## About The Pull Request
## Chemical Department
Adds a extra section to the chemlab, with materials and even a empty
bomb case for your evil chemistry needs!
Adds various beakers sizes of beakers to do chemistry with, gives one
chemical payload that can hold up to 5 beakers to nukies
Adds a locker with chemical closet supplies, medigels pill bottles
beakers.
Adds a hand labeler to properly label your stuff with! a succesfull
nukie is a organized one
Adds a toolbox for properly editing of grenades and plumbing
Adds a smart fridge ontop of the window to store your stuff in

## Bio Terrorism Department
Expands the cells so you no longer have to juggle your slimes between 2
cells
Adds a big BZ chamber to store the slimes your not breeding in (enough
space to contain every color)
adds a fully upgraded slime proccesor aswell!

## Medical section
Moves some stuff to make place for a operating computer

This also introduces a new locker sprite made by aliceee2ch
and one chemical payload variant by me
## Why It's Good For The Game
Removes some of the jank and make these places easier to use.
Adds extra stuff to the chemical section to widen the options you can do
as nukies. and make the lab a more proper lab toolwise then the absolute
bare mininum
## Changelog
🆑 Ezel
balance: Nukie Chemistry section, now includes a proper chemistry locker
with pill bottles medigels and big beakers
balance: Nukie Chemistry section, now has a extra section attached to it
that holds some limited amount chemistry materials and a empty bombcase.
balance: Nukie Chemistry section, now has various sizes of beakers, a
special chemical payload that can hold up to 5 beakers, and a hand
labeler to tag your stuff with
map: Nukie Chemistry section, now has a smartfridge
map: Nukie xenobiology section widened and added a fully upgraded slime
proccesor
sprite: New syndicate chemical locker sprite by aliceee2ch
sprite: Adds a darker version of chemical payload only for nukies
/🆑
---------
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
Cleans up a few things in Catwalk Robotics: Adds a desk bell to the
Robotics desk; cleans up the surgery area so it doesn't become
inaccessible at roundstart when a Roboticist runs in to the tank holder;
adds in a body bag box; adjusts floor decals. There is no longer an
annoying extra misplaced airlock inside Xenobiology.

Adjusts Catwalk's disposal deliveries: Security now has their tag helper
appropriately mapped in so they can receive deliveries; adds
tagger-attached disposal bins to every general department area, Dorms,
Kitchen, Custodial Closet, and one in the Public Hallway; adjusts
various decal markers from "bot" to "delivery" where they are set to
receive deliveries, and removes them where they don't; replaces the
renamed corpse disposal bins with regular bins, as there isn't a corpse
disposal set-up on this map.
Catwalk's Exosuit Fabricators no longer print in the wrong direction.
## Why It's Good For The Game
Anchoring the tank holder should make the Robotics surgery table not
become blocked every single round. The desk bell probably isn't going to
do much, but it's at least something to help when your view of the front
desk is blocked from up top. Having things you try to send to Security
not do an endless loop forever around the station is also nice, I guess,
maybe, perhaps a bit of a controversial opinion, unless it's a bomb. You
want your bombs arriving in time after all, not getting lost in the
Deliveries Office.
## Changelog
🆑
map: Catwalk Science has gotten a minor clean-up of Robotics' Surgery
area.
map: Adds destination taggers to various disposal bins on Catwalk where
appropriate.
fix: Catwalk Station: exosuit fabricators no longer print in the wrong
direction, removal of a stray airlock in Xenobiology, Security
department now has their missing delivery tag set properly for disposal
mail, and adds a missing wall near medical virology hallway.
/🆑
## About The Pull Request
1. Decal painter has been refactored. Decals to paint are now datums.
2. Tile sprayer has been deleted, and merged with the decal painter.
3. A bunch of map decals previously un-paintable are now paintable.
4. Some preset map colors are now available for selection
Including:
- All sidings (Colored, Plating, Wood)
- Missing tile decals (Full tile, checkered tile)
- And the missing tile decal colors (Dark colors)
- Missing warning decals (Loading area)

