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## About The Pull Request
Created several new hairstyles, a snout, and a frill. Ported over an
additional hairstyle from Coyote Bayou server.

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your PR mention it. -->
## Why It's Good For The Game
More character customization.
## Proof Of Testing
Tested changes myself and everything seems to be in order.
## Changelog
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🆑
add: Added twisted, twisted long, wicked, and inari hairstyles.
add: Added cervine snout.
add: Added naja hood frill.
/🆑
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## About The Pull Request
See name
## Why It's Good For The Game
It shouldnt just magically delete crates
## Proof Of Testing
It worked on my machine
## Changelog
🆑
fix: Cargo shelves now drop crates upon being destroyed
/🆑
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## About The Pull Request
Title
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## Why It's Good For The Game
rapid fire kisses deal fuck tons of damage
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## Proof Of Testing
it compiles (its also in a closed PR from when I fucked my branches)
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## Changelog
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🆑
balance: removed slipstick from uplink
/🆑
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## About The Pull Request
Adds a syndicate maid kit, a 8 TC badass kit that's basically the same
stats as the redsuit mod except no space protection and no suit wear
slot.
Contains:
Tactical maid headband
Tactical maid outfit (Blocks wearing anything in the suit slots to avoid
armor stacking)
Tactical maid arm covers
High heeled boots (Anti slip, in line with redsuit)
Also moves some files in one place
## Why It's Good For The Game
It is cool, funny, and I was asked to do it
## Proof Of Testing
I did test all kinds of removing the clothes and checking the signals
and shit it should be clear
## Changelog
🆑
add: Syndicate maid kit, a kit containing armored syndicate maid
clothing
/🆑
## About The Pull Request
Adds a new storyteller tag called TAG_CHAOS which is assigned to chaotic
events. So far, this is assigned to Blob, Meteors, Abductor, Rampant
Brand Intelligence, Space Vines, Portal Storms, MALF, Nuke Ops, Space
Dragon, Xenomorph Infestation, and Spider Infestation.
All existing storytellers have been renamed and tweaked to what they're
supposed to do, if they were known to have issues (see below).
Changes how antag cap calculation works. Makes it so that antag count is
limited by security's population as well as population count.
### Current Storytellers
The Gamer: A remake of the warrior. Has a focus on combat events and
antagonist spawns, while limiting destructive events.
Default Andy: The default storyteller. Just a renamed guide.
The Bomb: A remake of the DemoMan. Practically unchanged from The
DemoMan.
Extended: A remake of The Ghost. Practically unchanged from The Ghost.
The Fragile: A working (allegedly) version that existed before. It had a
tendency to spawn all the antagonists because an antag divisor wasn't
set.
The Chill: A remake of The Guide. Limits chaotic, combat, and
destructive events.
The Clown: A remake of The Jester. Practically unchanged from The
Jester.
## Why It's Good For The Game
Storyteller seems to be having issues right now where non-chaotic
storytellers are turning into chaos. Part of the reason for this is that
people have different expectations of storytellers than what it actually
does, and the storyteller system doesn't really have consideration if an
event is chaotic.
According to Odairu, another issue that needs to be fixed is how the
antag cap isn't updated while antags are being spawned, so that probably
needs to be fixed in another PR.
Even though some storytellers weren't changed, I renamed all the
storytellers as well to make it describe what it actually does. Not
everyone plays Rimworld.
## Proof Of Testing
Untested.
## Changelog
🆑 BurgerBB
balance: Reworks (mostly) and renames all the storytellers and improves
the code.
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
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## About The Pull Request
with the recent update, security medic need some love too
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## Why It's Good For The Game
I ultimately do not have the best answer for this. Sidearm are nice
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## Proof Of Testing
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## Changelog
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🆑
add: disabler smg to sec medic
/🆑
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## About The Pull Request
This PR's primary focus was to slightly lower the curve on how absurdly
powerful red alert ERTs tend to be relative to standard ERTs.
- The standard ERT team carry Hoshi modular laser carbines, the high
alert team has been reissued with Hyeseong modular laser rifles, this
gives their primary arms a much better punch.
- The pulse pistols have been changed out for mini e guns (so they fit
in bags), with exception of the commander, who gets a cool energy
revolver as any eyepatch-wearing badass would.
- The high alert SECURITY member has had their pulse carbine changed for
a smartgun with two extra magazines, that's 1500 rounds total. This
gives them much more effective suppression for their team..
I also removed an extraneous zubbers file that was just copying a
[skyrat
file](99c96c5f26/modular_skyrat/modules/modular_ert/code/equipment_override.dm)
and in the wrong spot.
## Why It's Good For The Game
Pulse weapons are absurdly strong, there is literally no balancing
around them and they should absolutely not be in a red alert team's
arsenal unless manually added by admins. Pulse weapons will remain
reserved for deathsquad and asset protection agents.
If the team needs wall destruction there is C4 in the preparation room.
## Proof Of Testing
I launched a local and all the items were in the inventories where they
should be.
## Changelog
🆑
admin: Red Alert ERT no longer has pulse weapons.
/🆑
---------
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
## About The Pull Request
One more title, referring to goons or henchmen. I think goon is more
gender neutral but that word is broken now :(
## Why It's Good For The Game
I think that not everything has to be very serious. This is a MRP
server, we can allow people to be an "Alright boss" follower of the
cap's. A little sillyness does good in the long run.

