## 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
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
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
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>
## About The Pull Request
Automapper templates for Wawastation.
https://github.com/Bubberstation/Bubberstation/pull/1602
## How This Contributes To Bubberstation
A new, shiny map for all to enjoy, courtesy of TG.
## Proof of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑 LT3
fix: Wawastation barber and NT rep office are no longer blocked off by a
wall
fix: Wawastation NT rep office moved to command hallway
fix: Various minor Wawastation fixes and updates
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Birdshot and construct, two maps I don't really care about. Construct
I'm just going to remove offending CI's that dare give me a red X. Wawa
will have to wait due to the automappers not being fully implimented.
<!-- 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 updates our automapped NTC templates with some minor fixes, but
most importantly, adds unrestricted access helpers from the inside of
the office, meaning people inside of the office can freely exit.
I do have a question I'd like to ask for this PR, should the bedroom
also include an unrestricted helper? It currently does but if you want
to prevent, say, bluespacing into the office and stealing stuff, we
could just take the inner bedroom helper off.
Also this means the Blueshield won't be able to escape my ERP scene, so
double positive
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
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your PR mention it. -->
## Why It's Good For The Game
This means that if people enter the NTC's office, they can exit on their
own. The office is unique in that it requires an access no one other
than the NTC can acquire, so this is a bit of a bandaid for that.
<!-- Argue for the merits of your changes and how they benefit the game,
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## Proof Of Testing
Tested all the different access helpers, they work as intended :)
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## Changelog
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🆑
fix: NTC office bugs have received some minor fixes
add: It is now free to exit the NTC office, even if the outer access is
not free
/🆑
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Co-authored-by: Swift <jackwars4@gmail.com>
## About The Pull Request
Small stuff that doesn't fit into regular PRs from how minor they are.
- Adds Latex Heels to loadout. You know, those tall thick boots that
click on the floor?
- Adjusts the Interlink Administrative Office to have the filing
cabinets on one tile so it looks nicer and doesn't take up so much
space.
- Fixes the missing capsule icon for the PLAP. I expect to have to do
this again next month if TG updates more mining stuff.
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
I dunno
## Proof Of Testing
It's stuff I've already done before, so I know it works, fuck your
recompile.
## Changelog
🆑
add: Latex Heels to loadout
qol: Filing cabinets in the Interlink office are now actually stacked
together
fix: PLAP capsule now has the colors actually described in the
description
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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<!-- You can view Contributing.MD for a detailed description of the pull
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## About The Pull Request
Fixes duplicate books of kindred exisitng because they weren't a point
of interest anymore, and fixes the automaps for kindred book displays as
a PR had moved where they are being read from.
<!-- Describe The Pull Request. Please be sure every change is
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your PR mention it. -->
## Why It's Good For The Game
Kindred books are used for detecting bloodsuckers, and is a objective.,
having duplicates is no-good
<!-- Argue for the merits of your changes and how they benefit the game,
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actually explain WHY what you are doing will improve the game, then it
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## Proof Of Testing
Started the game, checked if the automap worked, tried spawning as a
curator multiples time in the same round to check if duplicates spawn in
backpack
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## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
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🆑
fix: Book of kindred display cases should now spawn properly on TG maps.
fix: Duplicate books of kindred won't spawn on new curators
/🆑
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<!-- You can use multiple of the same prefix (they're only used for the
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<!-- By opening a pull request. You have read and understood the
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Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
commit 2abf1c919f05b34cfee752677431a864bc22f12e
Merge: c9636f2bea7b 1c9f9a3527
Author: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Date: Sun Mar 10 20:44:55 2024 +0100
Merge branch 'master' into upstream-2024-3
commit 1c9f9a3527
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Mar 10 15:53:58 2024 +0100
Automatic changelog for PR #1238 [ci skip]
commit d13b12a0fa
Author: pixelkitty286 <78038207+pixelkitty286@users.noreply.github.com>
Date: Sun Mar 10 09:53:33 2024 -0500
Cat cyborg sprite changes (#1238)
<!-- 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
Refreshes the Engineer cat borg sprite
Adds 2 sprites one Peacekeeper and one Spider clan sprite.
Reverts the Syndicat borg back to their proper security type
Reverts the Security cat borg back to their combat usage for the
Syndicate
<!-- 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
<!-- 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. -->
Some of the Cat Borg sprites don't match their types or didn't have
types and I decided to fix that.
Also fixes the custom open panel overlay from not showing up on Cat
Borgs
## 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. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
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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
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🆑
add: +Peacekeeper cat borg sprites, Spider clan cat borg sprites,
Engineer cat borg refreshed sprites
fix: Cat cyborg panels not working
image: +Peacekeeper cat borg sprites, Spider clan cat borg sprites,
Engineer cat borg refreshed sprites
code: -Duplicate code
/🆑
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<!-- You can use multiple of the same prefix (they're only used for the
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commit c6b2f531dc
Author: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Date: Sat Mar 9 12:58:23 2024 +0700
some loadout item mishab (#1252)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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<!-- You can view Contributing.MD for a detailed description of the pull
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## About The Pull Request
Item were not in the correct category
## Changelog
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does NOT meet this description, remove this section. Be sure to properly
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and it's effects on PRs in the tgstation guides for contributors. Please
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N/A
<!-- Both 🆑's are required for the changelog to work! You can put
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<!-- You can use multiple of the same prefix (they're only used for the
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commit c9636f2bea7bb8d4b20a72c9c2c7f660ff798dad
Merge: fdec76aa07c0 edd12dd29060
Author: Waterpig <wtryoutube@seznam.cz>
Date: Fri Mar 8 14:14:33 2024 +0100
Merge branch 'upstream-2024-3' of https://github.com/Majkl-J/Bubberstation into upstream-2024-3
commit fdec76aa07c09827c2eb57006498d8fe826334ca
Author: Waterpig <wtryoutube@seznam.cz>
Date: Fri Mar 8 14:14:23 2024 +0100
Yet again fixes TG's shitty mapvotes
commit edd12dd290606fa94e7d311eed47ad12b1853690
Merge: 314437533a1f 1b8b7e7904
Author: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Date: Fri Mar 8 12:43:11 2024 +0100
Merge branch 'master' into upstream-2024-3
commit 1b8b7e7904
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Mar 8 12:32:29 2024 +0100
Automatic changelog for PR #1248 [ci skip]
commit c157dd8102
Author: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Date: Fri Mar 8 18:12:19 2024 +0700
Fix idma clothing again (#1248)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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<!-- You can view Contributing.MD for a detailed description of the pull
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## About The Pull Request
fixes the icon add back mishanok to the item whitelist
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
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and it's effects on PRs in the tgstation guides for contributors. Please
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:cl:EspeciallyStrange
fix: IDMA donor clothing being improperly offsetted and not correctly
/🆑
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commit 314437533a1f691935c067f9294a76965931d695
Author: Waterpig <wtryoutube@seznam.cz>
Date: Fri Mar 8 12:09:58 2024 +0100
Fix zender's map again
commit ebe666293312b41b49d6e74947809182589a876a
Merge: ebad5cf24025 a7c86eb5e619
Author: Waterpig <wtryoutube@seznam.cz>
Date: Fri Mar 8 12:02:51 2024 +0100
Merge branch 'upstream-2024-3' of https://github.com/Majkl-J/Bubberstation into upstream-2024-3
commit ebad5cf240253a18c5131725c5e8e25d6fe05fe6
Author: Waterpig <wtryoutube@seznam.cz>
Date: Fri Mar 8 11:53:12 2024 +0100
This should fix burger's reactor
commit a7c86eb5e6190853db804763c82dbe7a5cb1f70c
Author: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Date: Fri Mar 8 17:47:44 2024 +0700
Update reactor.dm
commit 3abe64a4fab5a851d977d45a191ced47ddc70a38
Merge: 5578e5cea484 61ed57d83b
Author: Waterpig <wtryoutube@seznam.cz>
Date: Fri Mar 8 11:00:23 2024 +0100
Merge remote-tracking branch 'upstream' into upstream-2024-3
commit 61ed57d83b
Author: nevimer <77420409+nevimer@users.noreply.github.com>
Date: Thu Mar 7 20:33:57 2024 -0500
bubber always message staffchat ahelps (#935)
internal change test, we might get sick of it
---------
Co-authored-by: iero-builder-kobold <kobold>
commit c7a406b3f7
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Mar 8 02:28:22 2024 +0100
Automatic changelog for PR #1226 [ci skip]
commit c5397e0281
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Mar 8 02:27:42 2024 +0100
Automatic changelog for PR #1229 [ci skip]
commit 6a0af094ff
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Mar 8 02:26:30 2024 +0100
Automatic changelog for PR #1246 [ci skip]
commit 8f32718eb7
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Mar 8 02:25:38 2024 +0100
Automatic changelog for PR #1245 [ci skip]
commit c3d5392270
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Mar 8 02:24:48 2024 +0100
Automatic changelog for PR #625 [ci skip]
commit 7584b19392
Author: Return <donwest947@gmail.com>
Date: Thu Mar 7 19:17:46 2024 -0600
Updates NTC offices slightly because Gavla did it better (#1226)
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## About The Pull Request
This PR swaps out nearly every NTC's office's carpet with green carpet,
which is much less flashy and looks a lot better.
Additionally, it expands the windows in each office, and changes their
privacy shutters to pod ones, that look better.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
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## Why It's Good For The Game
Green carpet looks good, more windows means people can see what is going
on inside.
<!-- Argue for the merits of your changes and how they benefit the game,
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## Proof Of Testing