## Why It's Good For The Game
1. Makes it drastically easier to add more decals in the future.
2. The split always felt needless to me. I always printed one, ran to my
construction site, opened up the UI - only to realize I printed the
wrong one.
3. Allows for much greater potential while building
4. Makes it easier to match mapped in decals
(This code is commissioned, but I also wanted it, soooo)
## Changelog
🆑 Melbert
refactor: Refactored the decal painter, report any missing decals or
ones that come out weird.
del: Tile sprayer is dead. Its functionality has been merged with the
decal painter.
qol: A bunch of decals have been added to the decal painter. Style to
your heart's content.
/🆑
## About The Pull Request
- SMES now directly gives/takes charge to the power cells stored inside
its component parts instead of modifying a `charge` variable whose value
was set from the total charge of its stored cells
- Removed `capacity` var. It's now derived from the total cells
`max_charge`. Even then its value was set to this so manually setting it
was a waste
- Fixes#71918. Because of point 1, this also means if you install
rigged cells in the SMES it now explodes
- Adds examines & screentips for installing terminal & other tool acts
- Smes can be connected to the powernet with a multitool with the panel
open after construction.
- General maintenance for portable smes as well. Repaths it to machine
subtype instead of power cause all it's functionality wasn't used
- Removed a bunch of unused defines, autodoc and shuffled around other
code
## Changelog
🆑
qol: SMES has examines and screentips for various stuff
code: Improved code of SMES in general
fix: smes can be connected to the powernet with a multitool with the
panel open after construction
refactor: SMES now functions consistently with its power cells & the
RPED.
/🆑
## About The Pull Request
Catwalk, despite my initial dislike for it, has quickly grown on me.
However, as someone who plays engi a lot, the biggest complaint is that
it's cramped, and atmos has zero room to place pipes. This is despite
there being a massive maints room to the north of engi. As such, this PR
repurposes that area into an expanded atmos pipe-laying area (top
floor), and a new equipment room (bottom floor.) As for the maints it
replaces, the only thing of note was an arcade machine in the corner.
Said arcade machine hasn't moved, and as such serves as the engi mini
breakroom, complete with a microwave, donk vendor, and makings for
screwdriver cocktails.


## Why It's Good For The Game
Atmos needs as much real estate to build in as chemistry for their
piping, and despite the nearby rooms being empty, atmos on catwalk is
cramped. Additionally, Catwalk's SM room has a LOT of stuff making it
hard to work in (e.g. lockers, vendors. random tables in the middle of
the room) so this moves much of that into a new area.
## Changelog
🆑 WebcomicArtist
map: The engineering staff has converted the maintenance north of
catwalk's supermatter into a new gear storage room.
/🆑
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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## About The Pull Request
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
This squishes the middle dorm room by 1 tile so that the hallway
connecting dorms/holodeck can be 2 tiles wide.

I also moved the ladder slightly so it wouldn't be sticking out of place
and fixed a single reinforced wall that got placed on the dorm upstairs
room. Also shifted the firelocks to be on the edge of the room instead
of the middle of the hallway.
## Why It's Good For The Game
<!-- 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. -->
One tile hallways should only be a maintenance thing.
## 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
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
map: Expand Catwalk dorms hallway that connects to holodeck to be 2
tiles wide. The middle dorm room was squished by 1 tile. The ladder in
the dorms top/bottom area was slightly shifted. One of the top dorm
rooms had a single tile of reinforced wall that was hidden behind a
poster that has been fixed to be regular.
/🆑
<!-- 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
Actually adds eguns to the gunlocker in armory, because I thought that
it was a preset and not container-like in mapping.
## Why It's Good For The Game
In making of #91922, I noticed that the gunlocker in the armory didnt
have any eguns in it, and since I was the one who made that change, I'll
be the one to fix it before it inconveniences anyone.
## Changelog
🆑
fix: Fixes CatwalkStation's armory not having eguns in the gunlocker.
/🆑
## About The Pull Request
Resprites the maid uniform and maid headband using GAGs.
Combines maid neckpiece, gloves, and corset into the main outfit.
Removes standalone maid neckpiece, gloves, and corset.
Adds maid uniform and headband inhands.
stock option in black
custom colors as example

