[TM ABLE] October 2025 Cherrypick - EZ Merge - #701
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<!-- 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 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Turns out the high chance whitesands mineral turf had the same path as the basic one and overwrote it. ## Why It's Good For The Game <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> Fixes are good ## Changelog :cl: fix: high chance mineral turfs /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. --> (cherry picked from commit 863eef8fd1c75fe8878dae33443a4be51435ff87)
## About The Pull Request - Makes most mobs use the proper firesound as the gun they're holding (notably not for the Cobra cause I think it'd suck if it sounded silenced) - Fixed a few mobs inheriting stuff - Gave new sharplite weapons to some VI mobs - Made VI smg mob shoot slightly faster - Fixes Softsuit Ramzi mob pistol ## Why It's Good For The Game Consistency ## Changelog :cl: fix: Fixed most simplemobs to use the firesound that their gun has + some smaller stat fixes fix: Softsuit Ramzi no longer has a Cottonmouth balance: VI SMG mob now shoots slightly faster /:cl: (cherry picked from commit 6cbf067c959acf9b63da34c1b12de9fc8cabba51)
Throws a beer bottle at my unloved child so it'll be better. <img width="1312" height="1280" alt="image" src="https://github.com/user-attachments/assets/0da68641-993a-455f-97a4-143e67ed8960" /> >armory lost ringneck, gained hellfire >bandoliers >redesign of rec spaces Raleigh is better. It's not good enough though. :cl: add: The Raleigh has received a redesign. Please pay 250kcr to purchase a new one. /:cl: (cherry picked from commit b072f58ef44ccef13c3ebc0af9eb9e26c4180e98)
<!-- 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 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ERTs and inspectors were using normal job datums for access. Which meant they couldnt use the ERT outpost bays and associated areas. Adds proper job datums and some general define sanity for region access. Also removes the microbombs from Ramzi ERT ## Why It's Good For The Game <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ERTs should have ERT access I think. And the Ramzi ERT microbombs made them a bit of a pain to use. ## Changelog :cl: fix: ERT access del: Ramzi ert microbomb /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. --> (cherry picked from commit d0c6e612d4c179eef778dd7fb8a01e9665c0f0a1)
<!-- 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 Adds sprites for the SecurEye app on the modular console, tablet and laptop <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Immersion <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: imageadd: Added sprites for the SecurEye app code: SecurEye app code now references the new icon state /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. --> (cherry picked from commit 9023d33fd81dbbd13b07f840835b37562bf2d36e)
<!-- 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 Adds two new Etherbor weapons to the game. The 4-beam burst VG-F3 and the 5-beam burst Marine Corps VG-A5. This PR also adds a few these weapons to a few of the current PGF ship lineup. Also replaces one of the two SG-8's on both the Corona and Atira with a VG-F3. **Images:** <img width="965" height="323" alt="image" src="https://github.com/user-attachments/assets/2cf12506-0f8d-4f91-9955-e2fb1bf843d4" /> <img width="521" height="522" alt="Screenshot 2025-08-10 035539" src="https://github.com/user-attachments/assets/60ed978f-2acc-416c-8314-daf414f9d06e" /> **Video:** Medium range, Military https://github.com/user-attachments/assets/c86b0d14-4562-4a36-acde-8a5635fec915 Close range, Military https://github.com/user-attachments/assets/3f76dfa0-8812-48f2-9610-b86c541ed71f Medium range, Civilian https://github.com/user-attachments/assets/2b2c3fbd-23f4-46fc-8962-16c657ab0d83 Close range, Civilian https://github.com/user-attachments/assets/47f1435b-39bd-423d-85cc-9a7a1bda1fa5 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game The burst guns follow the design philosophy of Etherbor weapon design more faithfully and contribute an interesting and applicable alternative to the BG-12/BG-16 beam guns. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: add: Added two new Etherbor burst gun variants /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. --> --------- Signed-off-by: DIB-DOG <DaneOfThieves@gmail.com> Co-authored-by: Changelogs <action@github.com> Co-authored-by: thgvr <81882910+thgvr@users.noreply.github.com> Co-authored-by: Gristlebee <56049844+Gristlebee@users.noreply.github.com> (cherry picked from commit 49cf51ff53ffed00640f5410f16788252376fa17)
<!-- 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 Adds snouted/kepori and activates Vox variations for the syndie mask, ramzi mask, frontiersman mask, gas mask, explorer mask, breath mask, medical mask, and surgical mask. Also adds new loadout item, safety goggles. **SPRITES:** <img width="188" height="186" alt="Screenshot 2025-09-18 163959" src="https://github.com/user-attachments/assets/13d85f13-31f0-46f9-926d-58662513ea4d" /> <img width="183" height="184" alt="Screenshot 2025-09-18 164004" src="https://github.com/user-attachments/assets/fa628fc4-cb29-4e63-a997-744084c1b6f2" /> <img width="771" height="193" alt="Screenshot 2025-09-18 150418" src="https://github.com/user-attachments/assets/5dd69a09-e877-42a1-8d04-f92bc3bc6af1" /> <img width="1032" height="263" alt="Screenshot 2025-09-18 032946" src="https://github.com/user-attachments/assets/638ca1ab-f984-41a7-9fdf-a91964ecface" /> <img width="1533" height="382" alt="image" src="https://github.com/user-attachments/assets/6a9e0d61-f27b-4d3e-85c0-656624feacb4" /> **IN GAME:** <img width="237" height="148" alt="Screenshot 2025-09-18 163437" src="https://github.com/user-attachments/assets/005f33f7-b529-4512-937c-111419a5103b" /> <img width="204" height="112" alt="Screenshot 2025-09-18 163700" src="https://github.com/user-attachments/assets/05f3ef07-038b-4f35-b73a-a0953ca72d1c" /> <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game As long as I've been playing shiptest (which isn't as long as many admittedly) there haven't been snouted variations for some of the most basic and common masks in the game. I've noticed this has driven most players to use the balclava or facemask items exclusively, as they have supporting sprites. Seeing as the masks just got resprited by thearbiber in #5314 (and look great to boot) this should encourage the wear of these common masks by removing the sprite clipping. The safety goggles effectively act like the cold/heat goggles (that being they are mostly cosmetic and cover your eyes) but have a unique look and I think they'd look cute/handy on a lot of character designs. Comes with "skier" and "biker" alt skins. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: add: Added some new snouted mask sprites /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. --> --------- Signed-off-by: DIB-DOG <DaneOfThieves@gmail.com> Co-authored-by: Changelogs <action@github.com> Co-authored-by: Erika Fox <94164348+Erikafox@users.noreply.github.com> (cherry picked from commit a7d7c144618db4355fbfd429432ebedd555d6ad0)
<!-- 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 moves these export calls done by the redbot subsystem to aysnc to prevent them holding up more important things <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game <img width="1357" height="28" alt="image" src="https://github.com/user-attachments/assets/4fdb5812-f472-436f-8247-ad78846b0399" /> seems to hold up world init for something that may not even work right now <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: fix: redbot should no longer stall init super hard /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. --> (cherry picked from commit 181022800b983069a8b85f531a829d0bca4bd8ea)
<!-- 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 broken in shiptest-ss13/Shiptest#5096 also some removal of unused var and some define sanity (I need to deprecate the old faction defines.) <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: fix: simple hostile humans should now have armor again /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. --> (cherry picked from commit a2ae705b9e4850c45d51625515e482cfbd6901ee)
potentially fixes the "none of our verbs load on reconnect" :cl: fix: verbs should now load on reconnect /:cl: (cherry picked from commit 724b111aa7923659eb5737df995b65cc0f2809f9)
## About The Pull Request pajama pants arent camo ## Changelog :cl: fix: Red pajama pants now have the correct name /:cl: (cherry picked from commit 09507425daa713efee88bc09e79d60785b64cc7c)
## Why It's Good For The Game shouldnt have it. its not supposed to be like this ## Changelog :cl: fix: L204 Resistor no longer zooms like a DMR /:cl: (cherry picked from commit b34c2ce5ee21bef6aeff9b9ffd9d37f576bd95f4)
<!-- 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 wanted this to be the loot instead originally ## Why It's Good For The Game Yes ## Changelog :cl: balance: replaces amperage on deepstorage with surge /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. --> (cherry picked from commit be267044adbc7d9d21d8dc291e52f90fae9c8859)
## About The Pull Request its 50 like the rest ## Why It's Good For The Game 20 is actually abysmal dogshit i could hit it once with a knife and it'd be disabled ## Changelog :cl: balance: species prosthesis are no longer 20 health max /:cl: (cherry picked from commit 0928e54ee392864b7fddbfc4c456019cc68f0d5a)
<!-- 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 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Adds a var for mobs to ignore SSD effects (ignore_SSD) (the zzz indicator and passing out), which is false by default. ## Why It's Good For The Game <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> Mainly intended as a developer convenience option when you want to take screenshots and such and not worry about your dolls falling over and passing out. ## Changelog :cl: add: ignore_SSD var /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. --> (cherry picked from commit 54490134093b270d1a9b83f4bc7a1570176f2675)
<!-- 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 PR is a partial port of BeeStation/BeeStation-Hornet#7804, which is itself a partial port of Skyrat-SS13/Skyrat-tg#6259. This adds the annoyed emote, and the sweat emote, and it also adds the framework for future animated emotes. Annoyed: <img width="339" height="493" alt="image" src="https://github.com/user-attachments/assets/57c43deb-167a-44cf-8981-b02941916e4e" /> Sweat: <img width="281" height="180" alt="image" src="https://github.com/user-attachments/assets/1f19fc84-f5a6-446c-8499-3bd2707b56b8" /> ## Why It's Good For The Game I thought that these emotes could add a bit of fun flavor to the game. ## Changelog :cl: itsmeowdev, carpotoxin add: Added the sweat emote and the annoyed emote /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. --> --------- Signed-off-by: zimon9 <122945887+zimon9@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> (cherry picked from commit 56891ca14a4d73372f81fbed153980b25d82e741)