<!-- Compile and run your code locally. Make sure it works. This is the
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## Changelog
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🆑 ReturnToZender
add: NTC offices have had their carpet changed out to something less
over-the-top. The windows have been expanded as well.
/🆑
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commit 39e807e6dd
Author: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Date: Thu Mar 7 17:15:49 2024 -0800
Fixes traitor announcer double-sanitizing. (#1229)
## About The Pull Request
Fixes traitor announcer double-sanitizing.
## Why It's Good For The Game
Fixes traitor announcer double-sanitizing.
## Proof Of Testing

## Changelog
🆑 BurgerBB
fix: Fixes traitor announcer double-sanitizing.
/🆑
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commit ded2033415
Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Date: Fri Mar 8 01:15:11 2024 +0000
Moonstation tram sprites/fixes (#1246)
## About The Pull Request
Adds Moonstation variants of the required tram components, resolving
various graphical issues with the signs and controls
## Proof Of Testing

## Changelog
🆑 LT3
image: Added Moonstation specific tram sprites
fix: Fixed Moonstation references to Tramstation's tram
/🆑
commit 4a0c68191c
Author: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Date: Thu Mar 7 17:14:52 2024 -0800
Fixes missing telecomms wire in Moonstation (#1245)
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## About The Pull Request
Fixes missing telecomms wire in Moonstation
## Why It's Good For The Game
Fixes missing telecomms wire in Moonstation
## Proof Of Testing
Fixes missing telecomms wire in Moonstation
## Changelog
🆑 BurgerBB
fix: Fixes missing telecomms wire in Moonstation
/🆑
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commit 2c7d148856
Author: nevimer <77420409+nevimer@users.noreply.github.com>
Date: Thu Mar 7 20:14:26 2024 -0500
Contractor and Ninja Modsuits have a deployable microbomb (Enable the DNA lock and hit Lock on the modsuit to arm) (#625)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
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## About The Pull Request
Alternatives to blowing up. You can drain the cells with EMP, you and
acid them off... but you gotta work for it.
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
They're not supposed to be loot bags.
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
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and it's effects on PRs in the tgstation guides for contributors. Please
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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. -->
🆑
balance: contractor and ninja modsuits have DNA locked microbombs
/🆑
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---------
Co-authored-by: iero-srv <>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
commit b2b825f19a
Author: nevimer <77420409+nevimer@users.noreply.github.com>
Date: Thu Mar 7 20:11:52 2024 -0500
force atmos hack (#1108)
Forces the atmos MC to run in two different ways. Very bad, but the MC
doesn't work and this is a byond native fallback to keep rounds at least
going.
commit f9e71b80b7
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Mar 8 02:09:23 2024 +0100
Automatic changelog for PR #1225 [ci skip]
commit e8d92666e2
Author: Return <donwest947@gmail.com>
Date: Thu Mar 7 19:07:26 2024 -0600
Restores Smol42's donator item to its whitelist (#1225)
<!-- 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! -->
On request, this PR makes the graceful trenchcoat cloak no longer
available to all donators :( sad
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
It's not, other than to be polite
## 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. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
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does NOT meet this description, remove this section. Be sure to properly
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note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
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the bat. -->
🆑 ReturnToZender
del: Donors' graceful trenchcoat
/🆑
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commit fe8bc28650
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Mar 8 02:04:46 2024 +0100
Automatic changelog for PR #1061 [ci skip]
commit d0a4544e96
Author: Arturlang <24881678+Arturlang@users.noreply.github.com>
Date: Fri Mar 8 03:04:23 2024 +0200
[DONE] A bunch of bloodsucker changes (#1061)
<!-- 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 adds a bunch of things as a addition to my original bloodsucker PR,
there's still one PR in the plans to refactor bloodsucker abilities.
#What this adds:
- Bloodsuckers loosing the heart or brain is lethal, before you could
simply walk around without a heart. Does not however cause a final death
- bloodsucker vampire bats will no longer /list you when attacking, and
are also just as fast as human runspeed
- Blood cost for vassalizing was almost completely removed, now only
taking tiny amounts of blood to do so.
- Dullahans can't be bloodsuckers since... their head isn't attached.
- ....buuuut bloodsuckers now kinda become helpless dullahans just with
no body if they get decapicated! Funny talking head go!
- Level up cost is now 15% of max blood, down from 20%
- The stat bar will show you the threshold for exiting frenzy now too
when you are frenzying.
- Maximum blood volume is shown in the stat menu as well
- Hopefully fixes some torpor loops related to frenzy
- Tremere now also get informed of how much blood they need to pay for
level ups.
- Fortitude now gives you burn resistance, just 20% less than brute
resistance
- Bloodsucker abilities now will show their level when you hover over
them. Trust me, this was really neccessary.
- Hopefully fixes cryoing or deleted bloodsuckers not removing vassals.
- Can longer use veil while unconcious or dead
- Caps humanity lost to 50, this means a maximum of 500 blood to enter
frenzy/ 10 fully drained people with clients, at this point you also
loose the masquerade ability.
- Admins can now ban bloodsuckers and vassals.
- Bloodsuckers can now mesmerize mimes
- Fat bloodsuckers are no longer unable to enter coffins. Now they
resize their lair's coffin. Very obviously.
- Lizards are no longer fucked if they are on fire, they are no longer
forever too hot to survive
- Going into torpor in a coffin will extinguish and set your temperature
to normal
- bloodsuckers will no longer accrue toxin damage from not having a
liver or having a failing one, even though they had the toxin immune
trait
- synths will now heal their prosthetic limbs
- torpor start now checks for oxygen and toxin damage, and heals both
completely on it's end
- Haste will remove stuns at level 3, and do a non-stunning dash
- Tremere dominate vassalizing now actually works!
- Fixes ventrue objectives not succeeding properly
- Refactors the heart thief objective and improves it by requiring it to
be non-monkey hearts and letting bloodsuckers examine hearts to see if
they are valid, even uses the same logic, too!
- Ventrue favorite vassal batform now has night vision, and it's spawned
bats despawn once the cooldown refreshes, and halves it's cooldown to 1
minute
- Traits added to vassals get removed once they loose their antag datum,
ie favorite vassal traits, or the ones gained in the process of ventrue
sire-ing.
- Favorite vassals now clean up propertly when the antag datum is
removed, tremere, and malkavian clean up their related additions.
- Refactors how the blood display updates, instead it now updates every
time your blood level is changed, making it update far faster and only
when it's needed.
- Stakes now have different properties, the normal stake is fast to
stick in someone, but can fall out on it's own, the burnt one takes
longer to be put in, but doesn't fall out, the silver stake is the
slowest to be stuffed in someone's heart, and is the only stake to be
able to cause a Final Death to a sleeping or dead bloodsucker
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
