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## Short description <!-- What do you propose to change with your PR? --> In #4268, the NanoMed Plus had its inventory changed to `NanoMedPlusInventorySL` from `NanoMedPlusInventory` But the restock box was not updated to reflect this. It still only had `NanoMedPlusInventory` ```yml - type: entity parent: BaseVendingMachineRestock id: VendingMachineRestockMedical name: NanoMed restock box description: Slot into your department's NanoMed or NanoMedPlus to dispense. Handle with care. components: - type: VendingMachineRestock canRestock: - NanoMedInventory - NanoMedPlusInventory - NanoMedCivilianInventory - NanoMedCivilianWallInventory - NanoMedSecurityInventory #SL - InterdyneCommercialInventory #SL - InterdyneEnterpriseInventory #SL - InterdyneCommercialWallInventory #SL - InterdyneEnterpriseWallInventory #SL - type: Sprite layers: - state: base - state: green_bit shader: unshaded - state: refill_medical ``` ## Why we need to add this <!-- What is the reason for adding these changes? Please post links to Discussions as well as Bug Reports here. Please describe how this will change the game balance. --> Fixes being unable to restock the NanoMed Plus. Regarding the PR's implementation: There's no reason for `NanoMedPlusInventory` to exist if we just replace it with `NanoMedPlusInventorySL`. This is why I've opted to remove `NanoMedPlusInventorySL` and just put Starlight comments around the NanoMed inventory, since ours basically entirely divorced from Wizden's now. ## Media (Video/Screenshots) <!-- If your PR contains in-game changes you must provide screenshots/videos of the changes. --> <img width="490" height="330" alt="image" src="https://github.com/user-attachments/assets/8b64acbb-923d-470f-b2c5-ab8af398e56e" /> fig. 1 - You can now restock the NanoMed Plus again. ## Checks <!-- check boxes for faster reviewing of your PR --> - [x] I do not require assistance to complete the PR. - [x] Before posting/requesting review of a PR, I have verified that the changes work. - [x] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [x] I affirm that my changes are licensed under the [MIT License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT) and grant permission for use in this repository under its conditions. **Changelog** <!-- If you want the players to know about changes made in this PR, specify them using the template outside the comment. Short and informative. :cl: STARLIGHT TEAM - add: Added Starlight. - remove: Removed SS13. - tweak: Changed SS14. - fix: Fixed Rinary. --> :cl: Caws - fix: Restocking NanoMed Plus vending machines has been fixed.
## Short description <!-- What do you propose to change with your PR? --> Using the EMAG on a ShadyCigs adds the following items to its stock: - Interdyne herbals packet - Interdyne flippo ## Why we need to add this <!-- What is the reason for adding these changes? Please post links to Discussions as well as Bug Reports here. Please describe how this will change the game balance. --> This PR removed all "useful" items from EMAG vending machine inventories: space-wizards/space-station-14#36839 It was unpopular. This PR re-adds the ShadyCigs EMAG interaction because it's fun and intuitive. EMAG smokes machine, get some Syndicate smokes. ## Media (Video/Screenshots) <!-- If your PR contains in-game changes you must provide screenshots/videos of the changes. --> <img width="946" height="383" alt="image" src="https://github.com/user-attachments/assets/97afc9cf-eb5d-4d40-a991-dcf5851f661d" /> fig. 1 - Stock after being EMAG'd. ## Checks <!-- check boxes for faster reviewing of your PR --> - [x] I do not require assistance to complete the PR. - [x] Before posting/requesting review of a PR, I have verified that the changes work. - [x] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [x] I affirm that my changes are licensed under the [MIT License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT) and grant permission for use in this repository under its conditions. **Changelog** <!-- If you want the players to know about changes made in this PR, specify them using the template outside the comment. Short and informative. :cl: STARLIGHT TEAM - add: Added Starlight. - remove: Removed SS13. - tweak: Changed SS14. - fix: Fixed Rinary. --> :cl: Caws - add: Added an EMAG interaction to the ShadyCigs Deluxe vending machine.
