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Update from Shiptest on 2026-04-04-2239Z.

actions-user and others added 30 commits April 5, 2026 02:02
## About The Pull Request

Given the greenlight by a number of Maptainers to bring back Makosso
navy colour (along with keeping the darker shade of the new Makosso
blue)

Sample Magpie
<img width="1177" height="855" alt="image"
src="https://github.com/user-attachments/assets/ff1811c4-cef6-4f70-8268-f85b0199bc4d"
/>

## Why It's Good For The Game

Better colour selection for mappers more suited to existing ships

## Changelog

:cl:
add: Brought back darker Makosso blue
/:cl:
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not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

This PR adds factional webbings/belts for Inteq, Hardliners, CLIP, and
the NGR to the outpost market

## Why It's Good For The Game

I feel like this might be helpful in cases where one may want to
purchase more webbings, if they don't have enough or are missing one.
Functionally identical to assault belts, these only serve to help
faction cohesion.

## Changelog

:cl:
add: Added faction webbings for inteq, hardliners, CLIP, and the NGR to
cargo
/:cl:

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---------

Signed-off-by: zimon9 <122945887+zimon9@users.noreply.github.com>
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not be viewable. -->
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request process. -->

## About The Pull Request
this mf did not survive the night of fire (obliterates st valentine's
day, the antagonist, and the godawful .json)

## Why It's Good For The Game

ask the lore maintainers

## Changelog

:cl:
del: St. Valentine is no more. Expect no more incredibly peculiar
Valentine's Day cards or government-mandated dates.
/:cl:

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---------

Signed-off-by: Addust <80979251+Addust@users.noreply.github.com>
Co-authored-by: Gristlebee <56049844+Gristlebee@users.noreply.github.com>
## About The Pull Request

Adds more chemistry stuff to cargo
Adds a mostly-full hydroponics suite to cargo and categorizes
hydroponics stuff into it's own category

## Changelog

:cl:
add: Outpost cargo now stocks intermediate and advanced chemical vials
for hyposprays!
add: you can now buy chem heaters and chemmasters in outpost cargo
add: You can now buy hydroponics equipment in cargo
del: biogenerator fabrication list trimmed
imageadd: small hypospray vial sprite
/:cl:

---------

Signed-off-by: Erika Fox <94164348+Erikafox@users.noreply.github.com>
Co-authored-by: zimon9 <122945887+zimon9@users.noreply.github.com>
Co-authored-by: ritorizo <41831966+ritorizo@users.noreply.github.com>
## About The Pull Request

This PR adds the Puru-Rangi-class auxiliary response vessel to the NGR's
ship roster.

### Screenshots
<img align="left" width="30%" alt="image"
src="https://github.com/user-attachments/assets/e4927f56-d52e-44cc-84c2-aa2f71b4b575"
/>
<img align="left" width="30%" alt="image"
src="https://github.com/user-attachments/assets/23f20175-9da8-4d09-b11c-9903510c65e1"
/>
<img align="left" width="30%" alt="image"
src="https://github.com/user-attachments/assets/ded19faf-28f3-41f7-8c71-c05470c73b97"
/>


<br clear="all"/>

### Crew
- 1 Captain
- 1 Lieutenant
- 2 Medical Doctors (1 surgeon and 1 field medic)
- 1 Mechanic
- 1 Operative
- 1 Wrecker
- 1 Crewman

### Key Features
<img align="left" width="30%" alt="image"
src="https://github.com/user-attachments/assets/a2c7f647-279e-49e5-b5ad-60c741f8f6cd"
/>

The bridge is accessible to all members of the crew, ensuring command
staff are not isolated from roleplay opportunities, and continuing in
line with NGR's egalitarian work culture. This combination transit
section also ensures the infinite hallway of doom is avoided, a
complaint levied against the Kali Andhi. As this vessel is less
military-oriented, a communal bridge design like this is also
representative of the Puru-Rangi's more casual design.

<br clear="all"/>
<hr>

<img align="right" width="30%" alt="image"
src="https://github.com/user-attachments/assets/2baafd36-f982-47e2-bbb7-7590db0a41ec"
/>

The infirmary is organized and well-equipped, boasting two recovery
rooms, which players have indicated is a popular feature of the Valor
that encourages roleplay. An advanced chemistry space ensures the
surgeon has plentiful tools at their disposal to work while the field
medic is out with the away team, and is accessible to all crew as not to
isolate them from roleplay opportunities.

