## About The Pull Request
This PR connects restrooms in arrival on Delta Station to the power
grid.
## Why It's Good For The Game
It fixes map issue.
## Changelog
🆑
fix: fixed lost cable on Delta Station
/🆑
## About The Pull Request
Adds shutters in every station Cargo bay. Theres 2 types of shutters:
Cargo lockdown (red) and Cargo lobby lockdown (purple), first can be
opened/closed by any Cargo tech and button for those located in Cargo
bay itself, but button for latter is in QM office only, because it
completely locks Cargo down from anyone outside (Cargo techs included)
(no, maintenance airlocks dont have shutters)
<img width="874" height="645" alt="image"
src="https://github.com/user-attachments/assets/eb8a7052-1e92-4b71-ae49-fd2272f8252d"
/>
## Why It's Good For The Game
I feel that Cargo should have some form of anti-tiding equipment. While
every department (except Service - but even then, lawyers have their own
shutters for some reason) has shutters to prevent outside tiding, Cargo
does not. This is despite the fact that Cargo is a very powerful
department, capable of granting access to weapons, dangerous gases, and
even the SM to basically anyone.
## Changelog
🆑
map: Added shutters in Cargo bay on every station.
map: Added firelocks on lower Cargo staircase on TramStation. Also added
space shutters in drone bay to prevent easy spacing.
map: Windows in Meta and IceBox Cargo security outposts are now
hotwired, like every other security outpost does.
map: Replaced blast doors on regular shutters in QM office on
MetaStation.
/🆑
## About The Pull Request
**1. Qol**
- Air sensors(maploaded & hand crafted) now auto connect to any input
ports & output valves that are within a 4 tile radius from it meaning
there is no need for these ports to have unique IDs attached to them &
you don't need a multitool to link them together if you first placed
those ports & then placed the air sensor close to them
- Atmos control monitors now finds all air sensors that are closest to
it within the same z level meaning you can have/place multiple air
sensors of the same type on the same z level & the monitor will locate
them correctly without any ambiguity
**2. Refactor**
- Removed var `chamber_id` from both injectors & vents meaning you don't
need to have unique ids assigned to them. As long as mappers/players put
them within 4 tile radius from the air sensor it will auto connect to
them
- Removed var `GLOB.map_loaded_sensors`
## Changelog
🆑
qol: hand crafted air sensors now auto connect to input & output ports
if they are located within a 4 tile radius from it
qol: atmos control monitors now locate all air sensors nearest to in on
that same z level meaning you can have multiple air sensors of the same
type on the same map
refactor: refactored how air sensors & atmos monitors connect to each
other. Please report any atmos computers that have missing input
valves/output ports on their connected air sensors or those that don't
list any air sensors at all on github
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
### Main changes
Across all station maps, emergency shuttles, and arrivals shuttles, the
Emergency NanoMeds (wall mounted medical supply vendors) have been
replcaed with Deforest First Aid Stations.
<img width="303" height="410" alt="image"
src="https://github.com/user-attachments/assets/efc1133b-09d8-4a35-8690-d8b1ebae7cba"
/>
Deforest First Aid Station have an internal supply of healing which
recharges slowly over time (1/10th of the pool is recharged every 30
seconds).
To access this healing, users must insert their arm into the machine
with left click. (Or you can mouse drop other people into it.) Once
their arm is in place, some of the internal supply will be used up to
heal the user. The internal supply can heal brute, burn, tox, and blood
loss. This is straight, instant healing - so it doesn't trigger
allergies or nothing. However, if you insert a robotic arm, it will
refuse to heal you.
Users are charged every time healing is dispensed - 2.5 credits per unit
of damage healed. Payments go to the medical budget, same as kiosks.
You can also right click the machine to dispense gauze for 16 credits.
On **red alert** (or for medical staff, or on emergency shuttles), all
charges are waived. (It's free)
Also you can emag it so it causes damage instead. Funny.
### Other changes:
Buffs the contents of emergency nanomeds
Reverts bridge advanced medkits to normal medkits
## Why It's Good For The Game
Wall vending changes:
People want options to heal chip damage beyond visiting the bar but we
also don't really want people to load up on boat loads of medical
supplies. So here we are: A machine fully capable of healing minor
injuries that you can carry along with you.
If you're missing like 4-6 brute or toxin damage, you can visit a first
aid station and pay 15 credits to top yourself off. This is of course on
top of all the other options available to you, such as getting a hearty
meal, some variety of drink from the bar, sleeping in dorms, water
coolers, etc.
The limited pool + cost requirement prevents you from going 0-100, so
you still have to go to medbay if you are severely wounded or your ID
was stolen.
Nanomed changes:
Now that they are considerably less common once again, they can have a
decent stock.
