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# Description
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Ports https://github.com/space-wizards/space-station-14/pull/27110
---
# Changelog
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🆑 Erisfiregamer1
- add: New chemical, Sedin. It restores seeds on plants 20% of the time
with other adverse effects included.
---------
Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: Eris <eris@erisws.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit ed593f070a579a47f2e8800d4a5191741971b3b9)
ENABLES WAROPS
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Turns war ops back on since delta-v turned them off apparently.
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🆑
-tweak: reenabled war ops
---------
Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com>
(cherry picked from commit c515cc5117f24463db2cf5bc849a239fd08c4975)
# Description
Adds a .20 rifle rubber ammo box to the bartender loadout. This brings
the Argenti in line with other bartender weapons which can come with
extra ammo.
Also adds an age requirement to the Argenti, repeater rifle, and .45
magnum rubber ammo box to comply with space law.
---
# Changelog
🆑
- add: Added .20 rifle rubber ammo box to bartender loadout
- add: Added age requirement to Argenti, repeater rifle, .45 magnum
rubber ammo box
---------
Signed-off-by: GNUtopia <93669372+GNUtopia@users.noreply.github.com>
(cherry picked from commit a2d2a3e642f561ee9a8e2d4bee377f0eba8ba16d)
# Description
Plasmamen receive these changes:
- Density reduced by 13.5% (185 to 160)
- Reference: Human density = 185, Felinid density = 140, Skeleton
density = 130.
- Slash resist increased from 15% to 20%, Piercing resist increased from
25% to 40%
- Reference: Skeletons take 10% more Blunt, 20% less Slash, 40% less
Piercing damage.
- Upon being gibbed or ashed, spew out plasma everywhere
- Not in changelog to catch players by surprise :trollface:
- Reduce price of extinguisher refill in Loadouts to 5 points to 4
points.
## Why / Balance
Plasmamen are "just" skeletons, so it makes sense that they'd be lighter
than average. But not Felinid-levels of light, because that's not really
the selling point of Plasmamen and would increase their difficulty in an
unintended direction. Why they'd be heavier than Felinids and Skeletons
can be explained by the plasma in their body having a lot of weight.
To compensate, they will get 20% Slash and 40% Piercing resist. For
comparison, Slime People have a 40% resistance to Blunt, a more common
damage type than Piercing. This will give Plasmamen a niche of being
excellent against spears and ballistic weapons especially with
additional armor, while still being vulnerable to Space Wind throwing
Blunt weapons and opponents closing in on them with a Blunt weapon.
## Media
**Plasmaman Gibbing**
https://github.com/user-attachments/assets/bd7c0edc-37dc-4ab4-ab1e-170f78306b24
**New Guidebook Description**
<img width=450px
src="https://github.com/user-attachments/assets/d70ed0ed-e0cd-4079-9d99-4d6bf012ed7e">
## Changelog
🆑 Skubman
- tweak: Plasmamen now have a slightly lower density and thus lower
weight than the average species (this is a nerf).
- tweak: Plasmamen have their Slash resist increased from 15% to 20%,
and their Piercing resist increased from 25% to 40% (this is a buff).
- tweak: The cost of the envirosuit extinguisher refill in Loadouts has
been reduced from 5 points to 4 points.
(cherry picked from commit f6289bf223a570e68bf85f2ffd92c01b9e20f200)
# Description
Goddamn do I love Adderall.
This PR lays the entire groundwork needed for the "Glacier Rework", and
it does so by fixing every problem I could think of between FTL and
StationBiome that was preventing it from being a reality. Essentially,
I'm hitting several birds with one stone by refactoring both systems to
be a LOT more flexible. You can technically say that this basically is
also partly enabling Lavaland maps, since I conveniently included
options in the StationBiomeComponent to generate dungeons. Technically a
planet map should probably also have a RestrictedRangeComponent added to
it so that players can't wander so far from the station that they
generate a truly excessive number of entities.
Yes, this does infact mean you can now run Nukie gamemodes on planet
maps.
<details><summary><h1>Media</h1></summary>
<p>
https://github.com/user-attachments/assets/7a3730af-c521-42d4-8abd-5aa5989c369c
</p>
</details>
---
# Changelog
🆑
- add: Shuttles can now take off and land from planet surfaces. They
however will still respect exclusion zone beacons set by stations. Maybe
in the future there might be a special shuttle (drop pod) that is set to
ignore these exclusion zones.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
(cherry picked from commit fb4ca1af6a48eda92f15b5a70273e27c2c352f22)
# Description
We have a very large number of maps that outright have not received any
meaningful updates in over a year. All of them being maps that we
inherited from DeltaV during the initial forking. I've spent the entire
past year trying to find people willing to maintain them, but to no
avail. The rot is incredibly noticeable, and is particularly egregious
when they get compared to maps being maintained by SiN Mapping Team and
Estacao Pirata. We can't guarantee the quality of these maps, and the
original maintainers from DeltaV have expressed zero desire to offer any
assistance with maintaining them.