## Why It's Good For The Game
Updates the sprite to be more inline with our current clothes.
Makes the sprite in-game player customizable.
## Changelog
🆑
image: resprites the maid uniform and headband using GAGs
del: removes standalone maid neckpiece, gloves, and corset
/🆑
---------
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
## About The Pull Request
This PR removes the suture/emergency item and replaces it with a bandage
in all instances.
Provides as much brute healing overall(25), but in one big chunk.
## Why It's Good For The Game
### Flavour
Suturing is a specialised medical skill and not typically something
you'd expect to find a standard workplace first aid kit.
The emergency suture also shared a sprite with the regular suture
causing confusion.
### Healing Glut
Like when I first added sutures and mesh six year ago, one of the main
reasons for making this change is also to start making a dent in the
glut of free easy healing available to the crew.
While medical is in a much better place than before we started the grand
medical revitalisation project¹ 6 or so years ago, we have been
backsliding by turbo powercreeping chems, letting plumbing churn out
ungodly amounts of heal mix patches, nerfing organ damage and wounds and
adding more free healing items to maps.
While these bandages provide the same amount of healing, the healing is
less granular as such some of it will likely be wasted, leading to a
modest reduction of free heal points available to the crew under real
world conditions.
#### Wound Treatment
The bandages are worse for treating bleeds, but the kit already contains
a super ez bleed fixing pen and gauze, so the kit is still very robust
for dealing with bleeds.
Hopefully the minor reduction in bleed treating power will encourage
players to engage more with the expansive and robust system we have for
ghetto treatment of bleeds.
While this doesn't address the multiple elephants in the room, it
reduces the free item glut slightly.
1. (cloning removal, organ damage, trek meds removal, sleeper removal,
bruise pack removal, surgery expansion etc)
## About The Pull Request
Renames the schoolgirl costume to seifuku, the japanese name for sailor
style uniforms.
Resprites the uniform using GAGs.
Adds an 'adjust' style for the uniforms(rolled sleeves).
Tweaks the stock uniform colors from blue, red, green, and orange to
blue, red, teal, and tan.
stock options
blue, red, teal, tan. long sleeve/short sleeve

custom colors as example
+anyone sad about the sailor moon reference being replaced with more
basic colors dont worry you can still make them :)

## Why It's Good For The Game
Updates the sprite to be more inline with our current clothes.
Makes the sprite in-game player customizable.
## Changelog
🆑
image: resprites the schoolgirl outfit using GAGs
/🆑
## About The Pull Request
It is time to unfuck Catwalk's Science
## Why It's Good For The Game
Makes science makes more sense, adds some fun fluff rooms, makes the
bottom-left region easier to learn it exists (many were missing the room
entirely so these changes will hopefully make it less of a hidden zone).
Also, this PR removes some fake stairs in the main hall - people were
getting confused by them so they're getting removed.
## Changelog
🆑
map: The R&D Console and Department Protolathe have been moved from the
back to the front desk in Catwalk
map: A new broom closet was added to CatwalkScience, where the R&D
console was. Don't get too attached!
map: A new smoking room was added to better connect the lower-left
region of Science with the rest of Science
map: Many improvements in Catwalk Robotics - new mech bay power ports
and a slightly more efficient layout for surgery
fix: Removed a stray surgery tray on the floor in Robotics
map: Removes fake stairs on the main hallways
/🆑
---------
Co-authored-by: Vire <66576896+Maurukas@users.noreply.github.com>
## About The Pull Request
title
## Why It's Good For The Game
Medsci is long-gone so we better keep as much references to it as
possible. (not a thing for maps that still have medsci layout, such as
IceBox and DeltaStation)
## Changelog
🆑
map: removed medsci headset from MetaStation and CatwalkStation. Added
one more on DeltaStation and IceBox instead.
/🆑
## About The Pull Request
THEYRE IN WALLS
## Why It's Good For The Game
i love fixes :)
## Changelog
🆑
fix: Fixed things forgotten in walls of Catwalk Station
/🆑
## About The Pull Request
Many external airlocks on Meta and Delta are now 1x2 / 2x1, rather than
1x1.
Some airlocks (particularly those around engineering) are also now 2x2 /
2x3 / 3x2.
Removes some obstructions from some external airlock interiors.
## Why It's Good For The Game
Seems like people have been struggling with the cycling airlocks due to
them being pretty small - a crate stuck in the door will cause it to
vent.
I'm on the fence about whether this should be intended behavior or not
(on one hand, the airlock should have a safety to prevent cycling if the
door fails to close. On the other hand, wedging airlocks open might be
emergent gameplay.)
So in the meanwhile I've made some external airlocks around Meta and
Delta larger and less cluttered to allow for crates / similar bulky
objects through easier.
## Changelog
🆑 Melbert
qol: Some external airlocks - particularly solar arrays - on Metastation
and Deltastation are now 1-3 tiles larger, allowing for crates to pass
through without venting the room.
qol: External airlock supply pipes on Metastation and Deltastation now
run on layer 5 instead of layer 3 where possible
/🆑
## About The Pull Request
Updates some space ruin's "cells for shoving into APCs" into "batteries
for shoving into APCs".
There are probably more I've forgotten, but these were the ones that
jumped out at me. Tell me if there's others I've forgotten so I can
shove them in this PR.
<details>
<summary>Updated maps and StrongDMM screenshots:</summary>
"Old AI Sat" (the one with the NASA spacesuits)

