## About The Pull Request
fixes#88383
## Why It's Good For The Game
fixes#88383
## Changelog
🆑
fix: The Men in Grey may no longer access birdshots engineering via a
certain maintenance airlock
/🆑
## About The Pull Request
- Removed the following unused/unchanging vars from machines
- `wire_compatible`
- `machine_power_rectifier`
- `market_verb`
- Removed setting `fair_market_price` in places which did not check for
NAP violations like cryo & coffee pot
- Autodoc for other vars & procs. Adds modifiers for procs where it
makes sense
- Merged `base_item_interaction()` with its already existing
implementation. RPED now adds finger print to the machine & respects
`COMSIG_TRY_USE_MACHINE`
- Removed proc `locate_machinery()` which was only used by turbine
machinery,
## Changelog
🆑
code: improved code for machinery
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
This adds a crate to medical holodeck sim with a full set of human
organs inside a freezer containing:
- heart
- lungs
- eyes
- ears
- tongue
- liver
- stomach
- appendix
##### (And yes, a holodeck organ can fade away while it's still inside
someone causing them to suffer organ loss)
## Why It's Good For The Game
Immersion.
## Changelog
🆑
add: Add medical human organ crate emergency medical holodeck simulation
/🆑
<!-- 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
Surgery trays now have a small chance to become medical toolboxes.
Autopsy trays can become coroner toolboxes.

They work basically the same, just that they can't be rolled around and
don't slow you down when walking around.
Medical toolboxes are fairly weak, but coroner toolboxes are pretty
strong.
Added a 1 in 1.000.000 chance for a toolbox to have four latches.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
> Surgery trays now have a small chance to become medical toolboxes.
Autopsy trays can become coroner toolboxes.
> They work basically the same, just that they can't be rolled around
and don't slow you down when walking around.
The idea of going to the surgery room and finding a _medical toolbox_
instead of a surgery tray is inexplicably amusing to me.
> Medical toolboxes are fairly weak, but coroner toolboxes are pretty
strong.
Healers and hurters!
> Added a 1 in 1.000.000 chance for a toolbox to have four latches.
peak absurdity is reached
~~next pr will include brown toolboxes, which clip to your belt~~
credit 2 @SmArtKar for sprites
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
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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🆑
carlarc, smartkar
add: Surgery trays now have a small chance to become medical toolboxes.
Autopsy trays can become coroner toolboxes.
add: Added a 1 in 1.000.000 chance for a toolbox to have four latches.
/🆑
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## About The Pull Request
- Fixes#76827
This removes gravity from the following areas:
- Solars
- Nearstation
- Space
- Ordnance bomb testing
##### Note - Asteroid areas (Tram) or planet areas (Ice) are not
affected.
<details>
<summary>Examples of outside gravity turfs</summary>

</details>
Now stepping on floor plating in those areas will result in mobs
drifting. (like they do inside the station when gravity is offline)
Stepping on or near catwalks, lattices, or walls stills controls your
movement. Also refactored a little bit of the `has_gravity` code to use
defines instead of `TRUE/FALSE`.
## Why It's Good For The Game
Consistency. Mag boots are highly recommended when performing EVA.
## Changelog
🆑
fix: Fix gravity for areas in space near station (solars, nearspace,
bomb testing, etc.)
/🆑
## About The Pull Request
Adds two more fire alarms to teh fore primary hallway in nebula
## Why It's Good For The Game
I personally found myself stuck in one of the sections of that very big
area with no way of getting out, these two thingies should at least
prevent this a tad more
## Changelog
🆑
map: Nanotrasen engineers have installed more fire alarms on
Nebula-class stations, for your convenience.
/🆑
## About The Pull Request