closes#1180, closes#1208
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Proof Of Testing
The way I develop is always run a local server and test the changes that
I do, takes awhile but won't have as many bugs as a result
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
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## Changelog
<!-- 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
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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: Decapacitated bloodsuckers can now talk!
add: The stat bar will show you the threshold for exiting frenzy now too
when you are frenzying.
add: Bloodsucker abilities now will show their level when you hover over
them. Trust me, this was really neccessary.
add: Tremere now also get informed of how much blood they need to pay
for level ups.
add: At level 3, haste will now remove stuns and do a non-stunning dash
add: Bloodsucker blood display now always updates when a bloodsucker's
blood level is changed
add: Bloodsuckers can now examine hearts to see if they are valid for
the heart thief objective
add: Bloodsucker vassals now clean up any traits gained from their
tenure as a vampire's minion.
add: Favorite vassals now properly clean up their effects once the antag
datum is lost.
add: Bloodsucker synths will be able to heal their prosthetic limbs, but
normal bloodsuckers still cannot.
add: When you exiit torpor as a bloodsucker, you will completely heal
any toxin and oxygen damage, as you should already be immune to it. This
is a safety feature.
add: Entering a coffin will normalize your temperature and extinguish
you if you're on fire, if you are a bloodsucker.
fix: bloodsucker vampire bats will no longer /list you when attacking
fix: Hopefully fixes some torpor loops related to frenzy
fix: Hopefully fixes bloodsuckers cryoing not removing vassal datums
fix: Bloodsuckers can no longer use veil of many faces while unconcious
fix: lizard bloodsuckers will no longer suffer from heat for a long time
fix: The ventrue objective now properly succeeds if you have sired a
vampire
fix: Livers are no longer required for bloodsuckers to live, as it
caused them toxin damage which overrode the trait that made them immune
to toxins.
fix: Entering torpor now accounts for all damage types, even when you
should be immune to them. This is to ensure you enter torpor to heal
those damage types in the case of odd behaviour.
balance: coffins should now set your temperature to normal and
extinguish you.
balance: bloodsucker level up cost is now 15% of max blood, down from
20%
balance: Caps humantiy loss at 50 humanity/500 blood to frenzy, and
makes it remove your masquerade ability.
balance: Bloodsucker bats now have human runspeed
balance: Blood cost for vassalizing was almost completely removed, now
only taking tiny amounts of blood to do so.
balance: Fortitude now gives you burn resistance, just 20% less than
brute resistance
balance: Can no longer gut bloodsuckers
balance: Bloodsuckers loosing their heart will make the vampire unable
to use their abilities or even regenerateor revive via torpor, you can
however regain your heart if you sleep in a coffin with a heart.
balance: Stakes now have different properties, the normal stake is fast
to stick in someone, but can fall out on it's own, the burnt one takes
longer to be put in, but doesn't fall out, the silver stake is the
slowest to be stuffed in someone's heart, and is the only stake to be
able to cause a Final Death to a sleeping or dead bloodsucker
del: Dullahans can't be bloodsuckers since... their head isn't attached
admin: Bloodsuckers and vassals can now be banned like other antags.
/🆑
<!-- 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
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<!-- By opening a pull request. You have read and understood the
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---------
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commit 5578e5cea484f8147e195c6db60be46b4213d966
Author: Waterpig <wtryoutube@seznam.cz>
Date: Wed Mar 6 12:21:08 2024 +0100
Update screenshot ci
commit db15206076abea9afb7829f5d93e8b29bd4dc237
Author: Waterpig <wtryoutube@seznam.cz>
Date: Wed Mar 6 11:39:25 2024 +0100
oh yea the ntrep
commit aef32982b9c927ad88527f75088f8ed517a58ffd
Author: Waterpig <wtryoutube@seznam.cz>
Date: Wed Mar 6 11:37:37 2024 +0100
krill me
commit b2b50d591103125fc56893f137b8f42f3d86fa97
Author: Waterpig <wtryoutube@seznam.cz>
Date: Wed Mar 6 11:22:18 2024 +0100
New skill unlocked
commit 9fe9c8cfd0bf95c01d76b76f6e9685cf5d2d77df
Author: Waterpig <wtryoutube@seznam.cz>
Date: Wed Mar 6 11:12:41 2024 +0100
Okay skyrat maps just decided to conflict
commit 0a093b3092bb95fbe345489b7adbe5f58a01ad79
Author: Waterpig <wtryoutube@seznam.cz>
Date: Wed Mar 6 11:10:47 2024 +0100
I had to do these manually
commit e559e7b4268ce83263205da007ce7b9413fbe21a
Author: Waterpig <wtryoutube@seznam.cz>
Date: Wed Mar 6 10:58:59 2024 +0100
I chose the wrong map version it seems
commit 028c79ab3a07812777f0160de99b3490915e1907
Author: Waterpig <wtryoutube@seznam.cz>
Date: Wed Mar 6 08:47:33 2024 +0100
these
commit 2de5dd3359f7413b2caaf875202612e045dc165b
Author: Waterpig <wtryoutube@seznam.cz>
Date: Wed Mar 6 08:46:51 2024 +0100
Hopefully didnt break anything
commit 00f5c0acd6a75d74f8e90f8fb04a90fd868f34f9
Merge: 1e7d317fc7de 0a5740f577
Author: Waterpig <wtryoutube@seznam.cz>
Date: Wed Mar 6 08:28:23 2024 +0100
Merge remote-tracking branch 'upstream' into upstream-2024-3
commit 1e7d317fc7de139b85e490fb76599ede24aea28a
Author: Waterpig <wtryoutube@seznam.cz>
Date: Wed Mar 6 08:18:53 2024 +0100
Oh my fucking god
commit 0a5740f577
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Mar 4 21:18:04 2024 +0100
Automatic changelog for PR #1224 [ci skip]
commit cb09b2de3b
Author: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Date: Mon Mar 4 12:17:41 2024 -0800
Adds Ashwalkers to Moonstation (#1224)
## About The Pull Request
Adds Ashwalkers to Moonstation. Also adds a funny temple right next to
the ashwalker nest so they can traverse z-levels and ~~raid~~ hunt
around the station.
## Why It's Good For The Game
People wanted it.
## Proof Of Testing
Trust it me it works bro I forgot to take screenshots trust me bro.
## 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
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🆑 BurgerBB
add: Adds Ashwalkers to Moonstation
/🆑
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---------
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commit a658dd6cc99e23562c1147179f9fe29c653058a0
Author: Waterpig <wtryoutube@seznam.cz>
Date: Mon Mar 4 17:08:33 2024 +0100
These were added upstream
commit f4b02265ac9a4bbccf445bf5acce87ed731ad8d1
Author: Waterpig <wtryoutube@seznam.cz>
Date: Mon Mar 4 11:25:47 2024 +0100
aaaaaaaa
commit dad21ec088baff50a54dda601fa01b2fd7c217bd
Author: Waterpig <wtryoutube@seznam.cz>
Date: Mon Mar 4 11:10:46 2024 +0100
Another check fixed
commit 6afb158ca5a4e0cdca8b89f9e511754d512753c9
Author: Waterpig <wtryoutube@seznam.cz>
Date: Mon Mar 4 10:34:11 2024 +0100
Waddlefix
commit a155568d1138ce379fb3c6df79111ad5f3310b74
Author: Waterpig <wtryoutube@seznam.cz>
Date: Mon Mar 4 08:45:19 2024 +0100
Makes it compile
- Stuff to check: Arcade code
commit a4afaa6d19
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Mar 4 04:05:56 2024 +0100
Automatic changelog for PR #1116 [ci skip]
commit 439e521f3c
Author: Swift <jackwars4@gmail.com>
Date: Sun Mar 3 20:54:28 2024 -0600
Stop spamming logs when engineers lovingly feed the supermatter pipes by the hundreds. (#1116)
<!-- 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
Title
Also the method I went about this adds a flag to the game, which means
in the future if people find another way to spew even more items into
the supermatter that spam the log, we can just add the flag to those
items.
## Why It's Good For The Game
I got bwoinked this one time because I was spamming the admin log and I
told them I'd look for a solution.
This might not be _the_ solution but it is **a** solution.
## Proof Of Testing
this is what my IC chat tab looked like

