Find this out as in lay it out on paper.
EDIT 1: Adding the first part
# Foreword
This PR is a *draft*. That means a lot of things are subject to change,
a lot of things can be disorganized and a lot of things will be done
unoptimally. Going forwards, do keep in mind, the decision-making
process behind "remove entirely" and "virtually remove" will not be
dependant on us going forwards, as the decision on this matter requires
maintainer input more than any other.
Next, the delay.
I simply am not a machine, neither are other people onboard this
project. With different timezones, it was important to find what isn't
working so I can relay it to people in working hours.
Without further ado,
## The case of the ammo types and workbench
The ammunitions workbench is a machine that provides ammunition into
clips, refilling them. The ammunition workbench is also the source of a
multitude of alternate ammunition types. It has with itself brought
several issues that at least would warrant a rework or heavy
adjustments:
1. Contraband ammunitions. There is no real reason that the entire
security department, or even a single crewmember should be accessing
phasic weapons in the form of printable ammotypes. The argument of "the
pipegun having it" doesn't do it favours, as the way you get it is an 8%
chance on crafting a junk round for a bulky gun and the only way to find
out if you actually have it is checking each shell individually with a
bandolier.
2. Complimentary with the removals. Most use cases for this machine are
refilling the magazines you can order or get alongside your weapons.
This collides with the protolathe, which sources most of our
upstream-based ammunition instead. With the skyrat weapons gone, this
machine becomes redundant. You may claim that it's still useful in
saving on materials, where you would be right! However is it worth to
have and maintain an entirely separate structure, with it's own
mechanics, map placements, etc. to get a benefit equal to 1.6x more bang
for the buck? At the end of the day, splitting ways of getting ammo
across a single room for something so miniscule compared to the bloat it
adds is pointless.
# The weapons, why should they go, one by one.
### RomTech Flechette rifles
Compared to a standard laser gun, which is in all means our baseline of
ranged damage in ss13 - being the default armoury weapon, the default
laser for turrets and default laser for mobs. Better yet, let's compare
it to that and the default ballistic option that we have from TG.
What turns out, is that not only is the romtech carbine faster at
killing than the laser, but also rivals the WT with a split second of
difference in ttk in the favour of the romtech. Let's assume it's human
error and the WT is better TTK wise, just as an experiment. Clearly,
there must be a tradeoff, somewhere, right? One that balances them all
out to be equal weapons in the grand scale of things, contemporaries!
Well, no, not really. Not even close.
The carbine can be folded to fit in bags, that's one thing. The carbine
has more ammo, that's another thing. Bursts are harder to dodge than
series shots since they cover more perpendicular ground when attempting
to dodge projectiles, as is staple for ss13 combat. Burst weapons are
advantageous in applying more damage quicker, as you can see on the
videos - and initial damage, an alpha strike, applies movement slowdown,
ensuring future projectiles connect easier and the target cannot run.
It might be a coincidence that the only /tg/ derived weapons that fire
burst are adminspawn ERT or the Nukie weapons.
But it doesn't end here, no, the RomTech's ammunition alone would
warrant a complete overhaul if not a removal.
**steel ball**
<p>
Takes 9 shots to stamcrit, deals mixed damage - further increasing the
amount of slowdown applied, and not only is it MUCH faster at
stamcritting than a disabler is, it also leaves the target with 70
damage. Over half their healthbar. Severely overtuned with little
counterplay availible, alpha strike monster that is better at disabling
than disablers and better at stopping people dead in their tracks than
rifles, and if you look at our anti-stun, we have less than ever on
antagonists with Adrenal implants gone, Adreanaline Glands reworked,
etc, etc...
</p>
**Penetrator**
NT's answer to armour!
The penetrator has 60 AP and otherwise the same damage as the AP WT
rifle. Meaning it's a straight upgrade. Meaning this weapon invalidates
it's predecessor whilst being orderable roundstart, and not only that,
but it can fully ignore elite modsuits on nukeops. Not every mechanic
has to have a counter, there's no direct counter to someone healing
after a fight, there is no direct counter to having multiple shots, and
there shouldn't be a full nullification of armour for such a low cost.
There shouldn't be one for a crew that can mass produce these, ever.
**Magnesium**
Arguably fine, 12 firestacks per shot is still quite insane for a lower
chance of friendly fire compared to original incediary hot turfs,
**Ripper**
Steel ball, but even worse. They don't embed a single time, ***this
embeds every time***. It takes several seconds to take out. Actually,
let's compare this gun's bullets to ninja stars.
- 2 times the embed chance at 200 vs 100
- 8 times the jostle chance at 80 vs 10
- Comparable fall chance, at 1 vs 0
- More pain stam pct, at 0.9 vs 0.8, meaning more stamina damage
- More pain chance, at 70 vs 15
- Less pain modifier, at 2 vs 5
- Takes longer to take out, 5 seconds vs 3
- Jostling pain is the same
### One problem. There's three of those fired per burst, cannot be
caught either. And the armour pen is the same.
in conclusion, every aspect of this gun is unhealthy for the game, from
it's gimmick, to it's execution, to it's stats, to it's ammo, to it's
consistency, to it's firing mode, to it being able to be currently worn
on sec belts along disablers - up to 4, if I remember correct.
No reworks. It has to go.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
del: Removed breaching slugs from crew (not to be confused with
frangible. These ones 1 shot mechs)
del: Removed MCR, .457 revolver, .460 Rowland revolver, GP-7, R10
revolver, M4A5, and their associated ammo types.
del: Removed ammunition types: IHDF, rubber variants excluding
.38/shotgun/nukie, stardust, magnum, express, hornet's nest
del: Made most NRI guns (Miecz, plasma pistol, plasma thrower, bobr,
derringer) and Sol 35/40 (Tarkon, ERT, gateway, adminspawn) inaccessible
to crew, kept for ERT/Gateway/Flavour/Admin reasons
balance: Turrets which use a removed calibre have been adjusted into
either that of the WT's, Ceres (still printable) or 9mm.
balance: WT's replace missing sindanos across armouries, laser guns and
eguns replace the missing MCR's.
/🆑
---------
Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
## About The Pull Request
Resurrects everyone's favorite map, with some spit-shining.
- [x] Update all paths so it compiles (obviously)
- [x] Fix some disconnected cables
- [x] Add extra firelocks to the main foyer area
- [x] Add Captain's cast to the cap's office
- [x] Add detective caseboards to the detective office
- [x] Do a pass over security camera coverage, several departments were
missing massive amounts of cameras in areas
- [x] Do a pass over external airlocks, sided all access on these is
reportedly weird on certain docks
- [x] Do a pass over department wall signs (the direction ones) and make
sure they're not wrong
- [ ] Potentially clean up some of the worst offenders of
"impossible-to-navigate maints"
- [x] Ensure we're not missing any standard every-map additions that
have been created since it was decommissioned
- [x] ???
- [x] Secret things I don't know about yet because people are going to
give me feedback
## Why It's Good For The Game

The people demand Blueshift
## Proof Of Testing
It's a work in progress but yes I'm testing as I go
## Changelog
🆑
map: Blueshift is back on the menu
/🆑
## About The Pull Request
Properly override GAGS completely in our screwdriver/wirecutter subtypes
so it doesn't try to change the icon state
## Why It's Good For The Game
Fixes#3976
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
fix: fixed some screwdrivers and wirecutters with broken or missing icon
states
/🆑
## About The Pull Request
Couple things I missed when the push was done due to university
overwhelming me, and changing things to make it more fun to play.
Wavedef time reduced but can spawn more xenos
removed garbage stuff and added cooler new stuff to loot
more tanks of water and welding fuel (instead of 1)
more laithes, proto and otherwise around the station
the sink has been let go
etc, its a bug fix and such PR.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
qol: Requested QOL changes
fix: Tarkon bugs I missed are fixed.
/🆑
---------
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
## About The Pull Request
Port Tarkon reuses areas in two rooms which leads to mapping warnings
for areas having duplicate APCs, I just added two new area types and
made the rooms use those instead
## Why It's Good For The Game
Map correctness
## Proof Of Testing
I checked and there was no errors anymore I prommy
## Changelog
No player facing changes
commit cb550ab79badae3ffd493dcee24d96f7ad146ed6
Merge: 732416f01d8 2fac5d45a6
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Mon Apr 14 14:40:04 2025 -0400
Merge branch 'master' into upstream-25-04a
commit 2fac5d45a6
Author: Arturlang <24881678+Arturlang@users.noreply.github.com>
Date: Mon Apr 14 01:11:47 2025 +0100
bring back heretic mute ghoul maxhp to 135 HP (#3464)
## About The Pull Request
bring back heretic mute ghoul maxhp to 135 HP, these are the changes
made in
https://github.com/Bubberstation/Bubberstation/pull/2972
## Why It's Good For The Game
otherwise flesh heretic is really sad
## Proof Of Testing
numbers change, no need
## Changelog
no cl
---------
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
commit e9c4522c27
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 14 01:59:19 2025 +0200
Automatic changelog for PR #3453 [ci skip]
commit 2d595eba4f
Author: shellspeed1 <46614774+shellspeed1@users.noreply.github.com>
Date: Sun Apr 13 16:58:54 2025 -0700
Fixes bitrunning sim having cybersun comms and also makes sure persistence borgs have correct key (#3453)
## About The Pull Request
What it says on the tin
## Why It's Good For The Game
Its best to not let bitrunners ghost spawns talk on comms
## Proof Of Testing
I just did my last cpa today, I'll test this later. Besides its 3 lines
with just an item swaped.
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: Bitrunning sims no longer have comms access
fix: Borgs given the persistence access upgrade no longer default to
interdyne and get cybersun comms instead
/🆑
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
commit 394e8d64d4
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 23:24:50 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 49141446bf
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 14 00:18:15 2025 +0200
Automatic changelog for PR #3497 [ci skip]
commit 0332c060a8
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sun Apr 13 18:17:52 2025 -0400
Xenoarch Machine QOL (#3497)
<!-- 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
A little treat for xenoarch
- The xenoarch bag can now hold broken items and useless relics in
addition to strange rocks
- You can use the bag on both the researcher and the recoverer to dump
the contents in
- The digger and the researcher make a sound now
## Why It's Good For The Game
A bag that holds only one type of item is annoying, you get a lot of the
other two items too
## Proof Of Testing
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
<details>
<summary>Screenshots/Videos</summary>

