## About The Pull Request
This does not fix the goliaths pushing doors issue. That one is being
fixed on tg though.
Fixes ashie rituals taking whole stacks, making them correctly take 1
single piece from the stack.
Fixes the ashie template name
Fixes ashies somehow getting a powered area as all the primitive
machines seem to correctly not need power now
## Why It's Good For The Game
Fixes a few minor gripes I have with ashie code. There's more but these
directly affect players
## Proof Of Testing
I didnt grab the runes working but they did take single items and stacks
correctly.
Here's the burner still working though
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
fix: ashie rituals now take only 1 from the stack
fix: Ashie area is no longer magically powered
/🆑
## About The Pull Request
This pull request changes a couple of things that needed to be patched
since the major update to Box Station. Full changes are below in the
changelog.
Rundown:
Junction disposal pipe in sec maints correctly connects with disposals.
Soda vendor in sec maints is gone. Apartment bolt buttons now bolt their
respective airlocks. Wall connecting atmos to atmos maints now doesn't
break ss13 mapping rules.
## Why It's Good For The Game
While this doesn't directly add features to the game, fixes to maps are
important to improve roleplay and quality of the game.
## Proof Of Testing
it compiles it

## Changelog
🆑
map: Box Station's apartment airlock bolt buttons now work for their
respective airlocks.
map: Box Station's disposal pipe in Security Maintenance correctly
connects with disposals.
map: Removed a soda vendor in Box Station's Security Maintenance.
map: Box Station's Atmospherics is given an additional reinforced wall
to align itself properly with Maintenance next to it.
/🆑
## About The Pull Request
Some more clean up items for persistence
Issues addressed
- Moved initial fish tank spawn over one engine slot in engineering to
reduce accidental deaths via zappy eels
- Fixed some lights in places they should not be
- Removed collision on the sustenance vendor ~~How did no one notice it
had it~~
- Hopefully fixed an issue with one turret not turning off
## Why It's Good For The Game
We like it when stuff works
## Proof Of Testing
Its just some map changes, I'll put something up if I don't forget to
before its full merged.
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: Persistence Fish based power is now 100% more Osha compliant
/🆑
## About The Pull Request
Adds a maint access requirement to the animal pen on kilostation, so the
animals don't just wander out. Fixes a misconfigured package return belt
in cargo on Kilo station.
## Why It's Good For The Game
The animals won't wander out, and the belt works properly now.
## Proof Of Testing
It compiles.
## Changelog
🆑
fix: Added a maint access requirement to the animal pen on kilo, so the
animals won't wander out.
fix: Fixed the misconfigured package return belt in cargo on Kilo
station.
/🆑
## About The Pull Request
Adds missing wire in Nebulastation port aft solars to allow engis to
finish solars setup
## Why It's Good For The Game
Power good
## Changelog
🆑 LT3
fix: Fixed unconstructed solar panels on Nebulastation port aft solars
/🆑
## About The Pull Request
Adds disposal bins to Moon Station arrivals. Trash goes to a conveyor
belt in the maint room, allowing ~~assistants~~ janitors to still filter
it for ~~anything worth stealing~~ lost items before sending onwards.
## Why It's Good For The Game
It's hell trying to keep Moon Station arrivals clean as the hordes
arrive and dump all their starting loadouts on the floor like wild
animals.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/23650fd0-989f-4af9-b9e2-60aac46fc062
</details>
## Changelog
🆑 LT3
map: Moon Station now has disposal bins
/🆑
<!-- 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
Various fixes and clean up items for persistence
So far the list includes
- Readding IV drip to medical
- Readding smithing tools
- floating lights removal
- correction of chap vendor for morale officer have density
- fix for morale officer disposals
<!-- 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
We like it more when shit works.
<!-- 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'll add this properly later.
<!-- 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. -->
🆑
fix: Various persistence bug fixes
/🆑
<!-- 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. -->
## About The Pull Request
Fixes some airlocks in the Meta arrivals dock being labeled as "Library"
## Why It's Good For The Game
There's no library there
## Proof Of Testing
🐱
## Changelog
🆑
map: fixes mislabeled airlocks in Metastation arrivals.
/🆑
## About The Pull Request
Fixes a couple pipe errors on Biodome that prevent disposals from
working
## Why It's Good For The Game
Fixes#2611
## Proof Of Testing
Trust ‼️
## Changelog
🆑
map: fixes some disposal pipes on Biodome.
/🆑
## About The Pull Request
Takes some community suggestions for the Interlink Office and adds them
in, as well as fixing some things I wanted to but didn't in the second
go.
- Replaces the Captain's Fountain with the new Nanotrasen "Greer"
Fountain
- A bust of the CEO? In this economy?
- Makes sure the APC is actually charged, because it seemed to start
empty. This would make the switches non-functional if turned off on
accident. Also cuts the AI wire. Just in case.
- Various offset adjustments for things to better fit the room, making
it look bigger
- Filing cabinets are labeled for the employment records
- A small selection of items added to the cabinet: PDA, toolbox,
multitool, and a bin of regular paper