This is what my logs tab looked like

It still logs pipes for initial startup so we good there.
I also verified that other items still set off the log function as
expected.
## Changelog
🆑
admin: Will no longer receive supermatter ate a pipe spam in the log.
/🆑
<!-- 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
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<!-- You can use multiple of the same prefix (they're only used for the
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<!-- By opening a pull request. You have read and understood the
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---------
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Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
commit 739bfe1433
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Mar 3 22:43:02 2024 +0100
Automatic changelog for PR #1217 [ci skip]
commit 5beacd224e
Author: Return <donwest947@gmail.com>
Date: Sun Mar 3 15:42:41 2024 -0600
Makes F-list's image host provide headshots (#1217)
<!-- 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! -->
Currently, only two websites are accepted by the headshot regex. This
fixes a problem that is occurring with Discord right now, where images
have started being deleted after a certain amount of time.
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
Gyazo sucks as an image host, so while it does technically serve its
purpose, we want to expand our pool of potential options. F-list
properly verifies that what it receives is an image (furries winning yet
again) and so it should fit our criteria for new headshots.
## 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. -->
## 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. -->
🆑 ReturnToZender (code)
add: F-list headshots are now accepted
/🆑
<!-- 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
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---------
Co-authored-by: Esixdotnet <156951974+Esixdotnet@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Co-authored-by: thegrb93 <grbrown93@sbcglobal.net>
Co-authored-by: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
commit e6b48cbe7fa87c0dd052245be5f2a829a00d10e8
Author: Waterpig <wtryoutube@seznam.cz>
Date: Sun Mar 3 20:01:46 2024 +0100
resolve-4
commit cc2b53503137fe3d95224ccd19d480dde05eff62
Author: Waterpig <wtryoutube@seznam.cz>
Date: Sun Mar 3 19:58:41 2024 +0100
resolve-3
commit 7930a8b5c932313bec7a8614e4bc0b5f3b8065d6
Merge: 93635c534d8e 2aa4805942
Author: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Date: Sun Mar 3 19:06:44 2024 +0100
Merge branch 'master' into upstream-2024-3
commit 2aa4805942
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Mar 3 18:45:53 2024 +0100
Automatic changelog for PR #1078 [ci skip]
commit 93635c534d8ed3eca796778eee67675eb4948b4c
Merge: ec27c845532f 47aa5c2d31
Author: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Date: Sun Mar 3 18:45:50 2024 +0100
Merge branch 'master' into upstream-2024-3
commit 47aa5c2d31
Author: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Date: Sun Mar 3 09:45:30 2024 -0800
Nerfs Lichdom because someone messaged me on discord about it once (#1078)
## About The Pull Request
After 3 Lichdom resurrections, announcements will be made about your
general phylactery location (the area) when you die.
Phylactery binding now requires the object to be at least bulky in size,
and it cannot be fireproof, lava proof, or indestructible.
## Why It's Good For The Game
Lichdom is insanely strong, even with the drawbacks that make you
generally weaker. Items can be hidden away in space (skeletons are
immune to space!) and can be small or hard to see objects such as pens
or cigarette butts. Some items can be fireproof and acid proof as well,
requiring usage of mechanics that delete objects entirely (very limited
and easy to sabotage, maybe the supermatter is reliable but that can be
sabotaged too).
Regardless this PR should make lichdom less crazy.
## Proof Of Testing
Untested and in a draft because feedback is needed.
## Changelog
🆑 BurgerBB
balance: After 3 Lichdom resurrections, announcements will be made about
your general phylactery location (the area) when you die. Phylactery
binding now requires the object to be at least bulky in size, and it
cannot be fireproof, lava proof, or indestructible.
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
commit 3bc08a656c
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Mar 3 18:11:45 2024 +0100
Automatic changelog for PR #1188 [ci skip]
commit 603f714998
Author: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Date: Sun Mar 3 09:11:21 2024 -0800
Fixes some Moon Station bugs, such as the funny engineering bridge access bug and a lack of cigarette/coffee vendors. (#1188)
## About The Pull Request
Fixes some Moon Station bugs, such as the funny engineering bridge
access bug and a lack of cigarette/coffee vendors.
## Why It's Good For The Game
Bugfixes good.
## Proof Of Testing
If it compiles, it werks.
## Changelog
🆑 BurgerBB
fix: Fixes some Moon Station bugs, such as the funny engineering bridge
access bug and a lack of cigarette/coffee vendors.
/🆑
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---------
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commit 757796bc5e
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Mar 3 17:38:34 2024 +0100
Automatic changelog for PR #1219 [ci skip]
commit cd0af8e862
Author: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Date: Sun Mar 3 08:38:13 2024 -0800
Limits Powersinks + Crab-17 purchases to once each per traitor per round. (#1219)
## About The Pull Request
Limits Powersinks and Crab-17 purchases to once each per traitor per
round.
## Why It's Good For The Game
Powersink and Crab spam is pretty awful. A lot of people recently have
been spamming these two objectives and then doing nothing of substance
with them. Traitors should be using their TC to further the round and
create meaningful conflict instead of what can basically be described as
being in a constant state of soft grief.
## Proof Of Testing
If it compiles, it werks.
## Changelog
🆑 BurgerBB
del: Limits Powersinks + Crab-17 purchases to once each per traitor per
round.
/🆑
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
commit ec27c845532fc6deeab200d7107842dc4a59f603
Author: Waterpig <wtryoutube@seznam.cz>
Date: Sun Mar 3 16:14:28 2024 +0100
resolve-2
commit ff457077fadcd08040a15b90aef5a8226f67630b
Author: Waterpig <wtryoutube@seznam.cz>
Date: Sun Mar 3 16:09:01 2024 +0100
Resolve 1
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not be viewable. -->
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request process. -->
## About The Pull Request
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
This is an NTC QOL PR!
This re-maps some of the NT Consultant offices that are so often
neglected on various maps, to bring them up to snuff. And by up to
snuff, I mean in some cases the bare minimum of usability. KiloStation
doesn't even have a fax machine!!
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your PR mention it. -->
## Why It's Good For The Game
<!-- Argue for the merits of your changes and how they benefit the game,
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probably isn't good for the game in the first place. -->
NTC is the number 26 most played job, but most of its offices don't
really hold up to the fidelity of the ones made on maps like Void Raptor
or Blueshift. This makes most of the NTC offices have a bedroom as well
as some special amenities!
## Proof Of Testing