## Short description <!-- What do you propose to change with your PR? --> - Adds Lawyers and a Lawyer Office. - Adds an IPC repair bay to Robotics and chargers to the Brig. Also added a dummy APC that's just for IPC charging (it's not connected to Brig infrastructure). - Adds a condenser to Chemistry connected to distribution. - Added the new signs from #4339 Plus some fixes. See CL. ## Why we need to add this <!-- What is the reason for adding these changes? Please post links to Discussions as well as Bug Reports here. Please describe how this will change the game balance. --> - Supports #4336 - Supports #4335 - QoL & bugfixes are good ## Media (Video/Screenshots) <!-- If your PR contains in-game changes you must provide screenshots/videos of the changes. --> <img width="770" height="664" alt="plasma lawyer" src="https://github.com/user-attachments/assets/d3de5ff1-0e50-437b-9940-47a8365ab12c" /> fig. 1 - Lawyer. The sign starts off at roundstart and the window starts tinted. Pushing the button makes the sign turn on and the window untint. <img width="723" height="492" alt="image" src="https://github.com/user-attachments/assets/3119c343-1270-45d3-9a90-0b1a6fc2cb15" /> fig. 2 - Condiment dispenser for chefs. Some recipes need it. <img width="932" height="969" alt="image" src="https://github.com/user-attachments/assets/6f1dbacb-df3a-41a5-b83e-d537df3bc248" /> fig. 3 - Condenser in Chemistry. I was asked to map these more consistently. <img width="989" height="901" alt="image" src="https://github.com/user-attachments/assets/ed0743c7-7de1-4800-a30a-77e14fa42b7c" /> fig. 4 - IPC repair Bay. Moved two of the chargers outside. <img width="1262" height="980" alt="image" src="https://github.com/user-attachments/assets/8031b786-362c-4903-a215-45f19217efaf" /> fig. 5 - Charging areas in Brig for IPCs. <img width="871" height="737" alt="image" src="https://github.com/user-attachments/assets/4f3307dc-d694-48a1-9df9-97d36e392da7" /> fig. 6 - Station beacons for IAA, Lawyer. <img width="1256" height="863" alt="image" src="https://github.com/user-attachments/assets/b6da2cb4-0409-42ef-94ae-c391a83d8be4" /> fig. 7 - NTR sign. <img width="726" height="744" alt="image" src="https://github.com/user-attachments/assets/c0aab40d-f188-47aa-85bc-ab272efc9627" /> fig. 8 - Courtroom signs, and the windoors have been updated to Courtroom versions. ## Checks <!-- check boxes for faster reviewing of your PR --> - [x] I do not require assistance to complete the PR. - [x] Before posting/requesting review of a PR, I have verified that the changes work. - [x] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [x] I affirm that my changes are licensed under the [MIT License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT) and grant permission for use in this repository under its conditions. **Changelog** <!-- If you want the players to know about changes made in this PR, specify them using the template outside the comment. Short and informative. :cl: STARLIGHT TEAM - add: Added Starlight. - remove: Removed SS13. - tweak: Changed SS14. - fix: Fixed Rinary. --> :cl: Caws - add: (Plasma) Lawyers. - add: (Plasma) Lawyer Office. - add: (Plasma) Condiment station added to kitchen. - add: (Plasma) Condenser added to Chemistry. - add: (Plasma) IPC repair bay added to Robotics. - add: (Plasma) Cyborg charging stations added to Brig. - add: (Plasma) Signs added to Courtroom, IAA, and NTR. - add: (Plasma) Station beacon added to IAA. - tweak: (Plasma) Updated windoors in the Courtroom to Courtroom accesses. - fix: (Plasma) Linked operating table to operating computer in Robotics surgery. - fix: (Plasma) Fixed missing distro and waste pipes south of Bar.
## Short description <!-- What do you propose to change with your PR? --> Pt 3 of #4361 Cleans up a lot of Warnings in the P -> S _Starlight Client files Removes unused usings, Dependency's, Starlight Comments, ect. Simplifies anything I noticed during this too. Naming rule violations Expression body's File scoped namespaces Ive made sure everything still works and there's 0 In-game changes from this. All the remaining warnings are from obsoletes. ## Why we need to add this <!-- What is the reason for adding these changes? Please post links to Discussions as well as Bug Reports here. Please describe how this will change the game balance. --> Warnings pile up over time. Slowly increasing build time, especially for anyone using a lower end PC. A clean repo makes a nice repo. ## Media (Video/Screenshots) <!-- If your PR contains in-game changes you must provide screenshots/videos of the changes. --> N/A ## Checks <!-- check boxes for faster reviewing of your PR --> - [X] I do not require assistance to complete the PR. - [X] Before posting/requesting review of a PR, I have verified that the changes work. - [X] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [X] I affirm that my changes are licensed under the [MIT License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT) and grant permission for use in this repository under its conditions. Not Player Facing --------- Co-authored-by: Your Name <you@example.com>
## Short description Fixes the desoxyephedrine pills' name accidentally labeling them lead. ## Why we need to add this Bug fix. ## Checks - [X] I do not require assistance to complete the PR. - [X] Before posting/requesting review of a PR, I have verified that the changes work. - [X] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [X] I affirm that my changes are licensed under the [MIT License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT) and grant permission for use in this repository under its conditions. **Changelog** :cl: wonderfulnewworld - fix: Desoxyephedrine pills are now properly named, instead of being labeled as lead.