## Why It's Good For The Game
🤷
## Proof Of Testing
Map changes for an existing map (actually with the latest from Main this
time), doesn't need testing
## Changelog
🆑
fix: Small changes to the Interlink Office again based on community
suggestions
/🆑
---------
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
## About The Pull Request
-fixes random test tube racks in the hallways next to cargo
-fixes a bunch of decals
-fixes some item offsets
-moves a table so you can actually push a crate into the medical chute
without using the alt-menu or dismantling a table
-removes random destination tagger on the floor of the new security
outpost
## Why It's Good For The Game
fixes
## Changelog
🆑
fix: fixed up Metastation's cargo delivery office.
/🆑
## About The Pull Request
- Add a missing disposal pipe under an airlock in the Science break room
- Replace a sorting pipe with a regular junction because the mail helper
is just the parent type for science and doesn't actually assign any tags
## Why It's Good For The Game
None of this

## Proof Of Testing
I prommy I did
## Changelog
🆑
fix: Fixed a few disposal pipes on boxstation.
/🆑
<!-- 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>
## About The Pull Request
This adds a single cable wire under an airlock for the drone bay that I
missed out on changing for Boxstation's last PR
(https://github.com/Bubberstation/Bubberstation/pull/2545)
## Changelog
🆑
fix: Places a missing cable leading to the drone bay on Box Station
/🆑
## About The Pull Request
This update to Box Station revamps dorms, expands the brig, gives cargo
a warehouse and more QOL changes.
See the changelog for a full list of changes.
Screenshots are attached below.
If anything is missing or broken, please comment on this PR regarding
it.
Known Issues:
- [x] Holodeck is non-functional.
## Why It's Good For The Game
The improved areas give Box Station a fresh new look while improving
roleplay quality and retaining its retro vibe.
## Proof Of Testing
Tested locally. Areas function as normal.
<details>
<summary>Screenshots/Videos</summary>








