## 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
/🆑
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## 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,
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## Changelog
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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
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
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
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.
/🆑
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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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🆑 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
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

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
/🆑
## 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.
/🆑
## About The Pull Request
Title; also shuffles the table they're on a bit so that it look a bit
better
## Why It's Good For The Game
Reported in a comment to #87096 but otherwise it's for consistency with
other maps. Only dropper available to RnD roundstart was somewhere in
their lobby, which is inconvenient to grab for the secluded caste of
xenobio mains. Why two? Uh, two grinders, two bits of plasma, two
consoles... it's zen, I tell you.
## Changelog
🆑
map: Wawastation xenobio now has two droppers
/🆑
## About The Pull Request
This more or less ties with my previous PR where I fix some of the
issues I've seen with fishing, because both are the result of some live
playtesting in which I assessed some flaws and nits. So, let's get
started:
Lowered the number of fish to scan for each fish scanning experiment:
This is the most time-gating feature of fishing. As a scientist you're
usually better off doing anything else than this anyway, which is
understandable, but for whoever else that plans to get some nice ocean
fish, this is going to be a huge bummer. From 4, 8, 14, 21 to 3, 7, 11,
17.
Switched the ocean and chasm portal setting: Right now, the ocean portal
has the largest amount of catchable creatures, which can also help
progress the experiments, while the chasm setting only has two and is
only mildly useful for chasm chrabs --> lobstrosities (which suffer a
bit from not having a good enough AI right now). I hope I'll have the
time to add some late fishes to the chasm setting at some point.
Added a premapped fishing portal generator to the common service room of
every map: It takes quite some time to setup fishing. Making a fishing
portal is by far what I consider to be the most tedious part. Also Wawa
and Birdshot were also missing the aquarium kit. On a side-note I
realized some days ago that service jobs receive very good discounts on
the fishing items sold by the good clean vendor.
Added the fish puns speech modifier to fish-infused gills: I forgot to
do it when I made the PR. Shrimple as that.
Mild fish infusion tweaks: Lowered the crawling speed very sightly, but
buffed showers and water healing slightly. Drinking water now wets you
by about 1/4 of what splashing it would do.
Buffed fishing difficulty modifiers for items and chairs a little: For
the time and credits invested, buying a carp costume or whatever to be
slightly better at fishing doesn't seem that profitable, and I reckon I
was being a bit conservative with the values. Fishing is a considerable
time investment already, especially in the initial stage with the setup.
Also idk why sunglasses and thermals buff fishing while fish are
technically cold-blooded creatures so I removed the comp from them.
Added fishing rods and fish cases designs to cargo and science lathes:
Other base fishing designs are shared between the three departments,
while these two are only available for service (and autolathes
obviously).
Fishing skill now affects completion gain and not only completion loss:
Fishing as a feature has a slower pace than most things in the game. It
feels right that by the time you reach about legendary level, you get to
complete the minigame a bit faster.
## Why It's Good For The Game
To put it briefly, the feature feels right as a casual experience,
however time is very much against you and getting something done takes
some effort (especially on tram, where moving to and fro' departments is
almost like playing froggers at times)
## Changelog
🆑
map: Added a premapped fishing portal generator to every map.
balance: Lowered the requirements for fish scanning experiment. Swapped
the rewards of the second and third experiments.
balance: Buffed fishing difficulty modifiers for several items and
chairs.
balance: Fishing skill now affects completion speed of the minigame more
actively.
balance: Mild fish infusion tweaks. Crawling is a smidge slower, but
healing from showers and drank water is a bit better.
qol: Fishing rods and fish cases can now be printed by cargo and science
lathes.
add: Gills now give the fish puns speech modifier.
/🆑
## About The Pull Request
-fixes random test tube racks in the hallways next to cargo
-fixes a bunch of decals
-fixes some item offsets
-moves a table so you can actually push a crate into the medical chute
without using the alt-menu or dismantling a table
-removes random destination tagger on the floor of the new security
outpost
## Why It's Good For The Game
fixes
## Changelog
🆑
fix: fixed up Metastation's cargo delivery office.
/🆑
## About The Pull Request
Alternative to https://github.com/tgstation/tgstation/pull/86949
Gives Human AI a space suit if they spawn in a room inhospitable to
them. I also made the 2 tiles the AI spawns in cold to match the
exterior of the windoor, so this effect actually kicks in.
I also removed their hazardous area component, so they can move at full
speed, use ladders, vehicles, etc.
Lastly, anytime you spawn with a space suit I made it automatically turn
itself on, which is only for ghost roles currently. Now if you spawn in
bad temperature, you won't have to rush to flip it on before you start
freezing.
## Why It's Good For The Game
Doesn't require mapping changes for a station trait and allows for
unique types of AI Sats without having to make accommodations for human
AI each time.
Hazardous area was originally added as they were being compared to an
immovable object, which now I think is a little silly. When thinking of
a human versus an AI, the first thought is that humans can move around
and touch things, this arbitrary limit was not only annoying, but also
terrible on multi-z maps where it blocked things like access to ladders
if it wasn't directly in the AI sat's room.
## Changelog
🆑
balance: Human AIs spawn with a space suit on Wawastation.
balance: Human AIs no longer have slowdown and a ton of restrictions
such as ladders when outside of the satellite.
qol: Spawning in with a space suit now has its thermal regulation on by
default.
/🆑
## About The Pull Request

## Why It's Good For The Game
it was missing so this should be more inline with the rest of the maps
that actually allow the captain to give medals
## Changelog
🆑
fix:added a medal box to captains locker on Wawastation
/🆑
## About The Pull Request
This PR aims to fix some issues on Birdshot station. The issues fixed
are as follows:
### 1. Door Naming Consistency
The two doors at the front of engineering had different names, one being
`Engine Airlock` while the other was `Main Engineering`. Both were
changed to be `Main Engineering`.

### 2. Access Fixes for Security Officers (Engineering)
Added
`[/obj/effect/mapping_helpers/airlock/access/any/engineering/general]`
to the following doors, as Security Officers (Engineering) couldn't even
open the front door to enter the department and couldn't go to atmos
(since it required access for `construction` but Security Officers
(Engineering) get access to `engineering` and `atmospherics` only). Also
added this for the Locker Room because of the same problem.

### 3. Atmospherics Maintenance Door Access
Replaced
`[/obj/effect/mapping_helpers/airlock/access/any/engineering/construction]`
with
`[/obj/effect/mapping_helpers/airlock/access/all/engineering/maintenance]`
for the Atmospherics Maintenance door present to the left of the Chief
Engineer's office.

### 4. Locker Room Maintenance Door Access
Replaced
`[/obj/effect/mapping_helpers/airlock/access/any/engineering/general]`
with
`[/obj/effect/mapping_helpers/airlock/access/all/engineering/maintenance]`
for the Maintenance door in the Locker Room.

## Why It's Good For The Game
This change ensures that Security Officers (Engineering) can properly
access their primary workplace. Previously, they had to take an
inefficient route through maintenance to enter Engineering, which was
both inconvenient and hindered their ability to respond quickly to
emergencies. By allowing them to use the front door and access key areas
like Atmospherics, this fix improves quality of life and ensures they
can perform their duties more efficiently.
## Changelog
🆑
fix: Security Officers (Engineering) can now open crucial doors in
Engineering on Birdshot
fix: Corrected access inconsistencies for maintenance doors in the
Engineering department on Birdshot
fix: Resolved naming inconsistency for the front doors of Engineering on
Birdshot
/🆑
## About The Pull Request
Fixes issues with metastation cargo such as:
trim lines in windows and walls
disconnected apc
apc and air alarm in same turf
Fixes#86951
## Why It's Good For The Game
i love gbp
and i love having game work and be good and functional
## About The Pull Request
- Adds a coldroom air alarm mapping helper to Meta's medical coldroom so
no alerts due to the cold.
- Mark coldroom area for kitchen backroom with included APC/Atmos alarm.
## Why It's Good For The Game
The atmos to these areas are really cold and will trigger normal atmos
alarms so they need special ones.
## Changelog
🆑
fix: Fix Meta's medical freezer air alarm to not trigger on cold temps.
Fix missing atmos alarm in Wawa kitchen coldroom.
/🆑