</details>
## 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. -->
🆑
qol: the xenoarch bag can now hold broken items and useless relics
qol: you can use the bag on the researcher and the recoverer to dump
items in
sound: the digger and researcher now make a sound when they complete a
cycle
/🆑
<!-- 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. -->
commit 2b8c074406
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 19:47:30 2025 +0200
Automatic changelog for PR #3498 [ci skip]
commit e613940ada
Author: nevimer <77420409+nevimer@users.noreply.github.com>
Date: Sun Apr 13 13:47:04 2025 -0400
restores RCD vending, moves RCD's to lockers (#3498)
## About The Pull Request
moves RCD's from engineers backpacks to their lockers roundstart - to
accommodate the stowaway change aswell as keep a tab on infinite station
resources.
## Why It's Good For The Game
Above point
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: reenabled the RCD vendors and moved RCD's from spawning in
backpacks to lockers.
/🆑
commit 732416f01d8ccc6e082cbdbeb60b30c461d8e965
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sun Apr 13 03:03:20 2025 -0400
these use GMM prices and thus fluctuate
commit 99f097d67faf17569711d670d5891103d96932b1
Merge: 790b64602cd 945479a622
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sun Apr 13 02:12:01 2025 -0400
Merge branch 'master' into upstream-25-04a
commit 945479a622
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sun Apr 13 00:59:23 2025 -0400
Fix hot spring runtime related to duplicate elements (#90555)
If something is mapped to spawn in on a hot spring tile, the tile will
add the immerse element in `/turf/open/water/Entered` before
`Initialize` runs, and when it does there's no check if the element has
already been added, unlike other spots where the immerse element is
added. This fixes that by adding a check on the call in `Initialize`.
commit 3472fddc11
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date: Sun Apr 13 04:16:19 2025 +0000
Automatic TGS DMAPI Update (#2743)
This pull request updates the TGS DMAPI to the latest version. Please
note any changes that may be breaking or unimplemented in your codebase
by checking what changes are in the definitions file:
code/__DEFINES/tgs.dm before merging.
Full changelog can be found
[here](https://raw.githubusercontent.com/tgstation/tgstation-server/gh-pages/changelog.yml).
- Added compatibility with SpacemanDMM's `redefined_proc` lint. (#2058
Cyberboss)
#tgs-dmapi-release
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
commit e5630753ae
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 05:53:13 2025 +0200
Automatic changelog for PR #3481 [ci skip]
commit ac3fea9660
Author: chestlet <98193039+chestlet@users.noreply.github.com>
Date: Sat Apr 12 20:52:34 2025 -0700
Nova Port: RB-MK2 GUI Rework (#5136) (#3481)
## About The Pull Request
A significant [rework of the RB-MK2
GUI](https://github.com/NovaSector/NovaSector/pull/5136) that I did over
on Nova. The one you guys have now is painful to use in comparison so
let's get it up to snuff.
## Why It's Good For The Game
More information makes the RB-MK2 easier to use and teach in character.
With how the GUI is currently, it gives no intuitive explanation for
what it's doing. You can't tell what's going on with it.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/7a178ac2-df8e-40d3-a6f3-b6aa617b69fd
</details>
## Changelog
🆑 Chestlet
admin: Improved RB-MK2 logging so admins have a full trace of exactly
what happened with it.
fix: Corrected 'tritium usage' math in the RB-MK2.
code: We've noticed that the Radioscopical Bluespace Reactor Mark Two
blueprints provided to our stations came with antiquated firmware. This
issue has been rectified. (Significant rework of the RB-MK2 GUI)
/🆑
commit 071fcd84a8
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 05:48:58 2025 +0200
Automatic changelog for PR #3495 [ci skip]
commit 0a5f60a36c
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 23:48:24 2025 -0400
Xenoarch machines cleanup (#3495)
## About The Pull Request
Clean up the code for xenoarch machines some because it made me sad.
- Changes `attackby`'s to `item_interaction`
- Keep a list of xenoarch items in contents instead of storing them in
**an instance of `/obj/item` (yes the abstract concept of an item)**
- Add context tips for all item interactions and removes that info from
examine text
- Switched a list to `static`
- Add assoc list of `broken_item` types to reward pools instead of
having a nightmare ladder of `istype` checks
## Why It's Good For The Game
Fixes#3442
## Proof Of Testing
Scout's honor
## Changelog
🆑
qol: xenoarch machines have context tooltips now
fix: fixed xenoarch diggers not working
/🆑
commit 16f02c756b
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 05:34:54 2025 +0200
Automatic changelog for PR #3441 [ci skip]
commit ede9fc1646
Author: Bombermansam <Bombermansam@yahoo.com>
Date: Sat Apr 12 23:34:09 2025 -0400
[Modular] Adds crowbars to standard borg models that do not have them (#3441)
## About The Pull Request
Adds crowbars to standard borg models that do not have them.
## Why It's Good For The Game
This is a QOL addition, it should not affect balance.
Half the borg models in the game do not have crowbars and can get stuck
behind doors if the power fails which is no fun for anyone. This fixes
it.
## Proof Of Testing
It compiles and was tested locally.
<details>
<summary> Screenshots </summary>




</details>
## Changelog
🆑
add: Adds Crowbars to Service, Medical, Clown, Sec and Peacekeeper borgs
/🆑
commit 8e4d6f7052
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 05:32:18 2025 +0200
Automatic changelog for PR #3491 [ci skip]
commit 0cdf875cec
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 03:32:09 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit c6f88a026e
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 23:31:16 2025 -0400
Fix HEV armor not fully initializing (#3491)
## About The Pull Request
`ADD_TRAIT`/`REMOVE_TRAIT` don't take lists you need to use a proc for
that
## Why It's Good For The Game
Fixes#3484
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
fix: fixed HEV suit not turning on properly
/🆑
commit f93466e6ab
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 05:18:39 2025 +0200
Automatic changelog for PR #3486 [ci skip]
commit 952a110077
Author: ariaworld <143797359+ariaworld@users.noreply.github.com>
Date: Sun Apr 13 05:18:04 2025 +0200
[FIX?] - Brings robotic brain surgery in line with organic brain sugery/lobotomy after the recent update (#3486)
## About The Pull Request
As title!
## Why It's Good For The Game
I originally opened this as an issue because I wasn't sure if this was
intended, it's why I labeled it as [FIX?]
Currently organic brain surgery heals the previous tiers of traumas as
well which makes sure there's no leftover traumas left and also removes
the RNG re-roll, applying a status effect instead. This PR brings the
robotic surgery/lobotomy in line with the organic one in a few ways:
1. Robotic blessed lobotomy now requires holy water as well (just like
organic)
2. Fix posibrain surgery now cures TRAUMA_RESILIENCE_SURGERY traumas as
well
3. Reticulate splines surgery now cures TRAUMA_RESILIENCE_SURGERY and
TRAUMA_RESILIENCE_LOBOTOMY traumas as well
4. Replaced RNG prob(75) roll with the 15-minute status effect that was
added to organic brain surgery.
This should balance/fix the robotic brain surgery to the recent change
that was done to the organic brain surgery. Only issue is the fact how
the original surgery was coded: there was no RNG roll for fix posibrain
surgery, while the normal organic surgery did.
Please feel free to close this PR if this was an intended feature/there
are issues with potential balance arguments.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
(It compiles, very simple code just handles surgery steps)
</details>
## Changelog
🆑 Goku
balance: Robotic blessed lobotomy now also requires holy water (just
like the organic surgery)
balance: Robotic blessed lobotomy requires liquid solder instead of
Palladium Synthate Catalyst
fix: Fix posibrain surgery now also cures surgery-tier brain traumas
balance: Reticulate splines surgery now also cures lower tier brain
traumas (surgery and lobotomy)
balance: Replaced advanced robotic brain surgery RNG roll with the
15-minute vulnerability status effect that was added to organic brain
surgery
/🆑
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
commit 790b64602cd2e59b8397c4fe2451d2c14bddb546
Merge: 7d39bddbcb2 5e1b40cf89
Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Date: Sat Apr 12 20:13:11 2025 -0700
Merge branch 'master' into upstream-25-04a
commit 5e1b40cf89
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 05:08:22 2025 +0200
Automatic changelog for PR #3492 [ci skip]
commit 5e94554873
Author: ariaworld <143797359+ariaworld@users.noreply.github.com>
Date: Sun Apr 13 05:07:55 2025 +0200
[FIX] Fixes Wooden shelves turning into metal racks when broken. (#3492)
## About The Pull Request
Title!
## Why It's Good For The Game
Bugfix, my immersion was ruined
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
:cl:Goku
fix: Fix wooden shelves turning into metal rack parts when broken.
/🆑
commit 7fed3cb7e4
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 05:07:00 2025 +0200
Automatic changelog for PR #3493 [ci skip]
commit 2d38b200a0
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Sat Apr 12 20:06:37 2025 -0700
Allow hypospray in medical pouch (#3493)
## About The Pull Request
Adds hypospray and cable to the allowed list of items in the medical
pouch
## Why It's Good For The Game
Commonly held items, other reagent containers are accepted but hypo is
missing.
## Changelog
🆑 LT3
qol: The medical pouch can now hold hyposprays and cable coil
/🆑
commit 7d39bddbcb2e775207a4a3e72a3940f9fbf3b0f1
Merge: fde55e27444 bb642474217
Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Date: Sat Apr 12 17:25:22 2025 -0700
Merge branch 'upstream-25-04a' of https://github.com/Bubberstation/Bubberstation into upstream-25-04a
commit fde55e2744421b10f115724f70f3db8339b13df0
Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Date: Sat Apr 12 17:25:20 2025 -0700
screenshots
commit cfa0c20656
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 01:39:06 2025 +0200
Automatic changelog for PR #3478 [ci skip]
commit 0397536620
Author: CatoChristopherMrow <johnmaddentickeledmyrear@gmail.com>
Date: Sat Apr 12 19:38:42 2025 -0400
Makes tackle gloves reskinnable (#3478)
## About The Pull Request
Makes tackle gloves reskinnable to their blue, red, and black variants.
## Why It's Good For The Game
Stops basic sec gear forcing you to either wear clashing colors or not
get the benefit of standard equipment. Viva la matching colors.
## Proof Of Testing
Works on my machine
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑 UvvU
add: Tackle gloves are now reskinnable.
/🆑
---------
Co-authored-by: Ian Yanik <Iwantpornspam@gmail.com>
commit 42b725836a
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 12 23:24:45 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit bb642474217244fd233372d9c68cb4bab5f871f7
Merge: 72beef087ea c872e81588
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Sat Apr 12 16:10:29 2025 -0700
Merge branch 'master' into upstream-25-04a
commit 72beef087ea8a1b291e286b09a0eb5a6713ba255
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 15:26:15 2025 -0400
this now returns an icon path not an icon object
commit 4e85c985ee77a37b44dcef393b815a04421463b7
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 15:08:12 2025 -0400
broken dmi
commit c872e81588
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 12 07:45:40 2025 +0200
Automatic changelog for PR #3490 [ci skip]
commit 27801b991c
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 01:45:17 2025 -0400
Fix admin chat buttons to cancel/refund storyteller events not working (#3490)
## About The Pull Request
The chat messages that get sent when a storyteller event is about to run
try to call `Topic` on the scheduled event datum but there isn't
actually a `Topic` proc defined for them
## Why It's Good For The Game
It's mean to trick admins with fake buttons
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
admin: the cancel and refund buttons in storyteller event notifications
will actually do something now
/🆑
commit bb14605128db2b1b5390d60b28665ed0ceae154a
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 01:06:39 2025 -0400
im tired
commit 1245d5145e4f41d63dbe983355ef4619b6441655
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 00:40:09 2025 -0400
what if the world was made of pudding
commit 7011b910d3bfaa0dba4a3d118721ad1d42a7625c
Merge: b8c00cbd266 e9ede320c9
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 00:31:56 2025 -0400
Merge branch 'master' into upstream-25-04a
commit b8c00cbd2660017d578f07ce20c3732dcfcdb60f
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 00:31:01 2025 -0400
silence linters
commit 3a3ea510ed12812fba0d97f545bf87749c16831a
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 00:00:12 2025 -0400
the economy is in shambles
commit 0a3e17e897b270dc19a63038b8e99e15ff9242ce
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 23:43:06 2025 -0400
missing icons
commit fefc1348f722cf26bb407e6f7a5ba98184867fba
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 23:24:46 2025 -0400
no override for this
commit 952f2a7502d972093e1f86bd9fa20bf3ea9788bf
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 23:16:07 2025 -0400
shotgun icon states
commit 8e256d21c2bdfd2136f60705a3b5f7600ca6c9e7
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 23:02:28 2025 -0400
no icon
commit 60164e1a4c038661d41bbb25a1e0e536147455a2
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 22:39:35 2025 -0400
fucking capital letters?
commit 1e395535db671e61ce6514c35928a900d61a3570
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 22:28:06 2025 -0400
GRRRRRR
commit 68e35b0068388eb94d1c9ec5b865787b1cdc300a
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 21:19:15 2025 -0400
wrong
commit 9f8c9499f2890fad3c479d42c12888b1e0c55a3a
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 20:59:17 2025 -0400
just put your icons anywhere who gives a shit
commit f6bc1091867a3b234f2634e8cb120eae5b0053d9
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 19:58:40 2025 -0400
buh
commit edc876bff750ddce0593e917f5a68de02383c55e
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 19:49:32 2025 -0400
added our GAGS configs to deploy
commit e9ede320c9
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 11 23:23:21 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit c726e4ee2d231d48334d43b8ce42d8b4e70b52b0
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 18:50:04 2025 -0400
fixed recipe foodtypes
commit 9e23291b14371e4703a38ae1711b1fe5b75cbf37
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 18:24:53 2025 -0400
Fix changelogs
commit bb8477826614c6e81285c5586de07ee26686c6b1
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 17:59:23 2025 -0400
number of args changed for inject
commit f00ed38c1d
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 11 11:03:02 2025 +0200
Automatic changelog for PR #3456 [ci skip]
commit 29b3c8daba
Author: aKromatopzia <94389683+aKromatopzia@users.noreply.github.com>
Date: Fri Apr 11 17:02:38 2025 +0800
Smolraptor Updates (#3456)
## About The Pull Request
Adds blue and red sec smolraptors, makes janitor an alt of service