</details>
## Changelog
🆑
map: Box Station's Brig layout has been revamped to support improvements
for the department's Interrogation Room, Education Chamber, Holding
Cells, Evidence Storage, Lawyer's Office, Detective's Office. The halls
leading to the Brig has also been slightly expanded to accommodate for
the repositioning of the Lawyer and Detective's Offices.
map: Box Station's Dorms has been expanded.
map: Box Station's Fore Starboard Maintenance has been improved to
compensate for Dorm's expansion.
map: Box Station's Cargo now has a Warehouse. And Bitrunning has an exit
to Aft Port Maintenance.
map: Box Station's mailing disposals properly work for the Lawyer and
Detective office.
map: Box Station's MULE delivery drop-off is now at Medbay's Storage.
The old spot was replaced with a west exit.
map: Box Station's Medbay now has a Synth Chute system at the Morgue.
map: Box Station's Science now has a Synth Retrieval system at Robotics.
map: Box Station's pool has been replaced with a sauna room at Dorms.
map: Box Station's Bridge has had their consoles re-ordered.
map: Box Station's EVA has been divided into two sections.
map: Box Station's Kitchen now has a table under its food processor. You
are welcome waterpig.
map: Box Station's Departures has had its directional glass windows
removed and replaced with hedges.
map: Box Station's fax machine inside of the Unisex restrooms in Service
has been removed.
/🆑
# Tell me if anything
## About The Pull Request
So, I played on Biodome for the first time yesterday, and while I love
the concept, it uh, needs work, to put it nicely.
So let's try fixing it, or die trying!
So far:
- Sec paddy bay (thanks zydras!)
- Secmed now has their locker and a proper spawn.
- Partial security remap (thanks zydras!)
- Mapped in the extra SR station pets
- SM
- Blue wires to red so they don't perfectly align (visually) with distro
pipes.
- Replaced "dumb" pipes leading out of it with smart ones cause they're
a pain in the ass to edit in editor
- Made the room significantly bigger so you can actually DO shit in
there.
- Added scram system.
- Moved the air alarm to between the doors, added a linked air sensor
inside the SM chamber.
- Added doors to the engineering elevator.
- Upper library no longer has double walls everywhere.
- Botany
- Swapped with the service hall
- Now has an overpass access point to the kitchen.
- Expanded the upper floor to have 4 trays in isolation for experiments.
- Gave them firedoors. They had none.
- Now has a stairway instead of ladders.
- Kitchen now has a stairway up instead of ladders.
- The bar roof has now got more seating, instead of a glass roof.
- Chapel has no more double walls
- Barbers no longer shares a wall with the teleporter room. Poor guys.
- Added blueshield office.
- Added NTR office
- Removed catwalk floors under vents/scrubbers. Ew.
- Added a few extra lights in the poorly lit central area.
- Added a few lights where portable lights were being used for
lighting... for some fucking reason.
- Removed some triple walls from bridge... why?
- Arrivals
- The hallway at the checkpoint has been widened
- The garden upper level has been entirely scrapped and replaced with a
simple walkway, no clue why it was like that, it was so damn confusing.
- Added signage making it more clear what direction literally the entire
station is.
- Added some new navigation markers, and fixed a couple of bad ones.
- Fixed all upper Z space tiles, which prevented proper multi-z
navigation if you were outside the station in certain areas.
- Fixed a couple of active turfs.
- Fixed a ton of floating railings through applying a baseball bat to
the knees.
**This PR is currently done, as it currently stands. More may come in a
later PR depending on feedback.**
Known issues (updated as and when I get more issues I can validate):
- SM issues
- Engi and science elevator has no door
- General layout (may not be able to fix without a rework, we'll see.)
- Botany is bad
- Kitchen and botany are separate
- Not enough maints
- Chem synthesizers everywhere (low priority, I might not bother with
them this PR)
- Floating railings everywhere
- Arrivals has very little signage, and has a cross section which... two
of the ways lead to the same place, which is incredibly disorienting.
## Why It's Good For The Game
People won't bitch in OOC and IC about how bad the map is to play all
the time, and the map will be much more fun to play, yes?
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<details>
<summary>Service</summary>
Access ramp to the kitchen. This honestly might need a redesign down the
road, but this will do as a quick fix.




This feels a little empty at the side, but I'm not entirely sure what I
could put there.


</details>
<details>
<summary>Cargo</summary>

</details>
<details>
<summary>Sec</summary>
Dormsvend/cryo/borg charger


</details>
<details>
<summary>Engi</summary>
Added flatpacker (top left)

(Scrubber has since been added to that unterminated waste pipe)

</details>
<details>
<summary>Command</summary>
Blueshield

NTR, bridge (Removed the NTR office, I'm fucking blind and didn't see
the original)

</details>
<details>
<summary>Arrivals/Dorms</summary>
Public garden/dormvend/signage (I've fixed the doors since, lmfao)

This should much more organically funnel people into the station.

