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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> I forgot squareroot the damage numbers, which made them explode a lot harder than intended. ## Why It's Good For The Game <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> Fixes are good ## Changelog :cl: fix: Cell explosion damage calculation /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- 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 - When unequipping your outer suit, you will no longer drop the item in your suit storage if it doesn't need an outer suit to fit there. - You can now attempt to strip from/to the suit storage slot even if the person isn't wearing a suit, removing the untouchable magic gun storage. - Items that don't require a suit to fit in suit storage can now be equipped as long as you have a uniform OR a suit, instead of requiring a uniform. - Unequipping a uniform will also unequip suit storage if they are not wearing a suit and the item cannot be worn naked. I have tested attempting to equip and unequip items with and without force suit storage trait, while wearing only uniform, only suit, and uniform and suit. I have also tested all of that on another mob via strip. Everything seems to work fine. <!-- 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 suit storage more consistent <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: fix: Fixed various weird suit storage interactions fix: You can now always attempt to strip and equip from suit storage regardless if a suit is equipped /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## Why It's Good For The Game Granted theres always going to be admins on anyways but it looks unnatural without it ## Changelog :cl: fix: Adminhelp sent to discord message restored /:cl:
## About The Pull Request Adds .22 LR surplus ammo, printable from the autolathe. ## Why It's Good For The Game Gives .22 LR guns a cheap, crappy option like the other small calibers have, for extreme poverty situations. ## Changelog :cl: Bumtickley00 add: Adds .22 LR surplus ammo to the autolathe. /:cl: --------- Co-authored-by: Robin <example@example.com>
<!-- 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 <img width="493" height="177" alt="image" src="https://github.com/user-attachments/assets/892992f5-716e-4391-b328-1859368cd576" /> i'm not exactly the best at pixel art but M-W's post-ICW logo is intentionally boring enough to be easy if anyone knows how i can force tgui to crash let me know so i can see what it looks like ## Why It's Good For The Game what is a nanotrasen? also points it to our github in case its a shiptest-exclusive ui ## Changelog :cl: add: The tgui crash screen is now slightly more lore-accurate. Slightly. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request Buffs the Surge and Sarissa to be of similar strength to their ballistic counterpart. Slightly more AP. Straight buffed the Rush. Decreased fire_delay on most of these guns to be roughly comparable, along with decreasing fire delay on the Amperage Nerfed the taipan by not giving it a fire delay of 0.4 seconds ## Why It's Good For The Game These guns aren't super performant and they could stand to be better ## Changelog :cl: balance: Buffs Surge / Sarissa / Rush damage and AP across the board, decreased fire delay on Surge, Sarissa, and Amperage balance: Nerfed Taipan from 0.4 second fire delay to 1.5 seconds /: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 Remaps the Crying Sun using the base re-design put forward by the ever creative Moffball. Also redesigns the Nail-class subshuttle and does some work on the other three PGF ships to keep them coherent in design/load with each other/the changes implemented. Helps to maintain the unified style. <details> <summary>Strong DMM:</summary> <img width="1792" height="1024" alt="image" src="https://github.com/user-attachments/assets/9c951a2b-24d2-446f-8615-66a37d74f9ef" /> <img width="1792" height="1024" alt="image" src="https://github.com/user-attachments/assets/8d441ae1-30b8-4d0d-b0d6-61c4dd60bafa" /> <img width="448" height="256" alt="image" src="https://github.com/user-attachments/assets/44b432fc-75eb-404a-891d-aa62c211c6f6" /> <img width="448" height="256" alt="image" src="https://github.com/user-attachments/assets/68b6d7a0-9d97-4eb9-84d3-a44536dbe519" /> </details> <details> <summary>In Game:</summary> <img width="1017" height="904" alt="image" src="https://github.com/user-attachments/assets/b91edfa2-ba10-4428-8275-bad978ec041c" /> <img width="900" height="883" alt="image" src="https://github.com/user-attachments/assets/1feab284-0f2d-41b2-93d3-fbc122894377" /> <img width="1111" height="677" alt="image" src="https://github.com/user-attachments/assets/f25f9570-c50d-4b18-8789-46eb55fbd1fa" /> </details> <details> <summary>I hear we think docking is pretty cool?:</summary> Crying Sun + Mercurial Quasar <img width="861" height="691" alt="image" src="https://github.com/user-attachments/assets/81370994-7506-4d3c-a4b4-385c6fd63e3c" /> Crying Sun + Woeful Cthonian <img