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## Changelog
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🆑 ReturnToZender
balance: NTR's ACCESS_CREMATORIUM replaced with ACCESS_SERVICE
add: Assistants on-station may be pleased to hear that they can now wear
Head of Staff pet collars again. ...Again.
add: Nanotrasen has deemed it fit to order an upgrade to all Consultant
offices on stations in the Spinward Sector. Check them out!
/🆑
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---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: pixelkitty286 <78038207+pixelkitty286@users.noreply.github.com>
Co-authored-by: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
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Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
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Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: xXPawnStarrXx <53197594+xXPawnStarrXx@users.noreply.github.com>
Co-authored-by: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Co-authored-by: Nitha <132854285+NithaIsTired@users.noreply.github.com>
Co-authored-by: Swift <jackwars4@gmail.com>
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not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Makes the map changes by the previous bloodsucker PR automapped. Also
removes a unused var.
And some backup ways for the book of kindred to spawn if all else fails
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documented or this can delay review and even discourage maintainers from
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## Why It's Good For The Game
Deals with conflicts better, or so i'm told
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## Proof Of Testing
I went through every map and checked it. Really don't want to post 10 or
so pics.
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## Changelog
🆑
add: Adds backup ways for the book of kindred to spawn, either spawning
on a curator or on the codex gigas
/🆑
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observed by players or admins you should add a changelog. If your change
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---------
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<!-- 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
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## About The Pull Request
Makes a proper office for Centcom Administration on the Interlink.
Includes a small bedroom for ERP as well.
Essentially, I've been messing around with my amazing admin powers a lot
and I figured: "Hey. Why do we still do stuff from the old Centcom area
when we bluespace-spawn? The Interlink was mean to make the connection
between Centcom and the Station closer ever since [other server] decided
'nah fuck the old centcom building'. So here we are, a cute little
office." Thus, the cute little Administrative Office was born. Yes, it's
called the Administrative Office as a joke since admins will use it.

## Why It's Good For The Game
Good for the game? It's an admeme map edit! Now the old CentCom map is
even more obsolete!
## Proof Of Testing
See included image.
## Changelog
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🆑
add: Centcom Administration has moved to the Interlink
/🆑
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commit d537e88ba23629870d4c1425f6c74193419e0531
Author: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Fri Dec 22 22:08:18 2023 -0700
Update sol_defense.dm
commit a6f98b9260baaedbf83ed1f1d2c0606bdaea5d0c
Merge: 9aceef22008 ea5eef9e70
Author: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Fri Dec 22 21:52:56 2023 -0700
Merge branch 'master' into upstream-12/19/2023
commit 9aceef22008bcb20d4adb188c535fe8df1a105e1
Author: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Tue Dec 19 23:30:07 2023 -0700
^ This is a combination of 14 commits.
^ This is the 1st commit message:
Upstream merge edits
removes nulls
JSX memes
Update FishingBubbers.tsx
repathing on maps
Update tgstation.dme
prettier + GOBLIN gas canister color
Update secmed_closet.dmi
I fixed shadekin, your welcome
I fixed this too
waddle failed my CI :(
Reduces the frequency of miasma notifications/coughing. (#872)
Automatic changelog for PR #872 [ci skip]
Rebalances Sol-Fed Guns (#831)
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request process. -->
This rebalances Sol-Fed weapons to be more distinct from each other, as
well as more balanced in terms of damage and wounding.
Update: Now has basic Sol-Fed sidearms behind weapons permit.
This also makes each of the Sol-Fed weapons distinct from each other in
purpose, rather than all of them being all-around.
All weapons have been tested by hand!



<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
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your PR mention it. -->
This prevents antagonists from being shut down in 5 seconds (hyperbole)
like before, and allows for longer engagements and more opportunities to
escape. Which is always better.
<!-- Argue for the merits of your changes and how they benefit the game,
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🆑 ReturnToZender, The Sharkening
add: Department ordered SolFed guns
add: Sol-Fed Firearms now require a weapons permit to order
fix: Adjusted Sol weapon balance to be more fair
/🆑
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Automatic changelog for PR #831 [ci skip]
This thing is still busted
More shadekin memes
Update human.dm
Update human.dm
I fixed the changelog
more changeling
oh
I inch closer to removing shadekin
please..
Ok Kilo
Stuff
I wasted 4 fucking hours over this one line
sure
god dammit
Reverts icon cutting (for now)
[MIRROR] Fixes input boxes [No gbp] [MDB IGNORE] (#25761)
* Fixes input boxes [No gbp] (#80490)
One of the quirks of react is that we're no longer using onChange the
same as Inferno - React's version is a synthetic event. I made the
mistake of thinking it would be okay. Many interfaces are using onChange
events to send messages to byond (very laggy), others are using it to
close the input (closes each keypress).
So this was the alternative- I hope to replicate the behavior via onBlur
&& onEnter. I went through to undo most of the onInput -> onChange
replacements of #80340 where it made sense. Other inputs which should
safely use onChange (DEFINITELY to send messages) remain as such.
Example of an input which used onChange now working with this PR:

Bug fixes
Fixes#80486🆑
fix: Name input in character setup should work properly now.
fix: Many inputs should feel more responsive.
/🆑
* Fixes input boxes [No gbp]
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
[MIRROR] Fixes dropdowns not rendering the selection's displayText post-selection [MDB IGNORE] (#25755)
* Fixes dropdowns not rendering the selection's displayText post-selection (#80464)
What it says on the tin. Dropdowns were displaying the `selection`
instead of `displayText` after clicking an option.
Note: this bug was only _noticeably_ affecting dropdowns whose
`selection` differed from `displayText`. In the below example, the
dropdown uses numeric indices for `selection` and a string for
`displayText`. In those cases the `displayText` should take precedence,
not the other way around.
<details><summary>From this</summary>

</details>
<details><summary>To this</summary>

</details>
Fixes a minor bug
🆑
fix: fixes some dropdowns not displaying the right text after selecting
something
/🆑
* Fixes dropdowns not rendering the selection's displayText post-selection
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
[MIRROR] Fixes some missed tgui files that needed prettier run on them [MDB IGNORE] (#25756)
* Fixes some missed tgui files that needed prettier run on them (#80466)
that's it.
Nothing player facing
* Fixes some missed tgui files that needed prettier run on them
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Revert "Fixes false walls icons using the wrong icon files (#80175)"
This reverts commit 4dce402e72.
Revert "Reverts icon cutting (for now)"
This reverts commit f07448f4fca2d1d47a7a0c49e82289fcbca0f758.
lets gooo
Fixes Obscurity examine prefs runtiming on punpun (#878)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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The PR that added this forgot to include a ?, so mobs without a client
return null, and runtime, sometimes hundreds of time in a shift.
This PR fixes that.
<!-- Describe The Pull Request. Please be sure every change is
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Less runtimes in the runtime menu. God there's so many.
<!-- Argue for the merits of your changes and how they benefit the game,
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🆑 ReturnToZender
fix: Runtime on obscurity examine prefs when the mob in question lacks a
client
/🆑
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Oops! Broke Job Estimation! (#877)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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I accidentally removed an ! in the job estimation menu, meaning only
people who switched it on actually showed on the menu.
Of course, people didn't know this, and didn't turn off their
preference. This fixes that.

