## About The Pull Request
Title + fixes a bug where cryoing as the suit ai as the original wearer
of the modsuit would then cause the original AI to be stuck in limbo
when deactivating the suit
## Why It's Good For The Game
bugs
## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: AIs can no long control a host body and themself at the same time
fix: if the original wearer becomes the AI and cryo's, the original AI
will no longer be stuck in limbo
/🆑
## About The Pull Request
As title says, changes the description of nosferatu's examine to make it
obvious they are in fact, a bloodsucker.

## Why It's Good For The Game
People tend to kind of ignore the nosferatu examine, either not
understanding or simply willingly ignoring it, I'd like it to be a bit
more obvious so it's super clear that this is in fact, a bloodsucker, a
nosferatu who willingly gives up any pretense at hiding in return for
their powers
## Proof Of Testing
Text/number changes, not tested
## Changelog
🆑
add: Added new mechanics or gameplay changes
balance: Nosferatu when examined disgust you doubly as much.
add: Changes nosferatu examine to be more clear on what they are
/🆑
## About The Pull Request
To explain this slightly better than ChromeFoxxity did, this PR edits
all Centcom clothing to match the same color palette with darker greens
and brighter golds. As well, this changes the turtlenecks of Centcom to
have actual turtlenecks, rather than being simple ribbed sweaters.
**THIS DOES NOT INCLUDE THE LOADOUT CHANGES OR ATTEMPTED FORCING OF A
SWORD FOR REPRESENTITIVE.**
### It was tested by him apparently. I'm just remaking his PR
"atomized". If it doesn't work, that is on him for not checking
beforehand.
### Credit for the turtlenecks is to (https://github.com/Ebin-Halcyon).
If Halcyon has any issues with their turtlenecks being used, I will wipe
them from this whole PR and just recolor the existing turtleneck sprite.
### Other sprites that are used or edited for new clothing are from
TGstation.
## Why It's Good For The Game
To quote ChromeFoxxity:
> The uniforms however, looked a little stale, the shading was a little
off, from a dusty, green to a almost pitch black green instantly. This
gives it a more vibrant coloring, while also keeping that classic green
as the primary color. The gold has also been given more vibrancy, to
make it look more like gold instead of just yellow stripes, it may look
odd, but it fits more with the Captain's uniform, which these are based
off of, or look similar to.
So the shorthand answer is visual consistency. All of the existing
centcom uniforms use different shades of greens and golds for some
reason, rather than being consistent like a company's uniform would be.
## Proof Of Testing
Built on my end, so whatever that's good for.

<details>
<summary>Sprites of what changed</summary>
_**Commander's Uniform and Skirt**_

_**Official's Jumpsuit and Turtleneck**_

_**ERT Officer's Turtleneck and Skirtleneck**_

_**Centcom Replica Uniforms**_ (Notice the lack of belt and duller
colors on the pants/skirt)

_**Additional Sprites**_

</details>
## Changelog
🆑
add: Adds different sprites to the CentCom uniforms, and clothing.
add: Adds a CentCom Carapace, and CentCom Gloves that aren't Naval.
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
This module allows for the at-will body swapping between a suit AI and a
player mob. At face value its not really useful for real mechanical
purposes as, neither player will be able to be able to really do
anything extra that their counterpart couldn't do. I just personally
think its cool and could add some new cool scenarios for when wearing a
suit AI
## Why It's Good For The Game
I've been told its hot and cool. Gives more reason/gameplay to suit AIs
and the people wearing them
## Proof Of Testing