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

I cannot add it :(
## Changelog
🆑 ReturnToZender, Shellspeed (DNA machine fix)
balance: Plants can no longer mutate traits that were specifically
marked as not mutatable
Fix: Plant DNA manipulators now properly respect upgrades
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
As a living creature, it is no longer possible to go 2 times faster than
base movement speed. Base movement speed is the default running speed of
mobs, without any buffs.
## Technical Information
Note that a slowdown value of 1 means that every 0.1 seconds, you can
move a tile. A slowdown value of 0.75 means that every 0.075 seconds,
you can move.
Thus, the lower the slowdown value is, the faster you are. Someone with
a slowdown value of 0.5 is twice as fast as someone with a slowdown
value of 1.
The game's default slowdown value for humans is 1.5. This means that
every 0.15 seconds, you can move a tile.
This PR makes it so the capped slowdown value is 0.7. I came up with
this number because changeling adrenaline removes 0.8 from your slowdown
value (1.5 - 0.8 = 0.7), and it's the strongest source of increasing
movement speed in the game.
Some thing can "ignore" this cap, such as bluespace tiles and other
sources of movement manipulation. I tested everything obvious (camera
movement, xenomorphs, humans, monkeys, etc) but there might be some
things that missed testing that are affected by this.
## Why It's Good For The Game
Having an insane amount of speed is generally not fun for several
reasons.
- Melee as a system is underdeveloped and falls apart during fights
where an opponent runs at mach 10.
- Projectiles are balanced around not being hitscan or instant, and are
slow as to balance out ranged. However, it is generally not reasonable
to move faster than a bullet.
- A good majority of people are connected from North America (sever is
hosted in Germany), where they'd usually get 80-100 ping on a relay
server. While this seems small, 100ms delay is quite a bit.
A legitimate question is why not just apply this to humans. I think
applying this to just humans kind of defeats the purpose of the PR, and
that generally high movement speed in general is not good for the game.
## Proof Of Testing
It just werks.
## Changelog
🆑 BurgerBB
balance: As a living creature, it is no longer possible to go 2 times
faster than base movement speed. Base movement speed is the default
running speed of mobs, without any buffs.
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Woops :333
## Why It's Good For The Game
You know, bugfix and such. Someone should really make this behaviour
less snowflaky but I am a lazy one