<!-- Describe The Pull Request. Please be sure every change is
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merging your PR! -->
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your PR mention it. -->
Job estimation my beloved
<!-- Argue for the merits of your changes and how they benefit the game,
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🆑 ReturnToZender
fix: job estimation actually works again
/🆑
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<!-- You can use multiple of the same prefix (they're only used for the
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Automatic changelog for PR #878 [ci skip]
Automatic changelog for PR #877 [ci skip]
wee
Revert "Fixes false walls icons using the wrong icon files (#80175)"
This reverts commit 4dce402e72.
I wasted 4 fucking hours over this one line
sure
god dammit
Revert "Fixes false walls icons using the wrong icon files (#80175)"
This reverts commit 4dce402e72.
Revert "Reverts icon cutting (for now)"
This reverts commit f07448f4fca2d1d47a7a0c49e82289fcbca0f758.
lets gooo
Fixes Obscurity examine prefs runtiming on punpun (#878)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
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The PR that added this forgot to include a ?, so mobs without a client
return null, and runtime, sometimes hundreds of time in a shift.
This PR fixes that.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
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Less runtimes in the runtime menu. God there's so many.
<!-- Argue for the merits of your changes and how they benefit the game,
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🆑 ReturnToZender
fix: Runtime on obscurity examine prefs when the mob in question lacks a
client
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
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Oops! Broke Job Estimation! (#877)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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<!-- You can view Contributing.MD for a detailed description of the pull
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I accidentally removed an ! in the job estimation menu, meaning only
people who switched it on actually showed on the menu.
Of course, people didn't know this, and didn't turn off their
preference. This fixes that.

<!-- 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. -->
Job estimation my beloved
<!-- Argue for the merits of your changes and how they benefit the game,
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probably isn't good for the game in the first place. -->
<!-- If your PR modifies aspects of the game that can be concretely
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🆑 ReturnToZender
fix: job estimation actually works again
/🆑
<!-- 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
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<!-- You can use multiple of the same prefix (they're only used for the
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Automatic changelog for PR #878 [ci skip]
Automatic changelog for PR #877 [ci skip]
wee
Revert "Fixes false walls icons using the wrong icon files (#80175)"
This reverts commit 4dce402e72.
Revert "Reverts icon cutting (for now)"
This reverts commit f07448f4fca2d1d47a7a0c49e82289fcbca0f758.
lets gooo
Fixes Obscurity examine prefs runtiming on punpun (#878)
<!-- 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
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The PR that added this forgot to include a ?, so mobs without a client
return null, and runtime, sometimes hundreds of time in a shift.
This PR fixes that.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
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Less runtimes in the runtime menu. God there's so many.
<!-- Argue for the merits of your changes and how they benefit the game,
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actually explain WHY what you are doing will improve the game, then it
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🆑 ReturnToZender
fix: Runtime on obscurity examine prefs when the mob in question lacks a
client
/🆑
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Oops! Broke Job Estimation! (#877)
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I accidentally removed an ! in the job estimation menu, meaning only
people who switched it on actually showed on the menu.
Of course, people didn't know this, and didn't turn off their
preference. This fixes that.

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Job estimation my beloved
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🆑 ReturnToZender
fix: job estimation actually works again
/🆑
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Automatic changelog for PR #878 [ci skip]
Automatic changelog for PR #877 [ci skip]
wee
^ This is the commit message #2:
removes nulls
^ This is the commit message #3:
JSX memes
^ This is the commit message #4:
Update FishingBubbers.tsx
^ This is the commit message #5:
repathing on maps
^ This is the commit message #6:
Update tgstation.dme
^ This is the commit message #7:
prettier + GOBLIN gas canister color
^ This is the commit message #8:
Update secmed_closet.dmi
^ This is the commit message #9:
I fixed shadekin, your welcome
^ This is the commit message #10:
I fixed this too
^ This is the commit message #11:
waddle failed my CI :(
^ This is the commit message #12:
Reduces the frequency of miasma notifications/coughing. (#872)
^ This is the commit message #13:
Automatic changelog for PR #872 [ci skip]
^ This is the commit message #14:
Rebalances Sol-Fed Guns (#831)
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not be viewable. -->
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request process. -->
This rebalances Sol-Fed weapons to be more distinct from each other, as
well as more balanced in terms of damage and wounding.
Update: Now has basic Sol-Fed sidearms behind weapons permit.
This also makes each of the Sol-Fed weapons distinct from each other in
purpose, rather than all of them being all-around.
All weapons have been tested by hand!



<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
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This prevents antagonists from being shut down in 5 seconds (hyperbole)
like before, and allows for longer engagements and more opportunities to
escape. Which is always better.
<!-- Argue for the merits of your changes and how they benefit the game,
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🆑 ReturnToZender, The Sharkening
add: Department ordered SolFed guns
add: Sol-Fed Firearms now require a weapons permit to order
fix: Adjusted Sol weapon balance to be more fair
/🆑
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---------
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Automatic changelog for PR #831 [ci skip]
This thing is still busted
More shadekin memes
Update human.dm
Update human.dm
I fixed the changelog
more changeling
oh
I inch closer to removing shadekin
please..
Ok Kilo
Stuff
I wasted 4 fucking hours over this one line
sure
god dammit
Reverts icon cutting (for now)
[MIRROR] Fixes input boxes [No gbp] [MDB IGNORE] (#25761)
* Fixes input boxes [No gbp] (#80490)
One of the quirks of react is that we're no longer using onChange the
same as Inferno - React's version is a synthetic event. I made the
mistake of thinking it would be okay. Many interfaces are using onChange
events to send messages to byond (very laggy), others are using it to
close the input (closes each keypress).
So this was the alternative- I hope to replicate the behavior via onBlur
&& onEnter. I went through to undo most of the onInput -> onChange
replacements of #80340 where it made sense. Other inputs which should
safely use onChange (DEFINITELY to send messages) remain as such.
Example of an input which used onChange now working with this PR:

Bug fixes
Fixes#80486🆑
fix: Name input in character setup should work properly now.
fix: Many inputs should feel more responsive.
/🆑
* Fixes input boxes [No gbp]
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
[MIRROR] Fixes dropdowns not rendering the selection's displayText post-selection [MDB IGNORE] (#25755)
* Fixes dropdowns not rendering the selection's displayText post-selection (#80464)
What it says on the tin. Dropdowns were displaying the `selection`
instead of `displayText` after clicking an option.
Note: this bug was only _noticeably_ affecting dropdowns whose
`selection` differed from `displayText`. In the below example, the
dropdown uses numeric indices for `selection` and a string for
`displayText`. In those cases the `displayText` should take precedence,
not the other way around.
<details><summary>From this</summary>

</details>
<details><summary>To this</summary>

</details>
Fixes a minor bug
🆑
fix: fixes some dropdowns not displaying the right text after selecting
something
/🆑
* Fixes dropdowns not rendering the selection's displayText post-selection
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
[MIRROR] Fixes some missed tgui files that needed prettier run on them [MDB IGNORE] (#25756)
* Fixes some missed tgui files that needed prettier run on them (#80466)
that's it.
Nothing player facing
* Fixes some missed tgui files that needed prettier run on them
---------
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Revert "Fixes false walls icons using the wrong icon files (#80175)"
This reverts commit 4dce402e72.
Revert "Reverts icon cutting (for now)"
This reverts commit f07448f4fca2d1d47a7a0c49e82289fcbca0f758.
lets gooo
Fixes Obscurity examine prefs runtiming on punpun (#878)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
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request process. -->
The PR that added this forgot to include a ?, so mobs without a client
return null, and runtime, sometimes hundreds of time in a shift.
This PR fixes that.
<!-- Describe The Pull Request. Please be sure every change is
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Less runtimes in the runtime menu. God there's so many.
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🆑 ReturnToZender
fix: Runtime on obscurity examine prefs when the mob in question lacks a
client
/🆑
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Oops! Broke Job Estimation! (#877)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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<!-- You can view Contributing.MD for a detailed description of the pull
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I accidentally removed an ! in the job estimation menu, meaning only
people who switched it on actually showed on the menu.
Of course, people didn't know this, and didn't turn off their
preference. This fixes that.