"Old Teleporter"

"Abandoned Teleporter" (the one you have to fix)

</details>
## Why It's Good For The Game
These space ruins (and probably more that I've forgotten) are pretty
reliant on the battery in the APC not dying instantly. The cells, a
holdover from before the cell-battery split... kinda-sorta can't
perform.
## Changelog
🆑
fix: Some old cells in space ruins reliant on replacing an APC's power
cell have been replaced with their megacell counterparts.
/🆑
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
(old video)
https://github.com/user-attachments/assets/4b04c372-05a2-4bab-b4a4-1b2c965061e5
unlocked by holographics research
put two facing eachother and turn one on to make a field that blocks
atmos, if not obstructed by wall
fields cannot be broken or clicked but the generators may (theyre
relatively weak)
requires external airlock access or apc access
uses area power, environmental channel
may be locked
may be screwed open to access wiring, has 1 wire that just toggles it
changes tiny fans on stations to use those
## Why It's Good For The Game
a better and rebuildable alternative to magic tiny fans
## Changelog
🆑
add: atmospherics shield generator, unlocked by Holographics research
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
Almost completely changes the brig on Catwalk Station, pictures
included.
Evidence storage and secmed are switched to give secmed more room, as
evidence storage isnt really used that much to begin with.
Gulag teleporter was moved into the actual gulag room, which im not
really sure why they didnt share the same room to begin with, as well as
editing the area to say gulag processing, since it was just flagged as
the locker room.
Warden's office was made one tile wider to give them more room to
breathe, as well as giving them a crew sensor monitor in their office.
Armory shutter buttons were added, as well as just re-arranging the
contents and adding a BR and contraband locker, present in the other
map's armories.
Added a 5th secoff locker into the locker room.
Warden's office