<br clear="all"/>
<hr>

<img align="left" width="30%" alt="image"
src="https://github.com/user-attachments/assets/89c12930-97e9-4577-965e-5f2d7c249e40"
/>

A dedicated rest area in the cargo bay further expresses the
Puru-Rangi's more casual design as a less military-oriented vessel,
provides a space for crew who are zoned out after an away mission to get
together and roleplay instead of standing around in silence, and
provides an alternative space for crew who wish to get away from the
bridge to roleplay in smaller groups.

<br clear="all"/>
<hr>

<img align="right" width="30%" alt="image"
src="https://github.com/user-attachments/assets/10cd6641-d506-4841-b1e8-12d7d0f8108e"
/>

This storage area provides various supplies to the vessel and ensures
the main cargo area remains uncluttered. Contents include:
- A materials crate with glass and iron
- A rations crate, in case of longer rounds or dietary restriction
oversights
- A blood freezer, to be used by the infirmary
- An organ freezer, to be used by the infirmary
- A chemistry crate, with supplies for, at least, Hadrakine Powder,
Morphine, and Charcoal

<br clear="all"/>
<hr>

<img align="left" width="30%" alt="image"
src="https://github.com/user-attachments/assets/8a9c6ca6-7649-4f68-9916-4e1dffc2f9d4"
/>

The kitchen is stocked with ingredients for Southwestern USA cuisine,
providing for soups, breakfast foods, and tortillas. Vegetarian,
gluten-free, and dairy-free foods can all be created with this selection
of produce. This is in line with musings by the lore team about New
Gorlex cuisine, as it is an arid environment.

<br clear="all"/>
<hr>

<img align="right" width="30%" alt="image"
src="https://github.com/user-attachments/assets/e6a09d15-15a3-49bb-ae9d-38a3c81ed79a"
/>

Engineering's very own storage area provides additional supplies apart
from the vessel's primary storage. Contents include:
- A materials crate with glass, iron, and a small amount of plastitanium
- A fuel crate, with both plasma and uranium enough to last most of an
average shift
- A patriotism crate, offering a little flavor and opportunity to the
mechanic

<br clear="all"/>
<hr>

<img align="left" width="30%" alt="image"
src="https://github.com/user-attachments/assets/76cae545-2e98-44ac-b013-7ffde8d52bb4"
/>

A full telecommunications apparatus provides the Puru-Rangi with the
means to communicate with those vessels boasting a relay, and to
streamline communications between its own crew members.

<br clear="all"/>
<hr>

<img align="right" width="30%" alt="image"
src="https://github.com/user-attachments/assets/1fcd427a-5337-412f-a985-747d3080454f"
/>

A well-equipped mechanic's office represents NGR's strong GEC presence,
and encourages their involvement in work with the away team so they are
not isolated in the engineering sections for most of the round.

<br clear="all"/>
<hr>

<img align="left" width="30%" alt="image"
src="https://github.com/user-attachments/assets/6feb5c3b-0b73-4880-87ca-72894df7938b"
/>

A starboard airlock provides an accessible, rearward route of exit and
entry, ensuring crew are not trapped in a fire, and providing a route to
the infirmary that does not involve climbing stairs (for those
characters who impose such restrictions on themselves).

<br clear="all"/>

## Why It's Good For The Game

This vessel fulfills the request of the maptainers to provide the
community with a less military-oriented medical vessel equipped with
telecommunications equipment. It contains a versatile cast of personnel
to remain in line with current Shiptest meta, ensuring players are not
sitting around bored when there are no medical calls to answer.

## Changelog

:cl: Yule & Addust
add: Added the Puru-Rangi-class auxiliary response vessel
/:cl:

---------

Signed-off-by: Addust <80979251+Addust@users.noreply.github.com>
Co-authored-by: Addust <80979251+Addust@users.noreply.github.com>
## About The Pull Request

Changes how pancrazine works. Rather than scaling with heat (which did
not work), it now scales with the amount of reagents in your system.
Instead of dealing heart damage as a side effect, it now gets you drunk.
Also removes an incorrect mention to dylovene.

## Why It's Good For The Game

The previous gimmick was janky and didn't really work, this should be a
little more engaging. Also more ways to get high off of medical
supplies.

## Changelog

:cl: Bumtickley00
balance: Pancrazine now scales healing with the amount of reagents in
your system and gets you drunk.
spellcheck: Removed dylovene mention on cargo screen
/:cl:

---------

Signed-off-by: Jay <19880843+googobbug@users.noreply.github.com>
Co-authored-by: Robin <example@example.com>
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## About The Pull Request

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

Hails show who sent them, and dont repeat if you're docked to the same
overmap object

## Why It's Good For The Game

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

Useful info to know who's hailing you and less chat spam

## Changelog

:cl:
add: Incoming hails display ship name.
add: hails dont repeat if you're docked to the same overmap location

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## About The Pull Request

Removes the HP engraving from the pipe shotgun.