Ports [tg's 2021 refactor ](tgstation/tgstation#55444 movetypes in anticipation of Wet Tiles (2025) better management of movement sources :cl: ghommie, erika (port fox) fix: jitteriness, melee attack animations and resting/standing up should no longer momentarily disable the floating movetype. /:cl: (cherry picked from commit fed5bb80a1a595a14154a300424c2030e66a5714)
<!-- 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 dog the internet here fuckin suuuuuucks ## Changelog :cl: add: outposts now generate an aura of reduced radio interference /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. --> (cherry picked from commit 006f390c32c957967cff50988cb09d343ab1b36c)
<!-- 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 adds vars for ruins to store what faction controls or had controlled them, defaulting to a new unknown faction <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Future proofing adding stuff like scanning planets for information, selecting greeble mobs based on the faction of the ruin, ect <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog N/A nothing player facing yet. <!-- 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. --> (cherry picked from commit 0b17a22ddc63c6b8084e2f8d1f90d5ab5381cade)
…#5414) <!-- 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 a minor fix to the Derecho's smelter console that sets the dist variable from its default of 1, to 3. This enables it to see the smelter. ## Why It's Good For The Game The console would end up unlinked to the smelter in the Derecho, and sometimes manually linking the two together with a multitool would fail. This PR should address the first issue. ## Changelog :cl: fix: fixed the Derecho's smelter console so that it links to the smelter at init /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. --> (cherry picked from commit a435023f44a6d77ded1c2a41f629996e1d97efe1)
## About The Pull Request Adds a new (fairly) low(ish)-risk beach ruin <img width="945" height="720" alt="image" src="https://github.com/user-attachments/assets/6db993f2-27d3-4645-9927-aea567249f9c" /> <img width="1984" height="1536" alt="image" src="https://github.com/user-attachments/assets/92f5f76d-3199-445a-a478-5a57888835b8" /> <img width="1984" height="1536" alt="image" src="https://github.com/user-attachments/assets/876b7726-bb9c-41ae-87cc-8d6b2d1606ca" /> Yuri mobs <img width="544" height="199" alt="image" src="https://github.com/user-attachments/assets/bc2d6225-edd2-4ded-a8a7-f07b4e5a8c0a" /> Strong Hydra <img width="93" height="101" alt="image" src="https://github.com/user-attachments/assets/a6dcd9f4-a9ba-4718-94e3-a345f1c8c309" /> Pleasant Bedroom <img width="560" height="453" alt="image" src="https://github.com/user-attachments/assets/505348b6-c4ec-436b-8bcc-798719107f01" /> Delicious Meal <img width="452" height="515" alt="image" src="https://github.com/user-attachments/assets/dedb4180-8172-4603-a973-4155b0f9dc22" /> Shocker Contraptions <img width="871" height="573" alt="image" src="https://github.com/user-attachments/assets/6974c05f-0768-46ee-9cd3-0dd667f6483d" /> Loot includes: - About 3000 in cash - Two Cottonmouths - Asp - Ringneck - Two Hydra 30 round mags (no gun) - Two Boomslang 10 round mags (no gun) - Random assortment of ramzi calibres - Jackhammer - T2 parts - Angle grinder - Ramzi Equipment (If You Dare) ## Why It's Good For The Game not a lotta beach ruins ## Changelog :cl: add: Added Ramzi Beach Gunsmith ruin add: Added Ramzi Clique Cottonmouth unsuited mob, Ramzi Officer mob, Bulletproof Hydra mob, sentry variants, and two unique Gunsmith Ruin mobs add: Investigate Suspicious Site dynamic mission /:cl: --------- Co-authored-by: Gristlebee <56049844+Gristlebee@users.noreply.github.com> (cherry picked from commit 16e6617e87dd9776a253b5b7e18c792c86cde097)
## About The Pull Request forgot ## Changelog :cl: fix: Fixed the Falmouth starboard nacelle having no atmos /:cl: (cherry picked from commit 45dd51519acd5add176946c3a36314c7827c58eb)
## About The Pull Request divides elite ramzi sniper into boomslang/taipan makes intermediate ramzi space sniper not double-tap ## Changelog :cl: balance: ramzi rusted sniper no longer double-taps code: /taipan ramzi elite sniper subtype /:cl: --------- Co-authored-by: thearbiber <135081923+thearbiber@users.noreply.github.com> (cherry picked from commit 7826898f465ad0756f06c44f3e1eb4d331c11f7d)
## About The Pull Request - Increased PDW price slightly - Decreased machine pistol price slightly - Decreased SMG fire delay across the board to be lower (seems to have done nothing for some reason but i dunno how to fix it) - Adds proper slowdowns to some long rifles (notably the Scout and Taipan)\ - Increased Scout's recoil - Boomslang slows you less ## Why It's Good For The Game Couple tiny adjustments. Noticed a lot of PDWs were the same price as SMGs. Thought it was silly. Also hikes up the Scouts recoil a fair sum since it had like Almost None before ## Changelog :cl: balance: Shuffled around some PDW / Machine pistol prices, decreased SMG fire delay, proper slowdowns for certain longrifles balance: Scout recoil increased balance: Boomslang and F90 slows you less /:cl: (cherry picked from commit ab77a5979818d76f0a96bbe3b8b8fce7bae75b85)
## About The Pull Request - Makes most coffee supplies in outpost much cheaper - Makes syrup containers able to be closed - Fixes coffeepot fill states to actually work - Makes condiment coffee packs not disappear in your hands - Decreases the price of coffee machines slightly ## Why It's Good For The Game This stuff hasn't worked for like a year ## Changelog :cl: fix: fixed a bunch of coffeepot and condiment sprites and allows you to close syrup bottles balance: significantly decreased the price of coffee supplies /:cl: (cherry picked from commit a7864843a3bea8e7c7fbff2d6f9969be5a816938)
<!-- 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 Adds a new variable to the faction datum to not include the faction in the autowiki shiptable generation, currently only used by the Unknown faction (added in #5289) <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Looks nicer ! No player-facing changes I can't escape the wiki <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. --> (cherry picked from commit 46ce901b1061ad1f1cd51fecdd191eef08990d76)
<!-- 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 disables ion storm spawning ## Why It's Good For The Game these still aren't worth keeping ## Changelog :cl: del: disables ion storm spawning /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. --> (cherry picked from commit 1f9948c7badecacd0f48b9e555914f8826fb81eb)
<!-- 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 last one i feel like doing <img width="763" height="206" alt="image" src="https://github.com/user-attachments/assets/9af3cc45-c6d0-44a1-abe0-d9d6d57a732f" /> ## Why It's Good For The Game new better old bad ## Changelog :cl: add: resprites pigtails /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. --> (cherry picked from commit 08d85c61da16e2c8eb92950cb2f1e1f21fce3505)
<!-- 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 PR resprites a whopping 21 haircuts! Wow! That's a lot of hair! Styles include: - Nearly every homestuck hair except for "Eight" (sorry it was quite literally a very subtle edit of FLBH, which is why I deleted it) - Bowlcut (the "2" variant has been annihilated) - Big Afro - Afro - FLBH - Long Bedhead - Dandy Pompadour (the "basic" variant has been mulched) - Ronin - Mohawk <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game New hairs are great! Huge credits for @spookytwirl for bringing this to the finish line! <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: PositiveEntropy, Spookywastaken/Spookytwirl del: Certain duplicate hair styles have been erased. imageadd: A variety of hairs have been resprited! /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. --> --------- Co-authored-by: FalloutFalcon <falloutfalconplays@gmail.com> (cherry picked from commit 0cd78c71e4147bab7a30365b815defa8ba9773d1)
<!-- 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 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Touches up explosions a bit and how deafening from them is handled. Changes explosion's clothing damage to reflect recent changes to explosion item damage (up to 90 for light, 90 to 150 for heavy) Light explosions deal 20 brute + 20 burn, for a total of 40 from the original 30 brute Heavy explosions deal 40 brute + 40 burn, for a total of 80, down from the original 100 brute + burn Explosions now use soundbang act to apply deafness and respect hearing protection. Ear protection items now have levels too how much they can protect. Earmuffs now have 3 hearing protection (protects up to heavy explosions), no longer heals ears, and can adjusted up and down to toggle the hearing protection and deafness. ## Why It's Good For The Game Explosions have more consistent behavior in regards to clothing destruction, how they affect hearing and damage. Light explosions are a bit more punishing now, while heavy explosions are no longer instant crits. Earmuffs could use a little QoL, as they're a bit clunky to use, and are basically outshone by bowmans. This should hopefully make them more usable and give them a better niche as heavy hearing protection. ## Changelog :cl: add: Earmuffs are togglable add: Hearing protection levels del: Earmuff ear healing balance: Explosion damage and hearing damage /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. --> (cherry picked from commit 08891fb1c621cf6c0093f79bd6a2f9ee2bcc0cdb)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request removes the curare bottles from magpie and replaces them with cureall. created cureall bottles since they don't exist ## Why It's Good For The Game this was intended in the original med expansion pr (cherry picked from commit aa977d101d27cddea3be53bf2725b23719e8d9a9)
## About The Pull Request lets you actually make lifosa and homemade jerky ## Changelog :cl: fix: stuff like tiris cheese and jerky can actually be dried /:cl: (cherry picked from commit 1898a14548e213bcfcc7c3aa5cb3bbf392288204)
… (#5429) ## About The Pull Request a curious case of reversed greater than less than ## Changelog :cl: fix: Reinforced walls will no longer downgrade to the last deconstruction state upon being deconstructed /:cl: (cherry picked from commit 8ef62e977187c74fec33644967d2a9ab9bc39bb1)