https://github.com/user-attachments/assets/015b9e9d-8f30-482c-ba8a-c41f05fc466a
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: adds a new mod module
/🆑
## About The Pull Request
Thankfully not as many bugs or oversights as I previously thought, but
enough to hammer them out all at once. This fixes some incorrect or
missing item descriptions, a few research item names, and a very
important bugfix with the weapon conversion kits.
- Updates description for Renoster shotgun, and Rengo rifle, as they had
the incorrect magazine size listed.
- Adds descriptions for Carbine and Battle Rifle conversion kits.
- Makes the Carbine and Battle Rifle conversion kits not give a full
free mag on crafting.
- Makes the Carbine, Battle Rifle, and Shaytan SMG conversion crafts
require the gun not have a magazine inserted, and the bolt be open to
craft.
- Fixes lathe description and name for Stardust / Advanced Anti Riot
shells, homogenizes name as "Less-Lethal"
- Fixes description on Stardust ammo box.
- Pedantic nitpick renaming WT-550 rubber mags from "Less-Than-Lethal"
to "Less-Lethal", as that was the only use of the term
"Less-Than-Lethal" with any firearm.
- Updates Shaytan gun description to not be a copy of the conversion kit
description. (provided by @Offwrldr / Bangle)
- Updates Shaytan conversion kit name and description in the sec lathe.
- Updates all shotgun ammo boxes to show the proper max ammo count
(which is now 7)
- Reduces cost of Honkshot from 100cr to 25cr (as it now is properly
overridden)
- Standardizes all shotgun ammo boxes to hold 7 rounds (dropping
scatterlaser, hunter, flechette, dragon's breath, hornet's nest,
stardust, pulse slug, and scatter ion from 15 rounds per box, and
honkshot from 35 rounds per box).
## Why It's Good For The Game
As for the descriptions and names, fixing stuff that is blatantly
incorrect or misleading is good. As for the conversion crafts, giving
people free ammo and magazines is anywhere from an unfortunate
oversight, to outright boo-boo-busted.
Consistency for ammo boxes is also good (alongside accurate
descriptions), and I checked with a maintainer in the discord before
updating ammo box values.
## Proof Of Testing
I'm not taking screenshots of descriptions in the lathe, or of items. If
it complies, they're accurate. I do have a video showing the crafts
requiring the guns to have no magazine, and be open bolt though.
https://github.com/user-attachments/assets/9c8313c4-274d-4e7d-9211-7938f595c42f
## Changelog
🆑 Impish_Delights, Bangle
fix: Romulus Carbine, and Romulus Battle-Rifle crafts no longer give
free loaded magazines.
balance: All shotgun ammo boxes now hold 7 rounds. Honkshot is now 25cr
from cargo, down from 100cr.
code: Romulus Carbine, Romulus Battle-Rifle, and Romulus Shaytan kit now
require gun to be empty, and locked open to craft.
spellcheck: Fixes description for Rengo rifle, Renoster shotgun,
Stardust/AAR cartridge box, and Romulus Carbine and Battle-Rifle
conversion kits.
spellcheck: Homogonizes description for Stardust/AAR ammo, and Beanbag
slug ammo as "Less-Lethal"
spellcheck: Changes WT-550 rubber mag to be "Less-Lethal" instead of
"Less-Than_Lethal"
spellcheck: Updates Shaytan SMG description, and conversion kit name and
description in the security lathe.
spellcheck: Updates all shotgun ammo boxes to be accurate.
/🆑
---------
Co-authored-by: Bangle <140950607+Offwrldr@users.noreply.github.com>
## About The Pull Request
Buffs the L6 saw ~ 30 percent more damage
## Why It's Good For The Game
The l6 saw has always been left behind for a nukie weapon. This will
help get it to a better state.
- /obj/projectile/bullet/a7mm (normal ammo) 30 --> 39
- /obj/projectile/bullet/a7mm/ap (AP ammo) 25 --> 30
- /obj/projectile/bullet/incendiary/a7mm (Incendiary Ammo) 15 --> 20
- /obj/projectile/bullet/a7mm/bouncy (bouncy ammo) 20 --> 25
## Proof Of Testing
It compiles and works.
## Changelog
🆑
balance: Increases the L6 Saw damage by around 30 percent
/🆑
## About The Pull Request
Adds a new sidearm to the selection available to the crew, a small
two-shot derringer chambered in .310 Strilka (same ammo used by the bolt
action rifles) and styled as a companion to the Sakhno rifle. This
offers high point-blank burst damage, but is lacking in both ranged
performance, and sustained damage compared to the other options that are
available from cargo.
The Derringer itself has a 75% damage multiplier, and a ~~5%~~ **10%**
damage drop off (per tile) on projectiles fired from it, but otherwise
can still be used at a moderate range as a deterrent. This means it will
deal 45 damage pointblank (assuming the target has no armor, and using
regular .310 ammo), about 9 damage at a screen's distance away, and has
an absolute maximum range of 10 tiles.
The cargo goody pack is ~~1300~~ **~~700~~ 450** credits, putting it
slightly above the plasma projector firearms, and most melee weaponry.
The pack comes with the derringer, and an ammo box with 10 additional
shots.
As a recent change, the derringer also requires a do_after delay to
load, meaning loading a cartridge takes 3/4ths of a second to perform,
to prevent magdumping and being ready to fire immediately.
In addition, it also adds .310 Strilka rubber ammo boxes to the cargo
import market, allowing acquisition of (less-lethal) ammo for it, and
the Sakhno for the general public. It's 50 credits for 10 shots.
## Why It's Good For The Game
This offers a gun that is more heavily tilted towards self-defense, and
requires a bit more thought towards when to use it due to the slight
ammo scarcity (requiring either a hacked lathe to print weaker surplus
rounds, or an ammo workbench). The low capacity and poor damage at range
stops it from being a pocket sniper, while still giving it enough 'oomf'
to justify carrying it as a non-combat focused role.
While it can fire twice in (relatively) quick succession, the lower
damage makes it unable to crit an unarmored crew member; it still deals
a significant amount and leaves them in a vulnerable state, but requires
reloading and gives the victim a chance to retaliate, rather that being
an instant crit or kill.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
( Screenshots are not upto date in regards to current price, all other
information is correct )