</details>
</details>
## Changelog
🆑 Zydras, RimiNosha
map: Biodome got a ton of fixes and tweaks, send feedback to RimiNosha
so more can be done!
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
Change the evac sign outside of Engineering on Void Raptor to point up
instead of left because evac is up and not to the left
## Why It's Good For The Game
No trick signs
## Proof Of Testing
It's a map change trust me !!
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
map: Fixed incorrect evac sign on Void Raptor
/🆑
## About The Pull Request
Issue Summary:
On Moon Station while observing I signed up for nightmare, I was the
sole player signed up for it. once the timer ended. I did not spawn in
as nightmare, admin responded in chat:
STAFF (Sexmaster) says, "ADMIN LOG: No valid
generic_maintenance_landmark landmarks found, aborting..."
Generic_landmark_spawn locations were added to the map in areas that
satisfy the specific criteria for a nightmare to spawn.
Was able to repro the issue and fix it in the map.
## Why It's Good For The Game
It allows more antagonists roles to be played on Moonstation,
potentially seeing it played more with antag spawn points added.
Fixes#2391
## Proof Of Testing


## Changelog
🆑 Sparex
map: Added generic_maintenance_spawn points to fix the issue with the
Nightmare not being able to spawn. They will now spawn as they should.
🆑
## About The Pull Request
Adds a new icebox ruin. Below you can see some good pictures of it.
A unique creature that can be found a "hatsune mi-go", a m1911 with a
magazine, santa outfit w/ bag, and a jukebox. this is actually something
I had planned for a torment nexus but chose to forego for an Icebox ruin
instead. The map is 35x35.


## Why It's Good For The Game
Icebox is in need of some ruins, I was originally working on this for
something else but decided to instead add it as a ruin in icebox. I
added a subtype of the christmas tree that doesn't give presents. I felt
like icebox lacked more dangerous ruins so I sprinkled in a few enemies
and as a reward there is some notable stuff.
## Changelog
:cl:ViralMilk22
map: Additional Icebox Ruin has been added "Hunters Lodge".
/🆑
## About The Pull Request
https://github.com/tgstation/common_core/blob/master/Technology%20and%20Science/Communications.md
I was playing Starsector shortly before I read through this lore blurb
and realized that simple Comms Buoys would be easy little ruins to make.
Then I decided to make NT's extra-special because NT is always leading
in tech innovation.
Adds 2 "low-tech" Comms Buoy ruins (**no local comms**, these are just
little fluff things):
<details><summary>Kosmokomm Communications Buoy</summary>
</details>
<details><summary>Pirated Communications Buoy</summary>
</details>
The majority of the PR is the "high-tech" Nanotrasen Extraorbital
Bluespace Communications Buoy
<details><summary>The NT-EBCB Model 7 (ignore the parallax i couldnt get
it all in one screenshot)</summary>

</details>
This is a medium ruin that's more lore heavy than loot heavy - though
that doesn't mean there's no danger. NT wouldn't want you walking in and
reading all their communication logs after all.
<details><summary>SPOILERS INSIDE</summary>
**Hazards:** 2 Laser Turrets (in a titanium room, so they reflect off
walls)
**Loot:** 2 Experimental Tool spawners, 2 NT Private Security bodies, 3
space suits, 1 of each tcomm component, 2 RTGs (can these even be taken)
The majority of the sat is for lore. It has 3 paper notes and 5 consoles
(1 broken, 1 dupe, so 3 unique consoles)
All lore will be here to show how formatting appears in-game.
<details><summary>Airlock Note: "Page 33: NT-EBCB Model 7"</summary>
This one gives a quick summary of what to expect inside - consoles and
defense turrets. Of course, players won't have the special ID (and
couldn't use it anyways, the guys inside covered it in blood)

</details>
<details><summary>Pinned Note: "Table of Contents: NT-EBCB Model
7"</summary>
A page out of the manual. Rest of manual not included. (Names the
different parts of the buoy)

</details>
<details><summary>Main-Dish Note: "Spinward-NT-EBCB Inspection
Report"</summary>
An inspector left behind a few notes during pre-deployment. Sure hope no
important security risks were missed!

</details>
<details><summary>Console 1: "Satellite Dish Operations
Terminal"</summary>
This one's mostly just a tie-in with the "story", don't know how
necessary it is but it filled the empty spaces.
This console has a spare in the Main Dish (as its prone to breaking from
the turrets)

</details>
<details><summary>Console 2: "Blackbox Transcription Terminal"</summary>
The "local" side of the story. This console monitors the Local-Space
Comms, and managed to log the repair team's activity.