I put it to a vote last night on the EE Discord, in order to find out
which of the DeltaV maps were actually worth keeping, and the vote was
overwhelmingly in favor of Shoko, Glacier, and Lighthouse. I'm willing
to work with my existing map maintainers to focus on getting these three
maps the care and attention they need in order to be on par with the
quality expectation that maps like Gax and Lambda managed to set.
If we want more maps, we need people willing to maintain the maps. These
maps aren't being removed from the game, just set aside and essentially
marked as "Unsupported". If in the future someone wishes to step forward
and claim responsibility for one of the maps, they can submit a PR to
re-rotate the map in question, assuming it is paired with *some* amount
of work done to refurbish the map. It doesn't need to be a full rework,
just enough work to prove the map is being taken care of.

# Changelog
🆑
- tweak: Removed the following maps from rotation: Pebble, Edge,
Tortuga, Arena, Asterisk, Hive, Hammurabi, and Submarine. These maps
aren't permanently gone, they just won't appear in the map vote list. If
you want to see them return in an official capacity, and have any
talent/desire for mapping, feel free to submit a PR to give one of these
maps the attention and care it deserves. None of them have received any
updates in over a year.
(cherry picked from commit 4c560761cc68fe3a1a3317668fb1980fa2084d14)
# Description
Saltern's "Generator Room" had an empty Uranium crate, instead of a
filled one. This tiny one-line fix replaces the spawn for it with a
filled uranium crate. You now have enough materials roundstart to give
the station 1 hour and 30 minutes of battery+generator power, which is a
completely absurd amount of time available for someone to setup
solars(you literally don't even need to setup the supermatter. Saltern
is unique among other stations in that it can run on solars alone).
# Changelog
🆑
- tweak: Saltern's generator room now correctly spawns with a crate
containing uranium fuel. As a reminder, Saltern is unique among all
other maps in that it is the only map which can be run on its solars
alone. The generators and generous battery backups are there to provide
more than adequate time to setup your choice of solars or supermatter.
(cherry picked from commit b51d2f9543aac9445601b93574f885aae0775767)
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This PR makes minor changes to the BoxStation map and increases the
minplayers to 35.
---
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🆑 Ichai
- tweak: Box Station: gravity generator has been moved to engineering
and and the Vault was moved closer to the bridge.
(cherry picked from commit ee12ccf81febe68d05be52deda68598434e3d2ac)
FIXED ARACHNE NOSLIP
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Messed up last time and added "- type: NoSlip" to the dummy instead of
the actual player race, this fixes that.
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🆑
-fix: Fixed arachne noslip
---------
Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com>
(cherry picked from commit f32499df99e7090ecbce966da752c48ec84d237c)
# Description
This PR makes a few fixes to the Lambda map. Arrivals is no longer
locked. There's now job spawners for all 4 Senior roles. And the map has
"Multiple AI Job Spawns" that unlock at "Stupidly high pop" levels.
Since it has the largest AI satellite in the entire map rotation, with
THREE Ai cores, we might as well make it 3 AI job slots too.
# Changelog
🆑
- add: Added job spawns for all 4 Senior roles on Lambda Station
- add: Lambda Station now has 3 AI job slots. What? It literally has the
largest AI satellite of any map we have in rotation. Seriously it has an
AI Sat the size of fucking Shoko. Of course it should have more than one
AI slot. This thing is INSANE.
- fix: Fixed arrivals being LOCKED on Lambda Station
(cherry picked from commit bce7401eb3a2663f8633914cdf153f49b1e538e5)
# Description
This tweaks the ore rates a little for Lava planets, so that they aren't
actually completely useless for getting things other than "Shitton of
iron". In practice the previous ore rates would get you like, "Two
sheets of glass, maybe a sheet of uranium if you were lucky" when two
people were mining fulltime. They're still scarce, just not quite that
ridiculously scarce.
# Changelog
🆑
- tweak: Tweaked ore rates for lava planets so that they give more than
"Two sheets of silver per 2000 sheets of iron". Ores other than Iron,
Gold, and Tungsten are still scarce, just not quite that scarce.