## Proof Of Testing
it works
## Changelog
🆑
add: sec smolraptors
image: fixes some errors in smolraptors
/🆑
commit 7c0978a47f
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 11 08:21:22 2025 +0200
Automatic changelog for PR #3463 [ci skip]
commit 04fd2b0a8a
Author: ArrisFairburne <arrisfairburne@gmail.com>
Date: Fri Apr 11 02:20:59 2025 -0400
Synth brain PDAs now have departmental PDA apps pre-installed (#3463)
## About The Pull Request
Synth brains now start with your department's apps pre-installed. For
example, Scientist synths now start with NT Science Hub. They also now
have double the storage space compared to the basic PDA.
## Why It's Good For The Game
Convenience.
Also, synth PDAs have sort of existed in a weird limbo where (at least,
from my point of view having talked to some others) most synth players
just don't actually use one of the defining features of their race
because normal PDAs are largely better and more convenient, hopefully
this change emphasizes their abilities.
The doubled brain storage space is just so that synth brain PDAs can
comfortably house whatever programs come with being a dept. head.
Balance wise, I doubt it will affect anything (what could you even do
with the extra storage space, short of the dept. head apps? basic crew
apps fit comfortably on the basic PDA limit, synths can't be emagged for
expensive syndie apps, and synths can't store files on their brain via
disks).
## Proof Of Testing
(image taken after I spawned as RD; this is the synth brain PDA)

## Changelog
🆑
qol: Synthetic crew now spawn in with PDA apps relevant to their work
station.
bal: Synthetic crew brain PDAs now have 128 max capacity points (was
previously 64)
/🆑
commit eaa6352aff
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 11 08:20:28 2025 +0200
Automatic changelog for PR #3471 [ci skip]
commit 02f3cfdb00
Author: ariaworld <143797359+ariaworld@users.noreply.github.com>
Date: Fri Apr 11 08:20:05 2025 +0200
[MAPPING]: Change Kilo Station dorms area type from Locker to Dorms. (#3471)
## About The Pull Request
Makes sure Kilo Station's dorms area actually is a Dorms area.
## Why It's Good For The Game
Other stations' dorms are inside actual Dorms areas, effectively
granting protection from events like sudden brain trauma/heart attack,
but Kilo Station didn't have this, they were classified as lockers
instead.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
:cl:Goku
map: Kilo Station's Dormitories area type is now classified as
dormitories, not as a Locker room.
/🆑
commit 5266275bc4
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 11 07:03:33 2025 +0200
Automatic changelog for PR #3485 [ci skip]
commit 0a38cf2824
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 01:03:07 2025 -0400
Fix examine menu character preview being tiny (#3485)
## About The Pull Request
Upstream fixed the tiny character preview but it requires a little tweak
on implementations
## Why It's Good For The Game
I can't see the blorbo
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
fix: fixed character preview in the examine window being tiny
/🆑
commit 3fc7296b82
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 11 06:23:15 2025 +0200
Automatic changelog for PR #3483 [ci skip]
commit 1d52e91fd0
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 00:22:51 2025 -0400
Fix double box on vote results chat message (#3483)
## About The Pull Request
There's a redundant override in `vote.dm` to enclose the vote results in
a purple examine box, this is the default way votes are displayed now so
it's making vote results appear as a box within a box
## Why It's Good For The Game
Looks wrong
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
Before:

After:

</details>
## Changelog
🆑
fix: fixed vote results in chat having an extra box around them
/🆑
commit ab74044fc6
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 11 06:20:31 2025 +0200
Automatic changelog for PR #3363 [ci skip]
commit cb06f207d3
Author: Kepteyn <94123167+Kepteyn@users.noreply.github.com>
Date: Fri Apr 11 05:20:07 2025 +0100
Just a couple more hotel rooms (#3363)
## About The Pull Request
This adds four (and a half) new infinidorm hotel rooms -- A bar themed
one, for when you want bar RP that's less public; a nightclub themed
one; an space themed one for the spaceophilliacs who want to bang in
space (or an airlock), and finally an oasis themed one, with a day and a
night version.
It also fixes the lights in the Library room, given we're no longer
downstreaming from Skyrat, and it adds a template dmm that should make
it easier for people to add new rooms should they wish - the plaque on
the floor represents the spawn point.
## Why It's Good For The Game
This adds even more variety to the infinidorm room options for people to
roleplay in as a ghost. Or to _roleplay_ in. The bar one in particular
provides an option for people who want to do a bar RP with some friends
without getting pesky interruptions from their fellow human beings who
feel the need to start a gunfight in the bar.
## Proof Of Testing
All the new hotel rooms and the library have been tested in game, and
are working quite nicely! The template map does not show up as an option
in-game, as it exists to help mappers.
## Screenshots
<details>
<summary>Foxbar</summary>

</details>
<details>
<summary>Nightclub</summary>

</details>
<details>
<summary>EVA</summary>

_The floor is, infact, fake space, and is surrounded by a fake-space
wall. You will survive nude in space here. Spacesuits still provided._
</details>
<details>
<summary>Oasis</summary>

_Only one is shown for brevity's sake, as the only difference between
day and night versions is the strength of the external lighting_
</details>
<details>
<summary>Template</summary>