</details>
<details><summary>Console 3: "Long-Range Interstellar Relay Operations
Terminal"</summary>
Here's the big lore thing for freaks like me who love lore being shown
in-game.
It's got a lot of random-made-up-science-bullwhizz relating to the
ongoing NT research mentioned in the plasma_exposure lore blurb.
Granted, the guy's a bit biased in his ex-partner's work.


</details>
</details>
## Why It's Good For The Game
A) Everybody loves new space ruins, even small fluff ones. I hope.
B) Lore integration is cool. Aside from the obvious 'Comms Buoys being a
thing you can find', it also makes mention of the Gateway system/Port
Ellis and a certain lore blurb involving plasma (albeit under more
severe, and biased, testing)
## Changelog
🆑
add: 3 new Space Ruins: two small Comms Buoys (fluff) and an NT
Bluespace Comms Buoy. Employees are asked not to touch vital components
when nearby this critical infrastructure.
/🆑
## About The Pull Request
Alternative to https://github.com/tgstation/tgstation/pull/86949
Gives Human AI a space suit if they spawn in a room inhospitable to
them. I also made the 2 tiles the AI spawns in cold to match the
exterior of the windoor, so this effect actually kicks in.
I also removed their hazardous area component, so they can move at full
speed, use ladders, vehicles, etc.
Lastly, anytime you spawn with a space suit I made it automatically turn
itself on, which is only for ghost roles currently. Now if you spawn in
bad temperature, you won't have to rush to flip it on before you start
freezing.
## Why It's Good For The Game
Doesn't require mapping changes for a station trait and allows for
unique types of AI Sats without having to make accommodations for human
AI each time.
Hazardous area was originally added as they were being compared to an
immovable object, which now I think is a little silly. When thinking of
a human versus an AI, the first thought is that humans can move around
and touch things, this arbitrary limit was not only annoying, but also
terrible on multi-z maps where it blocked things like access to ladders
if it wasn't directly in the AI sat's room.
## Changelog
🆑
balance: Human AIs spawn with a space suit on Wawastation.
balance: Human AIs no longer have slowdown and a ton of restrictions
such as ladders when outside of the satellite.
qol: Spawning in with a space suit now has its thermal regulation on by
default.
/🆑
## About The Pull Request

## Why It's Good For The Game
it was missing so this should be more inline with the rest of the maps
that actually allow the captain to give medals
## Changelog
🆑
fix:added a medal box to captains locker on Wawastation
/🆑
## About The Pull Request
Returns the original look of the revolver for traitors:

While still giving Nuclear Operatives the red-revolver:

Re-flavors the red revolver to a "Badass Revolver" as well, so that it
helps differentiate it a bit more:

## Why It's Good For The Game
I always thought that the red "Syndicate Revolver" was way too on the
nose and dorky, especially for undercover agents. However, I thought
that dorkiness was a perfect fit for the Nuclear Operatives who love
painting all of their gear to be red and over-the-top badass looking.
## Changelog
🆑
image: Traitors now get the classic Revolver in their uplink. Nuclear
Operatives still keep the red look for their revolvers.
/🆑
## About The Pull Request
This PR aims to fix some issues on Birdshot station. The issues fixed
are as follows:
### 1. Door Naming Consistency
The two doors at the front of engineering had different names, one being
`Engine Airlock` while the other was `Main Engineering`. Both were
changed to be `Main Engineering`.

### 2. Access Fixes for Security Officers (Engineering)
Added
`[/obj/effect/mapping_helpers/airlock/access/any/engineering/general]`
to the following doors, as Security Officers (Engineering) couldn't even
open the front door to enter the department and couldn't go to atmos
(since it required access for `construction` but Security Officers
(Engineering) get access to `engineering` and `atmospherics` only). Also
added this for the Locker Room because of the same problem.

### 3. Atmospherics Maintenance Door Access
Replaced
`[/obj/effect/mapping_helpers/airlock/access/any/engineering/construction]`
with
`[/obj/effect/mapping_helpers/airlock/access/all/engineering/maintenance]`
for the Atmospherics Maintenance door present to the left of the Chief
Engineer's office.