Advanced medkit changes:
I don't really see the justification behind handing these out so freely,
and given the medical stations will have adequate extra healing for the
command staff, they don't need these.
## Changelog
🆑 Melber
balance: Advanced first aid kits in the bridge are back to being normal
first aid kids
balance: Emergency Nanomed vendors have larger stocks and better
supplies
add: Replaces a majority of Emergency Nanomeds on stations and shuttles
with Deforest First Aid Stations. Left clicking these stationary
machines will heal minor damage and blood loss over time - at a (small)
price. Right clicking them will provide gauze, also for a price. All
costs are waived on shuttles, during red alert, or for medical staff.
You can also click-drag to have other mobs use the machine. However,
robotic limbs need not apply.
/🆑
## About The Pull Request
- Fixes the proc skipping `0` & `null` values. Text like `"0"` &
`"null"` when sent to `parse_constant()` will yield `0` & `null`
respectively but when checked against `!` operator
c3e716323e/code/modules/mapping/reader.dm (L1019)
It gets mistaken as an empty value/new line so its skipped So if you had
a list such as `list("Hello", 0, "null")` When parsed it would yield
`list("Hello")`. That's fixed now. We check the text before parsing it
- Fixes `=` symbol getting mistaken for a key/value pair if it is
embedded inside a string expression. Consider this list `list("A", "B =
C")`. This list should just be linear because the equals symbol is meant
to escaped as it is within a string literal. However `findtext()` proc
doesn't account for that
c3e716323e/code/modules/mapping/reader.dm (L1014)
So we end up creating a key/value pair and a linear element, creating a
broken list like that runtimes(because of the missing `"` symbol in
breaking up the string at the middle)
The solution is simple, we already have the proc
`find_next_delimiter_position()` that will escape everything between `"`
so we now use that to find the position of `=`
- Fixes the proc being unable to parse alists who's values themselves
are lists. Consider the example `list("A" = list(1, 2))`
When we look for `,` symbol to check for the next list element here
c3e716323e/code/modules/mapping/reader.dm (L1015)
You get a broken left literal like this `"A" = list(1` because the comma
within the list is getting mistaken for a new element. Now we check for
such edge cases and remember to parse the full list before checking for
the next comma & now your alists can contain lists as elements
themselves
- Map reader can read nested lists to any degree e.g. `list(list(3, 4),
list(5, 6))` parses correctly
## Changelog
🆑
fix: the map reader now reads null & 0 values into lists
fix: the map reader now parses associative lists(maps/alists) correctly
in cases where = sign is embedded within a string
fix: the map reader now parses associative lists(maps/alists) who's
values themselves can be lists
fix: the map reader can now parse nested lists to any degree
/🆑
## About The Pull Request
Toilets no longer act as infinite instant water sources, instead working
like showers and sinks - requiring either plumbing, or water reclaimers
to restore their cistern's supply. If a toilet has a large enough fish
inside, or if someone accidentally drops a small item into it, when
flushing it'll spew out all of its cistern's contents around itself
(Dropped items can be removed using a plunger after a small delay).
Also fixed plunger act code on some plumbing objects, and converted
toilets to use item interactions.
### This is a commission for ImprovedName/Ezel
## Why It's Good For The Game
Makes toilets more intresting with plumbing, and brings them more inline
with other plumbing appliances so that way you can't just make a toilet
with 1 material sheet and conjure a infinite water resouce anywhere you
please without a water recycler.
Also you can get up to some silly stuff with foam production.
## Changelog
🆑
add: Toilets now require plumbing or water reclaimers to function, and
can get clogged by small items.
fix: Trying to use plungers on plumbing objects will no longer hit them
after finishing the interaction.
code: Updated toilet item interaction code
/🆑
## About The Pull Request
Replaces one of the two HyperTorus Waste Output construction cubes at
(186, 159, 2) with a HyperTorus Fuel Input construction cube
## Why It's Good For The Game
Lacking the appropriate shift-start equipment to perform stable and safe
fusion is Quite Bad(TM) for Catwalk-Class stations. Replacing it with
the correct variant of HyperTorus Construction Cube is Quite Good(TM)
and will allow atmospherics to once again operate nominally without
requiring external assistance.
## Changelog
🆑
fix: NanoTrasen's atmospherics division has replaced an incorrectly
supplied HyperTorus Construction Cube(TM) with the correct variant on
Catwalk-Class stations
/🆑
## About The Pull Request
<img width="1300" height="706" alt="image"
src="https://github.com/user-attachments/assets/c7971eab-6af3-4fea-94f5-b76104696b73"
/>
1. Chems are no longer hidden in an icon's tooltip. There is a separate
tab for chems. Right clicking to do a chem scan will pull up the chem
tab, but you can also just use the two buttons at the top - Closes
#91172
2. You no longer need to repeatedly scan a tray to update the UI.
Standing adjacent to a scanned tray will update it regularly.