## Why It's Good For The Game

They did not make this gun. You, or some other bum, did.

## Changelog

:cl: Bumtickley00
spellcheck: Improvised shotgun no longer has a Hunter's Pride engraving.
/:cl:

Co-authored-by: Robin <example@example.com>
…ayer below catwalks (#6047)

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## About The Pull Request

This PR changes the layer of binary, trinary, and layer adapter
atmospherics machines so that they layer below catwalks instead of
jutting above them.

| Before |<img width="741" height="934" alt="image"
src="https://github.com/user-attachments/assets/3f6e7e7c-d5dc-493d-8c50-53b45cb3db16"
/>|
|--------|---|
| After |<img width="790" height="975" alt="image"
src="https://github.com/user-attachments/assets/5b1f791c-9895-4b5a-8101-ecdaf6a963a8"
/>|

Below is an example with the layer changes implemented, to show that
they don't appear to layer incorrectly in a different context.

<img width="617" height="378" alt="image"
src="https://github.com/user-attachments/assets/7feadbd4-625c-4ca4-86c3-62af4353369a"
/>

## Why It's Good For The Game

Having certain atmospherics machines pop out of a catwalk and layer
above them can look bad in certain maps. This should help make them look
nicer when used alongside catwalks.

## Changelog

:cl:
del: Removed layer adapter layer update proc
code: changed the layer of atmospherics machines so they layer below
catwalks
/:cl:

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## About The Pull Request

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

Megafauna no longer gib/dust by default. Gibbing can enabled by setting
the `can_gib` var to true.

## Why It's Good For The Game

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

Makes megafauna a lot more usable for events since you can set them not
to permanently round remove people.

## Changelog

:cl:
balance: Megafauna no longer gib by default.
/:cl:

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## About The Pull Request

Cybersun has deemed the wrecker a "Dumb Chudling" and replaced his bay
while leaving him in a dumpster to rot. The medical doctor is now more
appreciated, and docking ports were switched around. Wings got trimmed a
little bit for it.
<img width="1312" height="672" alt="image"
src="https://github.com/user-attachments/assets/33e39109-381e-4831-8441-f0f1716ed939"
/>

## Why It's Good For The Game
Maintaining ship good. The mechbay served like 0 purpose, same with the
wrecker. The doctor just had to rawdog surgery in cargo.

## Changelog

:cl:
add: various leyak adjustments
del: wrecker on leyak
/:cl:

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## About The Pull Request

<img width="538" height="412" alt="image"
src="https://github.com/user-attachments/assets/94ee3723-0148-4bc8-9b8c-cd902836530d"
/>

## Why It's Good For The Game

short half ups and ponytail spiky adjustment

## Changelog

:cl:
add: short half ups and ponytail spiky adjustment
/:cl:

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## About The Pull Request

<img width="1156" height="777" alt="image"
src="https://github.com/user-attachments/assets/9970207e-bd97-45b0-bd41-d857ea581f43"
/>

## Why It's Good For The Game
Please god civilian clip content.

## Changelog

:cl:
add: CLIP industrial hardsuit
/:cl:

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## About The Pull Request
Adjusts the prices of the energy weapon cells on the cargo market.

**SHARPLITE:**

Sharplite fills the niche of the mass produced, working man's guns, and
while the weapons fit that status in price, their cells were even more
expensive than Etherbor, which didn't feel right.

Standard Sharplite cells were dropped in price to 400 credits

Sharplite mini cells (Ohm cells) were dropped in price to 250 credits


**ETHERBOR:**

A premium option in the world of energy weapons, and for good reason.
Their cells are more expensive than their competition from sharplite due
to their marginally greater capacity and production cost

Civilian Etherbor cells were set in price to 500 credits


**EXTENDED CAPACITY:**

Akin to the drop in price for extended magazines for the SKM/CM-82/Hydra

Extended capacity weapon cells across the board have been dropped in
price to 750 credits.

It's important to note that Extended capacity energy weapon cells are
comparable in shot count to standard magazines in equivalent ballistic
options.

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Energy weapons have the notable advantage of not requiring the purchase
of ammunition, and for this reason their cells must be more expensive
than a ballistic weapon magazine.

However, they also suffer the disadvantage of being unable to be topped
off or refilled away from charging infrastructure.

To balance, this change keeps energy cells fairly priced, but makes the
aquisition of further cells more reasonable.