_The template room. The bluespace border must be indestructible solid in
some form, while the dark grey flooring represents the wall's location
on the defautl Hilbert room. The door is located where the default door
is on it, and the plaque on the ground shows where the player will
spawn_
</details>
## Changelog
🆑
add: Added infinidorms: Fox Bar; The Nightclub; EVA; and Oasis (day and
night versions)
add: Added a mapping template for creating new infinidorms at
modular_skyrat\modules\hotel_rooms
fix: modified the lights of the Library infinidorm so it's not so damn
dark.
/🆑
commit 700856e3c5
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 10 23:25:40 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 02353b9ec2
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 11 01:05:38 2025 +0200
Automatic changelog for PR #3475 [ci skip]
commit f1722bb1c6
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Thu Apr 10 16:05:12 2025 -0700
Disable lean reset on direction change (#3475)
## About The Pull Request
Edits TG's lean component to perform the same as the pixel shift
component
## Why It's Good For The Game
Consistent shifting movement
## Changelog
🆑 LT3
qol: Leaning no longer resets with directional change
/🆑
commit 4a5c80e1813ecaf7d26ddeabf2593d2b44c86dcb
Merge: b908b32d387 ada9345244
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Thu Apr 10 10:46:20 2025 -0700
Merge branch 'master' of https://github.com/Bubberstation/Bubberstation into upstream-25-04a
commit ada9345244
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 10 19:16:21 2025 +0200
Automatic changelog for PR #2896 [ci skip]
commit 472893ae5e
Author: Manatee <74586965+MajManatee@users.noreply.github.com>
Date: Thu Apr 10 12:15:56 2025 -0500
Tarkon Tweaks and Xeno Changes (#2896)
## About The Pull Request
Update as of 01/26
So that was a lie
Anyways I completely remade tarkon, which is what I ORIGNIALLY wanted to
do, but used a lot of the pre-existing tarkon assets to do so, to
maintain the same feel.
Some NEW NEW features (as the project grew in scope) include:
Med/RND/Engineering are now separate "Islands" like charlie (tarkon was
always meant to be like that anyhow
Each one has a few xenos, and a new "Emergency power generator"
Scanning this with the new (not a ripoff) Hack-C tool will call in a
repair drone (Original content) to repair it, and it needs to be
defended from the xenos it alerts.
Sucsesfully completing a defence will reward sickass weapons and gear
you wouldn't normally ever get to see, making further areas easier, and
a key for the final area.
Once all 3 keys are obtained, and the areas are re-secured, you can go
to the boss area and clear out the AI sat / command zone.
A bitrunning server to allow them to make their own bitden (it's the
first prototype, and the rest must be researched so it's not
shift-start)
more floor safes with various things like some ore thumpers and two
bluespace beakers
Crates! Someone misfiled a crate of goodies and it got sent here! These
orders should be delivered to their owners! I'm sure they would
appreciate it! Probably...
A Recycler (Amazing)
A produce order console! Now you can actually cook whatever you want!
And it gives you a reason to sell stuff for money!
more stuff, lots more stuff. things keep getting added the longer it
takes for this to be looked at.
Also adds three new variants of xenobio, and two new variants of the
cargo bay. One cult (we miss you cult), one carp, and a monkey themed
xenobio.
## Why It's Good For The Game
Part 1 of my attempt to make tarkon feel better to play. The overall
gameplay was very "Meta" and didn't really give you any reason to clear
out xenos or the threats. Who knows what might come next.
Tarkon was pretty stale. A bit of new stuff might be nice. plus a reason
to use their shuttle is good.
Furthermore, tarkon WILL run on solar, so if you REALLY don't want to,
you don't HAVE to go and clear everything out.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>