## Short description <!-- What do you propose to change with your PR? --> Adds a new piece of menu art by our very own deltaVelocity! PR'd on their behalf on their request. ## Why we need to add this <!-- What is the reason for adding these changes? Please post links to Discussions as well as Bug Reports here. Please describe how this will change the game balance. --> It looks cool and one of our own made it! ## Media (Video/Screenshots) <!-- If your PR contains in-game changes you must provide screenshots/videos of the changes. --> <img width="2560" height="1440" alt="image" src="https://github.com/user-attachments/assets/7619e3de-f1d7-4f58-805d-0fb0c58b6c0c" /> ## Checks <!-- check boxes for faster reviewing of your PR --> - [X] I do not require assistance to complete the PR. - [X] Before posting/requesting review of a PR, I have verified that the changes work. - [X] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [X] I affirm that my changes are licensed under the [MIT License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT) and grant permission for use in this repository under its conditions. **Changelog** <!-- If you want the players to know about changes made in this PR, specify them using the template outside the comment. Short and informative. :cl: STARLIGHT TEAM - add: Added Starlight. - remove: Removed SS13. - tweak: Changed SS14. - fix: Fixed Rinary. --> :cl: deltaVelocity - add: Added new menu art featuring a sec department out of chems. --------- Co-authored-by: RHSvenson <rsvens21@student.aau.dk> Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
## Short description Wizden changed it so outer clothing like winter coats were 2x3, to match their 2x3 inventories. We made outer clothing storage have 2x2 storage, to match their inventory size. We merged wizden's changes, so we don't need to keep our storage reduced to 2x2 anymore, as outer clothing is now 2x3, again. ## Why we need to add this We accepted a wizden balance merge but didn't actually inherit the reason they did it. Starlight comment removed since that line is now equal to Wizden's. ## Checks - [X] I do not require assistance to complete the PR. - [X] Before posting/requesting review of a PR, I have verified that the changes work. - [X] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [X] I affirm that my changes are licensed under the [MIT License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT) and grant permission for use in this repository under its conditions. **Changelog** :cl: wonderfulnewworld - tweak: Outer clothing storage is now 2x3 again.
## Short description <!-- What do you propose to change with your PR? --> Pt 4 of #4362 Cleans up a lot of Warnings in the T -> X _Starlight Client files Removes unused usings, Dependency's, Starlight Comments, ect. Simplifies anything I noticed during this too. Naming rule violations Expression body's File scoped namespaces Ive made sure everything still works and there's 0 In-game changes from this. All the remaining warnings are from obsoletes. ## Why we need to add this <!-- What is the reason for adding these changes? Please post links to Discussions as well as Bug Reports here. Please describe how this will change the game balance. --> Warnings pile up over time. Slowly increasing build time, especially for anyone using a lower end PC. A clean repo makes a nice repo. ## Media (Video/Screenshots) <!-- If your PR contains in-game changes you must provide screenshots/videos of the changes. --> N/A ## Checks <!-- check boxes for faster reviewing of your PR --> - [X] I do not require assistance to complete the PR. - [X] Before posting/requesting review of a PR, I have verified that the changes work. - [X] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [X] I affirm that my changes are licensed under the [MIT License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT) and grant permission for use in this repository under its conditions. Not Player Facing --------- Co-authored-by: Your Name <you@example.com> Co-authored-by: Rinary <rinary.super@gmail.com>
## Short description Gets rid of the Law Department. Entirely. I have made the NanoTrasen department more "official", so to speak, with their own Comms, contraband label, etc. There's a few more changes, but I'll get into them on a case by case basis. ## Why we need to add this It's been brought up that the Law Department's in a really weird spot with the Magistrate, IAA, and (not) Lawyer. It's been recommended by a few amount of people to just gut the department entirely, move all the NT Personnel to their own department, and give Lawyer Law Comms. ## Admin Changes Central Command does not have access to the NanoTrasen channel, as they wouldn't in-character. However, as an Admin, I acknowledge the importance of being able to hear all channels for administration purposes, and as such, I've done the following: - I've added an "Administrative" CentComm headset. It's the same as the old one, but features the NT radio channel as well, so you can still perform your admin duties. It should be noted that in character, your characters **do not hear this channel**_, and it exists solely OOC. CC Operator outfit loadouts come with this by default, while CBURN/ERT etc do not. Essentially, **do not give these headsets to normal players.