## 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
/🆑
## About The Pull Request
Yes, yes, the name might sound incorrect with that tag, but what I mean
here is that the icon cutter now checks and works in
`modular_zubbers/icons`! It won't pull templates from there, though, I'd
recommend creating a zubbers folder inside the `icon_templates` folder
instead.
Why did I do this? I have a mid-sized thing I'm working on in the
background, and I'd figure I'd PR anything that makes sense by itself to
reduce the upfront workload of maints when and if the time comes,
provided I get the prototype approved.
Also fixes the malformed moonrock file, I'm not sure exactly what was
wrong, but it had the wrong states in places? Not sure if anyone noticed
in-game.
## Why It's Good For The Game
Makes spriters less sad when they have to sprite icon smoothed stuff,
this is objectively a very good thing,
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
Non player facing.
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
I moved all of the modular quirks from SR and Bubber to the same
folder/filepath, previously they were split up in multiple different
places.
## Why It's Good For The Game
It helps people when looking for things while coding or code diving due
to them all being in one place.
## Proof Of Testing
It compiled and ran.
## Changelog
🆑
code: moved a bunch of modular quirk files to the same folder
/🆑
---------
Co-authored-by: Cyprex <35031555+Cyprex@users.noreply.github.com>
## About The Pull Request
Makes the Shotgun two handed to use.
## Why It's Good For The Game
It prevents the abuse of akimbo shotguns, letting you do 60 explosive
damage on station with little investment, while still mantaining the
shotgun as a viable pka.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
Message when you dont have both hands free:

</details>
## Changelog
🆑
balance: Made the shotgun PKA two handed.
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Lowers the heat variable on a lit cigarette to 415, and fixes the broken
`on_grind()` behavior for dried cannabis.
## Why It's Good For The Game
Currently, the lit cigarette target temperature is 1000K, standard for
most flammable objects. Problematically, THC condenses into dabs at
420K, and space drugs distill into fentanyl at ~700K, so if you're
rolling literally anything other than tobacco you're going to have
trouble after a few seconds, either way.
Additionally, the behavior for dried cannabis creating hash when ground
was handled with the `on_grind()` proc in an exceptionally weird way.
For almost literally anything else, this would be an appropriate proc!
However, the `grind()` proc is overridden for all subtypes of `grown` to
modify reagent quantities based on nutriment production. Since cannabis
doesn't contain any nutriment, `on_grind` never produced any `hashish`
reagent to condense into hash.
## Proof Of Testing
https://github.com/user-attachments/assets/c882ed32-ea00-4338-90cc-5a2cba3e8007
</details>
## Changelog
🆑
balance: Cigarettes only have a heat of 410K. Joints will no longer boil
out their own THC or turn space drugs to fentanyl.
fix: Grinding dried cannabis now makes hash as originally intended.
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
that's about it yep
## About The Pull Request
Adds the Zero's plushie. Requested by me, sprited by our dearest
maintainer, [Waterpig](https://github.com/Majkl-J)!
## Why It's Good For The Game
PLUSHIE
## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: Adds the CentCom Synth Fox Plushie
/🆑
Adds in a new Plush for the silly folks who love having new Plushes
around!
## About The Pull Request
Honestly? Its just a simple Plushie addition, Im none too savvy on using
DREAM code and all that and i wanted to start with something small!
## Why It's Good For The Game
Adds more fun for those plushie lovers that have collections on station
## Proof Of Testing
VSC had headaches but i think that was somethign from my end and not
BYOND's
<details>
<summary>https://www.youtube.com/watch?v=IEFBawJgVnM</summary>
</details>
## Changelog
🆑
Add: Just a Plushie that i have had sitting in the corner.
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
The crate is a bit expensive and has a chance to spawn it with one of
the assorted funny names
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
Bored chaplains rejoice, personally I'd say it's fun because I get to
yell at ghosts and take photos at them and the ghosts get to call me an
eye-sore-obvious homosexual with it's help. I think it's a win-win.
## Proof Of Testing
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
<details>
I have booted up a private server, ordered it, the crate came, it had
it's contents, I spawned the /weegee and it had random funny names.
</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: Ouija boards can be now ordered from cargo (Séance kit)
/🆑
<!-- 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: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
## About The Pull Request
Fixes https://github.com/Bubberstation/Bubberstation/issues/2532
## Why It's Good For The Game
Previously alt clicking an item would automatically switch it to the new
form without a way of backing out, and the combitool was missing an alt
form altogether.
## Proof Of Testing
It compiled and ran, the icons switched properly when I tested it.
## Changelog
🆑
fix: fixed reskinning medical items so that you can now back out of
reskinning them
image: added a korve sprite for the combitool
/🆑
## About The Pull Request
Fixes a bad exploit
## Why It's Good For The Game
8-9 PKA blasts in one tile is pretty horrifying in terms of damage
## Proof Of Testing
Tested ingame, couldn't reproduce the exploit
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: the shockwave KPA can no longer be shot in a way that lets you
stack all of it's shots in one tile
/🆑
<!-- 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 have no fucking clue what im doing
this pr removes the the burst mode from the bulldog because uh it
doesnt need it
yes
Thanks Arthur
Artur?
Agfkfd ur
low priority
tested and works
<!-- 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
bulldog's burst size was removed but it still had the action button, not
good
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
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
tested ingame, and saw that there was no action button
<!-- 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
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the bat. -->
🆑
del: removed burst mode action button from the bulldog
/🆑
<!-- 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: Arturlang <24881678+Arturlang@users.noreply.github.com>
## About The Pull Request
Engineering cyborg grippers are a cut down version of the gripper tool
that research cyborg has that instead is orientated around engineering.
## Why It's Good For The Game
Screwdrivering small wall mount sprites are a pain to keep doing and
some times you end up miss-clicking your self instead.
Allowing conveyor belt placement was added because it kinda made sense
in how borgs can build other transportation items why not conveyors as
well.
Also tired of when TG breaks wall mount screwdriver stuff on cyborgs.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


