## About The Pull Request
Adds the 'OM Planet - NSB Croatoan (New Z)' To map template spawning
options, including its areas, power-networks, structures, etc.
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## Why It's Good For The Game
Entirely new z-level to explore, meant for the second event in the
'Carpenter Incident Event Chain.'
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## Changelog
N/A
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🆑
add: Added the OM Planet - NSB Croatoan (New Z) to map template spawning
options.
/🆑
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---------
Co-authored-by: CharlesWedge <52897649+CharlesWedge@users.noreply.github.com>
65% multiplier - 10 per sheet constant loss
requested by @TheObserver-sys and signed off by me
mining rework will make this more balanced but vorestation has it; i
think it's fine to throw mining/science a bone.
---------
Co-authored-by: silicons <no@you.cat>
Co-authored-by: BlueWildrose <57083662+BlueWildrose@users.noreply.github.com>
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## Fixes Tiny Carrier
Comments out a Proc that was causing consistent Runtime with the 'Tiny
Carrier' POI. Hopefully this greatly reduces debris field runtimes. Can
you believe that when I put up the debris field PR I didn't get this
runtime at all since the ship didn't spawn in CI tests?
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## Changelog
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🆑
fix: broken procs commented out
/🆑
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## About The Pull Request
title, also adds the merge conflict map helper
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## Why It's Good For The Game
so you know what broke while mapping
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Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
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## About The Pull Request
Fixes a couple runtimes that frequently occure during IntTests
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## Changelog
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🆑
fix: fixes wrong fake stairs on miaphus beach
fix: fixes duplicate lattice on debris14.dmm
fix: adds extra check to submap seeding, checking if the tiles are empty
fix: adds check when adding blood writing, to make sure we arent using
to many instances per tile
fix: fix rename_areas for the tiny carrier should happen during lateload
to avoid not finding the shuttle
/🆑
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## About The Pull Request
4 new hivebots
Lurker - kiting, low-health hivebot that tries to snipe you from a long
distance. low damage but will punish bad positioning. high armor pen -
damage is low but consistent. very, very weak if you literally just walk
up to them to give them the boots
Scorcher - at request, higher-damage base hivebot w/ alien tech. 5 more
damage and very light armor pen
supressor - hivebot with TWOOOO GUUUNS (faster fire rate) that fires a
weak proj that also does light agony damage. attempts to get into your
face. faster than normal hivebots
surveyor - slightly faster base hivebot w/ a cool sprite, mostly flavor
## Why It's Good For The Game
more variety good?
from top left to right
surveyor (odie), lurker(mine), suppressor(mine), scorcher(odie)

## Changelog
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🆑
add: lurker and suppressor hivebots
/🆑
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---------
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
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## About The Pull Request
title
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## Why It's Good For The Game
muh immursion!
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## Changelog
🆑
spellcheck: CentComm => Centcom
spellcheck: NanoTrasen => Nanotrasen
/🆑
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## Does what it says on the tin.
8 New POIs for Miaphus'irra, in addition, the transition between the
beach and the desert zones is nicer and better signposted. The new POIs
provide more variety for explo and potential events. Included are two
oil-related POIs, and a new pirate hideout POI which the pirate skiff
should be able to land at allowing the pirate to have a secret base on
Miaphus'irra.
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## Changelog
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🆑
add: 8 Miaphus'irra POIs
tweak: Miaphus'irra map has better transitions
balance: larger Miaphus POIs no longer make dupes
/🆑
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This pull request updates the TGS DMAPI to the latest version. Please
note any breaking or unimplemented changes before merging.
Co-authored-by: tgstation-server <tgstation-server@users.noreply.github.com>
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## About The Pull Request
As title. Twice as strong injected than ingested, since that feels it
ought to be worse.
## Why It's Good For The Game
Weird quadratic damage uncorrelated with actual amount of alcohol is
weird
## Changelog
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🆑
fix: Alcohol intolerance is now consistent between injection/ingestion
/🆑
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## About The Pull Request
This PR aims to solve a few things random things I have collected in my
to do list of issues and QoL.
First of, trignometry! You can now use the inverse function of sin, cos
and tan including atan2 because it is cool.
Mini fixes of the debug printer having no metal, a few reagent
containers having no ref pushes and resolving a few invisible icons. Not
to mention the external battery scanner being to near useless with no
adjecant check.
Lasty the two major things is that the injector now finally works, you
can draw blood, inject it properly and you can't inject someone else
with it if they are wearing armor. Second is the medical scanner is now
able to output nutrition, reagent types and quantity.
Late edit: Also added Min and Max math circuitry. Fixed and reenabled
filters plus a view filter that ties into it
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## It Was a Three Line Fix
And it took me this long to look into it. Anyway The Debris Field should
now probably spawn more POIs then the Clown Ops ship.
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## Changelog
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🆑
fix: Debris Field POIs spawn properly now.
/🆑
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## About The Pull Request
Redesigns the hammerhead somewhat to be more like a patrol and response
carrier, with a more streamlined design for carrying personnel and
detainees.
Brings the Rift to parity with other maps for security EVA by replacing
the spare security officer lockers in EVA storage with an additional
security voidsuit and two hazard rigs, plus a hazard rig in the HoS'
office.
Increases the Baron's integrity by 200 (from 400 to 600) to offset the
damage impacting a wall causes (which is the only way to stop in space
currently), and increases the Duke's integrity by 400 to match the
intended double armour value.
🆑
tweak: Redesigned the Hammerhead Patrol Barge
tweak: Increased armour values for the Baron and Duke space fighters
balance: Added an additional voidsuit and three hazard rigs to security
to bring the rift to parity with other map values
add: Adds an old_wall flag to lights, allowing them to be placed on
old-style walls without ending up inside of them
/🆑
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## About The Pull Request
Adding a Pilot Office on Surface 3 of the NSB Atlas. is in compliance
with the development roadmap for pilots.
Adding planetary sensors
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## Why It's Good For The Game
The pilot office is in the mentality of the future development plans for
the job, making them less dependant on exploration (since they have
their own rooms now)
Without planetary sensors it you have to send a shuttle into orbit to
see your local space, now you can do that from the comfort of your
bridge/pilot's office.
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🆑
add: Added Pilot office to surface 3
add: Added planetary sensors to lythios43c
code: Moves Exploration dep. areas into their own file, instead of the
huge messy file they were in before
/🆑
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tl;dr i'm stupid
basically, stabilization is hyper, hyper aggressive.
if you're going to be "stabilized" at all the system goes into
stabilization calculations for bodytemperature - which then makes you
overshoot by, say, 1000 degrees.
this fixes that.
---------
Co-authored-by: silicons <no@you.cat>
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## About The Pull Request
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## Why It's Good For The Game
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## Changelog
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🆑
fix: fixed kitchen knives not working for slicing fruits
/🆑
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## About The Pull Request
This PR ups the sonar layer to exactly one above the blindness layer so
a lack of eyes or the blindness trait do not stop you from seeing things
using sonar.
Makes the sonar detected items linger for half an extra second so people
do not spam it to see things in a room.
Moves the camera mask plane to 92 so it doesn't overlap with sonar at 91
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## Why It's Good For The Game
It was a little odd that people were unable to use echolocation when
they couldn't see.
Sonar needs a bit of lingering so it's not spammed as often, the poor
server can only take so much.
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## Changelog
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🆑
tweak: sonar lasts 0.5 seconds longer
fix: sonar is seen over the blindness layer, and any layers below it
/🆑
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This pull request updates the TGS DMAPI to the latest version. Please
note any breaking or unimplemented changes before merging.
Co-authored-by: tgstation-server <tgstation-server@users.noreply.github.com>
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## About The Pull Request
1. **Fixes Pathing Bug With Cow Crates.*
## Why It's Good For The Game
1. _It turns out the crate for furnace grubs had the same path as the
cow crate, overwriting the crate so that cows became unorderable. This
fixes that._
## Changelog
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🆑
fix: Fixes pathing bug with cow crates.
/🆑
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## About The Pull Request
Before: strength of the booze didn't matter, just how much you took, and
damage went up quadratically with dose. This was mostly because I didn't
understand how the actual dose system worked, ha.
After: damage is 50*species mod*amount metabolized/strength. This is
balanced around 1 tox damage per unit of beer; you get 5x as much from
deathbell, 3.333... times as much from vodka, and so on.
## Why It's Good For The Game
It rarely, if ever, comes into effect, but it's best that it acts in a
way that's predictable.
## Changelog
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🆑
tweak: Alcohol intolerance damage now makes more sense
/🆑
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## About The Pull Request
This PR resolves the issue of the traits attacks not applying as well
rebalancing them to be a meaningful change.
As for the reason as to why: A basic human attack does 5 to 10 damage. A
claw attack does 5 damage. A sharp bite does 3 damage. The numbing bite
injects ~2.5 numbying enzyme per hit with 20 being the OD
So not only would it mean that spending 1 point on sharp attacks would
actually nerf you. But also if you went the extra mile to take the
numbing bite, it would take roughly 8 hits just to reach the OD
threshold. A mere toolbox does 10 damage already, a welder even 15. So
you would be able to put someone into crit with just 7 hits using a
welder. Making the whole trait obsolete by the most basic items.
Instead I have given claws and bites a fixed damage number of 10 with a
slightly better armor rating pierce. Not as powerful as Vox claws but
better. As for the venomous bite, I am a bit undecided with what toxin
to use and the quantity per inject. From a little testing I did,
injecting 2 units of basic toxin is not a whole ton and barely feels
like it has an impact. Yet this also has the potential to be stupid
powerful if tuned up again.
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## About The Pull Request
The portable/huge/stationary/scrubbers dont use power, and essentially
delete the gases they filter out, that is bad.
This PR allows those scrubbers to be replaced for the purpose of
scrubbing. A second PR will follow that will add Heater that the
airlocks can control, so we can rid ourselves from those monstrosities.
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## Why It's Good For The Game
Replaces unrealistic mechanics with more realistic ones
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## Changelog
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🆑
add: Added mapping helpers for scrubbers in airlocks
/🆑
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…oduction
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## About The Pull Request
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## Why It's Good For The Game
Gives robots the information they need to know that they can setup
geothermal power as well.
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## Changelog
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🆑
tweak: tweaked the examine text for geothermal power
/🆑
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## About The Pull Request
As title. I scrolled through and fixed things that were bothering me.
Main points:
1. Most drinks now have a bit of nutritional value. Some have a lot. No
more are the days when you could drink 50 peanut butter milkshakes and
not get fat.
2. Alcoholic drinks were largely rebalanced. I didn't get to all of
them, mostly ignored the ones that seemed made-up, but for real ones, I
tried to give them strengths that actually line up with their contents.
I don't know why wine was stronger than whiskey, but it suuuure was.
## Why It's Good For The Game
Mechanics should at least _sorta_ line up with expectation. The fact
that a drink described as "Tyrmalin grog aggressively blended with
unfiltered absinthe" was one of the weakest in the game was... weird.
## Changelog
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🆑
tweak: Non-alcoholic drinks now generally add some nutriment
tweak: Alcoholic drinks have had their strengths made a bit more logical
/🆑
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## About The Pull Request
Adds a way for abilities to be targetable, including range.

Currently works using a carbon/human datum that is used as a middleman
between the abilities and the clicks. Currently no ability uses it.
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## Why It's Good For The Game
Ability versatility!
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## Changelog
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🆑
add: Ability targeting
/🆑
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## About The Pull Request
In the old version Airlock controllers used a badly implemented system
for determining what to do.
This PR reworks that system to use a set of defined states, in which the
airlock can be.
There is two kinds of states, stable and transforming.
Stable states stay the same unless an order is given.
Transforming states are actively altering the contents of the airlock
chamber, like pressurizing.
This system allows for for more reliable and predictable behaviour of
airlocks.
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## Why It's Good For The Game
A key system for Space stations should be reliable and behave
predicatable. The system that is replaced in this PR was not
predicatable.
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## Changelog
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🆑
code: Airlocks now use properly implemented statemachines
/🆑
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## About The Pull Request
Totally fixes a game breaking issue.
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## Why It's Good For The Game
They're blue not red, clearly that's why redshields are a thing
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## Changelog
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🆑
tweak: Changes the blueshield tag from 'red' to 'blue'
/🆑
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## Changelog
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🆑
add: Added second mime slot
/🆑
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