## Changelog
🆑
fix: Basic Medipens can be refilled again.
/🆑
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## About The Pull Request
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## About The Pull Request
Removes the tajaran tongue override from
https://github.com/Bubberstation/Bubberstation/pull/1985 instead moving
the tongue to the augments menu, like the lizard forked tongue.
## Why It's Good For The Game
Consistency, people can equip Feline Traits to get the felinid features.
## Proof of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑 LT3
code: Tajaran tongue moved from Feline Traits quirk to augments menu
/🆑
## About The Pull Request
Woops we overrode the default path UmU
## Why It's Good For The Game
Bugfix
## Proof Of Testing
I tested it trust me
## Changelog
🆑
fix: Harpy wings now display correctly
/🆑
## About The Pull Request
The code is unmaintained, broken for at least 2 months now, the person
responsible for adding it has left ages ago. It's basically added extra
dead weight.
This won't get merged in the next 7 days in case somebody wants to pick
up the pieces.
## Why It's Good For The Game
Whilst "Improve don't remove" is a good argument, leaving around code
nobody's been maintaining or is willing to maintain is how one gets a
broken laggy repo where half the stuff doesn't work like splurt or Nova.
Maintainers can't be expected to maintain every single line) since we
also have to deal with 2 upstream repos, reviewing everything, and the
upstreaming itself.
## Proof Of Testing
Revert, not much to talk about
## Changelog
🆑
del: Removed broken unmaintained crusher code
/🆑
## About The Pull Request
Changeling Zombie Toxins are capped when it reaches the curable stage.
Cryotubes will take damage over time if a Changeling Zombie is inside
them.
Spaceacillin can be used to negate Changeling Zombie toxins damage, and
half the cure threshold of curing changeling zombies. Note that using
Spaceacillin too early in a patient, or too often, can result in the
virus gaining an immunity to it.
Removes the custom Changeling Zombie sprites + some code in favor of the
changeling items that already exist so the feature has longterm support
for any additional species or code.
## Why It's Good For The Game
So what I noticed is that because people take too long to actually reach
the 100 toxins stage, as well as to get treatment, people usually end up
taking a ton of toxins damage per second to the point where even a
combination of medicines in cryogenics can't cure them. This PR makes it
so that the damage has a cap once it reaches the curable stage, so
medical doctors have an easier time curing them.
While making this PR, I realized that this would just encourage doctors
to stick patients in cryotubes and then forget about them, which isn't
very good as being stuck in a cryotube for an extended period of time
(you're taking toxin damage, plus you're getting cured of it so it's a
longer process). To prevent this, I've made it so that cryotubes will
take damage over time (randomly) if a changeling zombie is inside it
while it is activated.
## Proof Of Testing
Tested. Works fully.
## Changelog
🆑 BurgerBB
balance: Changeling Zombie Toxins are capped when it reaches the curable
stage.
balance: Changeling Zombie patients will deal damage to the cryotube if
placed inside it while activated.
balance: Spaceacillin can be used to negate Changeling Zombie toxins
damage, and half the cure threshold of curing changeling zombies. Note
that using Spaceacillin too early in a patient, or too often, can result
in the virus gaining an immunity to it.
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
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## About The Pull Request
Skyrat introduced a variable for digi legs, which in order to override
for our modsuits I filled our mod-part icon file with all the current
modsuits in the game and redefined the variable on all applicable parts
to point towards that file instead
Bubber exclusive mods were pointing to the skyrat files when the user
had digi legs, however those mods were not present in those files. This
makes them point to correct files.
the AP mod also did not have digisprites, I sprited them, they exist
now.
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## Why It's Good For The Game
closes#1534
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## Proof Of Testing

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## Changelog
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🆑
fix: AP mod has digisprites now and applies them properly.
/🆑
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---------
Co-authored-by: Odairu <mdesisto510@gmail.com>
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## About The Pull Request
Gives shadekin nightmare regen at half effectiveness, blocks stamina
regen in the light, gives a movespeed debuff in the light, gives innate
nobreath, and nightvision, makes them weak to flashes
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## Why It's Good For The Game
further makes shadekin unique by pushing them towards being more lore
accurate for their origins
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## Proof Of Testing

I waited for several minutes and didn't regen until I made it into the
dark, source: dude trust me

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## Changelog
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🆑
add: Darkness regen, nightvision, nobreath, flash vulnerability,
movespeed decrease in light, no stamina regen in light
/🆑
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---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
## About The Pull Request
A ground-up rewrite of Vore 3.0 (Virgo's current system) as a
/datum/component.
Resolves#464Resolves#845
Remaining work:
- [ ] Fix any bugs found in testing
## Why It's Good For The Game
See bounty. People want this to enjoy themselves.
## Proof Of Testing