This video below shows the reload delay in action (time is 0.8 seconds,
rather than the 0.75 seconds that is committed currently)
https://github.com/user-attachments/assets/d8769a79-6019-4288-bd00-c343a03a3935
<details>
<summary>Old Damage Dropoff @ 5% per Tile</summary>



</details>
In addition to the GIFs above, I did a small series of wound testing and
general purpose utility actions with the derringer. While surplus ammo
suffers from lower wound chance and immensely reduced damage against
armored targets, it still deals full against structures, unarmored, and
simple mobs.
```
20 trials, 3 tiles between shooter and target, aiming chest, firing twice
1: Skin Breakage (Moderate Chest)
2: Open Puncture (Severe Leg)
3: No Wounds
4: No Wounds
5: Open Puncture (Severe Chest)
6: Skin Breakage x2 (Moderate Chest & Leg)
7: No Wounds
8: No Wounds
9: No Wounds
10: Skin Breakage (Moderate Chest)
11: Skin Breakage (Moderate Chest)
12: Skin Breakage (Moderate Leg)
13: Muscle Tear (Moderate Leg) - Survived Wound
14: Open Puncture (Severe Arm)
15: No Wounds
16: No Wounds
17: No Wounds
18: Skin Breakage (Moderate Chest)
19: No Wounds
20: Skin Breakage (Moderate Arm), Open Puncture (Severe Chest)
9 Unwounded
9 Wounded
2 Double Wounded
3/4 to Crit PB (Affected by Determination from Wounds)
5 to Crit with 3 tiles between shooter and target
8 to Crit with 5 tiles between shooter and target
18 to Crit with 8 tiles between shooter and target
Opens secure locker in 8 PB shots
Breaks reinforced window + grille in 6 PB shots
```
</details>
## Changelog
🆑
add: Adds Yinbi Derringer. Sakhno production 2-shot pistol chambered in
.310 Strilka. Available at cargo for 450 credits.
add: Re-adds .310 Strilka Rubber ammo boxes to the company imports tab,
available for 50 credits.
image: Adds sprite for Yinbi Derringer.
/🆑
---------
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
## About The Pull Request
as PR title says
## Why It's Good For The Game
Currently dragon tends to absolutely get bodied almost always, and
dragon depression currently is 100% a death sentence, that is, the
slowdown being far too much for a mainly melee antag to survive.
## Proof Of Testing
tested the slowdown and the other one's just number changes
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: Dragon depression slowdown is now only 2.5, where it used to be
5.
/🆑
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request process. -->
## About The Pull Request
This PR ports a [pull
request](https://github.com/NovaSector/NovaSector/pull/4531) from
Novastation that allows synthetics and Ethereals to produce music via a
synthesizer button.
<!-- 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
For too long our synthetic friends have had to stand by and watch PAIs
produce music without being able to participate in such joys. This PR
allows synths and Ethereals to produce music as would be logically
possible for something that speaks in electricity or has a literal
speaker for vocal cords.
<!-- 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
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
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🆑 AvianAviator & A.C.M.O
add: Added a music synthesizer action to Ethereal and Synthetic species.
Ported from Novastation
/🆑
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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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<!-- By opening a pull request. You have read and understood the
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## About The Pull Request
As it says on the pr description
## Why It's Good For The Game
Currently space carp are barely threat, as anyone with any kind of
weapon can easily take them down, it's kind of pitifull really when many
guns take them down in barely 1-2 shots. I'd like them to be a bit more
of a threat, and also buff the space dragon's carp at the same time so
they're actually useful and helpful, instead of always instantly dying
and practically only being food.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: Space carp now have 50 health, up from 25
balance: Dragon's space carp now have 100 health, up from 50
balance: Mega carp now get extra 15-40 health
/🆑
## About The Pull Request
Fixes borer stun ability not working properly, stun and infest abilities
should now properly toggle off when they've been used appropiately,
borer say will no longer sanitize text itself and allows say to sanitize
them to prevent ' being sanitizied into a unreadable mess that lets you
meta borers.
Also fixes the action buttons appearing sort of active sometimes,
hopefully.
## Why It's Good For The Game
Good fixes are always good.
## Proof Of Testing
Thoroughly tested ingame
## Changelog
🆑
fix: Borer stun should no longer randomly fail to work
fix: Borer say no longer badly sanitizes your messages causing issues
with what you say.
fix: Borer action buttons shouldn't stay "active".
fix: Borer Infest will no longer cooldown if you fail to enter a host.
/🆑
## About The Pull Request

## Why It's Good For The Game
Ultimately there's not going to be any harm for letting people pick the
thing and it's something that I kind of forgot to do six months ago.
## Proof Of Testing
If it compiles it works
## Changelog
🆑
add: Added the latex catsuit to the loadout
/🆑
<!-- 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
Scream at me if you want a specific outfit from autodrobe or somethin
that isnt in loadouts
So far was added:
Entire pirate outfit
Samurai armor
Bunny tailcoat
Kabuta,
bunny headband and mime version
Centcom turtleneck skirt and pants version
Wheliee shoes
What was requested:
Wheliee shoes
Centcom turtleneck skirt and pants version
What isnt currently working:
<!-- 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
Might aswell have this as an excuse.