3. Units have been redefined from pure seconds to minutes/seconds where
applicable.
4. The report has been swapped around, with tray on top and plant on
bottom.
5. The nutrient bar is now colored based on contents of the tray. It no
longer has a tooltip listing the tray's contents, that's now in the
chemicals tab.
6. Auto-grow, pollinating, and yield modifier icons have been brought
center below the tray, instead of in the top right section. They now
change color to make it more apparent at a glance.
7. Traits have been moved from icons to a collapsible list at the bottom
of the UI, and are now printed entirely. They still have tooltips
explaining what they do.
8. Grafted gene was moved center below the plant, and is now printed
entirely.
9. Mutations have been moved to a collapsible list center below the
plant.
10. Plants now indicate if they are dead in the UI.
11. Scanning produce now lists all the chemicals inside it on top of all
the chemicals it produces. - Closes#89443, Closes#90793
12. Restores lost behavior of seed unique data - Closes#90706
Also
13. Added Hydroponics to Runtime station
14. Added screentip for dumping reagents from hydro-trays
## Why It's Good For The Game
While I was initially supportive of the move to a plant analyzer UI it
was undeniable it was a huge UX stepdown from printing results to chat.
This PR aims to bring back some of those lost UX features by making more
information visible at a glance (instead of requiring memorization of
mystery meat icons or hovering over many elements to find information
hidden in tooltips)
I know it's a little bit of a mess with the colors and layout, I planned
on doing a whole custom css and layout and such but I kinda just wanted
to get it out.
## Changelog
🆑 Melbert
qol: Plant analyzer: Scanning a tray will regularly update the UI with
the tray's information while you stand adjacent to it, no longer
requiring you re-scan the tray to update it.
qol: Plant analyzer: UI is now split between chems and stats - RMB will
open directly to the chem tab.
qol: Plant analyzer: UI received several UX changes - listing out more
information at a glance, rather than behind tooltips or icons
fix: Plant analyzer: Chem scanning plants now shows the plant's current
chemical contents once again (on top of their genes)
fix: Plant analyzer: Unique seed data (kudzu mutation, replica pod dna)
is shown again
qol: Added hydroponics to runtime station
qol: Added screentip to hydroponic trays for clearing reagents
/🆑
<## About The Pull Request
<img width="1943" height="110" alt="image"
src="https://github.com/user-attachments/assets/a7035301-37a6-4c2f-b0a1-e72b9537fef7"
/>
Was looking into this, and noticed a couple of older maps that did not
have things mapped to nearstation areas.
## Why It's Good For The Game
Less CI failures
## Changelog
Nothing player-facing
## About The Pull Request
| Round start pest |
|--------|
| <img width="603" height="791" alt="image"
src="https://github.com/user-attachments/assets/196a40ec-b272-41af-a070-e6c50f8eeb85"
/> |
Currently the fixit bot blocks off wawa AI sat space entrance with
girders every round start, due to its close proximity to the open space,
the little guy believes it is a space breach and wants to fix it.
So I have exiled him up the stairs where he cannot build girders
anymore.
The cleaner bot used to live downstairs too and up he goes as well.
| After |
|--------|
| <img width="857" height="1149" alt="image"
src="https://github.com/user-attachments/assets/a58ca7bb-30fb-4759-b829-e518f726edec"
/>|
| <img width="782" height="1148" alt="image"
src="https://github.com/user-attachments/assets/919ed107-0f76-438c-a9be-eb214808c063"
/> |
## Why It's Good For The Game
- Unintentional round start blockage
- Ghost spawn bots a little safer meaning more players can use them
- I fixed this during Wallening, that got unmerged, forgot about it, saw
it again and went to fix it again.
## Changelog
🆑
fix: Moves bots elsewhere on wawa AI Sat to stop girder blockage at
round start.
/🆑
## About The Pull Request
Make rnd easy to play on it.
- adds to toxin burn chamber output freezer instead of lonely connector
with freezer. canisters position now are more better to take nitrogen.
- slime proccesor now are more close to consoles, fridge are moved to
past place of slime proccesor. Add mising cameras in containment pens.
Added locker with cold protection in xenobio. Removed flying AI upload
monitor from xenobio (no clue how its turned out to be there). Lift from
xeno to cyto are now 4w sided and elevator panel now directional.