Armory

The main Brig

Security office + Secure Gear storage

Security Locker room

Security medbay + Evidence storage

Gulag processing + Security Mech Storage

I have tested the map in-game, It has worked, but I have yet to take
pictures of it ingame, but I will soon, as well as a video
demonstration, too.
If you have any suggestions or requested changes, let me know.
## Why It's Good For The Game
As of now, the current Catwalk brig just feels cramped- I'm also not the
only person who felt this way, after asking. The armory didnt have a
shutter button (atleast not one you can use in the armory), the lathe
was in a random corner, the wardens office was 3 tiles wide, and the
observation took up most of the brig. It felt cramped, and especially
hard to move stuff around the map. I saw pr #91438, and went "huh, why
dont I refurbish the department I play in the most." And thats what I
did.
🆑 Kuricityy
map: Heavily changes Catwalk Station's security department; almost
completely altering the brig.
/🆑
## About The Pull Request
Air tanks (ones that can slot into tank holders) and breath masks
(normal, surgical and muzzle, which has been repathed to be a subtype of
breath masks instead of being a subtype of a muzzle, for some reason)
can now be attached to operating tables, and removed using
wrenches/screwdrivers respectively.
Right-clicking on an operating table with a mask attached will put it in
your hand akin to defib paddles (similarly snapping back if you walk
away). Dragging the table with an attached tank onto the person lying on
it will attempt to connect their internals to the attached tank.
Also since I had to adjust the table sprite, its lights now change color
based on whenever there's an active patient and an active operating
computer.
##### This is a commission for Improvedname/Ezel
## Why It's Good For The Game
Anesthetics are incredibly clunky to use, as either the person
themselves, or you as a surgeon, need to equip the tank onto whoever is
being operated on, then equip and activate the mask. This should make
them a bit less tedious, so maybe they'll actually see some use.
## Changelog
🆑
add: You can now attach anesthetic tanks and breathing masks to surgical
tables.
/🆑
<!-- 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
There was supposed to be an emergency shuttle docking port here. It was
missing. This puts it back. Now it isn't missing.
## Why It's Good For The Game
The round ending is good for the outcome of the game on Deltastation.
## 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: Deltastation rounds can now once again end as expected, as the
shuttle will once again dock.
/🆑
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icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->
## About The Pull Request
Replaces 2 instances of the traitor AI toy with the real toy on Wawa
Resolves https://github.com/tgstation/tgstation/issues/91468
## Why It's Good For The Game
Probaly shouldnt be putting free traitor gear around the map
## Changelog
🆑 Ezel
fix: Replaces 2 instances of the traitor AI toy with the real toy on
Wawastation
/🆑
## About The Pull Request
This PR aims to clean or bring up to date portions of code about dna,
the dna console and mutations. This includes taking care of or removing
some of the awful choices like the pratically useless
`datum/mutation/human` pathing, or the class variable, in favor of using
sources to avoid potential issues with extraneous sources of a mutation.
The files changed are over a hundred just because I removed the
`datum/mutation/human` path, but the actual bulk of the code is mainly
shared between the datum/dna.dm, _mutations.dm and dna_console.dm.
## Why It's Good For The Game
Mutation shitcode is hurting my future plans for infusions a little.
Also it's a much needed refactor. Drafted 'till I'm sure it works
without issues.
## Changelog
🆑
refactor: Refactored mutation code backend. Report any issue.
/🆑
## About The Pull Request
Every external (space-facing) airlock on Metastation now has an airlock
pump within
Some airlocks have been expanded to be slightly larger.
Most airlocks have been outfitted with an air supply for the purpose of
fast cycling, though a few in awkward places didn't get one.
Additionally, updated the airlock pump code to add support for L shaped
airlocks.
## Why It's Good For The Game
See #91457
## Changelog
🆑 Melbert
add: Adds airlock pumps to all external airlocks on Metastation
qol: Airlock pumps work on L shaped airlocks, assuming [the airlocks]
are already linked.
/🆑
## About The Pull Request
Every external (space-facing) airlock on Deltastation now has an airlock
pump within
Some airlocks have been expanded to be slightly larger.
Most airlocks have been outfitted with an air supply for the purpose of
fast cycling, though a few in awkward places didn't get one.
## Why It's Good For The Game
1. They're cool, they make accessing space more of an "event" than
taking a quick dip.
2. It stops the station from getting airlock hell
3. It stops space wind from making entering the station a huge awkward
4. It allows you to walk straight on/straight off docked shuttles

5. It gives some protection to antags in space, but also gives
protection to the crew from space antags.
6. Adds potential for fun stuff like sabotaging external airlocks to
fill with plasma
## Changelog
🆑 Melbert
add: Adds airlock pumps to all external airlocks on Deltastation
qol: Airlock pumps will unbolt their linked airlocks on losing power,
allowing them to be forced through
/🆑
## About The Pull Request
These parts were never added to catwalk tech storage. I put the rack
with them in the place of the table that only had a single t-ray, and
moved the t-ray to the table with the multitools.
## Why It's Good For The Game
Shuttle parts were meant to be a standard fixture of tech storages
across all maps. This PR resolves this inconcistency.
## Changelog
🆑
map: Catwalk Station's tech storage now has the same collection of
shuttle parts that other stations do.
/🆑
## About The Pull Request
Adds a missing HFR fuel input box to catwalk fixes
https://github.com/tgstation/tgstation/issues/91427
And adjusts some stuff a little more to make it look more neatly in the
room
## Why It's Good For The Game
So atmos technicians can auctally make their HFR
## Changelog
🆑 Ezel
fix: Adds missing HFR fuel input box to catwalk
map: Tidies catwalk HFR room a bit
/🆑
fixes https://github.com/tgstation/tgstation/issues/84997
and adds a binary pump to cat
## About The Pull Request
## Why It's Good For The Game
So people don't die in the cycle chamber
## Changelog
🆑 Ezel
fix: fixes wawa ordnance cycle issue
map: adds a binary pump to catwalk ordnance"
/🆑
## About The Pull Request
Adds bloodroaches.