<!-- 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

<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: Added outfits into loadouts, those include: A pirate outfit, Bunny
outfit, samurai outfit, wheely-heelies and replica of centcom
turtleneck.
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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## 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
Fixes auspex not matching to ability description, by making it not
wrongly tell you that it lets you sleep people, and makes auspex able to
teleport through walls at level 6 even if you cannot see it, because if
you're that far into a single ability I think it's fair.
## Why It's Good For The Game
It's bad for a ability description to be completely wrong.
## Proof Of Testing
Tested, works
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: Auspex can now teleport through walls at level 6
fix: Auspex no longer tells you incorrrectly that it sleeps victims.
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Changes Tajaran butt sprite on the photocopier from Vulp to Cat
fixes: #2248
## Why It's Good For The Game
Simple little change unless someone wants to make a whole new sprite,
this should be more accurate.
## Proof Of Testing
Spawned in a photocopier, hopped on as a Tajaran. Cat ass.

</details>
## Changelog
fix: Give Tajaran the ass they deserve when photocopying.
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
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request process. -->
## About The Pull Request
https://youtu.be/pPhfOGnLm08?si=QC2BPGd1pcLCXTc7 <- Updated as of 10/28
This pull request provides a replacement map for the interdyne and
dauntless offstation syndicate maps. It is supposed to be themed as a
landcrawler and features several new roles, (~~The comms operative was
removed~~) and the morale officer (The finest of waffle co. here to
enforce ~~managed democracy~~ syndicate interests. The icebox map is the
same size as the former dauntless map, while the new lavaland version is
slightly bigger to support the turrets and energy shielding.
Speaking of, one major feature of the new maps is a double layer of
energy shielding around the maps. This shielding does not recharge and
is intended to take two hits. An explosion naturally can clear both
layers at once and it is intended to prevent destruction by specific
megafauna (colossus) while also stopping miners from getting shot if
they accidentally find the ship. It does not cover the various entrances
and exits so its still worth while to be careful and if need be it
should be easy enough to attack the ship in a pinch.
**Weapon and armor wise, the ship has the following additions and
removals**
- All makarovs in the armory have been removed.
- One renostar shotgun has been removed from the armory
- Each non command crew member and the comms operative starts out with a
weapon selection beacon providing an option between a makrov, m1911,
mini egun, or energy dagger
- Each command officer barring the MAA starts with a weapon beacon
offering a choice between an ansem pistol (on par with an m1911 iirc), a
stechkin APS, or a c-20r.
- The morale officer has an additional selection of a revolver (for
executing dissidents)
- The MAA has a selection between an m-90gl with only rubber grenades
available, a bulldog shotgun, a c-20r, or a hos revolver
- An infiltrator modsuit has been added minus the psi demoralizer for
the corporate liason
- A honkerative modsuit has been added for the morale officer, it comes
preequipped with a waddle module.
**Power supply**
Per request, the ship now features a syndicate unique power source,
FISH! Make sure to pet them.
closes#2386
## Why It's Good For The Game
It has come to my attention that the interdyne offstation map which
spawns on icebox has become outdated due to the fact that it only spawns
on a single map. Rather than let this continue to be an issue I have
elected to standardize the icemoon and lavaland maps to one single map,
both to cut down further efforts of keeping up the offstation syndicate
map, and to provide a map that going forward will have room for updates.
Additionally, the new map will replace the icebox comms outpost, saving
on space for new ruins while improving (hopefully) spawning off the
offstation syndicate.
On one final note, massive mining rigs are cool and the pumpkin spice
must flow.
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
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probably isn't good for the game in the first place. -->
## Proof Of Testing
See the video linked above
<!-- Compile and run your code locally. Make sure it works. This is the
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features. -->
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: The Persistence land crawler has been deployed to local mineral
rich areas.
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->
<!-- 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>
Co-authored-by: nikothedude <simon.prouty@gmail.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
## About The Pull Request
Moves Lizard Full Stub horns to beard because of overlay issues.
The horn option of it would overlay over masks, looking silly.
## Why It's Good For The Game
Fixes good.
## Proof Of Testing
it just werks.
## Changelog
🆑 BurgerBB
fix: Moves Lizard Full Stub horns to beard because of overlay issues.
/🆑
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
## About The Pull Request
Small changes to scrubber overflow. Reduces the amount of reagent by
roughly 30%, Adjustment to ethanol chems.
## Why It's Good For The Game
Flooding people with 120+ units of something has an effect lasting too
long, this should tamper it down a bit. The ethanol dose shouldn't mean
guaranteed liver death or being drunk for a half hour.
## Changelog
🆑 LT3
balance: Minor reduction to the strength of scrubber overflows
/🆑
## About The Pull Request
This one is bound to come with mostly admin and code facing changes,
players are bound to expect one less ms of runtime and ~~maybe a
different antag cap system~~ (Later).
### Storyteller admin UI
Creates a fresh new ui for the storyteller admin side, making it
significantly easier to use than before, and adds some neat elements
that visualize what's going on.