I did test it, and run the wave defense, it DOES work.
</details>
## Changelog
🆑
add: BUNCH of new tarkon things!
map: Tarkon QOL changes
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
commit b908b32d387ffe9a2b40d2d25a03cd04c2e62868
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Thu Apr 10 08:35:37 2025 -0700
Compiletimes done
commit a9601004a82714a72f62e9b5db07d2adde27c0c3
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Thu Apr 10 08:35:26 2025 -0700
We are so comically stupid
commit 0f8d37991f
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 10 00:05:02 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 31897a95e9
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 10 01:54:47 2025 +0200
Automatic changelog for PR #3468 [ci skip]
commit 385b734424
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 10 01:54:32 2025 +0200
Automatic changelog for PR #3470 [ci skip]
commit 0903ee683e
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Wed Apr 9 19:54:20 2025 -0400
Fix shuttles no longer making sounds or (un)bolting doors (#3468)
## About The Pull Request
The code for these things got lost in an upstream because shuttle code
got split into multiple files
## Why It's Good For The Game
Fixes#3251
## Proof Of Testing
I tested it and the shuttle went bwwwwrrmmmmm pshewww and the door bolts
went chk
## Changelog
🆑
fix: fixed shuttles missing landing/take off engine sounds
fix: fixed shuttles not bolting/unbolting their doors when moving
/🆑
commit e5b57bc08c
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Wed Apr 9 16:54:09 2025 -0700
Fix meow emote for cat tongues (#3470)
## About The Pull Request
Fixes the meow emote to use the correct emote if you have a cat tongue
## Why It's Good For The Game
MEOW.
## Changelog
🆑 LT3
fix: Mobs with cat tongue get their alternate meow sound back
/🆑
commit 204ea57363
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Wed Apr 9 23:23:16 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit ce5944e0733f4c5985e2e48878a02c0c35463d0a
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 08:19:09 2025 -0700
6 compiletime errors left
commit d1905c44f5
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Wed Apr 9 14:03:13 2025 +0200
Automatic changelog for PR #3461 [ci skip]
commit 6c3bc53604
Author: Odairu <39929315+Odairu@users.noreply.github.com>
Date: Wed Apr 9 08:02:51 2025 -0400
Deathmatch now stores and reapplies your respawn timer prior to being spawned (#3461)
## About The Pull Request
Title
## Why It's Good For The Game
item number TWO on the list
## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
code: deathmatch doesn't reset your respawn timer
/🆑
commit f890cb36b9265f011a187b4f332812590838292c
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 01:45:20 2025 -0700
some color stuff
commit fb849a2a8ebc2166915cfbec1e850510678b2f22
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 01:38:18 2025 -0700
Fixes
commit 381d77fa68707cc5315b698474df026c2103166c
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 01:20:20 2025 -0700
We love guncode and refactors!!!!
commit f30bb6ca01319218795e4004219938aa3d976eb3
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 01:00:40 2025 -0700
I love cherry picking!!!
commit 6677a4c7bbe3c7536276178c841290a489d0a4a9
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 01:00:27 2025 -0700
so apparently some dumbass on nova reused the turret flag bitfield and it only now runtimes
commit 7acc721baadbdea3d3795a45b9837cfeb4fd4fd0
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 00:58:48 2025 -0700
Martials and arcade rework updates
commit bf9f393204fe7d40d5e57e76db870eb1a32aed25
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 00:47:58 2025 -0700
This might break taur icons, remember to test once we compile
commit 3bc256cb16ca2e85b78830345bba0a487f49fc17
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 00:41:03 2025 -0700
Several varchanges from tg
commit 76f5dc1b5f
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Tue Apr 8 23:23:40 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 538049c4cd4960d2c81c43f2e387896049fb02c7
Author: Waterpig <wtryoutube@seznam.cz>
Date: Tue Apr 8 20:00:59 2025 +0200
reagent applicators fixes
commit df43e50d68419d2f24bd62eef0432bda8394cc7d
Author: Waterpig <wtryoutube@seznam.cz>
Date: Tue Apr 8 19:56:27 2025 +0200
Some missed merge fixes
commit 0f0838bb35
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Tue Apr 8 09:27:36 2025 +0200
Automatic changelog for PR #3399 [ci skip]
commit 234a410586
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Tue Apr 8 09:27:29 2025 +0200
Automatic changelog for PR #3397 [ci skip]
commit 722b51eb07
Author: Iamgoofball <iamgoofball@gmail.com>
Date: Tue Apr 8 02:27:12 2025 -0500
[MODULAR] Removes the 60 round Sol drum from being printable in Security (#3399)
## About The Pull Request
Removes the 60 round Sol drum from being printable in Security
## Why It's Good For The Game
After discussing magazine size standardization, this came up and to be
100% honest, the crew does not need LMG ammo capacity on any of their
guns. Even though it's illegal contraband to use(yes, Illegal Tech is
still fuckin' Illegal lol), it's still a lot of ammo capacity that we
don't really want the crew to have.
## Proof Of Testing
Just deleting a research design.
## Changelog
🆑
del: Removes the 60 round Sol drum from being printable in Security
/🆑
---------
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
commit 3e7223b959
Author: Iamgoofball <iamgoofball@gmail.com>
Date: Tue Apr 8 02:27:06 2025 -0500
[MODULAR] Puts the Sol/Carwo/Romulus/Szot/Trappiste gun magazine sizes in line with /tg/ standards (tiny for everything but rifles which are normal) (#3397)
## About The Pull Request
Puts the Sol/Carwo/Romulus/Szot/Trappiste gun magazine sizes in line
with /tg/ standards (tiny for everything but rifles which are normal)
## Why It's Good For The Game
Size inconsistencies between items results in confused players; it's
good to keep this sort of thing synced up so that we're not having
players ask why one pistol magazine fits in a box while another pistol
magazine doesn't fit in a box when the air tank that's bigger than both
of them does fit in the box.
If I find other guns with weird weight classes I'll fix those too.
## Proof Of Testing
Single-line changes, weight classes is a proven working system already.
## Changelog
🆑
qol: Puts the Sol/Carwo/Romulus/Szot/Trappiste gun magazine weight
classes in line with /tg/ standards for magazine weight classes (tiny
for everything but rifles or larger which are normal)
/🆑
commit 7b420bb680
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 7 22:16:23 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit f30b0d5df0
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Tue Apr 8 00:12:44 2025 +0200
Automatic changelog for PR #3452 [ci skip]
commit aa4901b571
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Mon Apr 7 15:11:59 2025 -0700
Map vote is called automatically on blob/nukies/etc. round end (#3452)
## About The Pull Request
Triggers the automatic map vote when the round is about to end due to a
station threat, if it hasn't happened.
## Why It's Good For The Game
Saves it delaying the next round if no admin catches it in time, causing
a delay as the vote and another restart needs to occur.
## Changelog
🆑 LT3
admin: Map vote is automatically triggered near the conclusion of
station ending threats
fix: Only a single announcement is sent when the shuttle is called,
fixing the overlapping sounds
/🆑
commit a6845577bd
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 7 21:55:15 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit bf8c0ef85f
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 7 23:49:40 2025 +0200
Automatic changelog for PR #3459 [ci skip]
commit 28e4e2cd42
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Mon Apr 7 17:49:12 2025 -0400
Refactor changelog handling to separate files (#3459)
## About The Pull Request
This rewrites how our actions handle changelogs, and rewrites a bunch of
the changelog TGUI (in a separate file cause I don't feel like
massacring the upstream one). The gist of it is that our actions will
now create autochangelog files with bubber in the name, our changelog
compile will only compile those autochangelogs (not upstream ones if
they happen to be in there), and the compile will be done into separate
bubber changelog files in `html/changelogs/bubber_archive`. In game, the
UI will pull both archive files (upstream and ours) and combine them in
the changelog list, putting the codebase logo next to each change to
distinguish which one it's from.
~~NOTE: I'm opening this as a draft because I'm going to try and reset
our tg changelogs and then reapply all our historical changelogs into
the new bubber archive files, I'm just putting this up now so the code
can be reviewed and shit~~ done
## Why It's Good For The Game
For players this makes it easier to distinguish where a change came
from, and for developers this means we don't need to worry about
breaking the changelog when we do an upstream pull, we can completely
ignore it and just pull everything, and our tg archive files will be 1:1
with upstream with no shit from us added in.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑 TealSeer, LT3
refactor: refactored how changelogs are generated and displayed
/🆑
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
commit 7de99181db
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Mon Apr 7 17:44:07 2025 -0400
Rename Autochangelog (#3462)
the refactor is about to merge this isnt gonna be included otherwise
commit 0ed680f2aa
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 7 23:36:02 2025 +0200
Automatic changelog for PR #3457 [ci skip]
commit 0f13b89457
Author: Odairu <39929315+Odairu@users.noreply.github.com>
Date: Mon Apr 7 17:35:25 2025 -0400
30 minute grace period to respawn (world time, not round time) (#3457)
## About The Pull Request
from when the server starts to 30 minutes after, respawning is free of
charge
## Why It's Good For The Game
item #1 on the list
## Proof Of Testing
it works dude trust me
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
code: respawn enabled until 30 min (world time)
/🆑
commit 99cb23f3c5
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 7 18:30:45 2025 +0200
Automatic changelog for PR #3434 [ci skip]
commit 697d89abf3
Author: pixelkitty286 <78038207+pixelkitty286@users.noreply.github.com>
Date: Mon Apr 7 11:30:19 2025 -0500
Cleans up and reorganizes some of the borg code (#3434)
## About The Pull Request
This PR reorganizes and cleans up some of the borg code and separates
sprite defines and borg defines once more but this time correctly.
Also fixes some small bugs with foot steps with chameleon module.
Moved some borg model specific trait procs into their own file.
## Why It's Good For The Game
Makes it more organized so we don't have one HUGE file containing all
the sprite defines and borg model code
## Proof Of Testing
It's all back end. Compile test was last done late march.
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: chameleon model foot steps
code: moved many of the borg defines to their correct _defines file and
folder
/🆑
commit 74985f40fc
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 7 10:28:15 2025 +0200
Automatic changelog for PR #3447 [ci skip]
commit d58cf909af
Author: Jinshee <96621959+Jinshee@users.noreply.github.com>
Date: Mon Apr 7 01:27:49 2025 -0700
Change podperson eye color (Again (Thanks Upstream)) (#3447)
commit cb3052e6ea
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 7 02:04:52 2025 +0200
Automatic changelog for PR #3448 [ci skip]
commit c29d36ada5
Author: sippykot <sippythekot@outlook.com>
Date: Mon Apr 7 02:04:27 2025 +0200
Fish Ass: ports over large shark tails from CHOMP (#3448)
## About The Pull Request
see title
if you want to see who made the sprites, follow the accreditation chain:
https://github.com/CHOMPStation2/CHOMPStation2/pull/9926
it doesn't fully use all the sprites, because our system here is so much
clunkier to use - if someone wants they can probably bash out several
more tail variants by copying and rearranging the existing sprites
## Why It's Good For The Game
people wanted them, gushed over them in #suggestions, and then no one
did anything, so...
also, 🦈
## Proof Of Testing
yeah i compiled it, they finally showed up in game, thanks #coder-longue
## Changelog
🆑
add: 4 new tail options
image: new tail sprites
/🆑
---------
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
commit fa6845f9e6
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 6 23:22:10 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 55fd8dd1f7
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 7 01:01:20 2025 +0200
Automatic changelog for PR #3426 [ci skip]
commit 16f6d07548
Author: Odairu <39929315+Odairu@users.noreply.github.com>
Date: Sun Apr 6 19:00:55 2025 -0400
Shadekin NV and movespeed rebalance (#3426)
## About The Pull Request
title + nerf movespeed in the light
## Why It's Good For The Game
still can't see shit (nv trait is 4.5, bumping it up to 15)
## Proof Of Testing
it werks
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: shadekin nv buffed from 4.5/100 to 15/100
balance: shadekin move a bit slower in the light
/🆑
commit d2f96730ba
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 6 22:16:10 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit c7def946b6
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 6 17:39:00 2025 +0200
Automatic changelog for PR #3450 [ci skip]
commit f833f3edc4
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sun Apr 6 11:38:26 2025 -0400
Fix persistence medbots speaking on syndicate frequency (#3450)
## About The Pull Request
Make them speak on cybersun frequency
## Why It's Good For The Game
Fixes#3446
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
fix: fixed persistence medbots speaking on wrong radio frequency
/🆑
commit 17b620b48e
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 6 10:19:15 2025 +0200
Automatic changelog for PR #3438 [ci skip]
commit bfb9c9e2b5
Author: pixelkitty286 <78038207+pixelkitty286@users.noreply.github.com>
Date: Sun Apr 6 03:18:52 2025 -0500
Nerfs super syndicat and makes it no longer a freedom implant. (#3438)
## About The Pull Request
- This PR makes the new syndicat ears item have a 1 minute cool down
when used and the normal ears have the same thing.
- This also ports a fix that was done on monkey station:
https://github.com/Monkestation/Monkestation2.0/pull/6017
## Why It's Good For The Game
- After watching a round on here and getting complaints about this from
SPLURT I understand now why 20 seconds is too short for such a item like
this if your gonna be a cat your gonna be a cat for a long while.
- Also to quote monkey station:
"It will make the cat not able to bypass any security non-lethal means,
which in turns mean security won't be forced to lethal them everytime
they see it."
## Proof Of Testing
Should work only changed the time values.
Edit: Compiled and tested locally
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: Super cat ear cool downs are longer and removed the freedom
implant function.
/🆑
commit 4ed70fa4c7
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 6 10:18:17 2025 +0200
Automatic changelog for PR #3451 [ci skip]
commit 65331b085f
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sun Apr 6 04:17:45 2025 -0400
Fix invisible sprites on security HUD nightvision goggles (#3451)
## About The Pull Request
Upstream changed NV goggles to have different icon states for on and off
and we dont have that so I reverted it to the tg sprite
## Why It's Good For The Game
Fixes#3383
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
fix: fixed sechud nv goggles being invisible when off
/🆑
commit 8aad924f76
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 6 10:16:18 2025 +0200
Automatic changelog for PR #3443 [ci skip]
commit 3bd5803844
Author: Swift <jackwars4@gmail.com>
Date: Sun Apr 6 03:15:53 2025 -0500
Removes tackle buff for having cat ears (#3443)
## About The Pull Request
Title, manual revert of #1513
## Why It's Good For The Game
Tackle chance could be brought to 100% and people have reportedly been
exploiting this fact.
## Proof Of Testing
I think it will complie
## Changelog
:cl:Swiftfeather
balance: Cat ears no longer provide a tackle bonus
/🆑
commit 89594c8547
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 6 00:56:59 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit b4af64b182
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 6 02:25:40 2025 +0200
Automatic changelog for PR #3370 [ci skip]
commit 0e684db68a
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Sat Apr 5 17:24:44 2025 -0700
Update various sound prefs for 516 compatibility (#3370)
## About The Pull Request
Updates our various sound prefs to be functional post upstream/516.
## Why It's Good For The Game
We can control sound as expected again.
## To-Do
- [x] Conditional preference sounds
- [x] Jukebox sound toggle
- [x] Jukebox volume override
## Changelog
🆑 LT3
fix: Sound prefs that went missing post-516 are restored
add: Jukebox volume slider in game preferences
/🆑
---------
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
commit 60e73702c6
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 5 07:14:09 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 9a36823173
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 5 09:02:26 2025 +0200
Automatic changelog for PR #3425 [ci skip]
commit 1ab85fd206
Author: Odairu <39929315+Odairu@users.noreply.github.com>
Date: Sat Apr 5 03:02:02 2025 -0400
Spices up vulpkanin [bounty] (#3425)
## About The Pull Request
Changes vulpkanin in several ways:
- Peanutbutter gives a mood buff
- Chocolate deals toxin damage while inside you
- innate hardened soles
- innate night vision
- hunger will drain twice as fast
- higher sensitivity to flashes
## Why It's Good For The Game
vulpkanin are literally human but fluffy, they don't even have lore in
the species selector (lol) also I'm being paid
## Proof Of Testing



<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: several vulpkanin species buffs/debuffs
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
commit 4da0397b16
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 5 08:54:22 2025 +0200
Automatic changelog for PR #3396 [ci skip]
commit 1ed1187fca
Author: Jinshee <96621959+Jinshee@users.noreply.github.com>
Date: Fri Apr 4 23:53:57 2025 -0700
Slug Scream! (#3396)
## About The Pull Request
Adds a new scream, "Slug". Sound file ripped from Splurt
## Why It's Good For The Game
Expression is the best thing that this video game medium can offer.
## Proof Of Testing
https://github.com/user-attachments/assets/147be9dc-98c2-4ee4-bc76-762331710143
## Changelog
🆑
sound: Slug Scream sound added to *scream choices
/🆑
commit 66e28121d4
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 5 08:53:15 2025 +0200
Automatic changelog for PR #3431 [ci skip]
commit 88a238b93c
Author: Bombermansam <Bombermansam@yahoo.com>
Date: Sat Apr 5 02:52:48 2025 -0400
Allows players to be sad like raptors (#3431)
## About The Pull Request
Adds a Sad Kweh emote from the two unused raptor sound files.
## Why It's Good For The Game
You can now sad birdly.
## Proof Of Testing
It compiles and was tested locally.
https://github.com/user-attachments/assets/bc5f31fb-ad12-4026-be94-d28d2db542df
## Changelog
🆑
add: *skweh emote to be sad
/🆑
commit 4a93b42977
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 5 08:51:43 2025 +0200
Automatic changelog for PR #3432 [ci skip]
commit f51c4d7942
Author: Bombermansam <Bombermansam@yahoo.com>
Date: Sat Apr 5 02:51:18 2025 -0400
Silicons can now Yip (#3432)
## About The Pull Request
Silicons can now emit a singular yip so they can express their inner
kobold but not too much.
## Why It's Good For The Game
Silicons can yipyip but not yip. This fixes it.
## Proof Of Testing
It compiles and was tested locally.
</details>
## Changelog
🆑
fix: Silicons can now yip.
/🆑
commit 14ec8a0440
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 5 08:43:03 2025 +0200
Automatic changelog for PR #3437 [ci skip]
commit e05fe31faa
Author: Odairu <39929315+Odairu@users.noreply.github.com>
Date: Sat Apr 5 02:42:41 2025 -0400
Adds more flavor to shadekin empathy (#3437)
## About The Pull Request
BASED ON SANITY SHADEKIN EMPATHY WILL:
-Take more or less time to send
-At lowest levels of sanity the message starts to break down some
-Be a different color in chat
## Why It's Good For The Game
Shadekin empathy is communication through FEELINGS so it being
better/worse based on how you're FEELING makes sense (to me)
## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: shadekin empathy is better/worse based on mood
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
commit 457754c461
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 5 06:38:05 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit c3fe3d31ba
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Fri Apr 4 23:16:53 2025 -0700
You can cuff people to the tram rails #90293 (#3445)
## About The Pull Request
https://github.com/tgstation/tgstation/pull/90293