These are cockroaches that have gorged themselves on blood in
maintenance. They're very gross!

Splatting one causes an explosion of blood all around the death
perimeter, splashing both turfs and mobs with blood.
They have a 1% chance of spawning in place of normal roaches.
They also spawn in:
- Abandoned crates, replacing the 30 roaches with 30 bloodroaches.
- As backup anomalous crystal possession targets.
- Grimy fridges
Added a trait given to things killed by pest spray, used to check on
death explosion for bloodroaches.
Changed roach spawns in maps to use mob spawners, so I can replace them
with bloodroaches 1% of the time.
## Why It's Good For The Game
Splatting a random roach in maintenance that explodes into blood sounds
hilarious. It also adds janitorial depth by requiring pest spray to
carefully eliminate these pests
## Changelog
🆑
add: Added bloodroaches, a rare variant of cockroaches that explode into
a shower of blood when squashed.
/🆑
## About The Pull Request
This fixes catwalk ordnance cycling airlocks by connecting it
airsupply/scrubber
## Why It's Good For The Game
So scientists dont go in to edit the pipes and mysteriously die because
they can't get out anymore since there isn't any air to supply the
cycling to the interior anymore
## Changelog
🆑 Ezel
fix: Catwalk ordnance cycling airlocks properly cycle again.
/🆑
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your name to the right of the first 🆑 if you want to overwrite your
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<!-- 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,
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the changes rather than a summary of the PR's contents. -->
## About The Pull Request
This moves Cyborgs onto using storage datums, removing the remenants of
the shitcode that was Cyborg inventory. It's now done mostly by
equipping/unequipping/storage items, much like how other mobs do.
This allows borgs to take advantage of more hand support stuff and
things like ``dropped()``, so borgs no longer have to copy paste drop
code to ``cyborg_unequip``
It also:
- Removes ``CYBORG_ITEM_TRAIT``
- Removes all borg items being ``NODROP``
https://github.com/user-attachments/assets/11442a10-3443-41f2-8c72-b38fb0126cdb
## Why It's Good For The Game
Currently borgs are able to have their entire inventory open and a bag
below it, which I thought was a little weird. I always assumed they WERE
storage items, so I guess I'm doing it myself.
Cyborgs using storage code makes it easier for contributors to actually
do stuff with, without risking breaking everything. It also hopefully
will make borg items more resilient against breaking in the future, now
that we're not relying on nodrop.
Also just brings them more in line with other mobs, all of which make
use of storages.
## Changelog
🆑
refactor: Cyborg's modules now use storage (so opening a bag will close
modules instead of overlap one over the other).
qol: Observers can now see Cyborg's inventories (like they can for
humans).
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.
- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.
- Closes#91039
#### Examples
A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