width="897" height="743" alt="image" src="https://github.com/user-attachments/assets/a8499481-5f78-492b-b42f-8468d7f0621b" /> </details> <details> <summary>Lineup Changes:</summary> The Quasar got enough suits to equip its crew and had its airlock extended to be a more convenient docking point. <img width="1152" height="480" alt="image" src="https://github.com/user-attachments/assets/348e0fdc-8365-47b9-b9cc-912abfbfd1b2" /> The Cthonian was given enough suits for the crew, like the Quasar, and had its cargo bay extended to be a more convenient docking point. <img width="1472" height="512" alt="image" src="https://github.com/user-attachments/assets/e1c044bb-25ba-47ff-a537-a921ee2f3aec" /> The Bolide got the most changes. With the removal of the Lieutenant's quarters, the addition of a firing range, a reorganization of the command/captain's quarters, and the extension of its airlock to be a more convenient docking point. <img width="1664" height="928" alt="image" src="https://github.com/user-attachments/assets/52a17d18-5f99-4ad0-bb7d-0befd99a6726" /> </details> <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game The Crying Sun was original PGF ship and had certainly held it's own as the rest of the factional lineup was developed but it really is starting to show it's age now. This should be a respectful re-imagining of the classic vessel that is more enjoyable to be on and matches the the newer direction of shiptest designs. <!-- 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 new tile and wall decals add: Added new Nail-class subshuttle design add: Added new details/equipment to the PGF lineup for coherency add: Added the Marine corpsman outfit to roundstart options /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: DIB-DOG <DaneOfThieves@gmail.com>
<!-- 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 Replaces the current medkit selection in the Vaq, which is broadly lacking in the actual medical supplies you'd need for a mercenary ship regularly getting shot at, with one that is far more appropriate - and more up to recently updated ship standards. <!-- 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 Vaq corpsman slot is less suffering now because you actually start with the necessary supplies <!-- 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: Medical Kit & Bruise Kit to Vaq Medbay del: Old Medkit Selection from the Vaquero /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request Adds a separate market for civilian CLIP vessels, reducing their access to explicit military firepower - and emphasizing their civilian role in turn. Does not totally remove weapons from their arsenal, it just makes them rely on CLIP weapons that might be more commonly seen in civilian (and lower-priority minuteman) hands. Adds the CM5c to the market - to help add some extra flavor. Now locked as military-only, are the: - CM-F90 - CM-82 - CM-40 - CM-357 ## Why It's Good For The Game Makes a more mechanical divide between Military and Civilian CLIP vessels, seeing that _both_ are present on the frontier and serve their own purposes, while still ensuring that they have access to weapons to engage with the gameplay loop and still feel CLIP. ## Changelog :cl: balance: Explicitly civilian CLIP vessels now have a slightly reduced market of military firepower. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- 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 <img width="192" height="128" alt="obraz" src="https://github.com/user-attachments/assets/5f4938e1-efa2-4dfa-8471-f0bea50a0001" /><br> <img width="192" height="128" alt="obraz" src="https://github.com/user-attachments/assets/7a6751c9-c06c-43f1-ad9b-bc92e280a45a" /><br> <img width="192" height="128" alt="obraz" src="https://github.com/user-attachments/assets/33a5cba3-d163-4e1b-8101-48b452ae2416" /> <!-- 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 I think this room was pretty horrible even when I originally made it. I'm kind of sad I left it in this state so I want to fix it. It's not the perfect remap, but it's still a big improvement. <!-- 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: Reworked Scarab's dormitories. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request Pouches now fit in vests, allowing for more flexibility. Adjusts nesting code to account for exception lists as well. ## Why It's Good For The Game Turns out, even trying to make pouches work for pockets - that space is valuable enough that people tend to stick the same few items in there, with oxygen tanks taking up a mandatory slot. This should add flexibility to people's loadouts and make them consider a bit more what they do with their vests - and allow for customization. And snack pouches. Everyone needs one of those. ## Changelog :cl: balance: Pouches fit in vests now. code: Storage nesting code now accounts for exception lists, in the specific cases this would be relevant. /:cl:
…firemode (#6141) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Underbarrel weapon safeties now listen for the main gun's safeties to be toggled. Obliterates any unused code related to the old implementation of underbarrels. ## 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. --> New safety implementation should fix the issues with main gun/underbarrels safety desyncing since it was made that safeties could be toggled with both ctrl-click and right click but underbarrels weren't updated for it. Any old underbarrel code can go buh bye since it's not needed. ## Changelog :cl: del: Old underbarrel code fix: Main/underbarrel guns safeties desyncing /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request Snout support without having snout sprite ## Why It's Good For The Game Fixes good ## Changelog :cl: fix: Sarathi with frontiersmen suits should no longer have invisible helmets /:cl:
…ng for foods (#6106) ## About The Pull Request Adds more ingredients to cargo that can be purchased standalone, such as flour, milk, and various meats. Removes random ingredients listings from food cargo due to being redundant and crufty. <img width="200" height="199" alt="image" src="https://github.com/user-attachments/assets/e73d8344-916e-428d-8b1e-74ea31b1cb65" /> ## Why It's Good For The Game More standalone ingredient listings for when you need specific groceries bought. Additionally, gambling for the contents of crates that you bought from the outpost with your own credits is silly ## Changelog :cl: add: more ingredients to cargo, tweaked the description of the listing for sugar del: gambling for ingredients /: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 Replaces the Nimbus with the Fractus. Relegates the Nimbus to being a subshuttle. <img width="1216" height="640" alt="image" src="https://github.com/user-attachments/assets/bc96ef09-7a9b-46cb-a972-3a2e1af3d443" /> <img width="1216" height="640" alt="image" src="https://github.com/user-attachments/assets/03b53900-01f6-4ed0-8939-45ba19b6b027" /> The Fractus has 1x Neutron Star 2x Magnetar, a cobra, a sidewinder, a himehabu, and a crate with a first aid kit inside of it. ## Changelog :cl: add: Thousand Eyes Perch now has a Nimbus for administrative duties del: The Nimbus has been disabled add: The Fractus-class Trabacalo has replaced the nimbus in the frontier! This vessel has a similar size profile and crew compliment, while making space for much more comfortable accommodations. /: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 PUBLICLY EXECUTES ancient danger. it has a cool premise but its old and crusty and doesnt feel ideal for lore compliance. however, in exchange, we get: <img width="2400" height="2400" alt="image" src="https://github.com/user-attachments/assets/dcbcd1b2-1985-4360-8023-39e0ccd12493" /> <img width="2400" height="2400" alt="image" src="https://github.com/user-attachments/assets/adc92bb1-148c-4f33-ad7c-91808a2f8ddb" /> the corporate resort - taken over by a Ramzi Clique cell to use as a listening station and supply post, currently partway through construction at the time players find it. many enemies are scattered throughout, with the old geothermal power station having been taken over by hivebots. also adds various new ramzi NPCs (runt, unarmoured runt (and related w/ gun and knife), chef, engineer with sledgehammer, captain, lieutenant, bridge bunny/ensign) and enables the file with the zappy cable thing hazards ## Why It's Good For The Game old ruin DEAD. new ruin ALIVE. also new ramzi NPCs and fixes hazards for mappers to toy around with ## Changelog :cl: add: ICW-era corporate resorts owned by Makosso-Warra have been detected on several beach worlds throughout the sector. Ramzi Clique activity is suspected; we advise approaching with caution. del: The last of the highly dangerous, ancient Cybersun cryo-stasis bunkers on record appears to have been destroyed by a Makosso-Warra hydrogen tanker experiencing an unrequested combustion surplus. Woops! /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- 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 Assorted handful of fixes to shut up the language client, and therefore allow compilation on the version its running (like. 516 of some kind) <!-- 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 machine should only speak when spoken to. <!-- 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: code: Fixes a few assorted issues (mainly list related) that causes the language client to yap /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- 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 All Sprites by @thearbiber - he did all the hard work please praise him!! Adds in the Bockadam Shotgun - a cliquist-modified version of the Bulldog Semi-Automatic shotgun, designed to fire (exclusively) two round bursts of 12 gauge, similar to the 'Cottonmouth' https://github.com/user-attachments/assets/4430610e-29d9-49db-9d83-c81121c1a990 The Bockadam has worse spread than the bulldog - owing to both the burst effect and its reduced-length barrel, making it more difficult to handle with non-buckshot projectiles, though it can still put two slugs on a target with a bit of luck. The Bockadam is available on the Black Market in a price range of (3500 - 4500), and takes all good Bulldog-compatable magazines and ammo. Also, replaces Ramzi Clique Breacher's Bulldogs with Bockadams - no longer will they fire physically faster than their gun allows. (the Cerberus rynchops, also known as the bockadam snake, or the dog-faced water snake, is a mildly venomous snake from south & southeast Asia. Keeps with the Scarburough snake theme, AND iterates off of the bulldog's inexplicable dog-name.) <!