</details>
## Changelog
🆑
add: Engineering grippers to engineering cyborgs and traitorous
counterpart
image: 1 Icon in modular robot_items.dmi
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
# 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>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Renames SolFed/SolGov/Solar Goverment/Solar Federation to
TerraGov/Terran Goverment
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
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your PR mention it. -->
## Why It's Good For The Game
Requested by the loremins
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Proof Of Testing
It compiles, nothing seems broken ingame (please TM this)
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
</details>
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
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note that maintainers freely reserve the right to remove and add tags
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all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: Renames all mentions of the Solar Goverment/Federation to the
Terran Goverment
/🆑
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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,
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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: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: lessthanthree <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
Adds the Nyamagotchi (tamagotchi) to the game! Take care of it! Play
with it, feed it, and let it nap... Or else it'll die! This adds the
'Nyamagotchi' item to loadout options, dorms clothesdrobes, and toy
vending machines.
This is my first time ever coding in DM! I'm pretty pleased with it.
## Why It's Good For The Game
It's just a silly little accessory, and it's interactive, too! I know
I'll at least be using and interacting with it plenty!
## 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. -->
Tested all outcomes and interactions.
<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. -->
🆑 Middiwiddi, LT3
add: Added 'nyamagotchi', a tamagotchi clone that's cute and cat-themed.
Interactive and able to attach on belt.
add: Added nyamagotchi to toy vending machine and clothesdrobe
add: Added nyamagotchi to 'pockets' loadout options.
add: nyamagotchi works as a companion for monophobia.
🆑
<!-- 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,
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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: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
Adds a stamp for the Warden role, and adds it to the Warden's locker
structure
<!-- 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. -->
The warden has a fair amount of paperwork that they can handle instead
of the Head of Security, and is sometimes expected to handle, like
search warrants. It seems understandable that they are given a stamp so
they can do so properly.
## 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 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: gives the warden a stamp
/🆑
<!-- 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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## About The Pull Request
As title says. Makes you unable to use the hailer when your hands are
blocked, when you are incapacitated or unconscious, same as a normal
radio headset.
Adds `AB_CHECK_INCAPACITATED|AB_CHECK_HANDS_BLOCKED|AB_CHECK_CONSCIOUS`
to the checks for the hailer action.
## Why It's Good For The Game
K3 bullied me into making this PR. Also the hailer being used in
situations where you otherwise would not be able to use the radio is
stinky bad.
## Proof Of Testing
It compiled and worked on my machine :clueless:
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: Made the Sec Hailer follow the same restrictions a standard
headset would follow.
/🆑
## About The Pull Request
Adds another plush, this time requested by Vanilla. Available from
loadout.