## About The Pull Request
Basically what it says on the tin, but also includes removing the access
restrictions to a few additional side seating area doors.
## Why It's Good For The Game
The most frustrating part of Nebulastation's medical area is the
difficulty to get access into the deeper parts of the department to get
seen by medical doctors. Medical doctors often need to go quite a
distance to check who is or isn't at the front desk, or to see if
someone has been dropped off for medical attention. This is frustrating
on both sides.
There isn't much reason for medical doctors to be out in that wider area
most of the time. It also doesn't contain much of value in the first
place. Anything critical is already in the main front desk.
A lot of the seating area is mostly useless and just airgaps segments of
medical even further. Making them more broadly accessible helps with
visibility further if people choose to use those areas. Or, in the case
of the psychologist, actually get seen at all because their main office
is buried in medical in a near unremarkable corner. (Not that this is a
Nebula specific problem)
## Changelog
🆑
map: Opens up sections of Nebulastation's medical department to allow
for greater visibility into and out of medical.
/🆑
## About The Pull Request
Prettier (an auto formatter) is set to only run within the tgui folder
currently. This removes that limitation, allowing it to automatically
format all supported files in the repo (.js, .html, .yml
[etc](https://prettier.io/docs/))
I made a few exceptions for bundled and generated files
## Why It's Good For The Game
I'm of the opinion that code should look uniform and am lazy enough to
want CTRL-S to format files without having to think beyond that
## Changelog
## About The Pull Request
It was removed in https://github.com/tgstation/tgstation/pull/27799
because the spear was broken and the Flans' AI sucked with not-great
sprites and was all just one big reference. Original addition:
https://github.com/tgstation/tgstation/pull/22270
This re-adds it, updates the map (now using airless turfs) with extra
ambiance, using ash whelps (lavaland variation of ice whelps) instead of
Flans, re-adds the spear, and adds armor as well this time around.
The spear gives you a jump ability to crash down upon a player below
you, rather than teleporting to wherever you throw the spear at. You
can't attack while mid-air, you can go through tables but not
walls/doors, and you also can't un-dualwield or drop the spear mid-jump.
Landing on a mob deals double damage to them (36 to unarmored people),
while landing on objects deals 150 damage to them (taken from savannah's
jump ability, which was in turn taken from hulk's punching)
It's also got some extra throw force (24 compared to default spear's 20)
The armor has basic security-level armor but covers your whole body.
Does not include space protection, and can be worn by Ian.
Video demonstration
https://github.com/user-attachments/assets/a77c3a0d-17d2-4e8d-88b6-cdbca8b1f2c3
New sprites demonstration
https://github.com/user-attachments/assets/0e465351-5484-406f-8adc-ffa1ac180daf
Armor demonstration
https://github.com/user-attachments/assets/abdfcac6-65bf-443c-bde2-27d157ee3a80
Map

With the changes in https://github.com/tgstation/tgstation/pull/90771 I
had to mess with ash whelp abilities a bit, I decided to make them use
cold fire instead of hardcoding blue color on top of the fire sprites,
and it now acts accordingly too
https://github.com/user-attachments/assets/cfca0d70-d13d-4c73-996d-2d4a7519866d
The jump was taken from Savannah Ivanov, and Goof's bunny jumping.
##### Code bounty by Ezel/Improvedname
## Why It's Good For The Game
This Re-implements a old spear that got removed for its buggyness/bad
mapping and on the authors request as well not wanting to deal with it.
Re-introduces the SkyBulge as a space ruin, referencing Dragoons from
Final Fantasy. this just like any normal spear, but using the savannah
jump mechanic, this allows you to close distances with the spear
avoiding ranged projectiles in the jump, and if you directly land on
your target you will do double the damage.
##### -Ezel/Improvedname
## Changelog
🆑 Ezel/Improvedname, Toriate, JohnFulpWillard
add: Re-added the Dragoon Tomb lair, now has a Skybulge spear and
Drachen armor.
balance: Ice whelps now spit out cold fire.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
split personality may not roll if the target is in a deathmatch area
bolt of possession deals 25 brain damage if the target is in a
deathmatch area (8 hits for brain death)
removed a camera from the meta brig map
Disciple of Pete has 9 tile range signalers instead (that nobody uses
anyway lmao because you cant use them for minibombs or the other
grenades)
## Why It's Good For The Game
fixes#91171fixes#90912fixes#89212
## Changelog
🆑
fix: removed a camera from the deathmatch meta brig map, disciple of
pete has low-range signalers, deathmatch bolt of possession deals brain
damage instead, split personality may not roll in deathmatch
/🆑
## About The Pull Request
Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.
What this PR does:
- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.