<!-- Describe The Pull Request. Please be sure every change is
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Job estimation my beloved
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🆑 ReturnToZender
fix: job estimation actually works again
/🆑
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Automatic changelog for PR #878 [ci skip]
Automatic changelog for PR #877 [ci skip]
wee
Revert "Fixes false walls icons using the wrong icon files (#80175)"
This reverts commit 4dce402e72.
I wasted 4 fucking hours over this one line
sure
god dammit
Revert "Fixes false walls icons using the wrong icon files (#80175)"
This reverts commit 4dce402e72.
Revert "Reverts icon cutting (for now)"
This reverts commit f07448f4fca2d1d47a7a0c49e82289fcbca0f758.
lets gooo
Fixes Obscurity examine prefs runtiming on punpun (#878)
<!-- 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
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The PR that added this forgot to include a ?, so mobs without a client
return null, and runtime, sometimes hundreds of time in a shift.
This PR fixes that.
<!-- Describe The Pull Request. Please be sure every change is
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Less runtimes in the runtime menu. God there's so many.
<!-- Argue for the merits of your changes and how they benefit the game,
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🆑 ReturnToZender
fix: Runtime on obscurity examine prefs when the mob in question lacks a
client
/🆑
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Oops! Broke Job Estimation! (#877)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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<!-- You can view Contributing.MD for a detailed description of the pull
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I accidentally removed an ! in the job estimation menu, meaning only
people who switched it on actually showed on the menu.
Of course, people didn't know this, and didn't turn off their
preference. This fixes that.

<!-- Describe The Pull Request. Please be sure every change is
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<!-- Please make sure to actually test your PRs. If you have not tested
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Job estimation my beloved
<!-- Argue for the merits of your changes and how they benefit the game,
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probably isn't good for the game in the first place. -->
<!-- If your PR modifies aspects of the game that can be concretely
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🆑 ReturnToZender
fix: job estimation actually works again
/🆑
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Automatic changelog for PR #878 [ci skip]
Automatic changelog for PR #877 [ci skip]
wee
Revert "Fixes false walls icons using the wrong icon files (#80175)"
This reverts commit 4dce402e72.
Revert "Reverts icon cutting (for now)"
This reverts commit f07448f4fca2d1d47a7a0c49e82289fcbca0f758.
lets gooo
Fixes Obscurity examine prefs runtiming on punpun (#878)
<!-- 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. -->
The PR that added this forgot to include a ?, so mobs without a client
return null, and runtime, sometimes hundreds of time in a shift.
This PR fixes that.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
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Less runtimes in the runtime menu. God there's so many.
<!-- Argue for the merits of your changes and how they benefit the game,
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🆑 ReturnToZender
fix: Runtime on obscurity examine prefs when the mob in question lacks a
client
/🆑
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Oops! Broke Job Estimation! (#877)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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<!-- You can view Contributing.MD for a detailed description of the pull
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I accidentally removed an ! in the job estimation menu, meaning only
people who switched it on actually showed on the menu.
Of course, people didn't know this, and didn't turn off their
preference. This fixes that.

<!-- Describe The Pull Request. Please be sure every change is
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Job estimation my beloved
<!-- Argue for the merits of your changes and how they benefit the game,
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🆑 ReturnToZender
fix: job estimation actually works again
/🆑
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Automatic changelog for PR #878 [ci skip]
Automatic changelog for PR #877 [ci skip]
wee
commit ea5eef9e70
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Dec 22 05:51:27 2023 +0100
Automatic changelog for PR #877 [ci skip]
commit 1f2f7ecad1
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Dec 22 05:51:07 2023 +0100
Automatic changelog for PR #878 [ci skip]
commit ea7f9a92c3
Author: ReturnToZender <donwest947@gmail.com>
Date: Thu Dec 21 22:43:24 2023 -0600
Oops! Broke Job Estimation! (#877)
<!-- 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
I accidentally removed an ! in the job estimation menu, meaning only
people who switched it on actually showed on the menu.
Of course, people didn't know this, and didn't turn off their
preference. This fixes that.

<!-- 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
Job estimation my beloved
<!-- 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. -->
## 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
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🆑 ReturnToZender
fix: job estimation actually works again
/🆑
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<!-- You can use multiple of the same prefix (they're only used for the
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commit 756f2af7c7
Author: ReturnToZender <donwest947@gmail.com>
Date: Thu Dec 21 22:43:03 2023 -0600
Fixes Obscurity examine prefs runtiming on punpun (#878)
<!-- 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
The PR that added this forgot to include a ?, so mobs without a client
return null, and runtime, sometimes hundreds of time in a shift.
This PR fixes that.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
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<!-- Please make sure to actually test your PRs. If you have not tested
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## Why It's Good For The Game
Less runtimes in the runtime menu. God there's so many.
<!-- Argue for the merits of your changes and how they benefit the game,
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## Changelog
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🆑 ReturnToZender
fix: Runtime on obscurity examine prefs when the mob in question lacks a
client
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
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commit 4189c63872
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Dec 21 03:51:11 2023 +0100
Automatic changelog for PR #831 [ci skip]
commit 739b286578
Author: ReturnToZender <donwest947@gmail.com>
Date: Wed Dec 20 20:50:02 2023 -0600
Rebalances Sol-Fed Guns (#831)
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## About The Pull Request
This rebalances Sol-Fed weapons to be more distinct from each other, as
well as more balanced in terms of damage and wounding.
Update: Now has basic Sol-Fed sidearms behind weapons permit.
This also makes each of the Sol-Fed weapons distinct from each other in
purpose, rather than all of them being all-around.
All weapons have been tested by hand!