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
add: Added sharplite plus cells to the black market
balance: rebalanced energy cell prices
/:cl:

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## About The Pull Request

Reduces the prices of jetpacks to be much more reasonable given their
usecases and limitations.

Standard: 500
Harness: 750
Upgrade: 1250 (only compatible with hardsuits so you still have a
buy-in)

Given that jetpacks are used for effectively only two or three
environments (being space, asteroids, and debris in the future), them
being so highly priced while still taking up your back slot is rough.
Mobility in space without a jetpack usually boils down to people
conga-lining on the one jetpack person, or throwing cigarettes and
whatnot to propel yourself.

## Why It's Good For The Game

Given the importance of space, and how expensive stocking a full crew
with jetpacks at their original prices would be, it's simply unfair to
have them be this expensive. By making them cheaper, this should mean
people get to use tools fitting for the job while they work in space -
for the times they do actually land at a space signal or asteroid field
to work.

## Changelog

:cl:
balance: Jetpack prices reduced.
/:cl
…(#6116)

## About The Pull Request
Adds brass knuckles to the cargo list, a very cheap blunt melee option
that can be wielded for increased attack speed. Also adds new variables
for wielded cooldown changes.
<img width="362" height="278" alt="image"
src="https://github.com/user-attachments/assets/273e38d2-dcc0-4f57-bf86-2c0db2502261"
/>

## Why It's Good For The Game
The brass knuckle sprites have been in the game for a while now and I
thought I would give implementing them a shot.

## Changelog

:cl: stiel
add: Brass knuckles! New melee item in cargo.
/:cl:

---------

Signed-off-by: whatnot <135062404+stiel0248@users.noreply.github.com>
Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request
you toggle the pilot jacket's zipper
## Changelog

:cl:
fix: pilot jacket toggletext
/:cl:
thearbiber and others added 24 commits April 14, 2026 02:39
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## About The Pull Request
found in market and on the derecho.
<img width="974" height="760" alt="image"
src="https://github.com/user-attachments/assets/9b02e482-2e33-48c8-a23d-9832b7f4b725"
/>

## Why It's Good For The Game
Pretty sure one of the factions filled with grungy ex-miners should have
some good mining gear. They have like zero mining gear right now besides
a hammer so this should help (maybe some actual weapons for mining
next.)

## Changelog

:cl:
add: NGR mining hardsuit, places it on the derecho
/:cl:

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## About The Pull Request

<img width="521" height="253" alt="image"
src="https://github.com/user-attachments/assets/af12233d-e034-417f-aeea-a5d62bca08dc"
/>

## Why It's Good For The Game
species support bla bla bla i think everyone gets it 

## Changelog

:cl:
add: digi utility sprite
/:cl:

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## About The Pull Request
Fixed more typos
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Spellcheck
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
spellcheck: fixed a few typos
/:cl:

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## About The Pull Request

<img width="652" height="525" alt="image"
src="https://github.com/user-attachments/assets/6237c5f7-e3cc-453f-a091-7b742a6a6243"
/>

## Why It's Good For The Game
its got a cute little bow on the back. Also skirt colors nice

## Changelog

:cl:
add: skirt recolors + bar waistcoat
/:cl:

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request process. -->

## About The Pull Request
Changes BasicMobs' basic_ranged_attack so that it delays if they cannot
draw line of sight, rather than instantly returning to their behavior
tree. Means they won't cornersnipe you after they're aggro'd anymore -
they actually have a short delay more akin to existing simplemobs.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Makes waste planets less unpleasant because hivebots are massively more
easy to combat without their 200% elite pro-gamer strats that
cornersnipe you before you can process they exist. + makes them
enjoyable ruins mobs.
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
add: Changes AI_BEHAVIOR_INSTANT in if(!can_see(basic_mob, final_target,
required_distance)) to AI_BEHAVIOR_DELAY
/:cl:

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## About The Pull Request

<img width="67" height="51" alt="image"
src="https://github.com/user-attachments/assets/6592063b-975e-4041-980f-2b92c8e574ba"
/>

## Why It's Good For The Game

beef jerky

## Changelog

:cl:
add: beef jerky
/:cl:

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GitHub username as author ingame. -->
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icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->
## About The Pull Request

Adds sprites for the Vox Frontiersman - fixing up a few missing ones
that were pretty significant and I can't believe _I_ forgot my first
time around.

<img width="454" height="152" alt="image"
src="https://github.com/user-attachments/assets/ec2a65f7-0a4b-4c65-9b9a-b060bd324ee2"
/>

Marine armor, Marine helmet, berets, the coat, and the sack mask were
finally added. Enjoy.