A very light remapping, a few cosmetic improvements such as snowy
plating and some space by the door so it isn't flush against rockwalls.
Most notably, the air alarm is actually on the inside now, so it reads
the room inside instead of telling you that the Icemoon is indeed
ice-cold. Also has all-access because would-be-callers might want to
shut it up.
## Why It's Good For The Game
The alarm being on the outside and reading the outside hurt me. Now it's
a tiny bit nicer and cleaner.
Except, you know. Still a frozen hellscape out there.
## Changelog
🆑
fix: fixed the Icebox Phonebooth air alarm being on the outside, thus
triggering because the planet is, indeed, cold. It is now inside and
all-access so that callers can turn it off when they decide the phone's
more important than their health and safety.
/🆑
## About The Pull Request
The ruins get added to forced_ruins, quite often after all ruin budget
is exhausted and thus they don't get spawned.
This adjusts the logic to ignore the budget when there's forced_ruins to
be had.
Also apparently fixes map_logging CI test which was broken by the logic,
and makes the stacked_lights test scream at you with the area name for
the sake of easier debugging as it can proc on the ruins now
## Why It's Good For The Game
Adjusts some logic to allow multi-ruins to spawn correctly, and to make
sure our mappers make good space ruins too
## Changelog
🆑
fix: Ruins will now correctly spawn their tied ruins in
fix: The map_logging test now runs proper
code: The stacked_lights test now screams with area names too.
/🆑
## About The Pull Request
added some missing cable to solars and 1 smes, and science is connected
to distro from 2 directions now so it doesnt immediately stop receiving
air if a pipe breaks
## Why It's Good For The Game
fixes#88138
most departments have more than 1 connection to distro ( on this map )
## Changelog
🆑
fix: fixed some wiring on wawastation, added an additional
distro/scrubbers connection to sciences network
/🆑
## About The Pull Request
I've been meaning to do this for some time. I need this for
portable/handheld aquariums/fishtanks to be possible. I'll sprite and
code them before I call this PR ready, however suggestions and code
reviews are welcome in the meantime.
Being a pretty heavy refactor, some things might break (we have more
than a few unit tests so perhaps not) while others, coincidentally,
might be fixed without me knowing. Anyway I'm sure this PR fixes
aquarium beauty, which wasn't really working to begin with because the
code was so fucking bad. Nothing really worth of a CL entry tho.
TODO:
- [x] handheld aquariums, craftable with a kit and little plastic or
buyable from the fun vendor ig.
- [x] an aquarium upgrade for handheld aquariums to bypass possible
restrictions.
- [x] update the beauty element to consider items, which shouldn't
contribute to the area beauty when held or otherwise not on a turf.
## Why It's Good For The Game
This should make handheld aquariums possible.
## Changelog
🆑
refactor: refactored aquariums heavily. Please report any fishy bug.
add: Added portable/handheld fish tanks to the game. They can be crafted
with an aquarium kit and 5 sheets of plastic. While portable, they
cannot store fish that are too big or if there're too many already. This
restriction can be removed by using the new "bluespace fish tank kit"
techweb item.
map: Replaced the lawyer's stationary pet aquarium with a fish tank, so
you can carry McGill around.
balance: Reduced the iron cost of stationary aquariums a little.
/🆑
## About The Pull Request
moves the crate chaos randomizer marker to the far corner of the domain.
this fixes the crate always spawning in one place, somehow. running
theory is that the map didn't initialize enough before the crate
randomizer was placed, so it never found the encrypted crate so it could
never randomize its position.
moving it to the corner makes it so it only loads after most of the map
does, so it can shuffle the crate around. i tested it

## Why It's Good For The Game
woe, bitrunners must now interact with the map gimmick again
## Changelog
🆑
fix: Crate Chaos's encrypted cache is now randomly placed again.
/🆑
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
adds repairbots to the game!