Handcuffed people can be buckled to the tram rails.
If the tram hits them then they will die badly.
If they're not shockproof and are buckled to a powered rail, it will zap
them repeatedly for a little bit of damage (but not a lot because you
probably want them to die from something else).
Unbuckling someone from a powered rail is also pretty dangerous.
While doing this I fucked around a bit with how the "is the tram deadly"
calculation worked because I didn't like how a deadly tram cuts your
head off but does literally no other damage. Now it pulverises and
beheads you.
## Why It's Good For The Game

---------
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
commit 3c1c05052f
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 4 23:23:13 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 0287fe4d0b
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 4 21:54:53 2025 +0200
Automatic changelog for PR #3440 [ci skip]
commit 6d081fe0da
Author: Bombermansam <Bombermansam@yahoo.com>
Date: Fri Apr 4 15:54:30 2025 -0400
[Modularized] Nugget Boxes and Foodpacks can now be placed into paper sacks. (#3440)
## About The Pull Request
Nugget Boxes and Foodpacks can now be placed into paper sacks.
## Why It's Good For The Game
You can now live out your minimum wage dreams as a fast food worker a
Chick'fil'a. To quote someone that wanted this "I can now fastfoodmax as
a chef".
Food packs can also be placed into paper sacks because it makes sense.
## Proof Of Testing
It compiles and was tested locally.

I would like to praise [lessthnthree](https://github.com/lessthnthree)
for their remarkable patience in teaching me how to properly modularize
code. Really, thank you so much!
</details>
## Changelog
🆑
add: Makes Nugget Boxes and Food packs small
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
commit 0824cb07ba
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 3 20:19:08 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 9d8a54be49
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 3 22:14:42 2025 +0200
Automatic changelog for PR #3433 [ci skip]
commit 45477353d2
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 3 22:14:33 2025 +0200
Automatic changelog for PR #3403 [ci skip]
commit b6b6fbfba4
Author: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Thu Apr 3 14:14:17 2025 -0600
Job Spawn borgs prioritize linking to the malf AI (#3433)
## About The Pull Request
So there's this little quirk where late join cyborgs will auto link to
whatever AI has the least cyborgs. This changes that.
This adds a priority: Malf AI > AI cores
Also this deletes an unused file I noticed.
## Why It's Good For The Game
Every cyborg that spawns in the game during an active malf round should
always connect to the malf AI if it's available.
## Proof Of Testing
It works
## Changelog
🆑
balance: Cyborgs now auto link in a priority system. Malf > AI cores >
Suit AIs / Cards
/🆑
commit 1f3aedc6c1
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Thu Apr 3 13:14:07 2025 -0700
Fix brain trauma surgery (#3403)
## About The Pull Request
Fixes the highest level of trauma surgery leaving leftover traumas.
Applies a status effect instead of the random roll of a new trauma.
## Why It's Good For The Game
Having to do lobotomy surgery over and over until you hit the 25% RNG to
make it successfully go away isn't a good gameplay experience. Better to
just apply a status effect for a while instead.
## Changelog
🆑 LT3
fix: Lobotomy/blessed lobotomy should correctly remove all surgery based
traumas
balance: Lobotomy/blessed lobotomy now provides a predictable status
effect instead of a trauma RNG roll
/🆑
commit 95d97cf4a2
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 3 18:50:51 2025 +0200
Automatic changelog for PR #3429 [ci skip]
commit 3c30dfbaff
Author: Jinshee <96621959+Jinshee@users.noreply.github.com>
Date: Thu Apr 3 09:50:24 2025 -0700
Shadekin Ear Gradient (#3429)
## About The Pull Request
Adds a new ear type: Shadekin Gradient
## Why It's Good For The Game
Makes Healer happy
## Proof Of Testing


## Changelog
🆑
add: Added new ear type: Shadekin Gradient
/🆑
---------
Co-authored-by: Jinshee <manastra2536@gmail.com>
commit 3dd8af584e
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 3 06:33:08 2025 +0200
Automatic changelog for PR #3415 [ci skip]
commit c83b14b15d
Author: Jinshee <96621959+Jinshee@users.noreply.github.com>
Date: Wed Apr 2 21:32:45 2025 -0700
Porting New Bug Customization + IPC Screens (#3415)
commit d9d40def4c
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 3 02:35:34 2025 +0200
Automatic changelog for PR #3387 [ci skip]
commit a154dd9d97
Author: Jinshee <96621959+Jinshee@users.noreply.github.com>
Date: Wed Apr 2 17:35:10 2025 -0700
Fixes Waggingtail Sprite for Shadekin tails + Ringtail (#3387)
## About The Pull Request
All of the shadekin tails, ringtail included, had incorrectly assigned
dmi files for their wagging state, causing them to go invisible. This,
simply, fixes that.
## Why It's Good For The Game
I love fixing sprites!
## Proof Of Testing
https://github.com/user-attachments/assets/186f7dc6-4b78-4e9e-968e-fcbdae40bf2f
## Changelog
🆑
fix: fixed wagging state for all shadekin tails and ring tail (long)
/🆑
commit ba3fa0684c
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Wed Apr 2 21:56:26 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 70143cdadb
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Wed Apr 2 23:52:41 2025 +0200
Automatic changelog for PR #3419 [ci skip]
commit ad62db6f9b
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Wed Apr 2 14:52:18 2025 -0700
Adds pipe carp (#3419)
## About The Pull Request
A Ferocious, highly aggressive fish that thrives in the depths of shoddy
engineering work. Drawn to poorly sealed pipes, mismatched connectors,
and hastily patched atmospherics, these creatures feast on structural
incompetence with alarming efficiency.
## Changelog
🆑 LT3
add: Added new carp variant: carpmospheric technician
/🆑
commit dab0ff6a09
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Wed Apr 2 11:40:26 2025 +0200
Automatic changelog for PR #3423 [ci skip]
commit 27027d5ceb
Author: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Wed Apr 2 03:40:00 2025 -0600
take two: Reverts the disaboot apirl fools (#3423)
## About The Pull Request
Apirl fools code cleanup. Was a funny meme, but I don't think they
should happen next year.
## Changelog
🆑
del: Disaboots have been removed from apirl fools.
/🆑
commit 1c08269f2a
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Wed Apr 2 03:08:41 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit c43c9d01ed
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Tue Apr 1 19:38:12 2025 -0700
[TM ONLY] let me send long ass subtler messages to my heart's content (TGUI payload chunking) (#3406)
## About The Pull Request
(https://github.com/tgstation/tgstation/pull/90295)
## Changelog
🆑 Y0SH1M4S73R
code: Any tgui message that would be too big to send to the server is
now split into chunks and sent in sequence. This fixes several issues,
such as...
fix: It is once again possible to save large amounts of text on paper at
once.
/🆑
---------
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
Co-authored-by: Y0SH1M4S73R <y0sh1m4s73r@gmail.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
commit c96d028562
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Wed Apr 2 04:35:29 2025 +0200
Automatic changelog for PR #3420 [ci skip]
commit e22c174b35
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Wed Apr 2 04:35:09 2025 +0200
Automatic changelog for PR #3407 [ci skip]
commit 43a4b964b1
Author: plsleavemealon <106043510+plsleavemealon@users.noreply.github.com>
Date: Tue Apr 1 21:35:04 2025 -0500
Ethereal Powercell Bugfix (#3420)
## About The Pull Request
Fixes ethereal powercells from 20kj back to 220kj which is what they
used to be.
## Why It's Good For The Game
It is what it used to be, and with the present vanilla values you have
to recharge yourself once every ~5 minutes or so or suffer a huge mood
debuff. And if you are entombed, you will suffer death after ~10 minutes
if you do not recharge.
## Proof Of Testing
## Changelog
🆑
fix: fixed ethereals powercell back to bubbers values
/🆑
commit 3068303ae3
Author: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Tue Apr 1 20:34:46 2025 -0600
Reverts "Adds crew monitors to Advanced biotech and lathes" (#3407)
## About The Pull Request
This removes the handheld crew monitor from the medical lathe.
## Why It's Good For The Game
Alright, I just want to start out with all sources of the handheld crew
monitor after this PR
- Paramedics spawn with them
- Blueshield (command only)
- The medical vendor premium section.
- Borg upgrades
Overall while there's been a lot of QOL to the crew monitor which I
enjoy, it's all gradually made it so deaths are very noticable and often
times with someone in medical 1 second later running towards an active
fight to drag corpses away.
- I think overall we have a sort of medical omnipresence issue,
especially with an easy research destroying a level of scarcity with the
hand held crew monitor.
Anyone can print it if they have the materials and access to the lathe
versus only a few existing outside of the paramedic starting with them.
This PR of course is not going to fully tackle it. It's not going to
stop a paramedic constantly staring at sensors or the medical console
beeping when someone's in crit. But this aims to get less eyes on
sensors, mostly the ability for everyone in medical to have a little
screen to pull out and see the live feed without actively moving to a
console.
Overall I think we have this issue (a lot of it being administrative)
where every single death must be immedietly found and the person revived
in 10 minutes. This won't fully tackle that, but if the solution is we
must bloat a ton of antag abilities and items to combat sensors then I
think we have too many eyes on sensors.
## Proof Of Testing