### 4. Locker Room Maintenance Door Access
Replaced
`[/obj/effect/mapping_helpers/airlock/access/any/engineering/general]`
with
`[/obj/effect/mapping_helpers/airlock/access/all/engineering/maintenance]`
for the Maintenance door in the Locker Room.

## Why It's Good For The Game
This change ensures that Security Officers (Engineering) can properly
access their primary workplace. Previously, they had to take an
inefficient route through maintenance to enter Engineering, which was
both inconvenient and hindered their ability to respond quickly to
emergencies. By allowing them to use the front door and access key areas
like Atmospherics, this fix improves quality of life and ensures they
can perform their duties more efficiently.
## Changelog
🆑
fix: Security Officers (Engineering) can now open crucial doors in
Engineering on Birdshot
fix: Corrected access inconsistencies for maintenance doors in the
Engineering department on Birdshot
fix: Resolved naming inconsistency for the front doors of Engineering on
Birdshot
/🆑
## About The Pull Request
The Derelict Outpost ruin is full of mobs that at absolute most 3-shot
most spacemen and have a very rapid AI. Most of this brought about by
the map being untouched as additional abilities have been given to the
type of mob that occupies it. This is far and away overtuned, so I made
the "hatchling" mobs not have health-based damage and speed scaling.
As a bonus, you get map-level varedits replaced with typepaths.
## Why It's Good For The Game
Do space ruins need very-definitely-instant-death mobs, or are we good
with just quick-death-if-you-cant-retreat-in-time mobs?
## Changelog
🆑
balance: The hatchlings on the Derelict Outpost are marginally less
deadly, to the extent that fighting them is slightly more feasible.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
This autoloads the up/down traits for every map instead of having to
manually add those traits to the JSON.
More automation good. Also let's people experiment with larger maps like
a multi-z lavaland.
🆑
code: Automatically link maps multi-z up/down traits
/🆑
## About The Pull Request
- Donk Co. crate previously was unlocked, but the sprite had a lock on
it. Now the lock is removed.
- There's a new secure Donk Co. crate using the old sprite.
- S.E.L.F.'s crate had no lock on it, but it was a secure crate. The
lock overlay was present and it didn't look good. Now the lock is fully
on the sprite.
- There's a new unsecured S.E.L.F. crate using the old sprite. I gave it
a new description since the description mentioned locks.
- Interdyne's freezer was unlocked but had a lock on the sprite. Now the
freezer is secure. No unsecure variant this time.
- The names of the crates now use proper nouns, and the names of
corporations are capitalised.
- All syndicate crates with a lock now require syndicate access by
default.
- The Interdyne blood freezer no longer spawns the same contents as a
normal blood crate (a list of 9 blood packs plus 1-3 extra random
packs), now it spawns 13 random packs of blood.
- Typepaths were moved around to make the crates easier to find in
mapping tools.
- Fixed a dang TYPO in the Donk Co. fridge's description.
## Why It's Good For The Game
Lock issue is solved now. The mismatching sprites didn't look good, and
now they match and look good.
Kept sprites for lockable Donk crate and lockless SELF crates and made
them their own crate types.
Repathed stuff to make it tidier. As a side effect the interdyne blood
crate is no longer a subtype of the regular blood crate, so instead of
copy+pasting the long list of contents it used to have it just has a
bunch of random bloods in it. Feels more on-flavour this way I think.
Access changes are because that makes sense for syndicate crates. Most
of these are going to end up mapped in as syndicate-access crates, makes
sense to make that the default. Can always be overwritten.
yea and I fixed that fuckin typo
## Changelog
🆑
fix: Donk Co. and S.E.L.F. crates now properly display their lock (or
lack therof).
image: New sprites for unlocked Donk Co. crates and locked S.E.L.F.
crates.
spellcheck: The names of syndicate-branded crates now use proper nouns.
spellcheck: Fixed a typo in the description for Donk Co. fridges.
/🆑
# Conflicts:
# code/modules/cargo/packs/imports.dm
## About The Pull Request
Wrong boozeomat, just hard merge this.
## Why It's Good For The Game
Fix
## Proof Of Testing
it's the right objpath this time
## About The Pull Request
Create a separate ZTRAIT for the lowest level of moonstation, use that
when running the moonstation-specific ruin generation (still pulls from
the lavaland ruin pool). This is because currently ruin generation runs
twice on every map, the first time with an area whitelist of Lavaland
Wastes (the /area used for the actual lavaland z-level), and then again
with an area whitelist of Lavaland Caves (the /area used for the lowest
z-level of moonstation). Each map only contains one of those two areas,
meaning one of the generation runs will fail for every single ruin,
exhausting 100 attempts per ruin, every time.
## Why It's Good For The Game
Faster server load times and hopefully no CI timing out.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
Before:

After:

</details>
## Changelog
🆑
fix: The game should no longer run ruin generation twice.
/🆑
## About The Pull Request

## Why It's Good For The Game
Plushies are objectively better and I had to find space to put them.
In all seriousness. No, security should not have their own private ling
cremator.
## Proof Of Testing
I like plushies :)
## Changelog
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🆑
balance: Replaces the security cremator with a room of plushies.
/🆑
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---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
We don't run these maps, they're already removed from basemap.dm
</details>
## Changelog
🆑 LT3
server: Removed Northstar, Wawastation, and Birdshot from map
configuration cache
/🆑
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Adds a second Skillsoft machine to the Ghost Cafe in the vending
machines area
## Why It's Good For The Game
The one over in the abductor themed area is far, and the space is
potentially in use.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑 LT3
add: Added a Skillsoft machine to the Ghost Cafe vending area
/🆑
## About The Pull Request
Small map edits of previous PRs of mine that don't need PRs of their
own.
- The Interlink Administrative Office now has: a photocopier, a
boozeomat and beer dispenser, a commandrobe, an actual pet in the form
of Pengy The Mighty Empress Penguin, a couple folders, a feather (cause
you're fancy), and a chalkboard. A single camera has been added (on the
secret network) so holopad calls can see the interior of the room, and
for AIs to verify the identity of any occupants.
- Lizard Gas stations all around now stock the fabled Gas Station Sushi
(but it's edible and not spiked). The pipe gun has also been replaced
with a much more reliable (or unreliable since they're used against
fauna) laser musket. The weird double-wall bathroom is now single wall
since I finally figured out how to have vending machines in the walls
properly.
## Why It's Good For The Game
Cause some stuff needs adjustments or fixing to feel more proper, or be
less obtuse.
## Proof Of Testing
It's just map edits of already working maps. No code changes. It'll
work.
## Changelog
🆑
qol: The Interlink Administrative Office has had new equipment brought
in and installed.
balance: Lizard Gas now has slightly better but still shoddy weaponry
for its employee.
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@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
Create a subtype of the fax machine that has Tarkon Command as a
contact, replace var-edited fax machine in Port Tarkon with this.
## Why It's Good For The Game
The var-edited one runtimes because `Initialize()` in fax machine code
tries to populate the CentCom contact but the variable edit has
overwritten `special_networks` with its own list (if the Tarkon one is
not intended to have CentCom listed please let me know so I can change
the PR to make that the case).
## Proof Of Testing
Trust ‼️
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: The fax machine in Port Tarkon should no longer give a TGUI error.
/🆑
<!-- 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
Other ghost role vendors are now free.
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
teehee
## Proof Of Testing
no
## 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. -->
🆑
fix: Other ghost roles now have free vendors.
/🆑
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<!-- You can use multiple of the same prefix (they're only used for the
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Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
#2242 was a dirty map merge and I reverted it.
@YakumoChen byond's native tools are depreciated. Strong.dmm is far
better and robust to use, regardless. https://github.com/SpaiR/StrongDMM
<!-- 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
Due to the change in https://github.com/tgstation/tgstation/pull/86548,
Dauntless' vendors began costing money.
This PR undoes the old map varedits to vendors, and uses the new one to
appropriately subsidize all the items.
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
hee hoo
## Proof Of Testing
Been doing the var change in game, it should work.
## 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. -->
🆑
fix: Dauntless vendors no longer require money to use, as before.
/🆑
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Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>