## Why It's Good For The Game
Cool extra plushie
## Proof Of Testing
See above
## Changelog
🆑
add: Suspicious protogen plushie
/🆑
<!-- 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
_**PORTED FROM FALLOUT 13 - I COULD NOT FIND THE EXACT PR IT WAS ADDED
IN**_
Lets ghosts click on lockers and crates to see what is inside of them.
<!-- 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
It helps admins out in two ways, one, they don't have to VV to see what
is inside of things, and two, they won't be asked by players to see what
is inside of crates or lockers.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Proof Of Testing
It didn't runtime or have any errors when I locally tested it,
screenshots of it in action can be found below.
<!-- 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
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and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
qol: made it so you can examine what is inside of crates and lockers as
an observer
/🆑
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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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<!-- 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
When right clicking on an airlock, every AI on station level, as well as
their shell (if they are deployed into one) will get a chat message
where if they click on the airlock requested, a pop up will come out
allowing them to open the door without looking.
Also moves all the borg files into a overarching silicon file
<!-- 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
QOL for AIs in and out of their shells, no longer needing to leave my
ERP scene to open a door.
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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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🆑
qol: AIs can open doors without looking
/🆑
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---------
Co-authored-by: Shadow-Quill <44811257+Shadow-Quill@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
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## 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! -->
Some general changes and bug fixes required to keep research modules
usable.
Also added on some quality of life features such as a material bag and a
xenobio bag
Changed some the assembly items to be under circuits gripper.
Fixes some issues with not being able to repair synths and moves
surgical drapes and bonesetter into a new small omitool.
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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,
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. -->
In the current state of the research module it is broken and has lots of
issues this PR is to fix some of it's issues.
## Proof Of Testing
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place to show off your changes! We are not responsible for testing your
features. -->
Trust me bro I compiled it and tested it locally.
This is the new image of a fully upgraded research borg looks like.

## Changelog
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the bat. -->
🆑
add: cut down omitool a small upgrade for the scanner
del: Removed old things
qol: made research borgs actually able to revive and work on synths
balance: research cyborg grippers
fix: research cyborgs not being able to repair synths. research cyborgs
being able to pick up the nuke disk (oops lol).
/🆑
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## About The Pull Request
Buffs Xeno Weed temperature survivability in hotter environments. It was
increased from 300K to 350K, which is only slightly higher than Moon
Station's external temperature of 347.65K.
## Why It's Good For The Game
This should allow xenos to build nests in Moonstation while still
suffering from flamethrowers.
## Proof Of Testing
If it compiles, it werks.
## Changelog
🆑 BurgerBB
balance: Buffs Xeno Weed temperature survivability in hotter
environments. It was increased from 300K to 350K, which is only slightly
higher than Moon Station's external temperature of 347.65K.
/🆑
---------
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
## About The Pull Request
Makes the icon update

Also fixes some underlying code (Nobody noticed it was on New() 💀 )
## Why It's Good For The Game
More visual feedback, less New() overhead
## Proof Of Testing
See screenshot above
## Changelog
🆑
qol: The tank manipulator now gives feedback about what's in it
/🆑
## About The Pull Request
Upgrading the matter bins will directly reduce the temperature generated
from the RBMK. This should make it more stable when doing higher power
generations.
## Why It's Good For The Game
T4 RBMK is extremely annoying to get right and requires a super complex
setup to get going right. Unfortunately, this isn't worth it in the
slightest because the power gain is on par with a minimally upgraded
supermatter setup.
No one uses the RBMK either, even if it's provided on maps like
Moonstation after a delam. It needs to be worth using at that time.
## Proof Of Testing
Untested. If it compiles, it works.
## Changelog
🆑 BurgerBB
balance: Reduces RBMK2 temperature gain based on matter bin tier
/🆑
## About The Pull Request
First things first, credit to tmyqlfpir aka Feignsleep for making the
initial cargo crate import code. I probably butchered it when I messed
with it to make it only import on console so make sure to yell at me if
there are issues.
This PR does several things.
FIRST it brings Tarkon up to date with Interdyne as far as cargo goes.
In this case, that means an express cargo console, selling pad, and
powerator tied to a budget account.
Second, thing, both Interdyne and Tarkon now have access to cargo
company items. Its a bit janky but it should do for at least now. With
how it was done, we should be able to add unique items to the consoles
for each faction, although that might need some work.
As a minor note, I also nerfed the interdyne powerator. It had a 2x
multiplier and I'm not sure that is really needed.
## Why It's Good For The Game
Cargo goes brrrt, also Tarkon could use some love.
## Proof Of Testing

## Changelog
🆑
add: Cargo Companies are now available to offstation factions
add: Tarkon now has a cargo setup available to them
balance: rebalanced something
/🆑
---------
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Swift <jackwars4@gmail.com>
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## About The Pull Request
Does as the title says
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your PR mention it. -->
## Why It's Good For The Game
Hypno kisses are *very* hot and I want them, good for ERP scenes and
another avenue for hypnotizing people
<!-- Argue for the merits of your changes and how they benefit the game,
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## Proof Of Testing

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## Changelog
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🆑
add: hypno lipstick
/🆑
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<!-- You can use multiple of the same prefix (they're only used for the
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## About The Pull Request
Adds in a shiba inu intern plushie. Sprited by Amorbis as a gift for me,
much love and god bless 'em.
(this time with less blowing up the PR and more actually doing it
properly with waterpig's help)
## Why It's Good For The Game
Markus and Kazumi isn't enough. We must have a marketable plushie.
## Proof Of Testing
It works perfectly locally.
## Changelog
Adds THE plushie.