this pr serves as a massive rework and buff to floorbots. i was a bit
sad that they dont get built much anymore so ive given them tons of more
utilities and uses.
Repairbots still inherit to place tiles and repair breaches. but they
can now rebuild walls, rebuild windows and repair structure and
machinery. Also Ive given them voicelines to add more character to them.
In short, they are very depressed with their job (however they express
their happy go lucky attitude when u emag them where they will start
deconstructing the station)
to demonstrate capabilities, here's a slightly sped up clip of some
repairbots patching up an area that was maxcapped 4 times:
https://github.com/user-attachments/assets/bddac3b0-1984-4571-85d3-c5283dd7c0de
When repairbots feel threatened, they will retract into their little
toolbox which u can pick up and hold in ur hand, either to conveniently
carry and plop them down at breached sites, or to bash skull with it
U can build them using a toolbox, proximity sensor, cyborg arm and a
conveyor belt
## Why It's Good For The Game
refactors floorbots and makes them alot more useful tools for engineers
to use
## Changelog
🆑
refactor: floorbots have been refactored, please report any bugs
add: adds repairbots to the game!
/🆑
## About The Pull Request
The xenobio slime kill room used the normal openspace variant causing
active turfs from the room below.
## Why It's Good For The Game
Kills a couple more active turfs
## Changelog
Nothing player facing probably
## About The Pull Request
there's a few active turfs where the arrivals shuttle lands because
/turf/open/openspace was used instead of /turf/open/space/openspace.
There was also a few from a non airless variant of reinforced glass tile
being used under the gulag shuttle.
## Why It's Good For The Game
kills a couple more roundstart ATs
## Changelog
nothing player facing probably
## About The Pull Request
This re-adds missing shutter buttons in the CE's office that got
deleted. It also removes a duplicate keycard auth device when none of
the other head offices have 2 of them.
## Why It's Good For The Game
Consistency.
## Changelog
🆑
map: Fix missing CE Office Shutter Buttons on Icebox. Also removes a
duplicate keycard auth device.
/🆑
## About The Pull Request
The hotspring and the surrounding watery tiles didn't have lavaland
atmos so it caused active turfs roundstart.
<details>
<summary>Full changes</summary>
Adds /turf/open/water/hot_spring/lavaland_atmos
Adds /turf/open/misc/ashplanet/wateryrock/lavaland_atmos
Replaces matching turfs on lavaland_surface_crashsite.dmm with the above
turfs to remove roundstart active turfs
</details>
## Why It's Good For The Game
Squashes a few round start active turfs
## Changelog
Not really player facing
## About The Pull Request
Noticed downstream. Meta's cargo delivery has two disposals on the same
tile.