** <img width="378" height="401" alt="image" src="https://github.com/user-attachments/assets/749bded3-6317-40dc-b769-32a94b0c3472" /> ## Technical Small section here; _Technically_ the Law Department exists in the code for Contraband checking, since I felt this was better for our downstreams, in case they wanted to keep it/it's helpful for us to reuse it for Lawyer stuff without having to make very specific contra labels for IAA/Lawyer/Sec. ## Media (Video/Screenshots) NanoTrasen Personnel Department <img width="245" height="215" alt="image" src="https://github.com/user-attachments/assets/9a2820bb-2c4a-4fa4-9d6d-b95ed2975663" /> NanoTrasen radio channel colors (CentComm color out of date in this picture) <img width="485" height="113" alt="image" src="https://github.com/user-attachments/assets/e37d7bad-09ee-480d-b1a5-e1684ac4cd7a" /> New CentComm radio channel color vs the other green ones <img width="365" height="118" alt="image" src="https://github.com/user-attachments/assets/dd2ce01e-b7a9-4ac2-b501-c0890cd573f8" /> Tweaked IDs/Job Icons for the NT Personnel Department <img width="215" height="194" alt="image" src="https://github.com/user-attachments/assets/5de92ba7-d330-4da2-9554-c7971693f9e7" /> Cargo reordering <img width="208" height="212" alt="image" src="https://github.com/user-attachments/assets/32de5479-be48-4c69-9b09-56c4f31199d9" /> Medical reordering <img width="207" height="244" alt="image" src="https://github.com/user-attachments/assets/32e35d41-8d5a-492a-a94b-e3c0fa547fb8" /> Missing Loc fixed <img width="298" height="250" alt="image" src="https://github.com/user-attachments/assets/100ba2d8-28f9-46e5-8a1d-c6a75fd4f2cf" /> ## Checks - [X] I do not require assistance to complete the PR. - [X] Before posting/requesting review of a PR, I have verified that the changes work. - [X] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [X] I affirm that my changes are licensed under the [MIT License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT) and grant permission for use in this repository under its conditions. **Changelog** :cl: wonderfulnewworld - add: Adds NanoTrasen contraband. I've tried to convert all existing NanoTrasen equipment that was labelled as Central Command equipment to this label, although it's likely I missed some, so let me know if you find any. Central Command contraband still exists for things that are explicitly Central Command. - add: Added the NanoTrasen Radio Channel, for all NT Personnel. - add: Lawyers, the Detective, Warden, and Head of Security now get access to the Law Channel. - add: Detectives, the Warden, and the Head of Security now have LawSecurity Encryption keys in their headsets. - add: The NanoTrasen Career Trainer has had their non-Command/NT encryption keys condensed into the NC Trainer Encryption Key. - add: IAA and NCT now have Debrief Access. - add: IAA now has Bridge Access. - remove: Removes the Law Department. - tweak: The NT Representatives department is now properly the NanoTrasen Personnel Department, and features all on-station NanoTrasen Personnel. (NT Rep, Magistrate, BSO, IAA, NCT, and the Station AI). It also includes NTSF, Decimus, and NTNC, but those don't appear in normal gameplay, and aren't seen in loadout. - tweak: The NanoTrasen Personnel department has had their supervisors changed, with NT Rep, Magistrate, and the AI now answering to NanoTrasen, and the rest of the department now answering to the NT Rep and Magistrate. - tweak: Tweaks the job icons for the on-station NanoTrasen Personnel department members (minus Station AI for now, although there is one for it in the files) to be the same shade of blue with stripes. - tweak: The NCT's Icon is now a blue librarian to represent their teaching role, instead of bring a red NanoTrasen logo. - tweak: The Magistrate and IAA's files are now in the Representatives folder instead of Law. Magistrate is also now lowercased. - tweak: Reorders the Cargo and Medical departments in the loadout screen, roughly according to hierarchy, since they were the only department not to have this. - tweak: The NCT's headset is now blue instead of green. - tweak: Tweaked the ID cards of the NanoTrasen Personnel department. - tweak: NT Personnel Department members (minus NT Rep and Magi) now answer to both the NT Rep and Magi. - tweak: The NT Rep and Magi now answer to NanoTrasen. - tweak: Lawyers can no longer get IAA/Magistrate steal objectives. - tweak: Science can no longer get the hybrid encryption key steal objective. - tweak: Cargo Techs can get the medical belt steal objective again, since the restocks don't count anymore. - fix: Fixed an incorrect localization on the NT Rep's job, labelling them as Central Command. - fix: Fixes a bunch of cases where the Law Channel was missing from certain broadcasts, and also adds the NanoTrasen Personnel channel for relevant ones. - fix: You can now use the Access Configurator (normal and universal) on Law Accesses. - fix: Fixes missing loc for Starlight jobs that appears when you view role timers.
## Short description Title ## Why we need to add this Simply put: These reactors were meant to be salvage loot. And were balanced around being salvage loot; not something that science can (and will) get every round. #4038 Mentioned this as reason for adding them to research, without addressing the fact that these reactors are INCREDIBLY strong. So, I'll be reverting that. ## Media (Video/Screenshots) ## Checks <!-- check boxes for faster reviewing of your PR --> - [x] I do not require assistance to complete the PR. - [ ] Before posting/requesting review of a PR, I have verified that the changes work. - [x] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [x] I affirm that my changes are licensed under the [MIT License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT) and grant permission for use in this repository under its conditions. **Changelog** :cl: R3v3l4t1on - remove: A fire in NanoTrasen's data stores has led to the exotic mech reactors once more becoming unknown technology for only salvage to find.
