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Update from Shiptest on 2026-05-24-0205Z.

Gristlebee and others added 30 commits April 19, 2026 03:46
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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! -->

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:

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## 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:

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## 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>
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## 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:

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## 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:
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## 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.
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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:

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---------

Signed-off-by: DIB-DOG <DaneOfThieves@gmail.com>
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## 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
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## Why It's Good For The Game
Vaq corpsman slot is less suffering now because you actually start with
the necessary supplies
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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:

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## 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:

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## 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:

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## 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)

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## About The Pull Request

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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:

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## 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:
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## 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:
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## 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:

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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:

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## 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:

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actions-user and others added 27 commits May 19, 2026 02:47
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## 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:

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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! -->
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:

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---------

Signed-off-by: Breakingzap <116517491+Breakingzap@users.noreply.github.com>
Co-authored-by: Erika Fox <94164348+Erikafox@users.noreply.github.com>
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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:

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---------

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)

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not be viewable. -->
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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:

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---------

Co-authored-by: ritorizo <ritorizo@localhost>
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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:

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---------

Signed-off-by: DIB-DOG <DaneOfThieves@gmail.com>
Co-authored-by: Erika Fox <94164348+Erikafox@users.noreply.github.com>
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## 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:

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---------

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:
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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:

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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. -->
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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:

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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:

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---------

Signed-off-by: Ical <86125936+Ical92@users.noreply.github.com>
@blinkdog blinkdog self-assigned this May 24, 2026
@blinkdog blinkdog merged commit e8df726 into main May 24, 2026
41 of 68 checks passed
@blinkdog blinkdog deleted the upstream-20260524020557Z branch May 24, 2026 03:00
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