Axes the horizontal pipe.
## Why It's Good For The Game
Map fix good.
## Changelog
🆑
map: metastation's security mail chute no longer has an extra erroneous
pipe.
/🆑
<!-- 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
Removes an extra set of shutters from the HoS' office on NebulaStation.
They were paired with the Quartermaster's button so probably a holdover
from testing.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
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
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note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
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the bat. -->
🆑 Vekter
map: Removes extra privacy shutters in the HoS' office on NebulaStation
/🆑
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## About The Pull Request
Birdshot had a few minor issues so I went to fix those. I used the
mapping verbs and found a good few more.
<details>
<summary>Full changes</summary>
Removed incorrectly placed sandy plating decal from room below security
escape pod
Fixed a few decals above the atmospherics storage room
Added missing air alarm to atmospherics (yea)
Added missing air alarm to library private room
Edited an air tank canister refiller above grav gen so that the
connector is facing the correct way and gave a pressure pump to make it
more useable.
Moved one of the lattice moorings at the asteroid above the ai sat one
over so the lattice would connect nicely
Added lights to the gulag shuttle airlocks because it was very dark
Changed the c_tag of the reflection chamber camera because it shared one
with the isolation camera
Fixed nearstation area tiles outside engine maintenance
Connected atmospheric pumping room APC to the power grid
Connected Port Primary Hallway APC to the power grid
Fixed engine maintenance vent and scrubbers not being connected to
anything
Made a passive vent properly connect to perma's scrubbernet
Rotated gas connectors in telecomms so they connect properly
Connected scrubber in the engine room to the scrubbernet
Removed a double camera from the SM chamber
Remade the lattices at arrivals because the arrivals shuttle would ruin
it the first time it landed
Removed a cabin door bolt button from the wall in the maintenance bar
Replaced the glass tiles in RD office with grey tiles because glass
tiles show pipes and it looked pretty bad.
Added walls for lattice to connect to on the asteroid above cargo
Removed a sandy plating decal and a nearspace that were incorrectly
placed outside the engine room airlock
Rotated two chairs in the barber shop
Removed an incorrectly placed hazard stripe box and double stacked
disposal pipe from the wall in tool storage
</details>
## Why It's Good For The Game
some of the fixes are somewhat important like atmospherics having an air
alarm or the hallway to escape having power, the rest are just minor map
polish.
## Changelog
Most of the changes probably aren't important enough to put in the main
changelog.
🆑
fix: Birdshot Atmospherics now has an Air alarm
fix: Birdshot Atmospherics pumping room APC is now connected to the main
grid
fix: Birdshot Port Primary Hallway APC is now connected to the main grid
/🆑
## About The Pull Request
1st SM filter is now set to N2 by default
A random hallway apc that started unwired is now wired
Chef gets a dehydrator
Surgery theatre now has a surgery tray instead and surplus prosthetic
limbs to fill in the empty space
Greater central maintenance owns all of its walls
The chemical closet in pharmacy now has multiver, formaldehyde,
epinephrine, basic buffer and the other kind of buffer to compensate for
not having a chemstorage room
atmos distro air mixer now mixes correctly
## Why It's Good For The Game
closes#87729
also maintenance is supposed to own all of its walls
## Changelog
🆑
fix: Added dehydrator to birdshot kitchen. Surgery theatre now has a
surgery tray and surplus prosthetics. An unwired hallway APC is now
wired. 1st SM filter is now set to Nitrogen. Chemistry closet in
pharmacy now contains extra chemicals to compensate for not having a
chemical storage. Atmos air for distro mixer now mixes correctly
/🆑
## About The Pull Request
See name, makes it consistent with all the other printing machines. For
some reason we have three different paths for all of them but
refactoring is out of scope for me.
Comes with updatepaths too
## Why It's Good For The Game
No more confusion with how to change the direction, it's the same as all
the other ones now.
## Changelog
🆑
qol: mech fabricator output direction can now be changed with a drag
pull
/🆑
---------
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
## About The Pull Request
Adds a book binder to the birdshot library in the spot the book scanner
used to be and moves the scanner right next to the library computer on
the desk.
## Why It's Good For The Game
Curator shouldn't have to wait for research to be able to put books into
the archive.
## Changelog
🆑 Goat
map: The library's scanner on Birdshot is now close enough to connect to
the computer and was also given a book binder.
/🆑
## About The Pull Request
Fixes unlinked APCs in the `Electronic Marketing Den`, `Abandoned
Garden`, `Security Maintenance`, and `Private Investigator's Office`
Specifically:
<details><summary>Moves the wires for the Den to the current
APC...</summary>

</details>
<details><summary>Moves the APC for the Garden to the current Wires
(yes, it's the inverse, but it's much nicer beside the air alarm AND
removes it from being hidden by the poster...)</summary>

</details>
<details><summary>Adds the 1 missing wire to the APC in Sec Maints
(under the table)</summary>

</details>
<details><summary>Moves the wires to the APC in the PI Office</summary>

</details>
## Why It's Good For The Game
These are, theoretically, meant to be wired to the station. They all
have single lines of wires in the rooms going to walls. Just not to the
walls with the APCs.
## Changelog
🆑
fix: (DeltaStation) Fixed unwired APCs in the Electronic Marketing Den,
Abandoned Garden, Security Maintenance, and Private Investigator's
Office
/🆑
## About The Pull Request
With this PR, I'm introducing fishing bluespace capsules to the game.
They can be found on the black market, but I'll get a couple more ways
to get them before it's ready.
Anyway, they're special bluespace capsules that spawn a fishing spot of
your choice. The fishing spot can be changed by alt-clicking the
capsule, and so far it has 5 choices, plus 2 locked behind emagging for
obvious reasons:
- Freshwater: pretty basic, you get freshwater fish from this.
- Saltwater: mainly saltwater fish.
- Tiziran: You get tiziran fish here, like the gunner jellyfish,
armorfish, needlefish, dwarves moonfish and the new, bigger zagoskian
moonfish. By the by, moonfish now periodically lay moonfish eggs, a
staple of lizardfolk cuisine.
- Ice fishing spot: A small ice turf with a hole dug in it; salmon,
arctic char, arctic chrabs and the bonemass (skeleton fish).
- Hot Spring: Somehow the new home to the ought-to-be-extinct
sacabambaspis. It also doubles as a better shower overall, with mild
healing on top of stamina recovery. Felinids still hate it though, and
won't benefit from the healing.
- Lava: A 2x2 square of pure lava. Requires an emag for obvious reasons.
- Plasma: Ditto, but it's plasma instead of lava.
As a sidenote, unlike standard shelter capsules, these require their
area to be clear of pipes and cables on top of the other requirements,
unless emagged. Obviously, I've done some changes to allow pipes and
cables to not be hidden by water turfs, though I'm still keeping these
reqs because I don't think these fishing spots would look great if
riddled with cables and pipes. I may remove this extra req later if it
proves to be a tad too tedious.
Also they don't knock you back when expanding.
Screenshot from a recent test (fixed the misplaced decal and tweaked a
few things since then):