## Short description Added Tallborgs to the selectable borg skins. ## Why we need to add this These borgs have been requested several times by both members of the community as well as staff. Currently the MMeka line of skins and a few exceptions are enabled. The entire K4t and Meka skinlines are currently within the files as part of the author's of the original skins request. Additional select FMeka and Meka protoypes are available to enabled in the future if requested. ## Media (Video/Screenshots) <img width="64" height="128" alt="borg-alt" src="https://github.com/user-attachments/assets/c962638b-117a-42df-a0dd-9ff92f5db753" /> <img width="64" height="128" alt="borg-alt" src="https://github.com/user-attachments/assets/ba4e31c0-ab9d-4f8c-bd7b-c732163212fb" /> <img width="64" height="128" alt="borg-alt" src="https://github.com/user-attachments/assets/ddf04729-666c-41c4-afd2-b5fe9a951dc6" /> <img width="64" height="128" alt="borg-alt" src="https://github.com/user-attachments/assets/c4c4ccc4-522e-4c41-b0eb-c778364427c8" /> <img width="64" height="128" alt="borg" src="https://github.com/user-attachments/assets/ff0db7b0-7040-4557-b63d-1e30467d49cd" /> <img width="64" height="128" alt="borg-alt" src="https://github.com/user-attachments/assets/56fa1257-02c1-4143-b573-b12ff752d843" /> ## Checks - [x] I do not require assistance to complete the PR. - [x] Before posting/requesting review of a PR, I have verified that the changes work. - [x] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [x] I affirm that my changes are licensed under the [MIT License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT) and grant permission for use in this repository under its conditions. **Changelog** :cl: DocMoth - add: Added Tallborgs.
## Short description <!-- What do you propose to change with your PR? --> Panic bunker always off in hub system of NullLink. Changed subscribe to CCVar, should help. ## Why we need to add this <!-- What is the reason for adding these changes? Please post links to Discussions as well as Bug Reports here. Please describe how this will change the game balance. --> Bugfix. ## Checks <!-- check boxes for faster reviewing of your PR --> - [x] I do not require assistance to complete the PR. - [x] Before posting/requesting review of a PR, I have verified that the changes work. - [x] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [x] I affirm that my changes are licensed under the [MIT License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT) and grant permission for use in this repository under its conditions. **Changelog** <!-- If you want the players to know about changes made in this PR, specify them using the template outside the comment. Short and informative. :cl: STARLIGHT TEAM - add: Added Starlight. - remove: Removed SS13. - tweak: Changed SS14. - fix: Fixed Rinary. --> :cl: Rinary - fix: Fixed "Panic Bunker" field in discord statuses always says that "Panic Bunker" off.
## Short description Adds a "Tier 3" module for the Scout, Stealth, and Heavy Xenoborgs. Ports the Xenoborg Engineer's Tile Gun from Wizden [#41503](space-wizards/space-station-14#41503), its tweaks in Wizden [#43558](space-wizards/space-station-14#43558), and lowers its projectile speed by 10 to address the wall clipping issue it has. Also ports the Xenoborg Scout's Jump module from Wizden [#43243](space-wizards/space-station-14#43243), which requires Wizden [#41812](space-wizards/space-station-14#41812), so I've also ported that. These have all been merged to Wizden, so we're allowed to take them ahead of time. There is far more for the Xenoborg Engi down the line, but they haven't been merged yet, so we can't take them. ## Why we need to add this Xenoborgs are in a rough state. Not strong enough to be a major antag, but not weak enough that they don't cause chaos when rolling as a subgamemode. While there's much better for them down the line when Wizden finishes their reworks, like Changelings, I'm tired of no one doing anything, so I'll do it myself. ## Media (Video/Screenshots) <img width="704" height="320" alt="image" src="https://github.com/user-attachments/assets/d44260cb-b0a6-449c-906a-d3bf6c3ce632" /> <img width="363" height="532" alt="image" src="https://github.com/user-attachments/assets/c5e14053-d777-4def-b186-e1fd2c05daa9" /> Go Scout, go! <img width="196" height="113" alt="image" src="https://github.com/user-attachments/assets/f713601a-7824-48ae-abb9-074a20cd11ba" /> It's a VERY weak shield. It's really just armor... <img width="303" height="111" alt="image" src="https://github.com/user-attachments/assets/bd4a6469-6858-4ae3-b5ac-7f954fcf9353" /> It's NOT the worst jump in the game. <img width="70" height="70" alt="image" src="https://github.com/user-attachments/assets/17d866e9-cba7-415e-9d31-de943bc82315" /> Base <img width="283" height="75" alt="image" src="https://github.com/user-attachments/assets/d830ef4e-8519-4c1d-b890-11d0d249c337" /> ADVANCED <img width="336" height="66" alt="image" src="https://github.com/user-attachments/assets/930cb056-ffd1-42c0-a25e-decdbccdbf46" /> Fire. I Shall Fire. <img width="115" height="372" alt="image" src="https://github.com/user-attachments/assets/71ff4c80-ed35-4fe1-80da-151c58446678" /> You can use it on the ground to harvest tiles, and then you just click on them to put them in. <img width="161" height="204" alt="image" src="https://github.com/user-attachments/assets/0c00d87f-59e8-4a3b-a2eb-ea13e79415e1" /> Blue?! <img width="533" height="365" alt="image" src="https://github.com/user-attachments/assets/1d1708a9-b274-4c20-ab69-f83c09b238bb" /> I added this for the Stealth borg but it's actually kinda fun so I'll let anyone do it. <img width="234" height="110" alt="image" src="https://github.com/user-attachments/assets/17902b57-b082-4ebd-b611-ee96a9832506" /> It's not really substantial damage, but maybe someone can make use of this. <img width="284" height="43" alt="image" src="https://github.com/user-attachments/assets/5ff3eaa8-f256-4850-ac4b-63f0ad7ff638" /> ## Checks - [X] I do not require assistance to complete the PR. - [X] Before posting/requesting review of a PR, I have verified that the changes work. - [X] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [X] I affirm that my changes are licensed under the [MIT License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT) and grant permission for use in this repository under its conditions. **Changelog** :cl: wonderfulnewworld, ScarKy0, Samuka-C, august-sun - add: (NanoTrasen, MedTak, and NT Derelict) Cyborgs can now pry unpowered doors without the need for a crowbar. - add: Entities that can pry things innately (zombies, spiders, etc) now have an alert telling them so. - add: The Mothership can now create a Jump Module for the Scout Xenoborg, allowing it to be more evasive. - add: The Mothership can now create a Tile Gun Module for the Engineering Xenoborg, allowing it to shoot tiles at its enemies. They're not that strong, but they make for good suppressive fire. - add: The Mothership can now make a Tier 3 Module for the Heavy Xenoborg, giving it access to a Bitterfrost Cannon. - add: The Mothership can now make a Tier 3 Module for the Scout Xenoborg, giving it access to a real Energy Sword and a very weak, but unbreakable, Energy Shield, acting as an armor upgrade. - add: The Mothership can now make an advanced Hypo Module for the Stealth Xenoborg, giving it some more Nocturine, in addition to Tazinide and Mute Toxin Hypos. (It costs the same as the Tier 3 Modules due to how useful this is.). - add: You can now use hypos as a really bad weapon, dealing only 5 damage. It does transfer liquid inside of them, however... - tweak: The Hypo Module now also comes with a Licoxide Hypo. - tweak: The Scout and Engineer Xenoborgs now have an extra module slot. - tweak: Xenoborgs, the full gamemode (not available to Beta, as they get SubXenoborgs) now scales 1:15, with a max of 8 starting Xenoborgs. - tweak: XenoborgsLP is now referred to as SubXenoborgs to be consistent with the other subgamemodes. - tweak: SubXenoborgs now only shows up 5% of the time, the same as the other "rare" subgamemode antags. - fix: When reloading guns or magazines with stack items, it only reloads one at the time, instead of inserting the whole stack.
## Short description <!-- What do you propose to change with your PR? --> Fixes critical bugs. ## Why we need to add this <!-- What is the reason for adding these changes? Please post links to Discussions as well as Bug Reports here. Please describe how this will change the game balance. --> Bugfix ## Checks <!-- check boxes for faster reviewing of your PR --> - [x] I do not require assistance to complete the PR. - [x] Before posting/requesting review of a PR, I have verified that the changes work. - [x] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [x] I affirm that my changes are licensed under the [MIT License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT) and grant permission for use in this repository under its conditions. **Changelog** <!-- If you want the players to know about changes made in this PR, specify them using the template outside the comment. Short and informative. :cl: STARLIGHT TEAM - add: Added Starlight. - remove: Removed SS13. - tweak: Changed SS14. - fix: Fixed Rinary. --> :cl: Rinary - fix: Fixed bug when terror princess can close eggs laying window and then it consumes charge. Now it consumes charge only after egg laying. - fix: Fixed win message missing for terror spiders. - fix: Fixed bug when terror spiders ban ignores player count/current gamepreset. - fix: Fixed bug when cocoon drawn under webs, so you can't inject eggs. --------- Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
## Short description <!-- What do you propose to change with your PR? --> Adds new information in ServerInfo for Null Link Statuses. ## Why we need to add this <!-- What is the reason for adding these changes? Please post links to Discussions as well as Bug Reports here. Please describe how this will change the game balance. --> New information for admeme statuses. ## Checks <!-- check boxes for faster reviewing of your PR --> - [x] I do not require assistance to complete the PR. - [x] Before posting/requesting review of a PR, I have verified that the changes work. - [x] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [x] I affirm that my changes are licensed under the [MIT License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT) and grant permission for use in this repository under its conditions. --------- Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
## Short description Reduces the strength of the syndicate mech missiles by making them more expensive, and reduces crew access to Clarkes. ## Why we need to add this Mechs have been buffed very steadily these past couple months to the point they've become the meta.. we have to cool it a little. ## Media (Video/Screenshots) <img width="191" height="112" alt="image" src="https://github.com/user-attachments/assets/dbf5d3b7-4845-4975-b04a-188848da9a9f" /> ## Checks - [X] I do not require assistance to complete the PR. - [X] Before posting/requesting review of a PR, I have verified that the changes work. - [X] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [X] I affirm that my changes are licensed under the [MIT License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT) and grant permission for use in this repository under its conditions. **Changelog** :cl: wonderfulnewworld - add: Added a diamond pickaxe. It's faster than the normal pickaxe, does more structural damage, and has a slightly higher range. - add: You can now buy diamond pickaxes from the mining vendor. - remove: You can no longer buy Clarkes from mining vendor. - tweak: The Dark Gygax and Mauler missiles cost roughly 50% more energy now. --------- Co-authored-by: Rinary <rinary.super@gmail.com>
## Short description i forgot to hook up something ## Why we need to add this <!-- What is the reason for adding these changes? Please post links to Discussions as well as Bug Reports here. Please describe how this will change the game balance. --> ## Media (Video/Screenshots) ## Checks <!-- check boxes for faster reviewing of your PR --> - [x] I do not require assistance to complete the PR. - [x] Before posting/requesting review of a PR, I have verified that the changes work. - [x] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [x] I affirm that my changes are licensed under the [MIT License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT) and grant permission for use in this repository under its conditions. **Changelog** :cl: CringeCursed - fix: Fixed some of vampire abilities were immediately canceled.
## Short description Many changes have been done to mechs over time and it has effectively managed to lift them from their prior irelevance into a place of proeminence within the game's sandbox, which is in itself a majorly welcomed thing. However, it is clear with observations over months that this has led to a few situations of major imbalance between a mech's "intended" level of capabilities and the actual oppression they have been able to deploy. This PR intends to keep mechs as powerful options while ironing out a few odd dynamics that were left as the result of prior PRs, as well as performing small tweaks and additions. ## Why we need to add this I will separate the problem into two categories. The first is disparity in investement/performance. For example, a Clarke drastically overperformed in its capabilities despite being the easiest mech to obtain (through the standard route of mining) compared to something like the Paddy (a light security mech which was objectively worse) despite the Paddy requiring more materials, more research, and more effort to make. As Clarke was faster, and shared the same HP pool. The second is the Security VS Antag level of access to mechs. Security only has the Paddy (a relatively light mech) with only nonlethal options, which before this PR were enforced based on its perceived superiority against Gygax. Which used to be the case, however now actual combat mechs outperform the police mech greatly, rendering the prior loadout restrictions unessesary. Furthermore, as it stands, traitors and revolutionaries currently gain acess to Emag recipies of late game, unresearched mech weapons in the Exofab. Meaning a roundstart traitor could strap a late tech weapon to the cargo Ripley and skewer the entirety of security with roundstard explosive/incendiary weapons. this was an oversight of my first PR I am now fixing it. This aslo means that if Revs/Traitors are to make high power mech weapons they have to research them and enable security to also build them, equalizing the playing field slightly (although traitors/revs still have a MASSIVE advantage as they still hold the means of producing actual combat chassis for them) Finally, as a small addition to an asset already in game for a while but un-used, the Borg uplink module is added to the Experimental research tree as an early researchable technology. It is a module that can be placed inside a Mech to allow for borgs to pilot it, at the expense of consuming one of the equipment slots. I have also fixed an issue with the combat mech prying. Now all combat mechs, as well as the Ripley MK2, will be able to pry open powered doors again. ## Media (Video/Screenshots) <!-- If your PR contains in-game changes you must provide screenshots/videos of the changes. --> ## Checks <!-- check boxes for faster reviewing of your PR --> - [x] I do not require assistance to complete the PR. - [x] Before posting/requesting review of a PR, I have verified that the changes work. - [x] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [x] I affirm that my changes are licensed under the [MIT License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT) and grant permission for use in this repository under its conditions. **Changelog** <!-- If you want the players to know about changes made in this PR, specify them using the template outside the comment. Short and informative. --> :cl: CMDROverwerk - tweak: Industrial mech health lowered by 30% across the board. Ripley MK2 and Paddy retain their current HP due to their plasteel armor. - add: exosuit silicon control beacon to the Tier 1 experimental research. A special module that can be inserted to allow borgs to enter mechs. - tweak: Emag protolaithe recipies now correctly syncrhonize with researched technologies. You now need to have the appropriate research to be able to print the weapons, as is similar with an Emag Protolaithe. - remove: Paddy's equipment restriction removed, allowing Paddy to equip weapons. - fix: Combat mechs can now pry open powered doors again. - tweak: Diamond Drill salvage and mining vend prices are now slightly higher to reflect its much more potent offensive capability. - tweak: Changed SRM-8 to burst from semi-auto. --------- Co-authored-by: Rinary <rinary.super@gmail.com>
…es (#4491) ## Short description <!-- What do you propose to change with your PR? --> When something is polymorphed (into a carp, a monkey, a lizard, a corgi, etc), they will now gain the language attributes of the thing being polymorphed into. This does _not_ override the languages that the target originally has, as the LanguageKnowledge and LanguageSpeaker components are already copied over; instead, it simply adds onto the language set for the duration of the polymorph. ## Why we need to add this <!-- What is the reason for adding these changes? Please post links to Discussions as well as Bug Reports here. Please describe how this will change the game balance. --> I have made corgium quite a few times as Cheese, the corgi chemist. Often, when I give someone the corgium and they consume it, they are disappointed that **being a corgi** by way of polymorph does not allow them to understand corgis nor speak Dog. This aims to fix that. This will also allow, say, wizard staff polymorphed carp to speak to dragon brood carp, or monkey polymorphed people to speak Ancestor tongue. It feels like a common-sense addition to the language system and how it interacts with the polymorph mechanic. ## Media (Video/Screenshots) <!-- If your PR contains in-game changes you must provide screenshots/videos of the changes. --> https://github.com/user-attachments/assets/8f35fe1b-aac4-4801-9284-894b5a1bacfc ## Checks <!-- check boxes for faster reviewing of your PR --> - [X] I do not require assistance to complete the PR. - [X] Before posting/requesting review of a PR, I have verified that the changes work. - [X] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [X] I affirm that my changes are licensed under the [MIT License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT) and grant permission for use in this repository under its conditions. **Changelog** :cl: Sparlight - add: Languages known by the entity being polymorphed into (i.e. a corgi) will now be known by the individual being polymorphed. <!-- If you want the players to know about changes made in this PR, specify them using the template outside the comment. Short and informative. :cl: STARLIGHT TEAM - add: Added Starlight. - remove: Removed SS13. - tweak: Changed SS14. - fix: Fixed Rinary. --> --------- Co-authored-by: Rinary <rinary.super@gmail.com>