## Changelog
🆑
del: Removes the handheld crew monitor from the medical lathes.
/🆑
commit c9cca3fbef
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Tue Apr 1 23:24:18 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit de81adcb6d
Author: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 2 00:55:25 2025 +0200
Makes the roundend mapvote not rerun after it gets called the first time (#3418)
## About The Pull Request
See name
## Why It's Good For The Game
Fixes#3395
## Proof Of Testing
It worked I did test it
## Changelog
Nothing player facing, basically allows us to cancel the vote once it
initializes
commit b36c477460
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Tue Apr 1 18:35:54 2025 -0400
Fix every fucking piece of maint loot being skub (#3412)
## About The Pull Request
the override should append to the global maint loot list not replace it
## Why It's Good For The Game
I'm anti-skub
## Proof Of Testing
I did this PR from my phone in bed because there's no power
## About The Pull Request
(drafted due to freeze pending maintainer approval)
Modular port of https://github.com/NovaSector/NovaSector/pull/4313
Being in the ghost cafe, hilberts hotel, or interlink dorms provides a
large mood buff, intended to counteract mood maluses from hunger.
## Why It's Good For The Game
Small QOL change to counteract needing to waste time or break immersion
to eat food, mostly harmless, in-game effects shouldn't be an issue.
## Proof Of Testing
## Changelog
🆑
qol: Mood is now buffed in certain ghost areas or off-station areas
primarily used for enterprise resource planning to make hunger less of
an issue.
/🆑
## About The Pull Request
Persistence is supposed to be a cybersun front but it still uses
interdyne comms. Lets fix that and add interdyne comms as an emergency
comms chip.
Additionally, this PR disables the icemoon automapper as we have been
having consistent issues with missing roofs. This is hopefully a
temporary fix until a better solution can be found.
Lastly, reworks engineering a bit to add one more construction spot and
make the utilities room a bit easier to notice so water actually gets
set up. Also expands table space in the kitchen as that was one of the
more desired features.
## Why It's Good For The Game
I love not having holes in the roof. Also flavor on the comms as we are
supposed to be a cybersun front.
## Proof Of Testing
<details><summary>Screen caps from testing</summary>






</details>
## Changelog
🆑
add: Persistence now has cybersun comms (It's literally just renamed
persistence comms)
add: Persistence can now produce interdyne comms in an emergency using
an interdyne comms chips
fix: Persistence no longer has 4 safes on one tile
fix: Persistence no longer has a turret that shoots out a window in the
prison
fix: Persistence no longer has a null telecomms server, also atmos works
fix: Renamed syndicate_exofab to syndicate exofab in the circuit printer
fix: Renamed cybersun channel no longer outputs to the uplink channel
fix: Reverts automapper placement of persistence on icemoon and returns
to
map: slightly revamped the Persistence kitchen.
map: condensed the utility area of persistence and added a cycling
airlock plus one more 3x3 construction area.
map: toned down some of the roundstart persistence equipment that can be
acquired through other relatively easy means such as cargo.
/🆑
---------
Co-authored-by: Otome <darkwolfinsanity@gmail.com>
## About The Pull Request
What it says on the tin. These gun cases can be used to store a massive
amount of ammo.
## Why It's Good For The Game
Hitting the ammo economy of ballistic weapons approaching the removal,
feel like this is a small change that will have a big impact.
## Proof Of Testing
Compiles, currently testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑 ReturnToZender
balance: Cargo-ordered weapons no longer come in gun cases. Gun cases
are now bulky, and cannot fit in backpacks.
del: Armadyne corporate security no longer come with Wespe cases on top
of their issued guns
del: DS-2 Mining Officer (not the Persistence, DS-2) no longer has a
Makarov.
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Did you know that Skyrat made a version of the Demonic Frost Miner's
arena that was a singular z-level in 2021?
Did you know it hasn't been maintained since?
Did you know we've still been running that same edit even though Demonic
Frost Miner's arena has been updated visually by TG in 2023?
This PR fixes these Did You Knows by destroying the Skyrat variation
entirely so that TG#78826 actually loads properly. This makes the ruin
two z-levels again, a site above looking into the ice pit with entrances
all around the edge (just jump, i dare you), and makes the pit far less
of a solid flat ice plane and turns it into an actual mining site (the
ruin is literally called Mining Site, I shit you not).
_**There is a known issue from both testing and [TG
proper](https://github.com/tgstation/tgstation/issues/78870) where the
top ruin can generate without the bottom. This is due to how Multi-Z
Ruins place. The top is placed before the bottom, and if a ruin is
already placed where the bottom will go, the arena will not generate,
but the upper pit will generate. An example of this would be [if it
generates over the Hearthkin Camp](https://files.catbox.moe/skyte4.png).
I am currently looking into a fix at the moment, however it's not needed
at the time given Ice Moon progression regularly is broken with Wendigo
or the Clockwork Defender not spawning their ruins either. As well, this
does not seem to ruin the aesthetic of the top ruin itself as it still
serves as an observation point for the pit.**_
_**As such, I've decided to call the whole ruin Mining Site, but only
Observation Pit if only the top generates.**_
### _**This issue is possibly solved thanks to Waterpig. However in the
event it wasn’t and the maintainers so choose to avoid this issue, an
updated version of the Skyrat variant can be made instead matching the
bottom arena, but still having the portals to get in and out.**_
## Why It's Good For The Game
Actually keeps us on par with TG and removes an unmaintained ruin from
the code.
Changes the arena of Demonic Frost Miner so its not so stale (there's
lore and a single wall to hide behind if you're scared and dead bodies
wow)
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
### Successful Placement (Mining Site)

### Unsuccesful Placement (Observation Pit)

</details>
## Changelog
🆑
fix: The updated arena for Demonic Frost Miner actually loads now
/🆑
<!-- 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
https://youtu.be/pPhfOGnLm08?si=QC2BPGd1pcLCXTc7 <- Updated as of 10/28
This pull request provides a replacement map for the interdyne and
dauntless offstation syndicate maps. It is supposed to be themed as a
landcrawler and features several new roles, (~~The comms operative was
removed~~) and the morale officer (The finest of waffle co. here to
enforce ~~managed democracy~~ syndicate interests. The icebox map is the
same size as the former dauntless map, while the new lavaland version is
slightly bigger to support the turrets and energy shielding.
Speaking of, one major feature of the new maps is a double layer of
energy shielding around the maps. This shielding does not recharge and
is intended to take two hits. An explosion naturally can clear both
layers at once and it is intended to prevent destruction by specific
megafauna (colossus) while also stopping miners from getting shot if
they accidentally find the ship. It does not cover the various entrances
and exits so its still worth while to be careful and if need be it
should be easy enough to attack the ship in a pinch.
**Weapon and armor wise, the ship has the following additions and
removals**
- All makarovs in the armory have been removed.
- One renostar shotgun has been removed from the armory
- Each non command crew member and the comms operative starts out with a
weapon selection beacon providing an option between a makrov, m1911,
mini egun, or energy dagger
- Each command officer barring the MAA starts with a weapon beacon
offering a choice between an ansem pistol (on par with an m1911 iirc), a
stechkin APS, or a c-20r.
- The morale officer has an additional selection of a revolver (for
executing dissidents)
- The MAA has a selection between an m-90gl with only rubber grenades
available, a bulldog shotgun, a c-20r, or a hos revolver
- An infiltrator modsuit has been added minus the psi demoralizer for
the corporate liason
- A honkerative modsuit has been added for the morale officer, it comes
preequipped with a waddle module.
**Power supply**
Per request, the ship now features a syndicate unique power source,
FISH! Make sure to pet them.
closes#2386
## Why It's Good For The Game
It has come to my attention that the interdyne offstation map which
spawns on icebox has become outdated due to the fact that it only spawns
on a single map. Rather than let this continue to be an issue I have
elected to standardize the icemoon and lavaland maps to one single map,
both to cut down further efforts of keeping up the offstation syndicate
map, and to provide a map that going forward will have room for updates.
Additionally, the new map will replace the icebox comms outpost, saving
on space for new ruins while improving (hopefully) spawning off the
offstation syndicate.
On one final note, massive mining rigs are cool and the pumpkin spice
must flow.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Proof Of Testing
See the video linked above
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
<!-- 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. -->
🆑
add: The Persistence land crawler has been deployed to local mineral
rich areas.
/🆑
<!-- 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. -->
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: nikothedude <simon.prouty@gmail.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Renames SolFed/SolGov/Solar Goverment/Solar Federation to
TerraGov/Terran Goverment
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
Requested by the loremins
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Proof Of Testing
It compiles, nothing seems broken ingame (please TM this)
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
</details>
## 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. -->
🆑
add: Renames all mentions of the Solar Goverment/Federation to the
Terran Goverment
/🆑
<!-- 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. -->
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
"I'm going to extend my break" - Me, 2 days ago
"Hey I should start cleaning up the Skyrat modular folder" - Me, Today
I yet again fall victim to my own hubris
Left out some BUBBER TODOs, feel free to do these if you find them
manageable
## Why It's Good For The Game
We made some old mistakes with some edits (Like commenting out ruins
instead of making them unpickable for the ruin system) (This I fixed,
admins can now bus them in!)
We also made a lot of edits to Skyrat code, a lot of which can be
cleanly merged into their code now
## Proof Of Testing
If it compiles, it works.
Unlike my modularization PR from a year ago this is less fuckupable
## Changelog
N/A, not player facing
# This is the 1st commit message:
goofsec hud
# This is the commit message #2:
the sensible tgui errors
# This is the commit message #3:
Gets it to compile
# This is the commit message #4:
Fixes all extra runtimes
# This is the commit message #5:
TGUI Fixes 1
# This is the commit message #6:
Removes open dream check
# This is the commit message #7:
Ticked file enforcement
# This is the commit message #8:
A very harsh way to fix potential missing icons
# This is the commit message #9:
Wipes all the errorneously included files
# This is the commit message #10:
fixes missing_icons fully
# This is the commit message #11:
some extra ci fixes before I forget
# This is the commit message #12:
WHAT THE FUCK
# This is the commit message #13:
really?
# This is the commit message #14:
bye waffles
# This is the commit message #15:
hooray
3591 individual conflicts
Update build.js
Update install_node.sh
Update byond.js
oh my fucking god
hat
slow
huh
holy shit
we all fall down
2 more I missed
2900 individual conflicts
2700 Individual conflicts
replaces yarn file with tg version, bumping us down to 2200-ish
Down to 2000 individual conflicts
140 down
mmm
aaaaaaaaaaaaaaaaaaa
not yt
575
soon
900 individual conflicts
600 individual conflicts, 121 file conflicts
im not okay
160 across 19 files
29 in 4 files
0 conflicts, compiletime fix time
some minor incap stuff
missed ticks
weird dupe definition stuff
missed ticks 2
incap fixes
undefs and pie fix
Radio update and some extra minor stuff
returns a single override
no more dupe definitions, 175 compiletime errors
Unticked file fix
sound and emote stuff
honk and more radio stuff
* Flattens The Floor Plane (Camera Update Too) (#84350)
## About The Pull Request
Ok so like, side map right? It makes things higher up in the world
render above things lower down in the world.
Most of the time this is what we want, but it is NOT what we want for
floors.
Floors are allowed to be larger then 32x32, and if they are we want them
to render based off JUST their layer.
If we don't allow this grass turfs and others get cut off on their
bottom edge, which looks WEIRD.
In order to make this happen, we can add TOPDOWN_LAYER to every layer on
the floor plane and disable sidemap.
I've added documentation for this to VISUALS.md, and have also
implemented unit test errors to prevent mixing TOPDOWN layers with non
topdown planes (or vis versa).
This new test adds ~1 second to tests, which is I think a perfectly
scrumpulent number.
EDIT:
I nerd sniped myself and implemented sidemap layering and lighting for
cameras (also larger then 32x32 icon support for getflat)
The lighting isn't perfect, we don't handle things displaying in the
void all that well (I am convinced getflat blending is broken but I have
no debugger so I can't fix it properly), but it'll do.
This came up cause I had to fix another layering issue in cameras and
thought I might as well go all in.