## Why It's Good For The Game
The idea stems from how not all fishing spots aren't designed to be
accessible every round, which is fine, because we have the fish-porter
for that. However, even the fish-porter should have its limits in terms
of what it can provide by itself (linking is all fair and game), so I've
thought having something of a middle point would been neat, also as a
way to mess around with the station layout a bit, to empower the player
with a little extra "terraforming".
## Changelog
🆑
add: Added fishing bluespace capsules to the game, which can be used to
spawn a variety of fishing spots, from freshwater to tiziran sea to hot
springs, and also lava and plasma if emagged.
add: Added two new fish: the zagoskian moonfish and the sacabambaspis.
Moonfish will now periodically lay moonfish eggs.
map: The 'crashed pod' lavaland ruin now has a hot spring, and the
cursed hotspring on icemoon now has a plastic chair and a fishing
toolbox.
/🆑
## About The Pull Request

haven't tested it in game but i believe i've got them all from the looks
of it
## Why It's Good For The Game
less air to breathe
## Changelog
🆑
fix: fixed active turfs on The Derelict
/🆑
i'm not up to the chase whether such a map edit is a fix or a map tag
## About The Pull Request
Adds Eye charts
You can examine them to get a rough estimate of your eye health

I mapped them onto Meta, Delta, and Ice
## Why It's Good For The Game
It's peak for doctor RP. and more flavor
## Changelog
🆑 Melbert
add: Eyecharts to Medbay
/🆑
## About The Pull Request
The tiny maint area above Wawa's cargo bay was flagged as part of the
cargo bay, not cargo maints. This was causing the area to not behave
like maints, ie "not providing safety from a radiation storm".

Fixes#87517.
## Why It's Good For The Game
Consistency good.
## Changelog
🆑 Vekter
fix: Fixed the maintenance area in the upstairs cargo bay of Wawastation
not being flagged as maintenance.
/🆑
## About The Pull Request
Some QOL for Birdshot
## Why It's Good For The Game
Clearer Markings to Departments and Escape Pods
## Changelog
🆑
map: Additional signage to help spacefolk navigate Birdshot Station
/🆑
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.
This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).
And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.
## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.
Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.
Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

## Changelog
🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
## About The Pull Request
Adds a name to the office chair obj and its light variants describing
them as "office chair". Additionally removes the custom name "blue" from
the blue variant of light office chair in birdshot.
## Why It's Good For The Game
Chairs are not lights and therefore need names that include "chair"
Fixes#87501
## Changelog
🆑
fix: certain office chairs are now properly labelled
/🆑
## About The Pull Request
While I was testing #87481 i noticed that the pirates next to
the bird were killing it before the domain even had a chance to load,
this stops that from happening
## Why It's Good For The Game
bird murder is bad
## Changelog
🆑
fix: The parrot from the Corsair Cove will no longer be immediatelly
shanked by the pirates upon loading of the domain.
/🆑
## About The Pull Request