<details><summary>Mappers rejoice!</summary>


</details>
<details><summary>Uses iconforge so it does not take up much time during
init</summary>

</details>
---
### Copied from https://github.com/tgstation/tgstation/pull/86482 as
this still applies:
Note for Spriters:
After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.
Note for Server Operators:
In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt
## Why It's Good For The Game
No more error icons in SDMM and loadout.
## Changelog
🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
Sets Minisat AI core on its own proper Cameras
Sets Engine on its proper Camera network
Gives RD CE and CMO their Screen Monitor
Removes 2 Cameras from maintenance rooms
Prison maintenance is now AI Control disabled to prevent law 2 escapes
## Why It's Good For The Game
Proper Networks for cameras is important otherwise it will all show up
on the SS13 network
For the AI control on prison maintenance is to prevent law 2'ing the ai
and getting out quickly
Cameras Removed for rooms AI probaly shouldn't see (like Prison
Eductation)
## Changelog
🆑 Ezel
map: Gives CE/CMO/RD their proper camera monitors
map: Medbay Camera's is now its own proper network
map: Removes a camera from Prison maintenance and Security closet
map: Disables AI control on Prison Maintenance Door
fix: Minisat Camera's now use the proper network
fix: Engine Camera's now use the proper network
/🆑
## About The Pull Request
Adds a missing auth device to the HoS office
And adds a missing dragnet beacon to armoury
## Why It's Good For The Game
So yknow they auctally can use the stuff
## Changelog
🆑 Ezel
fix: Adds missing dragnet beacon to catwalk
fix: Adds missing HoS office authenication device.
/🆑
## About The Pull Request
a xenobiology setup (ie, the console/smartfridge/slime grinder) was
moved to the second layer of icebox, because slimes do not follow their
ai when no one is on their z level. the option to be on either level is
now available.
## Why It's Good For The Game
icebox xenobio is very difficult to maintain without either running up
and down the stairs while your slimes feed, or moving the entire setup
to the second layer. this will allow lowpop scientists to be able to
handle their slimes with ease

## Changelog
🆑
qol: moved some xenobiology equipment downstairs on icebox
/🆑
## About The Pull Request
add more sinks to rooms that have surgery going on in them. if there
wasn't already
## Why It's Good For The Game
hands so bloody from surgery. wash those goddamn things
## Changelog
🆑
qol: more sinks available near surgical areas to wash your gross little
hands
/🆑
## About The Pull Request
Fixes decals on walls near detective's office, and also removes
maintenance access from public garden.
## Why It's Good For The Game
Because.....
## Changelog
🆑
map: Minor Catwalk fixes
/🆑
## About The Pull Request
Closes#90666, converts minetypes to defines, gives icebox a minetype
define which could also be used later to give mining suits some fur or
something.
## Changelog
🆑
fix: Icebox artifact exports no longer claim they're from a lava planet
/🆑
## About The Pull Request
- Damp rag is now no longer god's perfect cleaning tool. After blood,
the damp rag will collect it, and after cleaning a lot of blood, you can
no longer clean with the rag until you wash it in a sink (or with
cleaner or however you want)
- This means the rag will collect DNA in it as you clean, which gives
detectives an opportunity to investigate.
- It also means the DNA it collects will occasionally spread onto you,
meaning you will have to clean your gloves or hands.
- Cleaning vomit and such is (currently) unaffected (and does not dirty
the rag).
- Diseases are not currently transferred to the rag (but this would be
fun to add)
- Gauze now gets dirty when using it to wrap bleeding wounds. This is
just visual, though blood DNA gets transferred. It can be washed in a
sink.
- Removed gauze on sink / cloth on sink interaction.
- Can't really wash gauze with it, plus it's redundant.
- Damp rag is no longer a cup.
## Why It's Good For The Game
Damp rag is just "soap without any downsides", which is kinda lame.
I thought about going a step further and making it require you wet it
first but then it just becomes "mop but small" which is also lame.
Instead, you're required to clean it, which gives janitors / crewmembers
an alternate cleaning method:
- Soap: Small, finite, limited. Can't be replenished.
- Cleaner: Small, finite, even more limited, ranged. Can be refilled
with chemistry's help.
- Mop: Large, infinite, limited. Needs a water bucket.
- Damp Rag: Small, infinite, limited. Need to clean it after a few goes.
## Changelog
🆑 Melbert
balance: Damp Rags can now get dirty when using them to clean blood,
passing blood DNA along.
add: Gauze now gets dirty when apply it to actively bleeding wounds.
Doesn't spread disease or anything, just passes blood DNA. It can be
cleaned in a sink.
del: Removed cloth on sink / gauze on sink interaction to make rags.
Just use the crafting menu
/🆑