## Why It's Good For The Game
The code sucks less, the ui sucks less
## Proof Of Testing
The TM has not been met with any major issues from the admins.
## Changelog
🆑
admin: New storyteller admin panel
admin: More logging to the storyteller panel actions and to it spawning
things
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
# [ORIGINAL PR
HERE](https://github.com/Bubberstation/Bubberstation/pull/2194)
## About The Pull Request
Recently, a fellow by the name of Cato Christopher made me aware of a
conversion kit within the game that is unimplemented. From what I could
see, it was possibly never completed - the RomTech SMG, a conversion of
the Sindano to make it fully-automatic. The magazine sprite, for
example, was incorrectly aligned with the original sprite. There was
talk in the code about making it researchable. I have taken it in as my
own.
Introducing the _Shaytan_.

Description: A Romulus-produced conversion kit. This kit comes with a
modified sear to enable seamless full-automatic fire - at the cost of
fire-select function. This kit includes an alloy and polymer body, a
proprietary **integrated flashlight**, an **alternate handguard and
modified barrel for the addition of universal suppressors**. Accepts any
standard Sol pistol magazine.
It has been tested. It passed. See performance
[here.](https://github.com/Bubberstation/Bubberstation/pull/2194#issuecomment-2406524916)

BONUS ROUND: I modified my own dono sprite. It works. It is added to the
MultiSec wardrobes. It has identical stats to baseline Sec armors.
EDIT:
The original collared vest:

The new collared vest:


## Why It's Good For The Game
It adds diversity to the Sec weapons pool. To prevent abuse, I made it
pricey to order from Cargo. It also does not show up on the Armory menu
(I think) of Sec's Cargo orders - meaning they have to GO to Cargo to
order it. The fire-rate can also be adjusted to make it work better for
gameplay reasons.
It is intended to be a mid-round option for Security Officers.
## Proof Of Testing


## Changelog
🆑 Bangle
add: Added new mechanics or gameplay changes - added Shaytan SMG
conversion kit to Cargo. Added the BNGL Collared Vest to MultiSec - it
has identical stats and I don't wanna lock it behind a donowall.
add: Added more things - added Shaytan SMG conversion kit
image: added/modified/removed some icons or images - changed a bunch of
the sprites, including my own Collared Vest
spellcheck: fixed a few typos - changed descriptions and renamed my
Collared Vest. I think it's the BNGL Collared Vest now.
code: changed some code - see above.
/🆑
---------
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
/🆑
## About The Pull Request
Forgot to check if I could make it modular before making pull request,
it can be. Updating a previous PR to be modular where it makes sense.
Some files are left as commented edits where it makes more sense to do
so.
## Why It's Good For The Game
Better follows contribution guidelines.
## Proof Of Testing
Functions the same way/no changes in how it runs, just how code is
structured.
## About The Pull Request
Some maintenance and cleanup for medical jackets.
- Moves the dark jacket from donator locked to general availability
- Corrects the light jacket to be a labcoat subtype so it can hold
medical gear
- Slightly tweaks the color of the light jacket to better match other
medical clothing
- Adds both jacket variants to the MediDrobe
- Places job restriction on the loadout items
- Replaces one of the two orderly security vests with a jacket
## Why It's Good For The Game
The medical jackets should be available in game like other departmental
jackets. It should also hold medical items like the medical winter
jacket.
## Changelog
🆑 LT3
add: Light and dark medical jackets now available in the MediDrobe
add: Dark medical jacket no longer donator ckey locked
qol: Light medical jacket can hold medical gear in the suit slot, same
as medical winter jacket
/🆑
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
Same as the title, its a one line change
## Why It's Good For The Game
Strangely it lacks it, and beret doesnt have mutli variant options.
Extra drip
## Proof Of Testing
One line of change, it works.
## Changelog
🆑
add: Added white sec beret to their clothing vendor.
/🆑
## 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
repository rules located on the main README.md on this project. -->
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
<!-- 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 adjusts prices and fixes a lot of oversights in my original cargo
PRs, and newly added things from upstream, helping to alleviate some of
the cargo powergame.

<!-- 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
Cargo has been the premier site for weapons and armor, and while I don't
want to take away from that, some things like medical supplies take away
from other jobs, and are so cheap as to be widely available. The
paramedics want their work back.
This will restore the balance
<!-- 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


<!-- 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. -->
🆑 ReturnToZender
del: Removes the Lanca and Sol LMG completely from cargo orders, leaves
the Sakhno to the mosin order
del: Re-removes the ion carbine from imports (it's in the goodies tab)
del: Removes extra ammunition types for no longer used weapons from
import order
add: Removed company imports added to goodies and security orders
balance: adjusts prices on some company imports to not be essentially
free, such as medical supplies and armor
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->
---------
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## 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
/🆑
Use Regex to be smarter.
<!-- 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
Public logging finds ckeys via regex to remove them from lines now. Not
used for player say, at the moment. Not needed there either, as ckeys
are only used by key_name() and thats passed down as a string. rather
than just edit every instance of the proc, ill just regex them out by
adding identifiers into the ckey blocks in logs and snip them that way.
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
Public logs are little more private. We want them only to have
characters, no keys.
## 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. -->
🆑
refactor: public logging uses regex for cases of mechanics now.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Red pen writing looks the same as the Captain's, and not as good. This
swaps the NTC's captain fountain with just a regular fountain. More
snazzy!
## Why It's Good For The Game
I get to have more style in my PDA as the NTC

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑 ReturnToZender
del: Replaces the NTC's captain fountain pen with a regular fountain pen
/🆑
---------
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
## About The Pull Request
This PR fixes a sprite error with the old haydee service sprite (the
burger one) where the back-view had white pixels that should have been
transparent, as well as a minor 2-pixel error for the mining variant. It
also updates the engineering and janitorial variants to be more in line
with station quality.
## Why It's Good For The Game
improves graphical fidelity and fixes errors
## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
Updates The Engineer and Janitor Haydee Borgs
🆑 Flvffi
image: Modified 4 Haydee .dmi files
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
Lets you scoop up snakes and wear them around your neck like a scarf.
## Why It's Good For The Game
It was always kind of dumb that you couldn't pick up snakes, plus you
get to wear them as a neat accessory now.
## Proof Of Testing
See the video below.
<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/b2f7ed66-df5f-44e6-af7a-830a478840d1
</details>
## Changelog
🆑
add: you can now pick up snakes and wear them as a scarf
/🆑
## About The Pull Request
Removes all remnants of the broken SR emote cooldown, reverting back to
standard TG.
## Why It's Good For The Game
Cooldown on emotes work properly, people can flip again (without
beyblading.)
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/8cbda9aa-ba78-4082-a620-d4ac93f8df65
</details>
## Changelog
🆑 LT3
fix: Emote cooldowns work properly
del: Removed Freerunning restriction on the flip emote
/🆑
## 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>
## About The Pull Request
Custom Story Teller Name (The Chill)
## Why It's Good For The Game
Let admins have their cake and eat it too. I was about to block the VV
change entirely, but this is a more sane and better solution.
## Proof Of Testing

## Changelog
🆑
admin: Storyteller name changes will append it with the original story
teller name.
/🆑
---------
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
**Special thanks to waterpig and lessthanthree for helping me get this
to work.**
Ports MKUltra from
[Citadel](https://github.com/Citadel-Station-13/Citadel-Station-13/pull/8356)
To summarize, this PR adds a new reagent, MKUltra.
MKU can be used to either make people your pet if they have the **_NEW
ERP hypnosis interaction_** preference enabled or make people obey your
commands if they don't have the pref enabled.
### How it's made
- one part coco powder
- one part bluespace dust
- one part psicodine
- one part mindbreaker toxin
- one part happiness
- one unit of blood (IT HAS TO BE FROM YOURSELF OR THE PERSON DRINKING
IT WONT BE ENTHRALLED TO YOU)
### How it works (Taken directly from the preamble to the code at
`modular_zubbers\code\modules\mkultra\MKUltra.dm`)
The magnum opus of FermiChem -
Long and complicated, I highly recommend you look at the two other files
heavily involved in this
modular_zubbers\code\modules\mkultra\chem.dm - handles the subject's
reactions
modular_zubbers\code\modules\mkultra\vocal_cords.dm - handles the
enchanter speaking
HOW IT WORKS
chem.dm
There are 3 main ways this chemical works; I'll start off with
discussing how it's set up.
Upon reacting with blood as a catalyst, the blood is used to define who
the enthraller is - thus only the creator is/can choose who the master
will be. As a side note, you can't adminbus this chem, even admins have
to earn it.
This uses the fermichem only proc; FermiCreate, which is basically the
same as On_new, except it doesn't require "data" which is something to
do with blood and breaks everything, so I said bugger it and made my own
proc. It basically sets up vars.
When it's first made, the creator has to drink some of it, in order to
give them the vocal cords needed.
When it's given to someone, it gives them the status effect and kicks
off that side of things. For every metabolism tick, it increases the
enthrall tally.
Finally, if you manage to pump 100u into some poor soul, you overload
them, and mindbreak them. Making them your willing, but broken slave.
Which can only be reversed by; fixing their brain with mannitol and
neurine (100 / 50u respectively) (or less with both),
vocal_cords.dm
This handles when the enchanter speaks - basically uses code from voice
of god, but only for people with the status effect. Most of the words
are self explanatory, and has a smaller range of commands. If you're not
sure what one does, it likely affects the enthrall tally, or the resist
tally.
list of commands:
-mixables-
enthrall_words
reward_words
punish_words
0
saymyname_words
wakeup_words
1
silence_words
antiresist_words
resist_words
forget_words
attract_words
2
sleep_words
strip_words
walk_words
run_words
knockdown_words
3
statecustom_words
custom_words
objective_words
heal_words
stun_words
hallucinate_words
hot_words
cold_words
getup_words
pacify_words
charge_words
Mixables can be used interspersed with other commands, 0 is commands
that work on sleeper agents (i.e. players enthralled to state 3, then
ordered to wake up and forget, they can be triggered back instantly)
1 is for players who immediately are injected with the chem - no stuns,
only a silence and something that draws them towards them. This is the
best time to try to fight it, and you're likely to win by spamming
resist, unless the enchantress has plans.
2 is the seconds stage, which allows removal of clothes, slowdown and
light stunning.
3 is the final stage, which allows application of a few status effects
(see chem.dm) and allows custom triggers to be installed (kind of like
nanites), again, see chem.dm
In a nutshell, this is the way you enthrall people, by typing messages
into chat and managing cooldowns on the stronger words. You have to type
words and your message strength is increases with the number of
characters - if you type short messages the cooldown will be too much
and the other player will overcome the chem.
I suppose people could spam gdjshogndjoadphgiuaodp but, the truth of
this chem is that it mostly allows a casus belli for subs to give in,
and everyone's a sub on cit (mostly), so if you aujigbnadjgipagdsjk then
they might resist harder because you're a baddie and baddies don't
deserve pets.
Also, the use of this chem as a murder aid is antithetic to its design,
the subject gains bonus resistance if they're hurt or hungry (I'd like
to expand this more, I like the idea that you have to look after all of
them otherwise they aren't as effective, kind of like tamagachis!). If
this becomes a problem, I'll deal with it, I'm not happy with people
abusing this chem for an easy murder. (I might make it so you an't
strike your pet when health is too low.)
Additionally, in lieu of previous statement - the pet is ordered to not
kill themselves, even if ordered to.
chem.dm
oof
There are a few basic things that have to be understood with this status
effect
1. There is a min loop which calculates the enthrall state of the
subject, when the enthrall tally is over a certain amount, it will push
you up 1 phase.
0 - Sleeper
1 - initial
2 - enthralled
3 - Fully entranced
4 - mind broken
4 can only be reached via OD, whereas you can increment up from 1 > 2 >
3. 0 is only obtainable on a state 3 pet, and it toggles between the
two.
1.5 Chem warfare
Since this is a chem, it's expected that you will use all the chemicals
at your disposal. Using aphro and aphro+ will weaken the resistance of
the subject, while ananphro, anaphro+, mannitol and neurine will
strengthen it.
Additionally, the more aroused you are, the weaker your resistance will
be, as a result players immune to aphro and anaphro give a flat bonus to
the enthralled.
The impure toxin for this chem increases resistance too, so if they're a
bad chemist it'll be unlikely they have a good ratio (and as a secret
bonus, really good chemists can purposely make the impure chem, to use
either to combat the use of it against them, or as smoke grenades to
deal with a large party)
2. There is a resistance proc which occurs whenever the player presses
resist. You have to press it a lot, this is intentional. If you're
trying to fight the enchanter, then you can't click both. You will
usually win if you just mash resist and the enchanter does nothing, so
you've got to react.
Each step further it becomes harder to resist, in state 2 it's longer,
but resisting is still worthwhile. If you're not in state 3, and you've
not got MKultra inside of you, you generate resistance very fast. So in
some cases the better option will be to stall out any attempts to
entrance you.
At the moment, resistance doesn't affect the commands - mostly because
it's a way to tell if a state 3 is trying to resist. But this might
change if it gets too hard to fight them off.
During state 3, it's impossible to resist if the enthraller is in your
presence (8 tiles), you generate no resistance if so. If they're out of
your range, then you start to go into the addiction processed
As your resistance is tied to your arousal, sometimes your best option
is to wah
3. The addition process starts when the enthraller is out of range, it
roughly follows the five stages of grief; denial, anger, bargaining,
depression and acceptance.
What it mostly does makes you sad, hurts your brain, and sometimes you
lash out in anger.
Denial - minor brain damaged
bargaining - 50:50 chance of brain damage and brain healing
anger - randomly lashing out and hitting people
depression - massive mood loss, stuttering, jittering, hallucinations
and brain damage
depression, again - random stunning and crying, brain damage, and
resistance
acceptance - minor brain damage and resistance.
You can also resist while out of range, but you can only break free of a
stage 3 enthrallment by hitting the acceptance phase with a high enough
resistance.
Finally, being near your enthraller reverts the damages caused.
It is expected that if you intend to break free you'll need to use
psicodine and mannitol, or you'll end up in a bad, but not dead, state.
This gives more work for medical!! Finally, the true rational of this
complicated chem comes out.
4. Status effects in status effects.
There are a few commands that give status effects, such as antiresist,
which will cause resistance presses to increase the enthrallment
instead, theses are called from the vocal cords.
They're mostly self-explanatory; antiresist, charge, pacify and heal.
Heals quite weak for obvious reasons. I'd like to add more, maybe some
weak anneals with brute/exhaustion costs after the status is over. A
truth serum might be neat too.
State 4 pets don't get status effects.
5. Custom triggers
Because it wasn't complicated enough already.
Custom triggers are set by stating a trigger word, which will call a sub
proc, which is also defined when the trigger is Called
The effects available at the moment are:
Speak - forces pet to say a pre-allocated phrase in response to the
trigger
Echo - sends a message to that player only (i.e. makes them think
something)
Shock - gives them a seizure/zaps them
kneel - gives a short knockdown
strip - strips jumpsuit only
objective - gives the pet a new objective. This requires a high amount
of mental capacity - which is determined by how much you resist. If you
resist enough during phase 1 and 2, then they can't give you an
objective.
Feel free to add more.
triggers work when said by ANYONE, not just the enchanter.
This is only state 3 pets, state 4 pets cannot get custom triggers, you
broke them you bully.
7. If you're an antag you get a bonus to resistance AND to enthralling.
Thus it can be worth using this on both sides. It shouldn't be hard to
resist as an antag. There are further bonuses to command, Chaplains and
chemist.
If you give your pet a collar then their resistance reduced too.
(I think that's everything?)
Fail states:
Creating the chemical with too low of purity or setting the temperature
too high will cause an explosion equivalent to that of a meth explosion.
<!-- 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
MKUltra gives both antagonists and erotic role players something to ask
chemistry for, along with giving chemistry a new chemical to master
making. Due to it requiring coco powder, it will additionally require
the aid of botany, or going out of your way to get chocolate bars. But
mostly, it enables more interactions between players, especially between
antagonists and normal players, allowing for them to mind control
players with more mechanics to back it up than just normal hypnosis
does. _**I WOULD HIGHLY SUGGEST ANTAGONISTS USE LOOC BEFORE USING IT ON
A VICTIM.**_
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## Proof Of Testing
It has been testmerged on Towel for a few days now and everything seems
to work as intended.
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## Changelog
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🆑 xPokee, LT3
add: added MKUltra, chemical enthrallment
/🆑
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---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Lets let anyone be a special ghoul, surely this can't go wrong
## Why It's Good For The Game
This was requested and as far as I can tell there's no reason to prevent
this
## Proof Of Testing
not tested hehe
## Changelog
🆑
balance: Races without the MOB_ORGANIC biotype are no longer disallowed
from being special ghouls
/🆑
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<!-- 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
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## Why It's Good For The Game
Requested by the loremins
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## Proof Of Testing
It compiles, nothing seems broken ingame (please TM this)
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</details>
## Changelog
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the bat. -->
🆑
add: Renames all mentions of the Solar Goverment/Federation to the
Terran Goverment
/🆑
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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>
## About The Pull Request
Fixes issues with sol weakness quirk not giving you cheaper healing in a
coffin and the quirk whitelist being buggy when changing characters and
restarts.
Also makes the sol quirk disable healing when sol is active to save on
blood, useful if you're hiding in a closet instead of a coffin.
## Why It's Good For The Game
Fixing bugs with old features is a good thing
## Proof Of Testing
Went ingame, made sure that the blood cost was correct and that quirks
worked properly
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: Quirks with whitelists should no longer randomly dissapear
fix: Sol weakness quirk should actually make your healing cheaper if
you're in a coffin
add: Sol weakness quirk will prevent hempohage healing working while Sol
is active
/🆑
## About The Pull Request
Buyable CnC Maid Kit, 400 credits, weapon permit
Act likes regular full set of sec clothing. Nothing special
It also can hold janitor tools on the vest I guess
## Why It's Good For The Game
we literally have tactical syndicate maid uniform. I needone for sec too
## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: CnC Maid Kit
fix: Shotgun not being access locked when it should
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>