## 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
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
/🆑
## 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
/🆑
<!-- 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
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## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
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🆑
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>
## 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.**_
<!-- 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
It has been testmerged on Towel for a few days now and everything seems
to work as intended.
<!-- 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
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🆑 xPokee, LT3
add: added MKUltra, chemical enthrallment
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
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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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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
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: Renames all mentions of the Solar Goverment/Federation to the
Terran Goverment
/🆑
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<!-- You can use multiple of the same prefix (they're only used for the
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---------
Co-authored-by: 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>
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## About The Pull Request
Have you ever thought that your hemophage gets off too easily when they
run out of blood? Have you ever wished they could turn into dust instead
of dying from bloodloss? Well now you can with NEW Dusting Sickness. One
press of the "add quirk" button and BAM now you have even more reason to
fear bloodloss! Order now and I'll even double the offer for free!! Just
pay shipping and handling!
Jokes aside, it's a new negative quirk worth eight quirk points that
causes you to dust and be unrevivable if you were to run out of blood to
the point where you would instantly die from bloodloss. **Special thanks
to waterpig for helping me get this to work.**
Note: It's currently not specific to hemophages, I figured it'd be more
fun if everyone can choose this quirk.
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## Why It's Good For The Game
It gives hemophage (and normal players) even more of a reason to fear
bloodloss, plus it is fully optional due to it being a quirk.
<!-- Argue for the merits of your changes and how they benefit the game,
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## Proof Of Testing
It compiled, ran, and dusted me when I set my blood variable to zero.
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## Changelog
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🆑
add: added a new quirk: dusting sickness
/🆑
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---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
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## About The Pull Request
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## Proof Of Testing
<!-- Compile and run your code locally. Make sure it works. This is the
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<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
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N/A Not Player facing
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## About The Pull Request
Issue Summary: "With a recent sprite update, flag options were removed
from the pride pin, namely the man-man loving pride pin.
i just would like to see it back."
With the recent changes to the pin sprite, they removed a lot of the
options that used to exist. The only difference is in how the pin looks
on hand but it still looks the same on the mob once attached anyways.
## Why It's Good For The Game
Changing back to the old option of having a pride pin gives back the
many different options in the spectrum of sexual and gender
orientation/identification. The icon still looks the same anyways when
attached to the mob so making it easier for players to identify others
through this pin system with more variety.
Fix#1723
## Proof Of Testing



## Changelog
🆑 Sparex
fix: Replaced tg database pride pin sprites with flag versions that
allowed more variety, effectively giving back the much demanded
Man-Loving-Man pride pin.
/🆑
## About The Pull Request
In terms of flavour of frenzy, you're supposed to not quite be sane
enough to do much of anything besides try to get blood, or maybe act
monstrously, that's why you are mute and deaf, but you could bypass via
sign language, so this fixes that.
## Why It's Good For The Game
It's wierd when the frenzying vampire literally starving and frenzying
can speak, even though they should be really animal-like at that point
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: You can no longer use sign language while frenzying
/🆑
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## About The Pull Request
This PR aims to add a new genus of plants; originating from a rockfruit
mutation. These plants are inverted, where the softer flesh is
protecting a rocky, mineral core of ores. The fruit cores are worth 0.2
of a sheet, requiring the core to be peeled away and their traits
restrict them to a yield max of 5, per harvest (1 sheet per harvest). It
starts from the sandfruits.
There are four trees; energy, precious metals, metals and misc.
Energy tree contains; uraniberries (uranium), plasma plums (plasma) and
bluegem drupes (bluespace)
Precious metals tree is; Aubergines (Silver), Agbergines (gold) and
Dimantis (Diamonds)
Metals tree is; Ferrotuber (iron) and titanituber (titanium)
Misc tree is; Adam's apples (Adamantine), Runescooper (Runite) and
Bananium Berries (Bananium)

## Why It's Good For The Game
The whole concept of this is just extra things for botany, stranded crew
and those who might want to access ores wihtout having to go mining, or
lack the access to a bluespace miner. They are significantly weaker than
anthills, but do give access to more niche materials. They are low
enough in volume to out compete mining vents (those seriously
trivialised mining).
## Proof Of Testing
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<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
add: Added new plants, starting from rockfruit mutations, allowing slow
accumulation of ores.
/🆑
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---------
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
## About The Pull Request
Does as the title says, makes it so that the berserk ability from the
berserker armour and the dragonslayer armour cannot be used while in
pressurised areas (such as on-station). This does NOT change any stats
of the armours.
## Why It's Good For The Game
I'll admit I went a bit too far with the dragonslayer sword nerf, so
this should hopefully be a better nerf for the dragonslayer and
berserker armour set that removes the potential for absurd combos of
this ability plus whatever weapon hitting absurdly fast on-station.
## Proof Of Testing
It compiled, ran, and was fully tested to work.
## Changelog
🆑
balance: the berserk ability can no longer be used in pressurised areas,
such as on-station
/🆑
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
There are several tech duplicate node on bubber, this results in tech
not actually being researched correctly; too fast
## Why It's Good For The Game
The 12 gauge flech is a late game anti armour ammo and it took me 3
month to realise bubber had it on technode too
## Proof Of Testing
It compiles on my end
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: duplicate 12g technode that made flech an early game ammo
/🆑
## About The Pull Request
Makes some pref code correctly use apply_to_human and dna. This means
that if you switch mind around the prefs stay the same... I wonder why
I'm adding that
Removes deprecated headshot var from preferences. This used to be the
universal one on skyrat but since we have one for humans one for
silicons it was never really used in any place that couldn't be replaced
by dna on here.
## Why It's Good For The Game
Makes the code more consistent. And more ready for certain *fun*
activities
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
code: Makes headshot and nsfw preference code handling more consistent
with the rest. Savefiles are untouched by this
/🆑
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## 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
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Tested all outcomes and interactions.
<details>
<summary>Screenshots/Videos</summary>


</details>
## Changelog
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🆑 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.
🆑
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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>
## About The Pull Request
Doubles lunchbox storage from 4 to 8 slots, lets them hold condiments,
gum, ciggys and lighters
## Why It's Good For The Game
lunchboxes currently kinda suck, there's no real reason to use them over
cardboard boxes which you can get from food vending machines
## Proof Of Testing
I did compile it to check, it's just a simple edit so...
## Changelog
🆑
balance: NT's bluespace technology doubles lunchbox storage from 4 to 8
items with special lining
add: lunchboxes can also hold condiments and gum now... and cigarettes
and lighters, at the insistence of our sponsors in the space tobacco
industry
/🆑
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
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## About The Pull Request
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Adds a stamp for the Warden role, and adds it to the Warden's locker
structure
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your PR mention it. -->
## Why It's Good For The Game
<!-- Argue for the merits of your changes and how they benefit the game,
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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
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features. -->




## Changelog
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🆑
add: gives the warden a stamp
/🆑
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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.
/🆑
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## About The Pull Request
The Slipers (the single p is purposeful).
A new clothing item takes a similar role to a bola. When thrown, if
aiming at either leg, it will try to knock off the shoes of whoever is
it, then, equip onto them. Once equipped, they will be unable to take a
step without being slipped. Additonally, if they are slipped, anybody
who walks over them will ALSO be slipped. And the item itself is
slippery. Because they are banana shoes, get it?
Finally, if hit with these banana boots, the wearer is unable to remove
them, someone will need to strip them off.
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## Why It's Good For The Game
More variety in trouble making tools that isnt another shoot shoot bang
bang.
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## Proof Of Testing
https://youtu.be/jyodCikoiXw
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<details>
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</details>
## Changelog
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🆑
add: Slipers, a new traitor item which can be bought from the uplink
/🆑
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---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
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<!-- You can view Contributing.MD for a detailed description of the pull
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## About The Pull Request
Have you ever wanted to bonk someone on the head? Well now you can with
the [*bonk emote](https://www.youtube.com/watch?v=C0XF57pK67g). Just aim
at someone's head and hit them with the hand. I'd advise against doing
it to borgs or synthetics though.. that sounds painful.
<!-- Describe The Pull Request. Please be sure every change is
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## Why It's Good For The Game
More variety of emotes.
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probably isn't good for the game in the first place. -->
## Proof Of Testing
It compiled and ran on my end without any runtimes or errors. Everything
has been tested to work.
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<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/8e1ca604-4bd5-4300-adf6-23b194eea623
</details>
## Changelog
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🆑
add: added a bonk emote
sound: added the coconut hit 01 sound effect to the code
/🆑
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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>
## About The Pull Request
Changes a line of code to a parent call.
Also adds animation states for the item itself.
## Why It's Good For The Game
Whee.
## Proof Of Testing
Tested locally, works.
## Changelog
🆑
fix: Re-greased all pinwheel hats in the sector. Happy spinning!
image: Added animation sprites for the hat icon. Twice the spin!
/🆑
## About The Pull Request
Title
## Why It's Good For The Game
There's no reason people should be running around with it
## Proof Of Testing
I didn't test it
## Changelog
🆑
del: Phasic strilka ammo is no longer printable.
/🆑
## About The Pull Request
As the title says, fixes
https://github.com/Bubberstation/Bubberstation/issues/2359.
## Why It's Good For The Game
The DNA vault genes being abused to power game is objectively bad for
the game.
## Proof Of Testing
It compiled, ran, and I was unable to save a DNA vault gene to the
console when testing on a localhost.
## Changelog
🆑
fix: fixed DNA Vault genes being able to be saved on a gene console
/🆑
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request process. -->
## About The Pull Request
Per [this
suggestion](https://discord.com/channels/1059199070016655462/1071095123145924679/1302584237416779897),
adds the colored glasses to the loadout.
<!-- 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
More variety for loadout gear is always good, plus as it stood the item
was unobtainable.
<!-- Argue for the merits of your changes and how they benefit the game,
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## Proof Of Testing
They showed up in the loadout menu when I tested it on a localhost.
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## Changelog
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🆑
add: added the colored glasses to the loadout
/🆑
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Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Adds a new snout option for lizards along with a horn option.
Specifically, "Full Stubby" horns, and "Full and Thick" snout.
## Why It's Good For The Game
:)
## Proof Of Testing
It just works.
## Changelog
🆑 BurgerBB
add: Adds a new snout option for lizards along with a horn option.
/🆑
## About The Pull Request
See name. Also fixes some needlessly heavy code
closes#2268
## Why It's Good For The Game
Tarkon and Dauntless getting exploded because of something they do not
need to care about is stupid.
## Proof Of Testing
Seemingly worked fine
## Changelog
🆑
balance: AI RCD explosion ability can no longer take out nonstation RCDs
/🆑
## About The Pull Request
I play hemophages sometimes and we're constantly low on blood unless
we're bugging genetics or medical or the bar. So just how synths have a
welding fuel drink, I'm making hemos a blood drink. Sprite by me.
## Why It's Good For The Game
This is great for hemos, bloodsuckers, and in a pinch when someone is
low on blood, I suppose.
## Proof Of Testing
Took a dumb little video:
https://github.com/user-attachments/assets/13bedf27-a630-4467-b85d-1c7d6cc5d05e
summary>Screenshots/Videos</summary>
## Changelog
🆑
add: Added sprite for blood_tea
add: Added vending machine option for blood_tea
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
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## About The Pull Request
Very tiny PR. Adds the science bag to the SciDrobe.
## Why It's Good For The Game
There are only 2 science bags in xeno. If they both get lost, you can't
really do Xeno anymore. I mean you CAN, but it really sucks.
## Proof Of Testing
Ran the Runtime Station. Spawned a SciDrobe. Science bag is in there.
</details>
## Changelog
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🆑 Midiwidi
add: Added science bag to SciDrobe
🆑
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## About The Pull Request
Add the proper ore gen arguments to the moonstation `seedRuins` call
because my fix in #2337 stopped it from piggybacking off the lavaland
gen, leading to empty ore vents.
## Why It's Good For The Game
Fixes#2364
## Proof Of Testing
I went in a local and var inspected several vents and they have
non-empty `mineral_breakdown` vars now
## Changelog
🆑
fix: Moonstation ore vents should no longer be barren.
/🆑
## 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
/🆑
## About The Pull Request
I was recently bugfixing these and discovered how bad the english on
these is. How this passed review is beyond me.
## Why It's Good For The Game
Spellcheck good
## Proof Of Testing
Varname changes, should be fine
## Changelog
N/A
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## About The Pull Request
I fucked up the first time, will try again.
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## Why It's Good For The Game
Its basicly a fix to something that I failed to do and i feel shame for
it.
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## Proof Of Testing

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<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
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🆑
fix: Made HFZ actualy be able to have digitigraded legs for real this
time.
/🆑
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