-- 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 More Clique unique guns are fun, adds in more 'sidegrades' to existing weapons, and is the first burst-capable shotgun (i think?) Clique Breachers don't fire faster than a bulldog could physically fire, their quick two-round burst of buckshot is now equipment-accurate! <!-- 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: Addeds the Bockadam Automatic Shotgun change: Gives Clique Breachers the Bockadam over the Bulldog /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- 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 a pump's roundstart settings from O2 to N2. <!-- 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 It's meant to fill containers with O2, it now sends N2. That's not a good thing. Fixes it. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: fix: Fixed the Oxygen pumping station to actually send oxygen. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Med scanners give a notification when your subject is husked. ## Why It's Good For The Game No longer do you have to eyeball if someone is husked or not. <!-- 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: Medscanner Husk readout. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: Breakingzap <116517491+Breakingzap@users.noreply.github.com> Co-authored-by: Erika Fox <94164348+Erikafox@users.noreply.github.com>
<!-- 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 Original sprite by me, touched up by @thearbiber <img width="206" height="217" alt="2026-03-30_17-48-22" src="https://github.com/user-attachments/assets/53beacb9-61f9-43d7-b2d9-da825eff10ee" /> https://github.com/user-attachments/assets/643863e8-0e79-4b86-9c2e-b0f4d2d2f2a7 Introducing the CSG-12 Gaboon or whatever the fuck, a lightweight 5+1 pump shotgun designed to have a niche as a budget/holdout/convenience weapon aimed somewhat at the more covert factions IE: Cybersun. The folding stock and foregrip (although the grip not mechanically) allows for high levels of stability despite the short size. <!-- 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 Sawn offs come with a lot of downsides and I think the Tacticool Arms Manufacturer is a good candidate for a gun that combines the convenience of a "sawn off" while still maintaining roughly the same level of usability. This is my first Real pr you have to be nice to me. <!-- 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: thearbiber, emptylullaby add: Adds the CSG-12 Gaboon to the market for 2000 credits, a cute little compact shotgun for all your covert and also non covert broke bitch needs. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: Alice Garfieldfan <legoss365@live.com> Co-authored-by: Erika Fox <94164348+Erikafox@users.noreply.github.com>
## About The Pull Request Sinks now have functioning drains. Clicking on one with harm intent will pour reagents from your beaker into the sink, safely disposing of them. Also makes filling from the sink tell you how many reagents you got. ## Why It's Good For The Game Lets you destroy reagents without throwing beakers all over the floor or drinking toxic goop. Improved feedback from sink filling. ## Changelog :cl: Bumtickley00 add: You can now pour reagents down the sink by clicking on one with harm intent. spellcheck: Filling from a sink now tells you how many reagents you took. /:cl: --------- Co-authored-by: Robin <example@example.com>
…the scanner to cargo (#6258) <!-- 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 <img width="613" height="320" alt="screenshot-2026-05-08-01-41-09" src="https://github.com/user-attachments/assets/6d38aacf-91fd-4775-9f69-04f3bcfdee21" /> The medical analyzers will now act like a reagent scanner when in chem mode. Scanning an item will now indicate what it grinds into. The results of scans is now handeled in the atom/reagent_scan() proc to make it easier to exend the behavior of reagent scanners. Allows the content of rations to be put back in the box (ended up in this branch by accident) ## Why It's Good For The Game The reagent analyze feels redundant and having to craft it everytime we want to do chemistry is tedious. ## Changelog :cl: add: Medical analyzers can now be used as chem scanners. You can also scan an item to know what it grinds into. fix: The content of ration packs now fits back inside the box. :cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: ritorizo <ritorizo@localhost>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds the HBS-110 to the game and related cargo, availible for 4000 credits. The HBS-110 fills the civilian DMR niche for the Etherbor lineup, dealing 35 damage at 30ap with a max range of 20. The weapon has 6 shots on a standard cell. The weapon loses AP value over range, dropping to 12 AP at max visual range and going even lower beyond. The scope on it is slightly weaker than comprable DMR's at a 6 tile zoom with no zoomout. **Media:** <img width="784" height="524" alt="image" src="https://github.com/user-attachments/assets/018b3574-28ed-4d86-98c5-30f60acc1655" /> <img width="1297" height="336" alt="image" src="https://github.com/user-attachments/assets/b734a2a7-287f-4b0c-aead-f2fc58f6ecec" /> https://github.com/user-attachments/assets/1ca9f016-3b3b-4c6f-81be-2c434bbc6978 <!