## Changelog
🆑
add: Mechanical Vore
/🆑
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<!-- 🆑
add: Added new mechanics or gameplay changes
add: Added more things
del: Removed old things
qol: made something easier to use
balance: rebalanced something
fix: fixed a few things
sound: added/modified/removed audio or sound effects
image: added/modified/removed some icons or images
spellcheck: fixed a few typos
code: changed some code
refactor: refactored some code
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/🆑 -->
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---------
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
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## About The Pull Request
Adds a missing period to law 2 of the NT OS Safeguard V1.0 lawset.
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## Why It's Good For The Game
OCD has been pleased.
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## Changelog
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🆑
fix: Added a missing period to law 2 of the NT OS Safeguard V1.0 lawset.
/🆑
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## About The Pull Request
"Adds intern tags to job titles if players have low amount of job time
on a job, can be disabled manually in gameplay settings
I have tested it a bit, but as this relies on database information I
suggest testmerging and letting me know of any problems if any arise.
The time necessary to not be eligible for an intern tag is configured by
config and some variables under jobs
This time can depend on department exp, specific job exp, or exp to
unlock a "master" job (usually head position)"
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## Why It's Good For The Game
This should help new players get taught more, and have players be less
harsh to someone who's inexperienced in a department.
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## Proof Of Testing


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## Changelog
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🆑 Azarak (code), ReturnToZender (bugfixing)
add: New players to a department now show properly as interns.
/🆑
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---------
Co-authored-by: sebdaz <azarak10@gmail.com>
Co-authored-by: Swift <jackwars4@gmail.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
## About The Pull Request
This PR makes cat cyborgs more cat like by adding cat like grace.
It also adds a very quiet servo like sound to cat cyborgs when they move
wile rewriting how unique cyborgs such as tall borgs have their walking
sounds applied.
Also adds a small sprite animation when cat cyborgs are dead.
## Why It's Good For The Game
Better death sprites for cat cyborgs so they do NOT just get forgotten
when they die because they blend too well with the environment of the
station.
The quiet servo sounds add a little flavor that they are a smaller sized
cyborg unlike their bigger counter part cyborgs.
Cat like grace was added because why not and it fits the flavor of a
feline like robot only down side is anything that hates small sized mobs
will attack.
## Proof Of Testing
https://github.com/user-attachments/assets/08ce2104-a11d-43ea-aea6-f5d4a6ce26a2

## Changelog
🆑
add: cat like grace to lightweight chassis and small quad borg walking
sounds
image: catborg death sprites
code: changed how cyborgs get their walking sounds.
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
## About The Pull Request
Significantly Boosts the chances of the Wizardly Die of Fate event
triggering.
The event now has a 20% chance not to announce the existence of a
Wizardly Die of Fate
The event is now as common as the shuttle getting replaces by a
disaster.
## Why It's Good For The Game
I've been getting complaints that this event is still extremely rare.
This PR should fix that.
People want more wizard rounds. This should grant more wizard rounds.
The announcement chance tweak should also be more interesting.
## Proof Of Testing
Untested.
## Changelog
🆑 BurgerBB
balance: Significantly Boosts the chances of the Wizardly Die of Fate
event triggering. The event now has a 20% chance not to announce the
existence of a Wizardly Die of Fate
/🆑
## About The Pull Request
Absolutely nothing has changed, it just runs faster now
## Why It's Good For The Game
It's like 30 less CPU cycles on a thing that happens once a 100 rounds.
What is wrong with me
## Proof Of Testing

## Changelog
🆑
code: Makes the empty synth body spawn logic run faster
/🆑
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## About The Pull Request
This PR adds anime eyes as markings, so that players can have slightly
cooler looking eyes. Original sprites modified from Sojourn Station.
Basic

Eyes Inner

Eyes Outer

Both Eyes Inner and Eyes Outer

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## Why It's Good For The Game
I can have my eyes visible while wearing a hat :) Akula moment
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## Proof Of Testing
Trust me bro, it compiles
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## Changelog
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🆑 ReturnToZender (code)
add: Anime eye sprites
/🆑
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---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
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## About The Pull Request
Title
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## Why It's Good For The Game
closes#1853
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## Proof Of Testing