Crams the birdshot drone dispenser into maints near robotics so it can
be feasibly reached by people within the science department and not in
the middle of bumfuck nowhere. Also gave it some mats nearby for
consistency's sake
## Why It's Good For The Game
Most people aren't gonna even FIND the drone dispenser since it spawns
in the far east of the map in this room

Makes it more consistent with other maps having it close to robotics
## Changelog
🆑
map: Moved Birdshot's drone dispenser closer to robotics
/🆑
## About The Pull Request
Removes some random stuff that was placed on the floor of the outpost
for no apparent reason, adds access requirements to the security outpost
so assistants can't just come in and drag away the security locker, and
adds flooring to a plating that was missing it under a door.
## Why It's Good For The Game
Assistants having access to a security outpost to steal a security
locker for free isn't good, me thinks.
Fixes https://github.com/tgstation/tgstation/issues/87312
## Changelog
🆑
fix: MetaStation's Cargo Security Outpost is no longer free to access by
anyone.
/🆑
## About The Pull Request
This PR adds a single spraycan to every roboticist office, and a
screentip that should tell the player that they can restyle augments
with it, should they hover over one. This spraycan has a new sprite,
which is a small edit of the existing spray can, just wearing the
colours of the roboticist jumpsuit. The can's description also mentions
restyling robotic limbs.

This PR also fixes a bug: Peg limbs also brought up the restyling menu,
albeit, every radial button was empty, and clicking on one runtimes. Now
you can no longer do such a thing.
Future improvement: perhaps making augment restyling cheaper would be
nice, but I did not want to add that into this PR.
## Why It's Good For The Game
This is a rarely used feature, some folks thought it has been removed
when the augment painter has been removed from the game. Putting it in
front of the players will make it used more often, and might result in
new augment styles.
## Changelog
🆑
add: Adds a roboticist spraycan, and adds one of them to robotics on
every map
qol: adds a screentip to spraycans that tells you that it can restyle
robotic limbs
fix: fixes peg legs bringing up the augment restyle menu
/🆑
Haunted Trading Post
-
- Shock traps no longer trigger when Syndicate mobs move nearby. This
stops patrolling bots wasting the traps' charges.
- Employee lounge has had its items rearranged, to prevent the 1-in-8
chance of the shock trap in the room emitting sparks in just the right
direction to ignite the fuel tanks.
- Dedbots now become sparks and robotic debris when destroyed.
- Space outside the map has been replaced with turf passthrough. By
default this doesn't change anything, but this stops the map template
bringing space tiles with it if it's force loaded on planetary maps.
Garbage Trucks
-
-Space outside the map has been replaced with turf passthrough.
Lizard Gas (Lavaland)
-
- Asphalt turfs in the unroofed parts of the ruins now use planetary
atmos. Atmospheric mishaps (ie plasmafloods and fires from broken or
sabotaged equipment) will spread in a more intuitive pattern (ie they
will bunch up and bubble under the roof, instead of sticking to the
road)
MI13 Food Truck
-
- Removed a decal in a wall.
- Minor tweak to thruster sprites.
## Why It's Good For The Game
These are maintenance fixes on maps I've made.
## Changelog
🆑
balance: [Haunted Trading Post] Explosive trap in Employee's Lounge is
now less sensitive.
balance: [Haunted Trading Post] Shock traps will no longer be triggered
by Syndicate mobs.
fix: Dedbots now properly spawn post-death visual effects.
fix: [Lizard's Gas (Lavaland)] Atmos outside the gas station has been
tweaked, for realism.
fix: [MI13 Food Truck] Minor visual fixes.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Fixes active turfs on two of my icebox ruin maps by creating a
stonefloor icemoon subtype.
## Why It's Good For The Game
it fixes
## Changelog
🆑
fix: fixed active turfs on two icemoon ruins.
/🆑
## About The Pull Request
A single cable was missing, leading to emitters (and some rooms in
atmos) being disconnected from the main SMES.
## Why It's Good For The Game
Emitters should be able to be fired at roundstart.
## Changelog
🆑
map: Birdshot's Emitter Room should no longer be disconnected from the
grid at shiftstart.
/🆑