<!-- 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 I never acctually used this anywhere, and its my leading suspect for a hard del, could swap it to a weak ref but the only refrence to it is a setter proc and a signal that already has the item in question moves mission location to a weakref, its barely even needed. main use is for getting x y and name, almost everything else is cleanup or signal related. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game less hard dels mabye? <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: fix: possible fix to mission hard dels /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. --> (cherry picked from commit a02c1ed5a0fdc2fe7eab4e3dee35b07acc8f3d98)
## About The Pull Request Rounds out onehalfs shape a little bit towards the front. Adds a handful of facilities like expanding the fueling area in the hangar and adding a separate emergency pressurization line to fill up rooms. Also adjusts a few areas to allow turrets to work at their best in the wake of Sharplite Rework <img width="1888" height="1504" alt="image" src="https://github.com/user-attachments/assets/0d70d99e-10be-4bd2-b50a-c7e359a381db" /> ## Why It's Good For The Game Turret hallway was less scary than I would like it to be post-Sharplite. I was also always kind of unhappy with the front and I think its better now ## Changelog :cl: add: Added a small refueling area and an emergency pressurization line to onehalf balance: Onehalf turrets now have a clearer line of sight /:cl: (cherry picked from commit cf09fff20afb27ec4ecc4d75c7ae0d9a529e2ab5)
<!-- 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 The price of frag grenades and HE grenades on the black market has been adjusted to match the outpost catalog's prices more closely. ## Why It's Good For The Game The black market is, from what I understand, meant to be a low quantity, variable cost option to source items from, with items generally costing more than what you'd get for them from the outpost. This change should help grenades fit that theme. ## Changelog :cl: balance: made grenades on the black market have prices similar to their outpost variants /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. --> (cherry picked from commit c8aa982fcc43711ff3f21b2225026d5698e0f268)
<!-- 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 credit to memesnorfer for the long tubetop and generally helping with sprites we got long tubetop tubetop camisole sleeveless cropped turtleneck <img width="1032" height="542" alt="image" src="https://github.com/user-attachments/assets/2ed2dd15-7f09-45d9-b3e3-531701322b2a" /> also every bra <img width="477" height="508" alt="image" src="https://github.com/user-attachments/assets/a2385f68-654b-466f-b400-5f6400711619" /> ## Why It's Good For The Game more customization good. ## Changelog :cl: add: /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. --> (cherry picked from commit ceca2f47bd71f0092870b6c4088d3cae8dc379b7)
<!-- 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 Adds the downed transport icemoon ruin I've been "working" on for I don't know how long now. Notable loot includes: - SG-8 pistol - BGC-10 rifle - Hellfire shotgun - Limited ammo for each - x2 c4 "mining" charges - Draconic amber gem - A set of PGF marine armor - Yummy in my tummy canibalism kebab Rare enemy types within the abandoned shaft present a fair chance for profit in of themselves. Median is 8-10k from all the loot within the mineshaft. This can vary with death drops. This potential loot is only accessible by exposing yourself to a **very** dangerous portion of the mine, defying a number of warnings to do so. **Screenshots** Strongdmm: <img width="3584" height="2176" alt="image" src="https://github.com/user-attachments/assets/f5d128e8-bc6a-45ed-ac67-9e68d9e50106" /> <img width="3584" height="2176" alt="image" src="https://github.com/user-attachments/assets/ed314927-0850-4725-b413-354771e5053b" /> In game: <img width="888" height="843" alt="Screenshot 2025-09-24 231059" src="https://github.com/user-attachments/assets/c0aebdfb-769a-44bb-aab5-0599065e43fc" /> <img width="954" height="619" alt="Screenshot 2025-09-24 231126" src="https://github.com/user-attachments/assets/5728bdf9-baaa-469d-a90e-110b5dd26f8f" /> <img width="647" height="871" alt="image" src="https://github.com/user-attachments/assets/dde5b0ec-5302-44e4-9850-131bf57f3b3d" /> <img width="1202" height="791" alt="Screenshot 2025-09-24 231223" src="https://github.com/user-attachments/assets/d85509de-8c40-4ff6-b2f9-6498b0c3a6df" /> <img width="1083" height="773" alt="image" src="https://github.com/user-attachments/assets/42cf4d14-90b6-4fe8-bdc9-a0044cad3709" /> <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Adds another icemoon ruin that's more up to current ruin standards. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: add: Added the Downed Transport ruin add: Added the missing transport recovery and site investigation missions add: added 3 new PGF corpse spawners /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. --> --------- Signed-off-by: DIB-DOG <DaneOfThieves@gmail.com> Co-authored-by: Changelogs <action@github.com> Co-authored-by: Gristlebee <56049844+Gristlebee@users.noreply.github.com> (cherry picked from commit c477da6d2c84cb6732c545eeedecb0f4c61c1ff9)
- Replaced last vestiges of the placeholder E-20 with either E10s or Resistors - Ohm can now fit in holsters - Removed .44 speedloaders from any ruin that has Shadows (cant even use them) - Replaced empty medkits with the proper ones - Black Market now properly indicates the cells are Eoehoma ones :cl: fix: Unusable .44 speedloaders no longer spawn with Shadows on ruins. Empty medkits are now full, and E-20s should no longer spawn fix: Ohm can now fit in belt holsters /:cl: (cherry picked from commit a84cf313be383b81cc8be0eb894ae928deb1e161)
- Changes atmos and supply to be more befitting of a larger ship - Downgraded the CM24 to a CM15 shotgun, downgraded Hellfire to a CM70 machinepistol - Removed surgical kit from medbay, replacing it with a hypospray kit with chitosan Before: <img width="536" height="614" alt="image" src="https://github.com/user-attachments/assets/b95277ba-f960-4d55-a83e-50f5986cd0b3" /> After: <img width="540" height="627" alt="image" src="https://github.com/user-attachments/assets/c4d589c8-19d9-4731-9ca5-0c848d2e2575" /> Atmos would've barely functioned on a small ship, let alone one of this size. Changes it to be more accomodating of its size. Tweaks a few things that (I, myself) believe to be overtuned (roundstart assault rifle in an already significant armoury along with a Stacked medbay) :cl: add: Added a more robust atmospherics and recycling to the Atlas balance: Downgraded Atlas armoury to be more inline with similar ships, along with medbay losing the surgical kit for hypospray /:cl: (cherry picked from commit 61d8d4693a03856a764caee5e979ad0272ddcf1d)
<!-- 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. --> Fixes a couple of things I may have forgotten, along with adding some likely needed objects for the medical crate, like additional kits (Wounds fucking hurt, and it's a combat vessel), a rolling bed, and bodybags to name a few Fixes some stuff (Missing sink, missing glass somehow??), along with adding some medical gear to make single medkit gameplay a little better with more than one, and making corpse retrieval a little bit eaiser. :cl: add: Added more medical supplies to the Shrike, along with finally adding glass and a sink. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. --> --------- Co-authored-by: Erika Fox <94164348+Erikafox@users.noreply.github.com> Co-authored-by: Gristlebee <56049844+Gristlebee@users.noreply.github.com> (cherry picked from commit c46bcd169dcd5902d8af900ff22149ca35cec524)
<!-- 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 Fixes the Etherbor weapons being unable to use the "start empty" subtype of etherbor cells. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Causes some issues with mapped ruins where people have cells that should work, but don't. Annoying and messes with map balance/loot. Not to mention just annoying. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: fix: Empty Etherbor cells can fit in Etherbor guns like they should. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. --> --------- Signed-off-by: DIB-DOG <DaneOfThieves@gmail.com> (cherry picked from commit 767dcd5473c7515d28169b898fac0862e84b925a)
<!-- 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 Wrecked factory has the proper sharplite cells now, and gets rid of the indestructible doors on the ruined factory. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> Map maintained. ## Changelog :cl: fix: Wrecked Factory gun cells and doors /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. --> (cherry picked from commit ab2fe012c0d97d249ad4da049b93bb1dcfa1a8aa)
Ossa88
marked this pull request as draft
July 30, 2026 14:56
…e... ill need to manually compare edits.
Ossa88
marked this pull request as ready for review
July 30, 2026 16:00
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About The Pull Request
October 2025 Cherrypick EZ Merge
Regal Rat Fix
Regal Rat was making trash based on a list in a list. Fixed with a correct pick command.Fixes high chance mineral whitesand mineral turf (#5381)
## About The Pull RequestTurns out the high chance whitesands mineral turf had the same path as
the basic one and overwrote it.
Why It's Good For The Game
Fixes are good
Simplemob Firesounds + Sharplite Mob Adjustments (#5364)
## About The Pull Request(notably not for the Cobra cause I think it'd suck if it sounded
silenced)
Why It's Good For The Game
Consistency
Raleigh Update (#5353)
Throws a beer bottle at my unloved child so it'll be better.ERTs/Inspectors get proper access (#5368)
## About The Pull RequestERTs and inspectors were using normal job datums for access. Which meant
they couldnt use the ERT outpost bays and associated areas. Adds proper
job datums and some general define sanity for region access.
Also removes the microbombs from Ramzi ERT
Why It's Good For The Game
ERTs should have ERT access I think. And the Ramzi ERT microbombs made
them a bit of a pain to use.
Adds sprites for the SecurEye app (#5347)
## About The Pull Request Adds sprites for the SecurEye app on the modular console, tablet and laptopWhy It's Good For The Game
Immersion
Kalixcian Burst Volleyguns (#5201)
## About The Pull Request Adds two new Etherbor weapons to the game. The 4-beam burst VG-F3 and the 5-beam burst Marine Corps VG-A5.This PR also adds a few these weapons to a few of the current PGF ship
lineup. Also replaces one of the two SG-8's on both the Corona and Atira
with a VG-F3.
Images:


Video:
Medium range, Military
2025-08-09.04-38-30.mp4
Close range, Military
2025-08-09.04-38-54.mp4
Medium range, Civilian
2025-08-09.04-39-13.mp4
Close range, Civilian
2025-08-09.04-39-38.mp4
Why It's Good For The Game
The burst guns follow the design philosophy of Etherbor weapon design
more faithfully and contribute an interesting and applicable alternative
to the BG-12/BG-16 beam guns.
species-sprites-for-common-masks + Safety Goggles (#5342)
## About The Pull Request Adds snouted/kepori and activates Vox variations for the syndie mask, ramzi mask, frontiersman mask, gas mask, explorer mask, breath mask, medical mask, and surgical mask. Also adds new loadout item, safety goggles.SPRITES:
IN GAME:
Why It's Good For The Game
As long as I've been playing shiptest (which isn't as long as many
admittedly) there haven't been snouted variations for some of the most
basic and common masks in the game. I've noticed this has driven most
players to use the balclava or facemask items exclusively, as they have
supporting sprites. Seeing as the masks just got resprited by thearbiber
in #5314 (and look great to boot) this should encourage the wear of
these common masks by removing the sprite clipping.
The safety goggles effectively act like the cold/heat goggles (that
being they are mostly cosmetic and cover your eyes) but have a unique
look and I think they'd look cute/handy on a lot of character designs.
Comes with "skier" and "biker" alt skins.
moves redbot exports to aysnc (#5317)
## About The Pull Request moves these export calls done by the redbot subsystem to aysnc to prevent them holding up more important thingsWhy It's Good For The Game
seems to hold up world init for something that may not even work right
now
fix simple hostile human armor (#5361)
## About The Pull Request broken in https://github.com/shiptest-ss13/Shiptest/pull/5096also some removal of unused var and some define sanity (I need to
deprecate the old faction defines.)
fixes a single pajama typo (#5394)
## About The Pull Requestpajama pants arent camo
strips zoom from the Resistor (#5405)
## Why It's Good For The Gameshouldnt have it. its not supposed to be like this
replaces amperage on deepstorage with surge dmr (#5404)
## About The Pull Requestwanted this to be the loot instead originally
Why It's Good For The Game
Yes
Makes Prosthesis have normal limb health (#5376)
## About The Pull Requestits 50 like the rest
Why It's Good For The Game
20 is actually abysmal dogshit i could hit it once with a knife and it'd
be disabled
Adds a var for mobs to ignore SSD effects (#5372)
## About The Pull RequestAdds a var for mobs to ignore SSD effects (ignore_SSD) (the zzz
indicator and passing out), which is false by default.
Why It's Good For The Game
Mainly intended as a developer convenience option when you want to take
screenshots and such and not worry about your dolls falling over and
passing out.
Ports the annoyed and the sweatdrop animated emotes (#5299)
## About The Pull RequestThis PR is a partial port of
BeeStation/BeeStation-Hornet#7804, which is
itself a partial port of
Skyrat-SS13/Skyrat-tg#6259. This adds the
annoyed emote, and the sweat emote, and it also adds the framework for
future animated emotes.
Annoyed:

Sweat:

Why It's Good For The Game
I thought that these emotes could add a bit of fun flavor to the game.
Movetype refactor port (#5312)
Ports [tg's 2021 refactor ](https://github.com/tgstation/tgstation/pull/55444 movetypes in anticipation of Wet Tiles (2025) better management of movement sourcesOutpost has -50 interference (#5345)
## About The Pull Requestdog the internet here fuckin suuuuuucks
ruins can have factions and unknown faction (#5289)
## About The Pull Request adds vars for ruins to store what faction controls or had controlled them, defaulting to a new unknown factionWhy It's Good For The Game
Future proofing adding stuff like scanning planets for information,
selecting greeble mobs based on the faction of the ruin, ect
ramzi simplemob fixes (#5362)
## About The Pull Request some ramzi had doubled weapons due to assigning a new weapon to their right hand. Fixes that. For future reference Ramzi (as servants of the antichrist) are all left-handedChanges the Ramzi Cleaner (stormtrooper sniper rifle, unused thus far)'s
rifle from a boomslang to a taipan to match the "Higher Quality Of
Equipment" trend stormtroopers have
Slammer shotgun (#5332)
## About The Pull Requestsprites by @thearbiber
mag-fed, pump-action shotgun used mostly by Frontie simplemobs but also
on the cargo market (Lanchester Import, 3000 cr)
6 round capacity, quick wield-time, though with more recoil than
conventional shotguns. fires and racks fairly quickly though
(similarly to the Brimstone though slower)
slammer.mp4
Currently mapped in on the Tortuga and in the Cavecrew ruin
Why It's Good For The Game
Frontiersmen were slated to get a Shotgun for a while. Never did. Now
they do. There's also the fact pretty much every indie shotgun on the
market is Hunter's Pride, figure we put a little treat out there for
those who don't like wood
Lets Moon Ruins actually spawn (#5406)
## Why It's Good For The Gameforgot to add ruin_type to the planet datum lol
also fixes a single doubled pipe
Kali Andhi tweaks (#5358)
## About The Pull RequestThis PR adds a couple of things to the Kali Andhi, fixes a minor bug,
and tweaks one other thing
messenger bag in addition to the standard backpack that comes in their
lockers (is this appropriate? I'm not sure -- I can instead swap them
with a plain messenger bag if not)
cargo bay didn't work before, but they should now
bay had its layer adjusted so that the railing now renders under the
canister instead of over it
Before:

After:

Why It's Good For The Game
The aim of this PR is to add a bit more flexibility to players in order
to select the outfit they want to present, and to bring a bit of parity
with the previous Kali Andhi iteration.
Gives Sarathi Torso Variant Sprites (#5383)
## About The Pull Requestfixes the issue of certain undershirt sprites clipping with the sarathi
torso sprite
Why It's Good For The Game
aesthetic purposes
Bodytype support for Accessories (#5273)
## About The Pull Requestsupport current bodytypes. It does not include any sprites. Might pave
the way for a more in-depth accessory system later
Why It's Good For The Game
yeah
tg clickbox pr port (#5318)
## Why It's Good For The Gameanother pre-req + easier to make small objects (world icons) clickable
Fixes some broken clothing equip delays (#5322)
## About The Pull RequestUpdates the equip delays for all items to be slightly faster, andallows equipping armor while moving (not hardsuits).
Also, fixes a number of factional suit items using the wrong equip delay
values
Why It's Good For The Game
Some of the equip delays were pretty dang long and felt honestly justclunky. While you don't put on/off clothes too often, it did feel silly
when just slipping on gloves took over a second, or putting on/removing
a jacket took two whole seconds.
A decent number of factional suits were using the hard-suit equip delay
and restrictions, when half the time you were just tossing on a jacket.
Opaque Smoke reduces your chance of being hit (#5330)
## About The Pull RequestBeing in opaque smoke will now conceal you and reduces your chance of
being hit by projectiles.
Being nearby to the concealed target will raise your chance to hit,
while having thermals will entirely negate the concealment protection.
Why It's Good For The Game
Charging any kind of entrenched chokepoint is an utter nightmare,
especially with subshuttle boarding or outpost combat on the elevator.
Smoke providing protection should make for an interesting defensive
option for advances and retreat.
Buckshot Tweak (#5331)
## About The Pull RequestRaises AP from -20 to -10. Dropoff maxes out at -25.
Why It's Good For The Game
Aiming for them to be juuuust below SMG ttk. This fits quite nicely.
Rock Outpost ERT Bay + Slight Refreshing (#5340)
Adds an ERT bay to the NGR Rock outpost, along with cleaning up the outside sand to look better, and removes a lot of the unneeded dirt around the place. The ERT starting equipment is equal or similar to the CLIP Ocean inteq ERT equipment. ERT shuttle bay starts with the kali-andhi's Karst subshuttlePictures
Currently the NGR outpost is the only factional outpost without an ERT
bay. Additionally, some things were bugging me like the dirt and the
outside sand being a bit rushed.
Interference/Telecomms Changes (#5344)
## About The Pull Request Increases interference disruption defines reduces rate of interference character scrambling decreases interference from nearby tiles to being divided by a factor of 9, rather than 5 Adds telecommunications equipment to cargo, some pieces faction locked under NanotrasenWhy It's Good For The Game
Interference isn't fun at present
debugger improvments (#5349)
## About The Pull Request https://github.com/tgstation/tgstation/pull/90288 without the tracey stuff. debugging now prints runtimes to the chat, Much better if your testing something you KNOW is doing it but dont want it to pause your game every time general code improvments for the debugger.Why It's Good For The Game
Really nice thing I miss having from a TG downstream.
Prevents people from ever forgeting about errors
shared adjective list (#5350)
## About The Pull Request got annoyed at seeing both lists having a ton of the same lines so i made a shared list for themWhy It's Good For The Game
much easier to review and look through the list.
Adds Sabres and Swords to the Outpost Market (#5360)
## About The Pull Request Adds every faction's swords to their respective faction markets, with the base version of each faction's sword being 750, 3x the Machete.Why It's Good For The Game
Most factions have their own unique melee weapons, but they're barely
used due to their rarity, which most ships only having one set of a
given sword, and each sword being nigh unreplaceable unless you get
lucky with the black market, which is a shame considering the work that
went into some of these.
Electric Powerfist (#5377)
## About The Pull RequestMakes the power fist into an electrical, rather than "atmospheric"
weapon
Powerfist now takes cells and uses cell charge to deal bonus damage
Powerfist balance revised to hit harder unless its against armor
Powerfist overcharge added. Slam someone once and realize your battery
died.
You can tighten the powerfist to make it undroppable.
Sprites:

fix html decodes in like 2 spots (#5384)
## About The Pull Request holopads will no longer blast you with html encodes hailing will no longer blast you with html encodesbuff gjal, silfr, indo (#5389)
## About The Pull Request hadra this hadra that how about you hadra some bitchesmakes indomide and silfrine more competitive as brute chems
makes gjalrazine less unpleasant
Recoil/Impact modifiers (#5393)
## About The Pull RequestAdds a recoil/impact modifier variable
Adds modifiers to: shoalmix, mammoth, psicodine, morphine, dimorlin
morphine, mammoth, and dimorlin reduce how badly your camera jostles
when you get shot
psicodine reduces the recoil from firing
shoalmix does it all baby
this could probably be extended to other things in the future i just
wanted it on chems
halves finobranc metab speed (#5386)
## About The Pull Request I've heard it doesn't feel like it lasts for dick which sucksOutpost medical vender hourly refills (#5354)
## About The Pull RequestThis PR adds an hourly refill function to vending machines, set OFF by
default. The only vender type with this function active currently are
OutpostMed vending machines.
Why It's Good For The Game
It makes sense that an outpost would actively restock their vending
machines -- and this also allows players to use the outpost medical
vending machine for specific medical supplies without having to worry
too much about someone else buying out stock before them.
reduces chance of aranesp oxyloss (#5390)
## About The Pull Requestreduces chance of aranesp making you lose breath
Renames NGR Initiates to Crewmen (#5398)
## About The Pull RequestThis PR renames Initiates of NGR ships so as to reflavor them as
Crewmen.
Why It's Good For The Game
Much like how renaming Recruits for the IRMG to Auxiliaries helped open
up their usage much more, I believe that the same thing can be done with
Initiates of the NGR.
Solarbundswaffenkammer makes their guns useful again (#5239)
## About The Pull Request most of it is in the changelog I increased the solarian guncells to 15000 charge, and tweaked namely the GAR as said in the changelog to have a reasonable tradeoff of cell-to-shot ratio of 96 rounds standard, and 64 HC. I didn't tweak the other guns, because their energy consumption is fine as it is, with the increased full-charge state. This isn't like. Gamebreaking because nobody plays Sol, but makes them actually able to shoot their own guns instead of looking like 2-bit gangsters with SKM's that actually work.Why It's Good For The Game
I get nobody plays SolCon but when you can't even shoot a full magazine
out of your GAR I think it's a little silly.
Also you can buy everything properly and not get ferromagnetic HC lances
ONLY
cuts mecha pilot out of icemoon training center (#5422)
## About The Pull Request cuts the mecha pilots out of icemoon training center these things rarely ever pass basic checks and are gonna be killed eventually, so here we areFixes the derecho smelter console so that it links with the furnace (#5414)
## About The Pull RequestThis is a minor fix to the Derecho's smelter console that sets the dist
variable from its default of 1, to 3. This enables it to see the
smelter.
Why It's Good For The Game
The console would end up unlinked to the smelter in the Derecho, and
sometimes manually linking the two together with a multitool would fail.
This PR should address the first issue.
Ramzi Beach Gunsmith (#5370)
## About The Pull RequestAdds a new (fairly) low(ish)-risk beach ruin
Yuri mobs