Xenobio chamber extended to remove 2x2 walls opposite rnd server
- added robo access desk to RnD
- add MMI to exp-lab
You also can check difs or type what i should also fix
<details> <summary>Images</summary>
TOXINS
<img width="576" height="608" alt="StrongDMM-2025-08-25 13 46 19"
src="https://github.com/user-attachments/assets/ea9558ad-862c-4366-80fe-e259c6381f78"
/> before
<img width="576" height="608" alt="StrongDMM-2025-08-25 13 45 56"
src="https://github.com/user-attachments/assets/a24cf896-4a13-4f60-a279-702456903fec"
/> pr changes
XENOBIO
<img width="736" height="640" alt="StrongDMM-2025-08-25 13 46 45"
src="https://github.com/user-attachments/assets/a918f491-3baf-4078-a91d-5f9159e87082"
/> before
<img width="736" height="640" alt="StrongDMM-2025-08-25 14 06 35"
src="https://github.com/user-attachments/assets/02516bee-dbfb-4bf3-8617-6cb9f1a1e280"
/> pr changes
XENOBIO CHAMBER
<img width="544" height="576" alt="StrongDMM-2025-08-25 14 07 12"
src="https://github.com/user-attachments/assets/47a8fcd7-4144-4348-bfb7-dd0c94a58640"
/> before
<img width="544" height="576" alt="StrongDMM-2025-08-25 14 06 56"
src="https://github.com/user-attachments/assets/f1ed4bb3-5813-48e1-83b3-3eba9c77c5b5"
/> pr changes
CIRCUITS ROOM
<img width="256" height="384" alt="StrongDMM-2025-08-25 14 07 56"
src="https://github.com/user-attachments/assets/0f2cc32c-271b-4292-a840-1cdeee8f37c9"
/> before
<img width="256" height="384" alt="StrongDMM-2025-08-25 14 08 08"
src="https://github.com/user-attachments/assets/a0e093d9-ffd8-498f-866c-40bb2e081efb"
/> pr changes
</details>
## Why It's Good For The Game
its makes research department easier to play on it when map rotation
rolls tramstation, now you can make trit without transposition of
freezer. now ppl can play in xenobio cuz pens has cameras now. Someone
who mains circuits will get MMI roundstart.
## Changelog
🆑 Glamyr
fix: Xenobio pens on tramstation now has cameras
qol: Lone freezer on tramstation ordnance connected to burn chamber
qol: Circuit lab on tramstation now have MMI roundstart
map: Moved ordnance canisters on tramstation
map: Placed robo access desk opp of rnd
map: Removed AI Monitor Upload from xenobio
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
This is for a downstream, I do not think that this should be re-enabled
for tgstation and I think it should stay disabled for tg.
## Why It's Good For The Game
fixes a 50 gragillion year old issue
https://github.com/tgstation/tgstation/issues/79993 which i dont think
was an issue- but bigger issue is that every single tile on caves.dmm is
just var-eddited so this removes those var-eddited tiles and just makes
the atmosphere normal, this also removes a few things such as
HE grenades -> Frag grenades
Plasma fist -> Krav maga gloves
soulstone shard -> purified soulstone shard so people cant make
artifical cults
Along with this- it also fixes a bunch of issues caused by atmospheric
differences on roundstart tiles.
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
fix: fixed caves.dmm's runtimes for a downstream
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
## About The Pull Request
Makes it so that Turrets in the AI Upload can actually fire into the
center of the room where the AI and Cyborg Upload Terminals are. Adds an
External Camera to the Vault overlooking the AI Upload.
## Why It's Good For The Game
Hardens the Upload against Intrusion, primarily from the inside, but
also adds some external detection to that area of space so that any
surprises from outside have some degree of forewarning. Turret Placement
modification should let the AI be at less of a mercy to would-be
intruders.
## Changelog
🆑
map: Adjusts Turret Placement in the AI Upload on Nebulastation
map: Adds an External Security Camera to the Starboard Vault Wall
overlooking the AI Upload on Nebulastation
/🆑
## About The Pull Request
Turns the surface z-level of icebox into a 1x3 area, effectively adding
2 wilderness new z-levels surrounding the station
Because it's not always clear to other people what I'm talking about,
this is what I mean with making the surface level a 3x3 z-level
The wilderness z-levels are gridlinked, instead of crosslinked, which
just means the connections are consistent and not randomized. If you
keep going right, you will always end up where you started again,
eventually. This also removes the black border around the surface icebox
z-level (cause you can just go there now)
**Wilderness levels**
I've added some Z-level templates that can be generated. They're
incredibly basic, but all can spawn runes on them as well.
- Snow planes (5x)
- Ice planes (1x)
- Forest planes (1x)
- Mountain planes (1x)
I've also tweaked surface generation quite a bit. It being completely
covered in bones always felt weird, and the intersparsed rocks and
chasms never sat right with me. The default overworldgen is now more
like the Forested trait, but with more sparse trees.