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## Changelog
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🆑
fix: bows properly apply damage as ashwalker/icecat
/🆑
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## About The Pull Request
Adds in a new nullrod option for chaplains, the Divine Lightblade from
citadel, which is a subtype of Dual Esword. Comparatively, less
efficient of a murder tool. The sword deals 20 brute damage, has no AP,
and a 30% chance to block both melee hits and projectiles, however,
turning the blade on requires two hands, and slows your movement speed
immutably (this means stims can't counteract it).
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## Why It's Good For The Game
More nullrod variety is always neat, this is one of a few changes I'll
be working on down the road to make more chaplain weapons feel less like
reskins of one other weapon type.
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## Proof Of Testing
I tested every change until I fixed every bug with the sword, the thing
is fully functional for spreading FAITH.
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## Changelog
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🆑
add: Ports the Divine Lightblade nullrod from citadel
/🆑
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---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Fixes Moonstation Lighting being too dark.
I solved this by creating my own moonstation subtype of light fixtures
so they can't be fucked with by upstream.
## Why It's Good For The Game
Fixes good.
## Proof Of Testing
Tested. Forgot to take a screenshot.
## Changelog
🆑 BurgerBB
fix: Fixes Moonstation Lighting being too dark.
/🆑
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## About The Pull Request
does as the title says
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## Why It's Good For The Game
players wont notice this but it gets rid of a tiny bit of things that
coulda been modular, but were not
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## Proof Of Testing
It compiles: dude trust me
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## Changelog
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🆑
refactor: modularizes a few things
/🆑
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## About The Pull Request
For Moonstation:
- Fixes missing keycard authenticators in QM office and HoS office.
- Fixes incorrect safe type in captain's office.
- Fixes rogue tile decals in the kitchen and secondary tool storage.
- Adds secret area in west engineering maint.
- Adds a door between the bar and kitchen for easy acess.
- Adds some missing holopads to engineering.
- Removes rogue area turf outside station.
- Removes rogue disposals outlet outside station.
- Readjusts cargo landing pad.
- Removes the hole between prison and sec eva storage.
- Alters Cargo significantly and adds auto-labeling inlets at the cargo
mailroom.
- Removes the drone bay because no one uses it and I might re-add it at
a later date.
## Why It's Good For The Game
Fixes good.
## Proof Of Testing
Tested.
## Changelog
🆑 BurgerBB
fix: Fixes some Moonstation bugs.
/🆑
## About The Pull Request
Adds voidwalker to storyteller. TG didn't cook it with its own
``/datum/round_event_control`` so I had to make my own. I've also moved
_events.dm higher up the compile order. It has a 30 minute minimum spawn
timer and 40 minimum population (which is what TG set it as)
## Why It's Good For The Game
The new antag needs to roll.
## Proof Of Testing

## Changelog
Nothing player facing.
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
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## About The Pull Request
Quick fix for another issue we have with tech webs related to the
Justice exosuit in this case and the mech fab.
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## Why It's Good For The Game
Found an oddball technet bug earlier, offers a fix for it until we can
figure out the main issue.
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## Proof Of Testing
It compiles, you can build the exofab and disassemble it to get the
right board. Still can be emagged. I'll post a video or screenshot if
needed.
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## Changelog
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🆑
fix: Made interdyne exofab circuit board actually work and made the
exofab drop the right board
/🆑
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## About The Pull Request
I just spent like the past 10 hours reworking the Dauntless map in a
post exam haze. Pretty much hit everything in some way or another
excluding the science area. I'm pretty much throwing this up than
heading off to pass out.