Strong Hydra

Pleasant Bedroom

Delicious Meal

Shocker Contraptions

Loot includes:
Why It's Good For The Game
not a lotta beach ruins
Adds a Scrubber and Air Vent to the Falmouth Starboard Nacelle (#5417)
## About The Pull Requestforgot
ramzi sniper npc checkover (#5428)
## About The Pull Requestdivides elite ramzi sniper into boomslang/taipan
makes intermediate ramzi space sniper not double-tap
Miscgunchanges (#5346)
## About The Pull Requestdone nothing for some reason but i dunno how to fix it)
Taipan)\
Why It's Good For The Game
Couple tiny adjustments. Noticed a lot of PDWs were the same price as
SMGs. Thought it was silly. Also hikes up the Scouts recoil a fair sum
since it had like Almost None before
Misc Coffee Fixes + QOL (#5432)
## About The Pull RequestWhy It's Good For The Game
This stuff hasn't worked for like a year
Don't Include Unknown Faction in Autowiki Shiptable (#5434)
## About The Pull Request Adds a new variable to the faction datum to not include the faction in the autowiki shiptable generation, currently only used by the Unknown faction (added in #5289)Why It's Good For The Game
Looks nicer !
No player-facing changes
I can't escape the wiki
disables ion storm spawning (#5440)
## About The Pull Requestdisables ion storm spawning
Why It's Good For The Game
these still aren't worth keeping
resprites pigtails (#5427)
## About The Pull Request last one i feel like doingWhy It's Good For The Game
new better old bad
Assorted Hairs: The Hairening (#5411)
## About The Pull Request This PR resprites a whopping 21 haircuts! Wow! That's a lot of hair! Styles include: - Nearly every homestuck hair except for "Eight" (sorry it was quite literally a very subtle edit of FLBH, which is why I deleted it) - Bowlcut (the "2" variant has been annihilated) - Big Afro - Afro - FLBH - Long Bedhead - Dandy Pompadour (the "basic" variant has been mulched) - Ronin - MohawkWhy It's Good For The Game
New hairs are great! Huge credits for @spookytwirl for bringing this to
the finish line!
Explosions and Hearing protection touch ups (#5323)
## About The Pull RequestTouches up explosions a bit and how deafening from them is handled.
Changes explosion's clothing damage to reflect recent changes to
explosion item damage (up to 90 for light, 90 to 150 for heavy)
Light explosions deal 20 brute + 20 burn, for a total of 40 from the
original 30 brute
Heavy explosions deal 40 brute + 40 burn, for a total of 80, down from
the original 100 brute + burn
Explosions now use soundbang act to apply deafness and respect hearing
protection.
Ear protection items now have levels too how much they can protect.
Earmuffs now have 3 hearing protection (protects up to heavy
explosions), no longer heals ears, and can adjusted up and down to
toggle the hearing protection and deafness.
Why It's Good For The Game
Explosions have more consistent behavior in regards to clothing
destruction, how they affect hearing and damage. Light explosions are a
bit more punishing now, while heavy explosions are no longer instant
crits.
Earmuffs could use a little QoL, as they're a bit clunky to use, and are
basically outshone by bowmans. This should hopefully make them more
usable and give them a better niche as heavy hearing protection.
remove curare from magpie (#5459)
## About The Pull Requestremoves the curare bottles from magpie and replaces them with cureall.
created cureall bottles since they don't exist
Why It's Good For The Game
this was intended in the original med expansion pr
Makes Drying Element apply to all food (#5396)
## About The Pull Requestlets you actually make lifosa and homemade jerky
fixes reinforced walls going to last deconstruction state immediately (#5429)
## About The Pull Requesta curious case of reversed greater than less than
ruin mission hard del cleanup (#5444)
## About The Pull Request I never acctually used this anywhere, and its my leading suspect for a hard del, could swap it to a weak ref but the only refrence to it is a setter proc and a signal that already has the item in questionmoves mission location to a weakref, its barely even needed. main use is
for getting x y and name, almost everything else is cleanup or signal
related.
Why It's Good For The Game
less hard dels mabye?
Expands Onehalf (#5436)
## About The Pull RequestRounds out onehalfs shape a little bit towards the front. Adds a handful
of facilities like expanding the fueling area in the hangar and adding a
separate emergency pressurization line to fill up rooms. Also adjusts a
few areas to allow turrets to work at their best in the wake of
Sharplite Rework
Why It's Good For The Game
Turret hallway was less scary than I would like it to be post-Sharplite.
I was also always kind of unhappy with the front and I think its better
now
Grenade price parity with the black market (#5447)
## About The Pull RequestThe price of frag grenades and HE grenades on the black market has been
adjusted to match the outpost catalog's prices more closely.
Why It's Good For The Game
The black market is, from what I understand, meant to be a low quantity,
variable cost option to source items from, with items generally costing
more than what you'd get for them from the outpost. This change should
help grenades fit that theme.
new undershirt tops+resprites every bra (#5433)
## About The Pull Request credit to memesnorfer for the long tubetop and generally helping with spriteswe got


long tubetop
tubetop
camisole
sleeveless cropped turtleneck
also every bra
Why It's Good For The Game
more customization good.
Adds the Downed-Transport ice planet ruin (#5374)
## About The Pull Request Adds the downed transport icemoon ruin I've been "working" on for I don't know how long now.Notable loot includes:
Rare enemy types within the abandoned shaft present a fair chance for
profit in of themselves. Median is 8-10k from all the loot within the
mineshaft. This can vary with death drops. This potential loot is only
accessible by exposing yourself to a very dangerous portion of the
mine, defying a number of warnings to do so.
Screenshots
Strongdmm:


In game:





Why It's Good For The Game
Adds another icemoon ruin that's more up to current ruin standards.
Misc Ruin Fixes + Last Sharplite Stuff (#5418)
- Replaced last vestiges of the placeholder E-20 with either E10s or Resistors - Ohm can now fit in holsters - Removed .44 speedloaders from any ruin that has Shadows (cant even use them) - Replaced empty medkits with the proper ones - Black Market now properly indicates the cells are Eoehoma onesAtlas Adjustments (#5416)
- Changes atmos and supply to be more befitting of a larger ship - Downgraded the CM24 to a CM15 shotgun, downgraded Hellfire to a CM70 machinepistol - Removed surgical kit from medbay, replacing it with a hypospray kit with chitosanBefore:

After:

Atmos would've barely functioned on a small ship, let alone one of this
size. Changes it to be more accomodating of its size. Tweaks a few
things that (I, myself) believe to be overtuned (roundstart assault
rifle in an already significant armoury along with a Stacked medbay)
Misc coldfix Shrike changes (#5431)
Fixes a couple of things I may have forgotten, along with adding some likely needed objects for the medical crate, like additional kits (Wounds fucking hurt, and it's a combat vessel), a rolling bed, and bodybags to name a fewFixes some stuff (Missing sink, missing glass somehow??), along with
adding some medical gear to make single medkit gameplay a little better
with more than one, and making corpse retrieval a little bit eaiser.
Etherbor compatability (#5466)
## About The Pull Request Fixes the Etherbor weapons being unable to use the "start empty" subtype of etherbor cells.Why It's Good For The Game
Causes some issues with mapped ruins where people have cells that should
work, but don't. Annoying and messes with map balance/loot. Not to
mention just annoying.
Wrecked Factory Maintenance (#5473)
## About The Pull RequestWrecked factory has the proper sharplite cells now, and gets rid of the
indestructible doors on the ruined factory.
Why It's Good For The Game
Map maintained.
Cleanup
Removed Gun Maint Kits since we do not use them.Applied some Day 0 fixes to ships which were changed by Shiptest.
Corrected a bad merge in NRG Rock outpost due to changes in codebases. NRG was reset to their code... Will need a more extensive review to see what we changed and restore those if needed.
Why It's Good For The Game
Catches us up... Were far behind... My Bad...
Changelog
🆑
fix: fix Regal Rat
fix: high chance mineral turfs
fix: Fixed most simplemobs to use the firesound that their gun has + some smaller stat fixes
fix: Softsuit Ramzi no longer has a Cottonmouth balance: VI SMG mob now shoots slightly faster
add: The Raleigh has received a redesign. Please pay 250kcr to purchase a new one.
fix: ERT access
del: Ramzi ert microbomb
imageadd: Added sprites for the SecurEye app
code: SecurEye app code now references the new icon state
add: Added two new Etherbor burst gun variants
add: Added some new snouted mask sprites
fix: redbot should no longer stall init super hard
fix: simple hostile humans should now have armor again
fix: Red pajama pants now have the correct name
fix: L204 Resistor no longer zooms like a DMR
balance: replaces amperage on deepstorage with surge
balance: species prosthesis are no longer 20 health max
add: ignore_SSD var
add: Added the sweat emote and the annoyed emote
fix: jitteriness, melee attack animations and resting/standing up should no longer momentarily disable the floating ovetype.
add: outposts now generate an aura of reduced radio interference
fix: certain ramzi will no longer duel wield at you
add: Added Slammer shotgun to cargo for 3000 credits. 6 round mag pump-action, above average recoil, high fire-rate.
add: Frontiersmen Doorkickers now use this shotgun. No stat change
fix: Moon ruin(s) can actually spawn
fix: Fixes a single double pipe on CLIP moon
add: Added a bunch of equipment to the Kali Andhi
fix: fixed a few buttons and a mismatched layer
fix: fixed missing pipes to the combustion engines in the Kali Andhi
add: Sarathi Dimorphism Sprites
code: Species support for accessories (no icons adapted yet)
fix: bees, hivelord, its brood and legion skulls no longer use the MOUSE_OPACITY_OPAQUE setting that makes the invisible portions of their icons count toward mouse clicks, which can get in the way of players trying to click stuff below their layer. Instead, to be easier to click on, they use a component that gives them a near-invisible underlay.
fix: Fixed some factional suit items using the wrong equip delay
balance: You can now move while equipping armor, such as bulletproof vests.
add: Concealment status
add: Smoke applies concealment
balance: Buckshot AP is now -10 compared to -20. Dropoff maxes out at -25
add: Rock Outpost ERT Bay
add: Adds telecommunications equipment to cargo, some pieces faction locked under Nanotrasen
add: secure engineering crate i found in the files unused
balance: Increases interference disruption defines. Radio is easier
balance: reduces rate of interference character scrambling
balance: decreases interference from nearby tiles to being divided by a factor of 9, rather than 5
add: Swords to factional cargo
add: The powerfist has been reborn into this world as a cell based weapon. Try it out next time you see it on the black market.
sprites: powerfist has new item sprites. Thanks Imaginos and Jay
fix: hailing/holopad sanitization
balance: gjalrazine, indomide, silfrine buffed
add: Certain chemicals can now reduce camerashake from firing/being fired upon in combat.
balance: removed camera shake from impact on /mob/living. It remains on /mob/carbon
balance: finobranc metabolizes half as fast
add: Added an hourly restock function to vending machines, turned off by default
balance: OutpostMed venders now automatically restock themselves every hour
balance: reduces chance of aranesp oxyloss
add: Reflavored Initiates to be Crewmen
add: Ferromagnetic Lances BACK into cargo.
balance: Solarian guns now have better rates of cell decrease, namely the GAR, which can fire 3 standard magazines, or 2 HC magazines.
balance: Ferromagnetic rounds now stack better and reasonably. Slugs: 10; Lance: 16; Pellets: 22, now you can load your guns actually with a reasonable amount of boxes!
fix: Solarian HC box sprites
del: removed mech pilots from icemoon training center
fix: fixed the Derecho's smelter console so that it links to the smelter at init
add: Added Ramzi Beach Gunsmith ruin
add: Added Ramzi Clique Cottonmouth unsuited mob, Ramzi Officer mob, Bulletproof Hydra mob, sentry variants, and two unique Gunsmith Ruin mobs
add: Investigate Suspicious Site dynamic mission
fix: Fixed the Falmouth starboard nacelle having no atmos
balance: ramzi rusted sniper no longer double-taps
code: /taipan ramzi elite sniper subtype
balance: Shuffled around some PDW / Machine pistol prices, decreased SMG fire delay, proper slowdowns for certain longrifles
balance: Scout recoil increased
balance: Boomslang and F90 slows you less
fix: fixed a bunch of coffeepot and condiment sprites and allows you to close syrup bottles
balance: significantly decreased the price of coffee supplies
del: disables ion storm spawning
add: resprites pigtails
del: Certain duplicate hair styles have been erased.
imageadd: A variety of hairs have been resprited!
add: Earmuffs are togglable
add: Hearing protection levels
del: Earmuff ear healing
balance: Explosion damage and hearing damage
fix: stuff like tiris cheese and jerky can actually be dried
fix: Reinforced walls will no longer downgrade to the last deconstruction state upon being deconstructed
fix: possible fix to mission hard dels
add: Added a small refueling area and an emergency pressurization line to onehalf
balance: Onehalf turrets now have a clearer line of sight
balance: made grenades on the black market have prices similar to their outpost variants
add: Added the Downed Transport ruin
add: Added the missing transport recovery and site investigation missions
add: added 3 new PGF corpse spawners
fix: Unusable .44 speedloaders no longer spawn with Shadows on ruins. Empty medkits are now full, and E-20s should no longer spawn
fix: Ohm can now fit in belt holsters
add: Added a more robust atmospherics and recycling to the Atlas
balance: Downgraded Atlas armoury to be more inline with similar ships, along with medbay losing the surgical kit for hypospray
add: Added more medical supplies to the Shrike, along with finally adding glass and a sink.
fix: Empty Etherbor cells can fit in Etherbor guns like they should.
fix: Wrecked Factory gun cells and doors
/:cl: