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upstream pull#4
ivomink wants to merge 4263 commits into
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ss14Starlight:starlight-dev

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@ivomink ivomink commented Mar 11, 2026

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Short description

LICENSE: BSD-2-Clause

Why we need to add this

Media (Video/Screenshots)

Checks

  • I do not require assistance to complete the PR.
  • 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.
  • I affirm that my changes are licensed either under BSD-2-Clause, MIT, MPL or any similar non-copyleft license.

Changelog

🆑

  • add: ur mom
  • fix: deez nuts
  • removed: herobrine
  • tweak: fent

Anathelarctek and others added 14 commits June 13, 2026 13:34
## Short description
<!-- What do you propose to change with your PR? -->
tweaked volume of wurbles of shadekin to be louder of a few decibel.
## 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. -->

because it was too quiet and inconsistent volume with other voice emote,
and felt like it needed to be louder, especially in loud environments
like in alpha.
i always felt like it was way lower than other voice emote.

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->
[new
wurble.mp3](https://github.com/user-attachments/files/28806171/new.wurble.mp3)

[old.wurble.mp3](https://github.com/user-attachments/files/28806172/old.wurble.mp3)



## Checks
<!-- check boxes for faster reviewing of your PR -->

- [ ] 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: Anathelarctek
- tweak: wurbles of shadekin volume.

Co-authored-by: anathelarctek <anathelarctek@proton.me>
## Short description
- Add a new food, lollipops. Containing 10u sugar with 10u condiment
space left to inject flavoring, the lollipop will take the color of the
added reagent.
- Add a microwave recipe for the lollipop, 15u sugar + 5u water, 15
seconds.

## Why we need to add this
Gives the chemist something to make to fill up that medbay candy bowl.
Hand out lollipops to your brave patients :) [Suggested
here.](https://discord.com/channels/1272545509562777621/1511251315068502090)

## Media (Video/Screenshots)
<img width="364" height="254" alt="Zrzut ekranu 2026-06-03 180605"
src="https://github.com/user-attachments/assets/996f0ab1-e3bb-48c1-8310-7fd28d0edb7b"
/>

## 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: gabbl0
- add: Added a recipe for lollipops.

---------

Co-authored-by: Rinary <rinary.super@gmail.com>
## Short description
Makes instruments able to be played without them being in the active
hand, like harmonicas and stuff.

## Why we need to add this
Suggestion on the discord shows that many people would like this little
QoL https://discord.com/channels/1272545509562777621/1510918044497477702

## Media (Video/Screenshots)
<img width="206" height="332" alt="image"
src="https://github.com/user-attachments/assets/084a683e-ad85-40be-bb5b-9b73468beb88"
/>

## 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: Johnny
- tweak: More instruments are now able to be played even when not in an
active hand.
Added Experimental Plushie to Plush Vendor

## Short description
Adding Experimental Plushie to Plushie Vendor

## Why we need to add this
Seemingly rare, or rng find from plushie crate or rng roll on plushie
spawn, this guarentees it's availability to at least one purchase from a
vendor

## Media (Video/Screenshots)

<img width="3440" height="1369" alt="image"
src="https://github.com/user-attachments/assets/17af68a5-3b10-45a9-a289-312fc47634e4"
/>

## Checks

- [ ] 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:
- add: Added experimental plushie in vending machine inventories.

---------

Co-authored-by: Rinary <rinary.super@gmail.com>
## Short description
Change the loadout of the medical ERT jsut a tad

## Why we need to add this
After some feedback by people, this seemed like it would be better for
the loadout of the ERT medical.

## Media (Video/Screenshots)
<img width="260" height="113" alt="image"
src="https://github.com/user-attachments/assets/6f450d4b-98f3-469c-b17e-09a0a875ac12"
/>

## 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: Johnny
- tweak: ERT Medical loadout slightly altered based off feedback.
## Short description
<!-- What do you propose to change with your PR? -->
Redo of #4239
cause I accidentally broke the branch

Ports Cosmic Cult 2.5! Allowing us to go live with CosCult.

Ports funky-station/funky-station#2652 (MIT)
Cherry picking out Certain things

Reverts Cult Changes from
#4040

And fixed many cosmic 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. -->
2.5 Fixes the major bug of the Damage Container used in CosCult, #4040
Kind of fixed this but in a horrible way causing Skeletons to be able to
heal with Topicals and anything else using ``BiologicalMetaphysical``.

This allows Cosmic Cult finally to go live into the Pool.
## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->

## TO-DO
- [X] Finish with Hitscan merge conflicts. (I think I did this
correctly? Im not confident though)
- [x] Silicon Radio addition/Removal on Convert/Unconvert
- [x] Test Oubliette
- [x] Make Oubliette Printable

## 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**
<!--
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: AftrLite, CrazyPhantom
- add: Ported Cosmic Cult 2.5! Fixing many bugs and adding more content
to the Cult!
- add: Science Can now play a part in removing of the cultists.
- add: Cosmic Cult is now rollable as a gamemode.
- fix: Fixed Many many Cosmic bugs.

---------

Co-authored-by: AftrLite <61218133+AftrLite@users.noreply.github.com>
Co-authored-by: funkystationbot <funky@funkystation.org>
Co-authored-by: Your Name <you@example.com>
Co-authored-by: Copilot <copilot@github.com>
Co-authored-by: Walker Fowlkes <47339836+walksanatora@users.noreply.github.com>
Co-authored-by: Rinary <rinary.super@gmail.com>
## Short description
Merge with
[#4693](#4693).

C# port of Wizden
[#43042](space-wizards/space-station-14#43042).
I'll include the technical of the C# from the original PR here, and the
prototype stuff in a separate PR.

Also partially ports Wizden
[#42797](space-wizards/space-station-14#42797
changes to SharedRandomExtensions, since it's required for this PR,
although it's something they want to remove in the future, so I have
elected to not port the remainder of it.

## About the PR

Each item has randomized defects: some defects always apply, others roll
a per-spawn probability and are stripped at MapInit if they fail.
Surviving defects are listed in the item description and reflected in
the entity name prefix (`Like New` / `Used` / `Worn` / `Rusty`).

## Technical Details

<!-- What systems did you add/change? Why? -->

* Added `SecondHandCategoryPrototype`, `StoreSecondHandComponent`, and
`SecondHandSystem` - mirrors `StoreDiscountSystem` architecture exactly;
selects listings by weighted random category at `StoreInitializedEvent`,
removes items from the tab as they are purchased
* Extracted `CumulativeWeightMap<T>` (generic weighted random selection)
and `IWeightedCategory` interface to a shared location; both
`StoreDiscountSystem` and `SecondHandSystem` now use these instead of
duplicated inner classes
* Added abstract `DefectComponent` base with `Prob` and `DefectLabel`
fields; `DefectSystem` rolls all defect components at `MapInitEvent`,
removes those that fail, then renames the entity and appends surviving
defect labels to the description

Implemented multiple defect component/system pairs:
* `DefectComponent` / `DefectSystem`: abstract base; rolls `Prob` on
each defect at MapInit, removes those that fail, prefixes entity name by
surviving defect count (`Like New` / `Used` / `Worn` / `Rusty`), appends
surviving labels to description - this is to prevent the guesswork of
what the item will do for players (still have to wonder about values).
* `GunJamComponent` / `GunJamSystem`: per-shot chance to jam; cleared by
pressing Z (Use In Hand)
* `GunSpreadDefectComponent` / `GunSpreadDefectSystem`: randomizes
min/max spread at spawn via `GunRefreshModifiersEvent`; composes with
wield bonuses
* `BackfireDefectComponent` / `BackfireDefectSystem`: per-shot chance to
trigger a small explosion at the shooter's tile
* `BentSwitchDefectComponent` / `BentSwitchDefectSystem`: forces gun
into semi-auto at spawn by overwriting `AvailableModes` and
`SelectedMode`
* `GunBurstVarianceComponent` / `GunBurstVarianceSystem`: re-rolls
shots-per-burst after each burst completes
* `LoosePowerConnectorComponent` / `LoosePowerConnectorSystem`: energy
weapons have a per-swing chance to deactivate; auto-reactivate after a
short delay
* `ReducedDamageDefectComponent` / `ReducedDamageDefectSystem`: scales
all melee damage values down by a multiplier at spawn
* `DamageUserDefectComponent` / `DamageUserDefectSystem`: applies
configurable damage to the wielder on every swing regardless of whether
the attack connects
* `RandomFuseDefectComponent` / `RandomFuseSystem`: randomizes fuse
delay on `TimerTriggerComponent` at spawn within a configured min/max
range
* `RandomExplosiveYieldDefectComponent` /
`RandomExplosiveYieldDefectSystem`: randomizes explosion intensity
and/or projectile count at spawn
* `StaticShockDefectComponent` / `StaticShockDefectSystem`: per-use
chance to shock and briefly stun the holder when the item is
successfully used on a target; blocked by insulated gloves
* `SimpleDefectComponent`: marker component with no runtime behavior;
participates in naming and description only
* `RandomAmmoFillComponent` / `RandomAmmoFillSystem`: randomly fills a
magazine at spawn between a configured min/max count, with each slot
independently rolling an ammo type from a per-caliber weight table


* Defect probabilities balanced to produce an average of 1–2 defects per
item, with P(0 defects) and P(3+ defects) both below 10% where defect
counts are variable

## Why we need to add this
"Mostly started because it sounded fun, but also broadens traitor choice
variety and emergent gameplay. Choices have meaningful drawbacks, and
allows for 'overpowered' weapons that would otherwise be removed to get
a second life in the second hand tab. Also gives us the ability to add
otherwise inaccessible weapons (like minigun or XM8) that would never
see the light of day to a normal round (rarely) without having them
always be accessible. Using common / rare / very rare tagging + random
min / max allows for fine tuning of system going forward."

## Checks
- [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.

Nothing player facing.
wonderfulnewworld and others added 30 commits June 26, 2026 17:50
## Short description
Ports the remainder of Wizden
[#42977](space-wizards/space-station-14#42977),
which is required for [GameTest part
2](space-wizards/space-station-14#43207).

## Why we need to add this
It's becoming apparent that I might not be able to finish porting
GameTest part 2 myself, due to the complexity of it, so, out of not
causing confusion for whoever tries after me, or if I manage to figure
it out a bit more in the future, I figured I should clear up this loose
end I didn't get to in the [prior
PR](#4674).

## 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.

No CL nothing player facing.
…d players (#4950)

## Short description
<!-- What do you propose to change with your PR? -->
Similar PR to #2841

Decreases the required number of **readied** players for Cosmic Cult
from 30 down to 20.
- This is the same as gamemodes like Nukeops and Xenoborgs
- This is still higher than stuff like Revolutionaries, which needs 15
readied players

## 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. -->
Beta has a server culture of not Readying up. It's very typical for only
20-25 people to Ready up even when the server at its cap of 65 players.

As mentioned in #2841, the `minPlayers` parameter is somewhat
misleading. It doesn't check for how many players are connected to the
server, it checks for how many people are Ready.

If there's ~20 players Ready on Beta, it means that the server's pop is
30-40+, which is fine for Cosmic Cult.

## 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
- tweak: Lowered the required number of readied players for Cosmic Cult
to 20 (down from 30).
## Short description
<!-- What do you propose to change with your PR? -->
- Portable cooling units are currently 4x4 (Huge)
- This PR makes them 3x3 (Large

## 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. -->
Community suggestion:
https://discord.com/channels/1272545509562777621/1517665548400464142

One portable cooling unit takes as much space as four gas tanks. This
makes it take up 9 squares, which is more like two gas tanks and a bit.
It's clear that the intention was to make the portable cooling unit
inconvenient to store, but it's a little too inconvenient right now.

Being 3x3 still keeps them awkward to store, but less awkward than
before.

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->
<img width="452" height="229" alt="image"
src="https://github.com/user-attachments/assets/0865f69c-6575-4f14-9a74-bdaaf1b106c2"
/>

fig. 1 - New portable cooling unit size.

## 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
- tweak: Portable cooling units now take 3x3 inventory slots (down from
4x4).
…ks (#4948)

## Short description
<!-- What do you propose to change with your PR? -->
You couldn't wear a portable cooling units while wearing stuff like a
tank harness. However, portable cooling units are available in stuff
like the gas tank dispensers.

<img width="355" height="215" alt="image"
src="https://github.com/user-attachments/assets/c88bedfa-c81e-4182-9974-727c990d88be"
/>

This PR edits `AllowSuitStorageClothingGasTanks` to accept `CoolingUnit`
in its whitelist. This lets you wear a cooling unit for any outer
clothing that would accept a gas tank in its suit storage.

## 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. -->
Community suggestion:
https://discord.com/channels/1272545509562777621/1517665548400464142

This is just QoL for IPCs. The main use case for it is having things
like tank harnesses be able to accept portable cooling units (see
Media).

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->
<img width="1052" height="623" alt="image"
src="https://github.com/user-attachments/assets/a715bd86-be80-4c26-88b4-1739071cf080"
/>

fig. 1 - Wearing a portable cooling unit with a tank harness on.

## 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
- tweak: Any outer clothing that accepts a gas tank in its suit storage
will now also accept portable cooling units as well.
<!-- IT'S NOT WIZDENS REPO, IF YOU WANT TO ADD YOUR CHANGES ON ALL
SERVERS, CREATE PR TO WIZDENS REPO -->

## Short description
<!-- What do you propose to change with your PR? -->
Adds a **lot** of entities to `[ ShouldMap ]` and changes some stuff
around cryogenic sleep units.

### Cryogenic Sleep Units
I had been annoyed for a very long time about a roundstart behavior
where you would spawn at cryosleep instead of at your spawnpoint. This
sucked - it makes sense for _latejoining_ to spawn at cryosleep, but you
shouldn't be spawning at cryosleep if you're `Ready` at the start of a
round.

The culprit was simple - `CryogenicSleepUnitSpawner` acts as a
spawnpoint for *all* jobs. I've made this `DoNotMap` in favor of using
only `CryogenicSleepUnitSpawnerLateJoin`. Two maps already didn't have
any of the former, Bagel and Kiloton, and they had no issues.

We already map all spawnpoints (and have a test for this), so there's no
point to have these mapped.

### ShouldMap Expansion
Lockers:
- Job Lockers where it is unambiguous which should be mapped, e.g. we
always prefer mapping the Heads' Locker separately from the Heads' Suit
Storage
- Job Lockers that *sometimes* may use the [ Hardsuit ] variants (like
Salvage, Engineering, Mining) are not required entities. The test isn't
that fine.

Drobes:
- JobDrobe machines where the job is present on all maps.
- e.g. JaniDrobes should always be mapped, but sometimes CuraDrobes (for
Librarians) aren't because there's no Librarian on Leth, Lobster, etc.

Computers:
- Computers that are required for gameplay (ID Computer, Comms Console,
AI Restoration, AI Upload, etc.)
- Cargo shuttle computer
- Mining shuttle computer
- Salvage shuttle computer
- Also includes the #3780 as required entities.

Servers:
- RnD Server
- Crew monitoring Server
- All of the _proper_ telecom servers.
- All of the camera servers.

Vending Machines:
- All of the Starlight vending machines (Engivend, Secvend, Medivend,
Fashion-o-Mat, etc.)
- All of the job-required vending machines (e.g. Mining and Salvage
Ticket Machines)

Misc Requirements:
- Ovens, Stoves
- `SpawnpointLatejoin`
- Salvage magnets
- Mail teleporter
- Contraband storage box
- Implanter crate (the one with 4 trackers and 4 mindshields)
- Golden toolbox and Vault freezer

## 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. -->
Mappers are forgetful (source: myself). Required entities help catch
silly mistakes. I have no doubt that this is going to reveal dozens upon
dozens of issues in existing maps.

## 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.
-->

---------

Co-authored-by: Rinary <rinary.super@gmail.com>
Co-authored-by: Red Mushie <82113471+redmushie@users.noreply.github.com>
## Short description
Follows up the [last
two](#4240)
[pistol
normalization](#4227)
PRs, since I forgot the Inspector was a thing. It's the detective's
personal weapon, so it can actually afford to be a little better than
the dispatcher, since it's limited to 2 people max. You can think of it
as the "Sharpshooter Revolver" now.

I also went in and buffed the deckard a little, since it's supposed to
be command's last resort weapon in the vault, but it's actually like the
worst not intentionally bad revolver in the game.

Gave +.2 fire rate to the pirate revolver, since it's comically bad.

Also gave the M1911 pulse pistol, which doesn't normally show up
anyways, a proper suffix, so you can actually tell them apart.

## Why we need to add this
Forgot about the inspector and deckard, so this brings them up to
standard a bit with our other revolvers.

## 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: Pirate Revolver Fire Rate +0.2.
- tweak: Deckard Fire Rate +0.5, Ammo Slots +1.
- tweak: Inspector Fire Rate +0.725, Ammo Slots +3.
- tweak: The detective now spawns with an extra speed loader for their
inspector.
- tweak: The shoulder holster can now be worn on the neck slot, in
addition to the existing belt slot.
- fix: Most revolvers and anvil guns now use proper capitalization.
## Short description
Protogen bug fixes.

There's also some WIP Proto-Vulp leg sprites in the files. They'll need
displacements to work properly, so they're not used currently, but I
didn't want to lose them.

## Why we need to add this
Fixes are fixes.

## Media (Video/Screenshots)
<img width="181" height="237" alt="image"
src="https://github.com/user-attachments/assets/b98c503a-aef7-463e-a5f2-1b91b38251fe"
/>

## 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
- remove: You can no longer roll the sleeves up on the mining specialist
jumpskirt, since it doesn't actually have a sprite for that.
- tweak: Welders consume less welding fuel when welding Protogens.
- tweak: It is now slower for Protogens to weld themselves.
- tweak: It is now faster for others to heal IPCs.
- tweak: Protogen now have access to the Thaven, Lagomorph, and Laspi
vocal emotes they didn't have.
- tweak: Proto-Lagomorphs can now stomp.
- fix: Proto-Lagomorphs now have the extended hearing of normal
Lagomorphs.
- fix: Proto-Vulps now have the same temperature protection as normal
Vulps.
- fix: Proto-Vulp sprites are now consistent across male and female, and
no longer clip their shoes.
- fix: Proto-Avali now use their correct clothing sprites.
- fix: Proto-Reptilians can now actually thump their tails.
- fix: Proto-Reptilians can now have hair.
- fix: Fixed some Protogen markings not disappearing under helmets.

---------

Co-authored-by: Red Mushie <82113471+redmushie@users.noreply.github.com>
## Short description
<!-- What do you propose to change with your PR? -->
Fixes it by ensuring sprite gets set visible under correct conditions
## 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.
## Short description
Chefs can now craft a wide range of donuts (chocolate, apple, bungo,
blue pumpkin, pink, caramel, sweetpea, spaceman, and jelly versions of
each), plus lollipops, hard candy, and toffee apples. Many candy and
donut sprites that previously existed but were uncraftable now have
recipes.

**New craftable recipes - Donuts:**
Chocolate donut (plain donut + cocoa pod)
Apple donut (plain donut + apple)
Bungo donut (plain donut + bungo)
Blue pumpkin donut (plain donut + blue pumpkin)
Pink donut (plain donut + sugar)
Caramel donut (plain donut + sugar + milk)
Sweetpea donut (plain donut + pea pod)
Spaceman donut (plain donut + grape)

**New craftable recipes - Jelly Donuts:**
Jelly donut / plain (plain donut + berries)
Apple jelly donut (jelly donut + apple)
Bungo jelly donut (jelly donut + bungo)
Blue pumpkin jelly donut (jelly donut + blue pumpkin)
Chocolate jelly donut (jelly donut + cocoa pod)
Sweetpea jelly donut (jelly donut + pea pod)
Spaceman jelly donut (jelly donut + grape)
Pink jelly donut (jelly donut + sugar)
Caramel jelly donut (jelly donut + sugar + milk)

**New craftable recipes - Candy:**
Swirl lollipop (plain lollipop + berries)
Hard candy (sugar, oven-baked)
Toffee apple (apple + sugar)

**New craftable recipes - Candy:**
Boiled egg (egg in microwave).

**New entity:**
Toffee apple (FoodSnackCandyApple) — created the entity for the
previously-orphaned candy apple sprite

**Changes/fixes:**
Added missing group: Dessert to the existing meat donut recipe (was
invisible in the guidebook)
Organized the recipe file with comment dividers (Contraband / cake /
pizza / misc / donuts / jelly donuts / candies) for easier navigation

## Why we need to add this
Give Kitchen more variety of foods to make, further uses for fruits from
Botany that kitchen often ends up with an overabundance of, and makes
use of orphaned sprites.

## Media (Video/Screenshots)
Sprites already exist in game.

## 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:
- add: recipes for donuts, jelly donuts, boiled egg, lollipops and hard
candy.

---------

Co-authored-by: Shin <99152399+wonderfulnewworld@users.noreply.github.com>
## Short description
Fixes a bug from
#4156 where this
didn't actually update the TTS Stream mute state - it only toggled the
UI checkboxes, which isn't useful. Now that I have a TTS key local, I
was able to test and make this fix.

This also updates the radio order in the TTS Mute category
alphabetically, so it's easier to parse.

## Media (Video/Screenshots)

Updated (and cleaned up the code for) the muting logic in
`Content.Client/UserInterface/Systems/Chat/Controls/ChannelFilterPopup.xaml.cs`,
so you can actually mute the channels all at once now.


https://github.com/user-attachments/assets/dc4d70c6-8d89-4bdb-b1ac-bfe18064b04e


Additionally, from changes on `line 89-90`, I added an alphabetical sort
to the "Mute TTS Channels" UI.

<img width="1102" height="410" alt="image"
src="https://github.com/user-attachments/assets/646e18aa-eda9-48b9-9fba-19747f48b181"
/>



## 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: mikeysaurus
- fix: The "Toggle All" button in the "Mute TTS Channels" UI now
properly mutes all TTS Streams.
- tweak: Alphabetically organizes the list of radio channels in the
"Mute TTS Channels" UI.
…ullets from passing though an entity (#4953)

## Short description
Fixes to pierceable system, spit off from Blueshield-Shield #4903

## Why we need to add this
Currently bullets can pass though entities that are wearing armor that
should stop piercing. This change fixes this issue and adds the ability
for hand held shields to also block bullet pierce.

## Media (Video/Screenshots)
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.

**Changelog**

:cl: BornStellat
- add: Pierceable comp to hand held shields.
- fix: Worn armor and handheld items with the shield tag will now stop
bullets from piercing the entity if the bullet pierce level is lower
than the armor value.
## Short description
Some tweaks to the Greenshield loadout, lowering their combat staying
power from meds and increasing their reliance on their equipment. Their
WT550 has received a green paint job and the ammo upgraded to FMJ. The
Greenlight shield has been renamed to "X-03 green phase shield" to be
more inline with the BSO equipment naming convention that the BSO
version will be.

## Why we need to add this
Based on play testing, a few changes were requested by other admins to
better promote their usage and ability to handle threats. The stats here
were landed on after lengthy discussions here:
https://discord.com/channels/1272545509562777621/1516842973550088204

## Media (Video/Screenshots)
<img width="663" height="641" alt="image"
src="https://github.com/user-attachments/assets/021a7854-c62b-4d64-81f5-7b6647cd03d0"
/>
## 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: BornStellar
- tweak: greenlight shield renamed to X-03 green phase shield.
- tweak: X-03 shield HP changed from 36HP to 90HP.
- tweak: X-03 shield Slash resistance changed from 20% to 10%.
- tweak: X-03 shield active block modifiers are now better than their
passive modifiers across the board instead of worse.
- tweak: X-03 shield reflect chance lowered from 50% to 10%, still only
for lasers.
- add: WT550g, a variant of the WT550r that comes with a green colour
scheme.
- add: WT550 magazine (.35 FMJ auto top-mounted). A WT550 mag with FMJ
instead of SP loaded.
- add: WT550 magazine (.35 HP auto top-mounted). A WT550 mag with HP
instead of SP loaded.
- tweak: removed two combat medipens from GSO belt and replaced with an
extra set of cuffs.
- add: Taser fire mode on the MT-7G.
- fix: department of the GSO job.
- add: outfits for use in setting outfits of arbitrary entities (was
requested by some admins).
- tweak: names of the file names for the sprites of the X-03 shield to
better match other sprite naming conventions.

<!--
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.
-->
## Short description
I am planning on adding a new role called the CBURN Corpsman, along with
changing the base loadout of the CBURN agent, and other general QoL
changes.

## Why we need to add this
I've heard numerous times that CBURN currently are very good where they
are currently, with their loadout holding an 'insane amount' of
incendiary rounds, and each agent having a ton of chemicals specifically
for themselves. Along with that, since their suit is classified as
'eva', they dont get any sort of suit lights or even protection against
injection based attacks. This PR aims to moreso balance CBURN in general
with their loadouts and kits.
https://discord.com/channels/1272545509562777621/1519564575899516949

## Media (Video/Screenshots)
<img width="517" height="517" alt="image"
src="https://github.com/user-attachments/assets/851612f9-13a9-4414-9fc1-945567ecf49e"
/>
<img width="508" height="532" alt="image"
src="https://github.com/user-attachments/assets/f95d6395-f6aa-439c-9e5f-79ed461a7fff"
/>
<img width="400" height="151" alt="image"
src="https://github.com/user-attachments/assets/cd631718-0a71-4900-a966-5dd754955e7f"
/>

(The images are a *tad* outdated but otherwise show the main changes)

## 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: Johnny
- add: Added the advanced medipen as a lesser form of a combat medipen
for ERT such as CBURN.
- add: Added a new role, the CBURN Corpsman.
- tweak: CBURN Agents loadout has been changed.
- tweak: All CBURN are automatically zombie immune.
- fix: Changed CBURN suits to actually protect against injection based
attacks like hardsuits.
## Short description
<!-- What do you propose to change with your PR? -->
Adds an action to `AdminObserver` that sets their visibility layer to 8,
making so the PVS system stops broadcasting their entity to normal
observer ghosts, effectively hiding them. `AdminObserver`s now also
include this in their visibility mask, so all admin ghosts can always
see each other.
Maintains compatibility with `CorporealCommand`. Visibility layers are
fucking stupid as shit and I genuinely can't tell if they're a bitmask
or just a check of "haha my layer is higher than your layer you can't
see me now" and I am too lazy to check.
## 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. -->
Easier to stealthily observe dead players to minimize metacomming
concerns (e.g. a dead friend telling an alive friend that an admin is
watching them over Discord VC or something)
## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->

https://github.com/user-attachments/assets/d0c8c47e-5a09-49e0-b7ec-89a5af4ae920
## 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: Red Mushie <82113471+redmushie@users.noreply.github.com>
## Short description
Elves have 4 related languages: Aielic, Sylvan, Darktongue, and Felyaic

Borgs could only understand 3 of these - Felyaic was forgotten. This PR
fixes that.

## Why we need to add this
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**

:cl: mikeysaurus
- fix: Silicon's now understand the Elvish language Felyaic.
## Short Description
New (primarily) formal uniforms for sec including:
Formal Senior Brigmedic
Formal Brigmedic
Formal Warden
Formal Senior Secoff/Dutyoff
Formal Secoff/Dutyoff
Formal Deputy (Secoff)
Deputy's Hat

## Why we need to add this
Additional uniforms mainly for the Warden are in dire need, including
matching sets with the rest of sec will add some more variety to the
current affairs of uniforms.

## 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.
## Media (Video/Screenshots)
<img width="796" height="798" alt="Content Client_cue2A0aKUm"
src="https://github.com/user-attachments/assets/2588bf35-3b76-4d99-859f-76484bf46989"
/>
<img width="801" height="801" alt="Content Client_fHD9vCfFxG"
src="https://github.com/user-attachments/assets/2ef88d76-2869-45a9-9ee7-c9eb14593165"
/>
<img width="801" height="801" alt="Content Client_a2UQYT2bKN"
src="https://github.com/user-attachments/assets/c136e827-61a9-4179-9f29-21c35ae88f9f"
/>
<img width="796" height="792" alt="Content Client_vXdSYB2VPM"
src="https://github.com/user-attachments/assets/c827dd3f-cd2d-4ca1-8aaf-06e8ade76960"
/>
<img width="802" height="797" alt="Content Client_iuI4oOmDXe"
src="https://github.com/user-attachments/assets/340c1777-4dfa-42c7-9329-fc389eb8c7fb"
/>

More images available in the discord:
https://discord.com/channels/1272545509562777621/1520222067289489468

**Changelog**
:cl: Teddiousbear, Hanz(rButler)
- add: Added six new uniforms to secoff.
- add: Added four new uniforms to dutyoff.
- add: Added four new uniforms to brigmed.
- add: Added two new uniforms to warden.
- add: Added new hat to secoff.

---------

Co-authored-by: Rinary <rinary.super@gmail.com>
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