## Why It's Good For The Game
Old:

New:

## Changelog
🆑
fix: Grass turfs will render properly now. Reworked how floors render,
please report any bugs!
fix: Cameras now properly capture lighting
fix: The layering seen in photos should better match the actual game
/🆑
* Flattens The Floor Plane (Camera Update Too)
* modular things
* Update fluff.dm
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
* [MDB IGNORE] Gives telescreens mapping directionals + adds a map lint for them (#84261)
## About The Pull Request
Title.
## Why It's Good For The Game
The telescreens that are used primarily in head offices are.. a mess.
The parent of all telescreens is also a gigantic mess.
*I've opted AGAINST making an updatepaths here and decided to hand fix
all of these. There's not a lot, but I can't make an edge case for
everything. Some of their nudges are a bit wonky too, and I want to make
sure noting looks off. Theres also a handful of prefabs on the parent
telescreen that I want to individually look at.*
Updatepaths or not, this is going to be a "smaller" one of "those" PRs
that I've done thusfar, or so I think.
Prevents more mapping sin like this (THERE ARE SUBTYPES WHY ARE YOU
MAKING "NEW" ONES ON THE PARENT?? STOPPPP)

The sprite edits are necessary to make sure the mapping helper macro
works, otherwise they'll be inverted.
## Changelog
N/A
* [MDB IGNORE] Gives telescreens mapping directionals + adds a map lint for them
* modular fixes
* centcomm ferry dock
* oops
---------
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
This PR adds an additional check for the space edition of Dauntless to
the hack used to stop the bitrunner server from blurting out the cool
down across supply radio comms.
It also tweaks a few things with Dauntless/Interdyne, such as giving
them rad storm immunity and experi-scanners in the R&D labs.
Interdyne is now successfully placed on the lower Z levels thanks to the
`ZTRAIT_ICE_RUINS_UNDERGROUND` flag.
## Why It's Good For The Game
This is fixing an existing bug.
## Proof Of Testing
I have tested this on my server and confirm it works as described as the
PR.
## Changelog
🆑
fix: Dauntless space ruin bitrunner server no longer announces cool down
over NT supply comms
fix: Dauntless and Interdyne are now immune to rad storms
add: Added Syndie borg access cards to Interdyne
qol: Replaced the polarized windows in the Interdyne sauna area with
blast door shutters
add: Added experi-scanners to Interdyne/Dauntless R&D
fix: Interdyne never spawns on top Z level
qol: Interdyne dorm rooms now have crowbars in closets
qol: Interdyne deck officer does not leave empty sleeper on ghost role
spawn
/🆑
* Trimming the fat
* Trimming the fat
* Update mushpeople.dm
* Adds colorblindness as a mild brain trauma (#76527)
What the title says.
The brain trauma makes the whole screen monochrome until cured.

I feel like the current pool for mild brain traumas is quite lame, this
helps spice it up a bit with something that is quite annoying and
distracting but not game breaking (as mild brain traumas should
generally be).
🆑
add: Added colorblindness as a mild brain trauma.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Fix species `var/hair_color` not being used for, well, hair color (#82168)
`var/hair_color` for species was intended to be used as a "this species
uses this type of hair color thing"
But at some point that got completely lost and now it's only used for
sprite accessories
This fixes that. That means Slimepeople now have properly slimey hair.
And Ethereals are less snowflake once more.
🆑 Melbert
fix: Fixed Slimepeople's hair not matching their slimey colors.
/🆑
* Revert "Fix species `var/hair_color` not being used for, well, hair color (#82168)"
This reverts commit c4cb756.
* Revert "Adds colorblindness as a mild brain trauma (#76527)"
This reverts commit eb815f5.
* Update _species.dm
* unused var
* Caps list..
* Update mushpeople.dm
* Update mushpeople.dm
* Update mushpeople.dm
* Update mushpeople.dm
* Update mushpeople.dm
* Attempts to fix CI errors
* Update cap.dm
* Update _external_organ.dm
* Update monkey.dm
* Revert "Update monkey.dm"
This reverts commit 29f54c8.
* Revert "Update _external_organ.dm"
This reverts commit 8de5ea7.
* Update _external_organ.dm
* Revert "Update _external_organ.dm"
This reverts commit 644cc56.
* Fix CI maybe?
* Update cap.dm
* Update DNA.dm
* Some cleanup/updating to upstream
* Update global_lists.dm
* Mush
* Update mushpeople.dm
* Hopefully the last fix
* Doing this differently
* Update organ.dm
* Update organ.dm
* Update organ.dm
* Update organ.dm
* Update organ.dm
* OK
* Update organ.dm
* Update podpeople.dm
* maybe
* Hm
* Hm
* Will this break things?
* Revert "Will this break things?"
This reverts commit bd288c6.
* Test
* Update organ.dm
* Update organ.dm
* Revert "Update organ.dm"
This reverts commit ca77ff9.
* Update organ.dm
* .
* .
* .
* Update snail.dm
* Monkeys now use height offset (and monkey tail works) (#81598)
This PR adds the ability for monkeys to wear any jumpsuit in the game,
and adds support for them to wear things like coats, gloves, and shoes
(though this cannot be obtained in-game and is solely achieved through
admins, which I also improved a bit upon by adding a defined bitfield
for no equip flags).
This reverts a lot of changes from
tgstation/tgstation#73325 - We no longer check
height from limbs and such to bring sprites down, instead monkeys now
work more similarly to humans, so the entire PR was made irrelevant, and
I didn't really want to leave around dead code for the sake of having a
human with longer legs.
I've now also added support for Dwarfism, which makes monkeys look even
smaller. Very minor change but at least now the mutation doesn't feel
like it does literally nothing to monkeys (since they can already walk
over tables).
Here's a few examples of how it can appear in game (purely for
demonstration, as it is currently intentionally made impossible to
obtain in-game, though if someone wants to change that post-this PR now
that support is added, feel free):
Tails have been broken for a while now, the only reason you see them
in-game is because they are baked into the monkey sprites. This fixes
that, which means humans can now get monkey tails implanted into them
(hell yeah) and monkeys can have their tails removed (also hell yeah)
* Removes unneeded files
* Revert "Removes unneeded files"
This reverts commit 6469d37.
* .
* ok
* Update tails.dm
* Update monkey.dm
* Fix monkey screenshot test
* Update species.dm
* Update reinf_walls.dm
* Maintenance
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
Replaces Interdyne for Ice Moon with the old original version before
"Frozen Moonlight" version (a8b38abcd7).
<img width="899" alt="final"
src="https://github.com/Bubberstation/Bubberstation/assets/80724828/8434bde2-9a07-401a-bc37-a42c35f40d37">
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
The Frozen Moonlight revision is a rather controversial update of
Interdyne, which at best has had a mixed reception with regular ghost
role players. While I like some aspects of it, I feel (personal
opinion!) the overall design is weaker than the version it replaced.
It's also considerably 'finished' with all machines upgraded and
materials included, while this version of Interdyne at least has a
gameplay reason for Interdyne members to go mining.
I'd like to offer Interdyne ghost players something old and something
new:
* Reduced the overall number of spawns to match that of the "Frozen
Moonlight" version
* Added the "Frozen Moonlight" bridge to the external landing area
* Increased map size (52x57 -> 54x57) and thickened moat
* Copied SSV Dauntless armory over to room above research
* Rework the cargo and dorms to be more comfortable visually and
spatially
* Wall mounted fire extinguishers have been littered across the hallways
* All fire alarms are aligned to their walls
* Added more air alarms and fire locks
* Added bar seating so patrons are not forced to stand
* Add cargo express console and powerator to vault's filing cabinet
* Added an old abandoned jukebox in the morgue
* Added a pAI to the library crate
* Moved sentry near kitchen one unit away (so it won't shoot pets)
* Now uses a turbine for a source of power
* Added a crematorium to morgue
* New gym area
Additionally, the behaviors of machines linking to the techweb have been
changed.
* Machines built within Syndicate designated areas
(Interdyne/DS-2/Dauntless/Space Dauntless) will only be able to connect
the newly added Syndie R&D servers
* Machines outside of Syndicate designated areas (NT/Tarkon/Ruins/Etc)
will not be able to connect to the newly added R&D Syndie servers
* All Syndicate based ruins that spawn with a R&D server will share a
single techweb that is independent to NT
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Proof Of Testing
I have compiled and tested to ensure it works in-game on Kilo and Ice
Moon, ensuring that Dauntless and Interdyne spawns do not conflict.
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
## 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 it's 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. -->
🆑
add: Restore classic Interdyne base for Ice Moon
fix: Department display screen no longer calls itself recursively
fix: Fixes vents in Dauntless bridge
qol: Adds new battle attack arcade machine in Dauntless prison
fix: Changed Dauntless brig radio freq
add: Add R&D servers to Dauntless/Interdyne ruins
qol: Only allow machines located within Syndie areas to connect to
Syndie R&D servers (and vice versa)
/🆑
<!-- 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. -->
---------
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Co-authored-by: nevimer <foxmail@protonmail.com>
Co-authored-by: Swift <jackwars4@gmail.com>
Co-authored-by: Otome <darkwolfinsanity@gmail.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>