All of this is modular btw. You can increase the amount of z-levels,
make any space z-level be unrandomized gridlinked or add your own
wilderness z-levels (either to your own map or icebox)
## Why It's Good For The Game
Icebox exploration is kind of depressing. We have this unique setting,
but we can't really go anywhere? You can go down and find that one pool,
which is about the peak of exploration of icebox.
Now you can literally explore the entire round and get incredibly lost!
It's also a great opportunity for mappers! (Especially since the
templates I made were made rather quickly as I wasn't sure if this had
merit).
2 extra z-levels isn't a lot, but it'll let us further develop planetary
wilderness z-levels further without impacting load times that much.
Maybe 3x3 icebox can be real in the future, but for now 1x3 icebox will
have to do
## About The Pull Request
Adds a new surface ruin to icebox, the RoroCo factory. Contains a couple
of puzzles, and a small amount of loot in the form of ~~3 total pairs of
insulated gloves~~ a pair of insulated gloves, two adorable roros and a
cool unique labcoat. Just don't ask where the gloves come from...
Puzzles can of course be avoided/brute-forced by breaking down the walls
but that's for chumps.
<img width="1152" height="1024" alt="Space Station 13 2025-08-06 221903"
src="https://github.com/user-attachments/assets/21050aa6-9b27-494d-a949-7496aeda18cf"
/>
## Why It's Good For The Game
The upcoming 1x3 icebox surface calls for more ruin content to help fill
that space.
## Changelog
🆑
add: A new insulated glove factory has popped up on the ice moon.
add: Freezer floor tiles now come in the full range of shapes.
/🆑
## About The Pull Request
Placed cabinets in coroner's offices that did not have them, also moved
some organ vendors so they can be accessed by people outside the office
(nebula not included cause idk how i could do that without making it
lose symmetry)

## Why It's Good For The Game
autopsies leave documents, and its good to have somewhere to store them,
not having a cabinet means you either need to just leave them on the
floor/somewhere and that looks ugly, consistency too.
about the organ vendors, people rarely go to the coroner to get organs,
i think this should encourage people to actually go to the organ
harvester guy.
## Changelog
🆑
qol: All coroner's offices that lacked a cabinet will now have one,
coroner's organ fridge is now more accessible
/🆑
## About The Pull Request
See https://github.com/spacestation13/hypnagogic/releases/tag/v5.0.0 for
more details.
Some of this is just updating our existing .toml files to support the
changes to input vars (bools became enums). I'm also taking the
opportunity to implement autocutting for diagonal (read: shuttle mostly)
walls, which should be the LAST THING IN THE CODEBASE that wasn't
autocut. Hopefully this means none ever handcuts something ever again. I
hope.
Oh also [Removes /turf/closed/indestructible/syndicate/nodiagonal as it
does not do
anything](df735ab0e6)
The parent is also not diagonal so it doesn't like, do anything at all.
[cleans up redundant restoration
artifacts](552454fbf4)
Restoration step doesn't know about templates, so it just sort of puts
in everything that NEEDS to be in there (or tries to). This leads to
artifacts when a template is included, shouldn't have those in the
codebase they don't do anything.
## Why It's Good For The Game
No more handcut bullshit.
Wallem asked me for directional cutting support, now we have that so art
folk can use it for stuff.
## About The Pull Request
<img width="491" height="301" alt="image"
src="https://github.com/user-attachments/assets/a3b5b19f-edf5-4de9-9201-9cbfab9e8827"
/>
Mod computers with the access changing software installed have a
secondary ID slot once again. This ID slot doesn't contribute to access.
You can insert IDs into the slot with right click and remove them with
alt-right click.
Also removes the "New IDs and you" memo paper.
Also tweaks PDA on_deconstruct so contents are dropped on when they're
deconstructed with assembly.
Fixes#92151
## Why It's Good For The Game
Changing IDs is very unnecessarily clunky with the one slot. Insert hop
id, log in, remove hop id, insert crew id, change access, remove crew
id, log out.
We had it right back when we had two slots. Insert hop ID, insert crew
id, log in. It just works.
This also allows for mobile HoPs to change access without necessitating
removing their ID from their PDA.
Other changes:
The "New IDs and you" memo is very old. They haven't been new for 4
years now. I don't think anyone reads it and they served their purpose.
I found it odd that, if your PDA was melted or blown up, it would delete
your ID. If this is a hold-over from old PDA behavior feel free to let
me know but otherwise it seems sensible that it'd spit out the contents
as you would expect.