-- 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 Expansion onto the civilian Etherbor tree is good for variety. A real hunting beam, won'tcha look at that. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: add: Added the HBS-110 to the game add: Added AP dropoff with range functionality fix: Fixed Etherbor and Etherbor adjacent weapons bayonet offsets /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: DIB-DOG <DaneOfThieves@gmail.com> Co-authored-by: Erika Fox <94164348+Erikafox@users.noreply.github.com>
<!-- 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 <img width="384" height="115" alt="screenshot-2026-05-08-02-00-01" src="https://github.com/user-attachments/assets/4a2cfb10-d1cc-4f01-a71f-798c2e33c262" /> <br> - The stacking containers (like botany bags, mining bags, etc...) will now differenciate items by their name as well as their types which allows players to sort their bag with a labeler. - Fix the layering issue which prevented items from being hovered - The items will also be centered when they enter a sorage (altough ore will still look bad due to how they stack). steals some code from tgstation/tgstation#67478 ## Why It's Good For The Game item storage quol + bugfix is good ## Changelog :cl: @azrael-x86, @ritorizo add: Items in stacking containers (like chem bags) can be individualy labeled + layering fix. :cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: ritorizo <ritorizo@localhost>
## Why It's Good For The Game Would have been good when they were best-in-class but I don't think the current pulse slug / scatter laser is performant enough to justify 4x wear Other specialist shells remain 4x wear ## Changelog :cl: balance: Scatter laser + pulse slugs are now 2x wear instead of 4x wear /: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 Fix on_transfer not being called if trans_to gets called with round_robin = FALSE ## Why It's Good For The Game Should fix indomide not creating metafactor. And make charcoal not work unless ingested. ## Changelog :cl: fix: Indomide now help digest nuttriments. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> Co-authored-by: ritorizo <ritorizo@localhost>
## Why It's Good For The Game In case you need replacements or want to make more. Still requires a weapon to construct ## Changelog :cl: add: Added turret boards to cargo /:cl:
## About The Pull Request Adds an inhaler full of placebo to the loadout, like the pills or injector. Also does some spellcheck in inhaler.dm. ## Why It's Good For The Game Roleplay item. ## Changelog :cl: Bumtickley00 add: Added a placebo inhaler to loadout menu. add: Loadout prescription medication is now available in the outpostmed. spellcheck: Inhaler grammar touchups. /:cl: --------- Co-authored-by: Robin <example@example.com>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request This PR removes the inherent spread reduction that suppressors give weapons ## Why It's Good For The Game I've seen suppressors be used purely for their spread reduction, and I feel like something like a dedicated heavy barrel attachment would do the job better -- otherwise you get the benefit of both a suppressed weapon _and_ one with less spread. It should be a choice between one or the other. ## Changelog :cl: del: removes spread mod on suppressors /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- 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 Resprites the noticeboards with directionals, with some minor refactoring and raising the limit of things you can fit on there to 7 up from 5. Also properly adds photos to the board from map load. Includes updatepaths for new directional subtypes. Tried to adjust some of the special uses of the board in ruins like Serene Hunts as well, that weren't handled by updatepaths. <img width="512" height="256" alt="image" src="https://github.com/user-attachments/assets/8c97f8e0-5986-446a-8686-1cde61e1f63f" /> <img width="210" height="138" alt="image" src="https://github.com/user-attachments/assets/d50a3fe2-885c-430d-a073-e812539f614b" /> <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game New sprites for one of the first thing's people see when joining into a round, fitting with the perspective and style of the rest of our sprites. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: imageadd: new notice board sprites /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: Ical <86125936+Ical92@users.noreply.github.com>
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Update from Shiptest on 2026-05-24-0205Z.