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## Why It's Good For The Game
This prevents antagonists from being shut down in 5 seconds (hyperbole)
like before, and allows for longer engagements and more opportunities to
escape. Which is always better.
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especially if they are controversial and/or far reaching. If you can't
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## Changelog
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🆑 ReturnToZender, The Sharkening
add: Department ordered SolFed guns
add: Sol-Fed Firearms now require a weapons permit to order
fix: Adjusted Sol weapon balance to be more fair
/🆑
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---------
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
commit 250f472b8a
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Wed Dec 20 18:11:22 2023 +0100
Automatic changelog for PR #872 [ci skip]
commit 8d86f7e276
Author: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Date: Wed Dec 20 09:10:54 2023 -0800
Reduces the frequency of miasma notifications/coughing. (#872)
commit 4d98032937bc448bc29a0d4ce69b4138f89efaa2
Author: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Tue Dec 19 22:51:56 2023 -0700
Revert "jsx renames (hopefully shit works)"
This reverts commit 4d766404667227ea6efd00be7b7773345009bd55.
commit 4d766404667227ea6efd00be7b7773345009bd55
Author: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Tue Dec 19 21:14:39 2023 -0700
jsx renames (hopefully shit works)
commit 308bd0af73fc1e1609cd73fc08fb74d47529ec01
Author: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Tue Dec 19 20:38:12 2023 -0700
i hate tgui
commit deaf6b7a285bfbe7c687028c56bf22d8c38f651f
Author: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Tue Dec 19 19:15:30 2023 -0700
Revert "Merge branch 'upstream-12/19/2023' of https://github.com/StrangeWeirdKitten/Bubberstation into upstream-12/19/2023"
This reverts commit 49d8e940ebc5df43b5b6bf0770185fcbaa682b87, reversing
changes made to 4bc68a4cb7d02eb74d03a430de934bddb229bcfb.
commit 49d8e940ebc5df43b5b6bf0770185fcbaa682b87
Merge: 4bc68a4cb7d 515d34fa683
Author: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Tue Dec 19 19:09:48 2023 -0700
Merge branch 'upstream-12/19/2023' of https://github.com/StrangeWeirdKitten/Bubberstation into upstream-12/19/2023
commit 4bc68a4cb7d02eb74d03a430de934bddb229bcfb
Author: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Tue Dec 19 19:09:37 2023 -0700
Revert "tgui memes"
This reverts commit e0e00728d2f21bbf61a5bf7c5d9e32265fa6d505.
commit e0e00728d2f21bbf61a5bf7c5d9e32265fa6d505
Author: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Tue Dec 19 18:34:12 2023 -0700
tgui memes
Update FishingBubbers.tsx
Revert "tgui memes"
This reverts commit 26907a086b59455a9ac347da4c268cf9c7f529f8.
memes tgui fuck shit
commit 515d34fa68333dc3d86f69f56c6897b2c70378b4
Author: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Tue Dec 19 18:51:22 2023 -0700
memes tgui fuck shit
commit 44f8f3cea56ad024f85c986837f64661200d80a3
Author: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Tue Dec 19 18:42:22 2023 -0700
Revert "tgui memes"
This reverts commit 26907a086b59455a9ac347da4c268cf9c7f529f8.
commit 26907a086b59455a9ac347da4c268cf9c7f529f8
Author: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Tue Dec 19 18:34:12 2023 -0700
tgui memes
Update FishingBubbers.tsx
commit a32a682f40d9aa5e01dd277c125a2a7c8ef63612
Author: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Tue Dec 19 18:10:13 2023 -0700
security medic was murdered
commit 27c369d73da847091b81aaf8b7dbef723cebcacd
Author: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Tue Dec 19 17:29:54 2023 -0700
Removes more synth stuff + rewords defines for borgs
commit 154c07704e740a122a13e2b89c8d9bc202b6bff9
Author: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Tue Dec 19 17:12:44 2023 -0700
Canister + loot removal + synth recharging code removal
commit b17764f46c58ceb9818834d426d595e435a19d08
Author: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Tue Dec 19 17:03:11 2023 -0700
map fixes for lockers
commit d9c129425dc4df90ba938f172474a0b8b1241ecb
Author: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Tue Dec 19 16:56:44 2023 -0700
Some fixes
commit 28a4a6f6e16c2dfe275d5cfdfc21f774d699f35d
Author: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Tue Dec 19 09:25:32 2023 -0700
missed comma
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
After quite a bit of begging from myself and other crew, Zender has
agreed that we can re-add the rest of the Sol-Fed Guns back to cargo.
However, the guns of course had to be nerfed down. As such, the bullet
projectiles (which are what matters) are edited to have immensely
lowered wound chance.
Wound_Bonus used to be 10. Bare_Wound_Bonus used to be 20.
Wound_Bonus is now -5. Bare_Wound_Bonus is now 0.
Damage values have been edited as well. See the replies below.
The following sheet was the original TTK testing with no damage edits.
They were stronger than lasers, but I do believe that we have the damage
scaled down now enough to be on par or slightly weaker.
<details>
<summary>TTK Tests</summary>
(The following numbers are based on Lethal ammo at their original damage
values, and not the Flathead or Hollowhead rounds. The ratio of x-y-z is
based on x = soft-crit, y = hard-crit, z = death.)
________________
Carwo "Renoster" Shotgun
(Dependent on shotgun shell rather than ammo)
Carwo 'Kiboko' Grenade Launcher
(Grenade physics make it difficult to judge, as if the person rolls
"heroicly jumps on the grenade to reduce shrapnel", it reduces the
damage heavily. Far more useful for crowd control with the different
grenade types.)
Weapons firing .35 Sol Short
[Trappiste "Eland" Revolver, Trappiste "Wespe" Pistol, Carwo "Sindano"
Submachine Gun]
Standard Crew - 6-7-10(ish)
Decked Cargo - 9-11-15
Decked HoS - 10-11-16
Syndie Mod - 8-10-14
Boosted Elite - 13-16-22
Weapons firing .40 Sol Long
[Carwo "d'Inanteria" Rifle, Carwo "d'Elite" Marksman Rifle, Carwo
"d'Outomaties" Machinegun (very high rate of fire and large magazine)]
Standard Crew - 4-5-7
Decked Cargo - 7-8-12
Decked HoS - 7-8-11
Syndie Mod - 6-7-9/10
Boosted Elite - 10-12-16
Weapons firing .585 Trappiste (holy shit that's a big bullet)
[Trappiste 'Skild' Pistol (slow firing, 7 rounds), Trappiste "Takbok"
Revolver" (slow firing, 5 rounds)]
Standard Crew - 3-4-6
Decked Cargo - 6-7-9
Decked HoS - 5-6-9
Syndie Mod - 5-6-8
Boosted Elite - 7-8-12
(Control Set / Energy Weaponry)
[Allstar SC-2]
Standard Crew - 6-8-11
Decked Cargo - 7-8-11
Decked HoS - 10-12-18
Syndie Mod - 7-9-12
Boosted Elite - 10-12-17
[Allstar SC-1]
Standard Crew - 6-7-9
Decked Cargo - 7-8-11
Decked HoS - 10-11-17
Syndie Mod - 7-8-11
Boosted Elite - 10-12-17
[hellfire laser gun]
Standard Crew - 5-6-8
Decked Cargo - 5-6-9
Decked HoS - 8-10-13
Syndie Mod - 6-7-10
Boosted Elite - 8-10-13
</details>
## Why It's Good For The Game
Balancing a weapon should always be tried rather than outright removing
it. This as well also gives the crew variety for ballistic weapons, as
it seems that they prefer ballistic weapons more than laser weaponry.
## Changelog
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🆑
add: Sol Defense has reclaimed selling rights in cargo!
balance: Sol Defense bullets cause wounds far less now.
balance: Sol Defense bullets now seem to have less powder in the casings
and cause less damage.
/🆑
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closes#756
---------
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
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## About The Pull Request
Adds Kilostation back in, fully reverting it's deletion and adding it in
as a bubber map.
I've fully brought Kilo up to date and added in the coroners office and
bitrunner's den as best as I could, as well as adding a smattering of
those fancy new digital clocks, and bandaids. As far as I can tell it's
ready to go.
And I figure 75 is a good max player count for Kilo, it **is** pretty
cramped, could do 80 though maybe.
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## Why It's Good For The Game
Kilostation is an amazing lowpop map and is well loved, and didn't
deserve to be killed off.
This will add a new map to use during low-pop other than birdshot and
voidraptor.
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especially if they are controversial and/or far reaching. If you can't
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## Changelog
🆑
add: Re-added Kilostation
add: Bitrunner Den and Coroners office crammed into Kilostation
fix: More things than I care to list to get Kilo up to date
fix: Aligned Kilo's arrival dock with both shuttle doors.
config: Made Kilostation voteable up to a max player count of 75 by
default
/🆑
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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. -->
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