## Changelog
🆑 Melbert
qol: The access changing software (the HoP console) now has ID two slots
again (one for the HoP's id and one for the ID being changed). You can
insert IDs in the secondary slot via the UI or right click, and remove
them via the UI or alt-right click.
qol: If your PDA is destroyed via acid or bombs, your ID (and similar
contents such as disks) are spit out instead of being deleted
del: Deletes the "New IDs and you" memo in the HoP's office. They
haven't been new for 4 years.
fix: Engineering sub-tab in the access changing software no longer looks
messed up
fix: Fix reversed alt-click logic for mod pcs
/🆑
## About The Pull Request
an update paths to convert `/turf/open/space : /turf/open/space/basic`
## Why It's Good For The Game
From what i can tell there is 0 reason to use non-basic space turfs in
maps and this should be a free <sub><sup>*micro micro micro
micro*</sub></sup> optimization. consistency and avoiding confusion on
which one to use
## Changelog
🆑
map: converts all non-basic space turfs to space/basic
/🆑
## About The Pull Request
Over [a year ago](https://github.com/tgstation/tgstation/pull/82721) I
made a PR adding a small fishing pool to metastation. In this PR I
promised I'd follow up with more if the PR was liked. Then I forgot
about it. But hey it was not reverted in a year so it was good, right?
This adds pools and trays to the following maps:
### Icebox
<img width="581" height="673" alt="image"
src="https://github.com/user-attachments/assets/8c3752ab-24cc-4a1a-ac15-a3991bb43973"
/>
### Tram
<img width="726" height="398" alt="image"
src="https://github.com/user-attachments/assets/2b629a66-5055-499f-96a9-7123f0c57339"
/>
### Wawa
<img width="985" height="689" alt="wawa"
src="https://github.com/user-attachments/assets/6271a095-4db4-44ef-a845-53e4f9f00f72"
/>
Look at the axolotl going for a swim!
### Exclusions
Delta - way too claustrophobic already, couldn't find a good spot for a
pool without stretching the garden up and rebuilding the sec checkpoint
along with it
Nebula - Has a real good garden and already comes with a fishing spot
inside maintenance
Catwalk - As far as I'm aware this one is still in development and I
don't wanna storm in suddenly adding another thing
## Why It's Good For The Game
Every single new map gives the public garden its own hydroponics trays,
and Tram+Icebox were weirdly exceptions. Nobody wants to use the garden
when it needs a lot of annoying upkeep with no indicators, except when
you're a prisoner trying to bluespace tomato your way out (And even
then, half the maps still give you trays)
Also being able to fish is cool I think.
## Changelog
🆑
add: Redesigned the Icebox, Tram, and Wawa gardens, adding fishing pools
to them
/🆑
## About The Pull Request
These inspiration banners are removed on all the other maps a long long
time ago but they were put on Catwalk. They let you use them in hand to
heal brute, burn, and stuns. As I understand it they aren't meant to be
available to crewmembers outside of admin events and gimmicks.
## Why It's Good For The Game
Fixes an oversight
## Changelog
🆑 Bisar
fix: Correct a few banners on Catwalk Station to be mundane banners, and
not the magic barriers that heal you and remove your stuns.
/🆑
## About The Pull Request
Adds a number of new capabilities to glitter.
- It can be any colour.
<img width="657" height="398" alt="image"
src="https://github.com/user-attachments/assets/60e80c04-8eee-470c-8953-47f6eda9f83e"
/>
- It can be made in chemistry and dyed by combining it with acetone and
other reagents to give it the average colour of the non-glitter,
not-acetone reagents.
- Multiple colours can be mixed into one reagent datum, randomly
depositing a colour from those in the datum on the floor.
<img width="554" height="507" alt="image"
src="https://github.com/user-attachments/assets/9cc7d1d5-9bec-4b28-af06-310ffb24de49"
/>
- Anyone with glitter reagent in them will cough glitter onto the floor
- Glittery crates will leave a trail of appropriately coloured glitter
when moved
<img width="960" height="259" alt="image"
src="https://github.com/user-attachments/assets/71cc1176-23f9-4ae7-b500-1744b752c014"
/>
Resprited glitter to support these changes and make it not look like gas
(or ass).
## Why It's Good For The Game
It looks cool and raises the bar for chemists maximally pissing off the
janitor as they fill a room with multicoloured glitter and all the
occupants run off to cough more up all over the surrounding area.