---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Deletes 6 lines that make it so _every_ trait is mutatable, fixing the
problem with the DNA manipulator (worth noting the problem itself was
not the manipulator it was some lines of code that allowed any trait to
be selected)
Also steals #1614
## Why It's Good For The Game
Prevents any future issues of Botany powergaming by mutating anti-magic
deathnettles that do 95 brute, then turn into a killer tomato when you
click them in hand
## Proof Of Testing

I cannot add it :(
## Changelog
🆑 ReturnToZender, Shellspeed (DNA machine fix)
balance: Plants can no longer mutate traits that were specifically
marked as not mutatable
Fix: Plant DNA manipulators now properly respect upgrades
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Woops :333
## Why It's Good For The Game
You know, bugfix and such. Someone should really make this behaviour
less snowflaky but I am a lazy one

## Changelog
🆑
fix: Basic Medipens can be refilled again.
/🆑
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## About The Pull Request
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## Why It's Good For The Game
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probably isn't good for the game in the first place. -->
## 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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## About The Pull Request
The code is unmaintained, broken for at least 2 months now, the person
responsible for adding it has left ages ago. It's basically added extra
dead weight.
This won't get merged in the next 7 days in case somebody wants to pick
up the pieces.
## Why It's Good For The Game
Whilst "Improve don't remove" is a good argument, leaving around code
nobody's been maintaining or is willing to maintain is how one gets a
broken laggy repo where half the stuff doesn't work like splurt or Nova.
Maintainers can't be expected to maintain every single line) since we
also have to deal with 2 upstream repos, reviewing everything, and the
upstreaming itself.
## Proof Of Testing
Revert, not much to talk about
## Changelog
🆑
del: Removed broken unmaintained crusher code
/🆑
<!-- 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
Adds a missing period to law 2 of the NT OS Safeguard V1.0 lawset.
<!-- 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
OCD has been pleased.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
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probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
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🆑
fix: Added a missing period to law 2 of the NT OS Safeguard V1.0 lawset.
/🆑
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## About The Pull Request
Adds in a new nullrod option for chaplains, the Divine Lightblade from
citadel, which is a subtype of Dual Esword. Comparatively, less
efficient of a murder tool. The sword deals 20 brute damage, has no AP,
and a 30% chance to block both melee hits and projectiles, however,
turning the blade on requires two hands, and slows your movement speed
immutably (this means stims can't counteract it).
<!-- 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
More nullrod variety is always neat, this is one of a few changes I'll
be working on down the road to make more chaplain weapons feel less like
reskins of one other weapon type.
<!-- 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. -->
## Proof Of Testing
I tested every change until I fixed every bug with the sword, the thing
is fully functional for spreading FAITH.
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## Changelog
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🆑
add: Ports the Divine Lightblade nullrod from citadel
/🆑
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---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
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## About The Pull Request
Fixes a CI failure due to #1839 being untested and using the wrong path
for holy water. (Seriously?)
https://github.com/Bubberstation/Bubberstation/actions/runs/10131978025/job/28015352052#step:4:149
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your PR mention it. -->
## Why It's Good For The Game
Causes a holy water container *actually* contain holy water. Also fixes
a CI failure.
## Proof Of Testing
94449bc91e/code/modules/reagents/chemistry/reagents/other_reagents.dm (L377)
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
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the bat. -->
🆑
fix: A holy water container on Moonstation now actually contains holy
water.
/🆑
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## About The Pull Request
Updates the alarm built in to the medical crew monitor computer.
- It will now only make sound once every 45 seconds, and only if the
body has full sensors.
- The keyboard area will turn red if there's an alarm, a visual
indicator that sticks around compared to just the monitor shake.
- People with EMP'd sensors no longer set off the alarm as if they were
dead.
- Fixed the lighting, as it was lighting up a tile other than its own
thanks to incorrect arguments
## Why It's Good For The Game
Medbay QoL
Current alarm fatigue from the console beeping every 15 seconds when
there's nothing you can do about it.
## Proof Of Testing

## Changelog
🆑 LT3
qol: Improved alarm function on medbay's crew monitor console
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Title.
## Why It's Good For The Game
Consistency.
## Proof Of Testing
It compiles.
## Changelog
🆑
add: Some redsec strays have been added to the ComDrobe and SecVend.
Stay tuned.
code: Moved the SecVend to be with the rest of the vending overrides.
/🆑