## Why It's Good For The Game

Species compatibility

## Changelog

:cl:
add: Additional Vox sprites for the Frontiersman.
code: Name of the Frontiersman Marine Armor Helmet's icon changed to
"marine_frontier_helmet"
/:cl:
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not be viewable. -->
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request process. -->

## About The Pull Request

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

Modifies how explosions work and they can now be given specific damage
values as arguments. Otherwise it defaults to base values:
Light damage = 40
Light item damage = 45
Heavy damage = 80
Heavy item damage = 75

Touches explosion damage numbers for: rockets, grenades, mines,
explosive projectiles, cells.

Reduces the market price of frags to 250 since they're reasonable now.

Adds a light rocket variant and puts it on the Ramzi demolitionist
outfit.

## Why It's Good For The Game

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

Adds a lot more precision to how explosions can be set up, since in a
lot of cases using the old hardcoded values usually ended up with
overtuned or undertuned damages.

## Changelog

:cl:
add: Explosions can now be given specific damage values.
balance: Explosion damage numbers
balance: Ramzi Demo has light rockets.
/:cl:

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your name to the right of the first :cl: if you want to overwrite your
GitHub username as author ingame. -->
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icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->
## About The Pull Request

whoopsie daisy

## Why It's Good For The Game

whoops

## Changelog

:cl:
fix: you can use ooc again
/:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
- Changes skin tone names to be based on color rather than
race/ethnicity

- Adds 10 new skin tones for humans to choose from
<details>
<summary>New skin tones</summary>
<img width="164" height="259" alt="Screenshot 2026-04-01 224354"
src="https://github.com/user-attachments/assets/c6c60d61-d6b9-4bd8-a403-ece4976912af"
/>
<img width="164" height="257" alt="Screenshot 2026-04-01 224407"
src="https://github.com/user-attachments/assets/b0cd8136-fc56-4c94-a058-64d8c0a4454d"
/>
<img width="171" height="257" alt="Screenshot 2026-04-01 224422"
src="https://github.com/user-attachments/assets/61603d14-7b3c-4aae-a8a3-3984978446fc"
/>
<img width="154" height="254" alt="Screenshot 2026-04-01 224435"
src="https://github.com/user-attachments/assets/62111271-5625-4c59-88ac-a2a19270e270"
/>
<img width="160" height="247" alt="Screenshot 2026-04-01 224454"
src="https://github.com/user-attachments/assets/0ddb9e73-3350-4b7a-8b94-46eb6c3296b2"
/>
<img width="156" height="256" alt="Screenshot 2026-04-01 224506"
src="https://github.com/user-attachments/assets/aea1ba2c-af12-41e3-a1d6-826eaf3a211d"
/>
<img width="158" height="250" alt="Screenshot 2026-04-01 224520"
src="https://github.com/user-attachments/assets/181af7fe-bce3-4e78-aad2-7c219ef56e59"
/>
<img width="169" height="259" alt="Screenshot 2026-04-01 224532"
src="https://github.com/user-attachments/assets/3e7d5c9a-2fd9-436c-86cc-f2717e463597"
/>
<img width="162" height="260" alt="Screenshot 2026-04-01 224540"
src="https://github.com/user-attachments/assets/4af14481-d0ba-4560-a195-0e21e71ffe97"
/>
<img width="194" height="249" alt="Screenshot 2026-04-10 144619"
src="https://github.com/user-attachments/assets/1bcbb187-353a-4422-9c97-6b5b983b0ced"
/>

</details>

## Why It's Good For The Game

Naming scheme is kind of outdated and hard to follow when adding new
shades. Decided to go a different direction than TG to avoid having
repetitive names (i.e light beige, beige, medium brown, etc)

## Changelog

:cl:
add: Add 10 human skin tones
code: Rename human skin colors
/:cl:

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icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->
![dreamseeker_y86WSBu5vx](https://github.com/user-attachments/assets/8c2d9ca1-b1a9-47da-bdc2-b9bd7fa03e78)

![dreamseeker_9YWTPA5xNj](https://github.com/user-attachments/assets/76eea110-83f0-4b6a-8442-23ecd3bbd8aa)


## Changelog

:cl:
add: Thousand Eyes is now occasionally assailed by massive clouds of fog
/:cl:
## Changelog

:cl:
fix: Puru-Rangi now has a cryo console
/:cl:
@blinkdog blinkdog self-assigned this Apr 19, 2026
@blinkdog blinkdog merged commit 407b298 into main Apr 19, 2026
41 of 68 checks passed
@blinkdog blinkdog deleted the upstream-20260419002334Z branch April 19, 2026 01:45
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