## Short description <!-- What do you propose to change with your PR? --> Remove the fallback that we used Departement Communication Consoles, now that KeycardAuth are mapped, we need to use this instead. Also added them to ShouldMapStation category. ## Why we need to add this <!-- What is the reason for adding these changes? Please post links to Discussions as well as Bug Reports here. Please describe how this will change the game balance. --> Remove the fallback, this was always planned to be such. ## Checks <!-- check boxes for faster reviewing of your PR --> - [x] I do not require assistance to complete the PR. - [x] Before posting/requesting review of a PR, I have verified that the changes work. - [ ] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [x] I affirm that my changes are licensed under the [MIT License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT) and grant permission for use in this repository under its conditions. **Changelog** :cl: Shades - tweak: Departement Communication Consoles can no longer Auth Command Request, as the KeycardAuth has been added to all offices. --------- Co-authored-by: Rinary <rinary.super@gmail.com>
…rd (#4513) ## Short description Title ## Why we need to add this <!-- What is the reason for adding these changes? Please post links to Discussions as well as Bug Reports here. Please describe how this will change the game balance. --> It's currently impossible to edit any ID card that has *any* Law accesses on it using the bureaucratic digi-board, even if you're e.g. the Captain. ## Media (Video/Screenshots) <!-- If your PR contains in-game changes you must provide screenshots/videos of the changes. --> https://s.redmushie.me/2026/05/2026-05-22%2017-27-02.mp4 ## Checks <!-- check boxes for faster reviewing of your PR --> - [x] I do not require assistance to complete the PR. - [x] Before posting/requesting review of a PR, I have verified that the changes work. - [x] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [x] I affirm that my changes are licensed under the [MIT License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT) and grant permission for use in this repository under its conditions. **Changelog** <!-- If you want the players to know about changes made in this PR, specify them using the template outside the comment. Short and informative. --> :cl: redmushie - fix: The bureaucratic digi-board can now correctly edit ID cards that have accesses in the Law and NanoTrasen categories. --------- Co-authored-by: Rinary <rinary.super@gmail.com>
…ype (#4514) ## Short description <!-- What do you propose to change with your PR? --> Fix error log when editing an ID card and not changing the job prototype ## Why we need to add this <!-- What is the reason for adding these changes? Please post links to Discussions as well as Bug Reports here. Please describe how this will change the game balance. --> It's a bug, see Media > Before. ## Media (Video/Screenshots) <!-- If your PR contains in-game changes you must provide screenshots/videos of the changes. --> ### Before https://s.redmushie.me/2026/05/2026-05-22%2018-34-15.mp4 ### After https://s.redmushie.me/2026/05/2026-05-22%2018-36-19.mp4 ## Checks <!-- check boxes for faster reviewing of your PR --> - [x] I do not require assistance to complete the PR. - [x] Before posting/requesting review of a PR, I have verified that the changes work. - [x] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [x] I affirm that my changes are licensed under the [MIT License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT) and grant permission for use in this repository under its conditions. --------- Co-authored-by: Rinary <rinary.super@gmail.com>
## Short description <!-- What do you propose to change with your PR? --> Fixes issues with spawn when 1 rule spawns more than 1 princess. ## Why we need to add this <!-- What is the reason for adding these changes? Please post links to Discussions as well as Bug Reports here. Please describe how this will change the game balance. --> Bugfix ## Checks <!-- check boxes for faster reviewing of your PR --> - [x] I do not require assistance to complete the PR. - [x] Before posting/requesting review of a PR, I have verified that the changes work. - [x] I have added screenshots/videos of the changes, or this PR does not change in-game mechanics. - [x] I affirm that my changes are licensed under the [MIT License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT) and grant permission for use in this repository under its conditions. **Changelog** <!-- If you want the players to know about changes made in this PR, specify them using the template outside the comment. Short and informative. :cl: STARLIGHT TEAM - add: Added Starlight. - remove: Removed SS13. - tweak: Changed SS14. - fix: Fixed Rinary. --> :cl: Rinary - fix: Fixed terror princess spawn when their spawn count bigger than 1.
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LICENSE: BSD-2-Clause
Why we need to add this
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