Bluespace Miners: Due to its current position being annoying to both the
kitchen and medical, it was moved to virology where it is only annoying
to medical. The current space does support additional miners which may
be an issue. Let me know if it is.
Engineering: The atmos tanks were shrunk to 2x1 with no space in between
the cells. Two additional tanks were added with gas miners for CO2 and
N2O. Additionally an electrolzyer was added. One additional SMES unit
was also added, however like the others it starts off totally
discharged. Lastly, if I did it right a 10 MJ capacity cell should be in
atmos. Powerflow monitoring computer moved to the window along with the
incinerator monitoring computer. Alert monitoring computer added.
Turbine space increased and input was moved to the north of the burn
chamber.
Medical : Removed the vending machine with grenade supplies as it was
redundant. Used space gained from removal of the miners to rework the
position of the surgical table most commonly used. Removed one of the
syndicate sleepers as they are redundant and moved some emergency
supplies over to where it was. **Added a genetics setup.** Let me know
if this is an issue as it was added in response to some issues with
humonkeys apparently not being good enough for dissection. Removed one
operating bay to replace virology. Removed one stasis bed. Added a limb
grower. Removed the crematorium as we have the option to toss bodies out
on lava if we really need to dump one and can't use the gibber. Dead
bodies added to morgue for flavor.
Brig: Holding cell replaced with a fully functional holding cell minus a
potential access issue I might still need to resolve. Cell comes with a
folding chair, toilet, and awful mattress and is strategically placed to
annoy the brig sergeant. Interrogation room upgraded with an intercomm
for listening in by 3rd parties. Kitchen provided to prisoners upgraded
with frontier equipment, including a flat pack drink dispenser and food
replicator. Smart Fridge set to food provided to alleviate lag related
to massive amounts of plants as it can happen. Bit running was moved to
where the MAA's office was. MAA's Office moved to old Liason's office.
Gave MAA's cat a toy.
Kitchen & Bar: Fridge moved to be south of the kitchen using part of the
space where the bluespace miners used to be. Additional space used to
increase size of kitchen to make it more useable. Smart fridge set for
food put in wall to bar. Chopping block, deep fryer, and food replicator
added to the kitchen. Coffee maker added to the bar along with the toy
mech display from the bridge. Butchering Knife and meathook added to the
freezer. One pacified syndicate mouseoperative added to eat any lose
crumbs.
Disposals: Lost a tile in height to support changes to engineering.
Cargo Bay: Added grating over cables and ducting to maintain OSHA
compliance. Additionally, per events giving the dauntless permission to
mine, added a mining slot and equipment.
Bridge: Added a comms monitoring setup.
Sauna : Given a pool and two bins of towels stacked on top of each
other.
Liason's office: Moved to be over by the crew area. Now features an
interdyne fax machine so they can represent an actual corporation.
**Massive buff given in the form of a fountain pin.** Provided an in
office coffee maker and carp skin chair.
Virology: Moved to medical with several tiles claimed from the lava to
make it fit. Miasma can moved to storage. Monkey provided replaced with
one that has human legs. I blame budget cuts.
Science : Added gas compressor and anomaly refinement. This should
provide partial coverage for mandatory experiments with further support
coming soon. Additionally slightly expanded xenobio and created a
separate circuits lab. Added an interdyne lathe.

Vault: Given a red circuit tile. **An emag was also placed in the safe
in case any of the preemagged machines the Dauntless gets are busted.**
Its also handy for exploring stuff like illegal fish in the portal/ Let
me know if this is problematic.
Dorms: Various posters have been put up. Dorms were given a second couch
for CAS or UNUM as we can have up to 8 crew members and 3 prisoners.
Each dorm room was given a plushie.
## Why It's Good For The Game
Beyond adding plushies to dorms, makes the ship in general far more
useable, adds the ability for detainment of rowdy crew and or prisoners
outside of the weird solitary cell in the back which is rather lacking,
and in general provides more space to roleplay.
## Proof Of Testing
Here is a pic from current engineering that I just snapped.

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## Changelog
🆑
Add: Dauntless has been vastly reworked.
Add: The Interdyne Protolathe has been added. It is essentially a
reskinned Tarkon Lathe.
Add: Space Dauntless has been vastly reworked
/🆑
---------
Co-authored-by: Swift <jackwars4@gmail.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
## About The Pull Request
This adds a deer snout from Sojourn station
## Why It's Good For The Game
My snout too big
## Proof Of Testing

## Changelog
🆑 ReturnToZender (code), APWill (Sprites)
add: Deer snout to the character creator
/🆑