## Changelog
🆑
add: Glitter can now be made from plastic polymers and aluminium.
add: Plastic polymer can be made at any temperature, and then heated to
produce sheets.
add: Glitter can now be made any colour, mix 10 units each of glitter
and acetone to change its colour to that of the other reagents in the
beaker.
add: Mixing different colours of glitter will cause a random selection
of those colours to appear on the floor when released.
add: Being exposed to glitter in reagent form causes you to cough up
more glitter onto the floor
add: Dragging glittery crates will now spread a trail of glitter and
angry janitors behind them.
image: Added new glitter sprites (that don't look like gasses)
/🆑
## About The Pull Request
Partially reverts #84594, removing forced tint from night vision goggles
(if anyone for some reason wants to experience it again, they can toggle
it via alt click like it could be done before the [aforementioned
PR](https://github.com/tgstation/tgstation/pull/84594))
Approved by Ghom (the original PR author)
## Why It's Good For The Game
NVG tint is a pretty sizeable accessibility issue, as forced screentint
can easily cause eye strain if they're used for prolonged periods of
time, being especially bad for blue-tinted NVGs. They're already locked
pretty deep down the techweb, and this change just made everyone avoid
them. If we need to make tintless variants of them for every single
antag and special role (and bitrunners, lol), we maybe shouldn't have
added the tint in the first place.
## About The Pull Request
See title
Fixes#92308
## Why It's Good For The Game
Apparently people are failing to spot the egg hiding at the back of the
chamber, moving it into the middle gives it a better chance of being
seen. It also just looks neater in the middle.
## Changelog
🆑
map: Tramstation's xenobiology now receives xeno eggs in the middle of
the chamber instead of tucked away at the back.
/🆑
## About The Pull Request
Thog improved Catwalk hunting grounds, giving grey tunics to cleaning
water hole for future hunts. Also more packs for storing weapon and
food.
## Why It's Good For The Game
Clan needs grey tunic for solidarity.
## Changelog
🆑 Melbert
qol: Adds some wardrobes and backpacks to Catwalk laundry + dorms
/🆑
## About The Pull Request
Allows non-prisoners to access vendors with access requirements, adds
command access requirement to bridge catwalk sustenance vendor
## Why It's Good For The Game
fixes#92185
## Changelog
🆑
fix: Command can now use their sustenance vendor on Catwalk Station
/🆑
## About The Pull Request
Closes#92233
Wasn't able to find what it was supposed to be, so I'm assuming its
misplaced.
## Changelog
🆑
fix: Deleted a misplaced basetype sign on snowcabin
/🆑
## About The Pull Request
Added PDA painter in CMO office (catwalk) and replaced security records
on id console in HOS office (wawa) ((security records is now laptop on
HOS table))
## Why It's Good For The Game
we love fixes here!!
## Changelog
🆑
fix: Added missing ID machinery on CatwalkStation and WawaStation
/🆑
## About The Pull Request
makes the icebox hermit native to icebox rather than lavaland
## Why It's Good For The Game
fixes#89835
## Changelog
🆑
fix: makes the icebox hermit native to icebox
/🆑
## About The Pull Request
Adds the proper names to the QM's request console on catwalk.
Incidentally moved the request console out into the QM's main office
from the bedroom where they're more likely to see it.
Fixes#91866
## Why It's Good For The Game
New request console who dis?
## Changelog
🆑
fix: The quartermaster's request console on Catwalk Station will no
longer show up as Unknown.
map: The quartermaster's request console on Catwalk Station has been
moved from their bedroom to the office.
/🆑
## About The Pull Request
yeah
## Why It's Good For The Game
le wrong decal le bad
## Changelog
🆑
fix: Fixed wrongly placed decal in TramStation brig
/🆑
## About The Pull Request
eden why
## Why It's Good For The Game
we love map fixes
## Changelog
🆑
fix: Removed acidentally placed slime grinder in nuclear operatives
outpost
/🆑
## About The Pull Request
Ensures regions of firedoors (full rooms, sections of hallways, etc)
have at least one fire alarm within, to ensure people can always reset
them.
Mappers can ignore regions with a mapping helper if they purposefully
want an area to lack a fire alarm.
## Why It's Good For The Game
A sore spot about fire alarms is when mappers forget / neglect to put a
fire alarm in a region of fire alarms, leaving people trapped.
So we brainstormed a way to automatically check that all firedoors can
be pulled or reset on either side, *somewhere*. It's not particularly
picky, so if the fire alarm is 50 tiles away, it'll still count
## Changelog
🆑 Melbert
qol: Firelock setups across every map should be more sane now, with
better coverage of fire alarms and fewer firelock boxes of doom.
/🆑
## About The Pull Request
You can now construct reinforced plastitanium walls by using a single
plastitanium sheet on a reinforced girder. These are mostly identical to
syndicate walls, but only have 2 explosion resistance like normal
reinforced walls, as opposed to the 20 of syndicate walls.
## Why It's Good For The Game
Have you ever wanted a construction project to have that cool syndicate
aesthetic, but doing so would compromise its security due to the walls
being able to be simply welded down? Now you can make a syndicate
shuttle or satellite that will at least require thermite or the aid of
an engiborg to rapidly break into.
## Changelog
🆑
add: You can construct reinforced plastitanium walls by using
plastitanium on reinforced girders.
/🆑
## About The Pull Request
Deletes the Void Torch from Cult
Mapped in uses have been replaced with similar red torches
Deathmatch uses were replaced with red torches as well (did they even
have a use in dm?)
## Why It's Good For The Game
Void Torch is maybe the # 1 example of bloat that comes to mind when I
think of "Cult"
- Very few people know that it does anything
- Even fewer people know how to use it
- Even FEWER people know how to use it effectively
- It isn't even uniquely produced, it comes with another object for no
reason
- In fact, I see people not even *realize* that they get a torch with
their veil shifter. In fact in fact, I see more people throw it *away*
than use it.
I don't really see a reason why it should stick around. A fair argument
I could see is "muh sandbox, you're pidgeonholeing cult in to just
swords and stun". But if that was the case, then why haven't people been
using it?
The only sad part to me is torches are cult kino thematically.
## Changelog
🆑 Melbert
del: Removes the Void Torch from Cult
/🆑
## About The Pull Request
I would be very intrested to get this atleast testmerged, but anyhow.
This PR reduces the amount of medkits in general available in maps
(Mostly just public ones)
This PR changes the contents of Nanomed Wallvendors to include just
emergency stuff.
This PR REMOVES medigels from wall med vendors
This PR increases the sterilizine sprays amount in the drugs vendor from
1 to 3 to compensate the removal out the emergency vendors
This PR adds a tactical lite medkit to traitor uplink for 4 tc this
includes medicated suture/mesh health analyzer gauze and a atropine pen
What this PR achieves to AIM is repurposing wallmed vendors into a more
of a emergency type of vendor, while emergency lockers surgical kits are
free and RNG, this is gauranteed and costs a little bit of money.
Though i will need some help to see whats enough emergency med vendors,
so far i have 1 for every department as baseline maybe 1 every hallway
section aswell?, Pherhaps free and remove emergency medkits from
emergency lockers in general? i would love to hear people's opinion on
this
## Why It's Good For The Game
Theres alot of medkits available, so trickling down a little bit to have
medbay matter more, but in exchange there will be wall vendors to treat
your wounds with so you can bring them to medbay or have a
paramedic/doctor come to your location in time without the patient
dying.
This also removes one of the only imporant stuff in wall med vendors and
thats medigels, medigels are very popular and usually is the most common
way to treat damage (and space effecient)
## Changelog
🆑 Ezel
balance: Removes some public medkits on every map
balance: Changes the contents of wall med vendors to just have emergency
stuff
balance: Drugs vendor now includes 3 sterilizine medigels instead of 1
Balance: Tactical lite medkit added to traitor uplink for 4 tc, this
includes medicated suture/mesh, atropine pen, gauze, advanced health
analyzer
map:Adds more wall med vendors to the map atleast 1 every department.
/🆑
## About The Pull Request
<img width="310" height="261" alt="image"
src="https://github.com/user-attachments/assets/81551f98-425f-4cbf-8b18-30eb9aa4ad8d"
/>
## Why It's Good For The Game
You're not supposed to use the elevator in the event of a fire, but
there's no alternative!
## Changelog
🆑 Melbert
qol: Replaces one of the two elevators on the Nebula bridge with stairs
/🆑
## About The Pull Request
Simple enough. This domain used just plain ghost spawners from the
lavaland ruin previously.
Now, it has `temp_body = TRUE`, allowing ghosts to return to their
original body after leaving the domain
_Alongside this it has unique little descriptions to cement it as NPC
actors_
This also adds a new `antag` variable to virtual_domain spawners, which
decides if they get the hunt-bitrunners antag datum _(default True, in
this case False)_
<h5>I did notice a few bugs while testing this, namely that temp_body
doesn't always work? I'm not coder enough to hunt down why and fix it
though... the two cases I noticed will be made into a bug report.</h5>
## Why It's Good For The Game
It feels weird that there's this temp_body ghost spawner stuff for
bitdomains, but it's not used in **all** the bitdomains. They don't last
that long, making them permanently kill old bodies feels odd.
This also sets up an easy var for other bit ghostroles to use if they
aren't explicitly antags hunting bitrunners, and don't need an antag
datum.
<img width="853" height="449" alt="image"
src="https://github.com/user-attachments/assets/d5761ac1-25bd-4ee5-b281-14fe4392479e"
/>
## Changelog
🆑
qol: made the Beach Bar bitdomain ghostrole spawners keep your old body
revivable (as other bitdomain spawners do)
/🆑
## About The Pull Request
title
## Why It's Good For The Game
because i think so, plus one of them was literally in the wall for years
i think lol
## Changelog
🆑
fix: Removed unused wooden decals from MetaStation theater
/🆑