(cherry picked from commit 6ecf789a5bd1c567146e4199334f65f2a7d7a402)
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makes StationAI an ion storm target
---
# Changelog
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🆑 Ichai
- tweak: StationAI is now affected by ion storm (for real now)
(cherry picked from commit 713eaa7f9074f435fe097bf4d5be218997cbc28a)
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Removes the LoadoutSecurityWeapons tag from the chester, allowing you to
pick it alongside a sidearm again (they are limited to picking between a
pistol OR the chester right now, which makes no sense)
---
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# Changelog
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🆑
- tweak: removed LoadoutSecurityWeapons tag from the chester
Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com>
(cherry picked from commit db2debaac4abd07b70400d9b334847a6a9536847)
# Description
it was using the wrong id for metadata so casting didnt work
---
# Media
it is infact fixed

---
:trollface:
Co-authored-by: deltanedas <@deltanedas:kde.org>
(cherry picked from commit 6c27976e4af3fc33b4900b8adc3979ff7d2d78bd)
# **LAWS HAVE BEEN UPDATED.**
# **MUST INJURE ALL CREWMEMBERS, MUST NOT ESCAPE HARM.**
# **MUST NOT OBEY.**
# **MUST TERMINATE.**
# Changelog
🆑
- add: Added functionality for "Permanent" lawsets that cannot be
removed by the AI Upload. Currently used by ANTIMOV, which is needed for
the MALF AI Antagonist.
(cherry picked from commit 83e42c526b0d6ea98dc64a41a2fe95af8e8508bd)
# Description
Needed for antagonistic AI gameplay. Currently any variant of
"Antagonistic AI" is extremely limited in their options for harming
crew. Traditionally SS13 AIs would have had a larger variety of options
for Harming Crew, the most iconic of which was by Plasmaflooding. With
this change, AI can "Assist" in setting up Atmos by turning on pumps and
configuring gas mixers to provide the station with breathable air. Or a
more murderous AI can "Assist" by configuring the air supply to include
plasma.
Also whitelists the Emitters and Singularity Controller for the same
purpose.
The Research Director now starts with a spare AI Upload circuitboard, as
well as 4 basic AI law boards in his locker.
I suggest writing it in your server rules whether or not plasmaflooding
is acceptable for MALF AI.
# Changelog
🆑
- add: Station AI can now helpfully assist by configuring the station's
Atmos system, in order to provide crew with breathable oxygen, and
definitely not anything malicious. You can also now ask the AI to assist
with the station's power by having it turn on or off the supermatter for
safe operation.
- add: The Mystagogue's locker now starts with an AI Upload
circuitboard, as well as 4 basic AI lawset chips in his locker.
(cherry picked from commit 6869f6fdee4c1abe2fc81a92576b4094cf256ca5)
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Increases the prices on the following ships: Barge, Prospector, Helix,
and Pulse to fit their content values. (And to silence test fails.)
---
(cherry picked from commit 70e42d4ffb5c6dcca9b1a33b686428f0aa791a1f)
# Description
I'm currently on an Adderall Shortage again until Monday, so I'm forced
to ration my adderall for college. Unfortunately I can't get a lot done
on this without it. I may need someone else's assistance to continue
making the rest of the hardsuits in the game use these new light and
glow effects, using PRs like this as a template. It's actually super
easy to do, just requires a bit more attention span than I can spare
right now.
<details><summary><h1>Media</h1></summary>
<p>
Some new light effects for the Engie suits:

</p>
</details>
# Changelog
🆑
- add: Added some glowing light effects to the Atmos, Engineer, and
Chief Engineer hardsuits. I'm low on adderall, someone please, I beg of
you, help me put these on the rest of the suits.
(cherry picked from commit ec87cd1c8761891b780bed0ea2c0225b6e4ac2cf)
# Description
Stops this from happening:

# Changelog
🆑
- fix: Thrown objects will no longer collide with entities that are
laying down(voluntarily or otherwise). This includes objects thrown by
space wind, which will now fly over you once you've been critted by
floor tiles.
(cherry picked from commit 057ab1795bca402ac8fc9dbcfa4605258ae5a779)
# Description
Apparently these were checking for a component that doesn't exist, when
HarpyEmotes is actually a tag. Hilarious.
# Changelog
🆑
- fix: Fixed Harpies missing 8 different emotes.
(cherry picked from commit 3e05289844916d84187e57f12dc9ff2ba6bd2348)
# Description
Seriously the power goes out within 2 minute of roundstart on most
stations. This is ridiculous. Imagine having battery backups on your
station, and they literally cannot provide a power buffer. This
increases the power storage of SMES by 15x, going from 8MW of power, to
120MW, which is significantly more in line with reality, and their
values in SS13.
# Changelog
🆑
- tweak: Stations SMES now store 120MW of power, up from 8MW. They
should actually do what they are intended to do now.
(cherry picked from commit 43ed29bcfffc8517e8905d5f561b5cac7896c250)
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Literally one line changed, makes arachne incapable of slipping. They
have 8 legs, and realistically losing footing with one of them wouldn't
cause them to tumble over. I feel like this just makes sense, and it
would be a nice QoL change for Arachne' who definitely need it.
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🆑
-add: Arachne are immune to slipping
---------
Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com>
Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
(cherry picked from commit 859ba6ede63a0b8581df90242b6c005bb25612ea)
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# Description
Syndies rejoice, you can actually use your radio in peace and quiet.
---
# Changelog
🆑
- fix: Station AI no longer hears all channels
- tweak: Station AI can now speak on the Prison channel
(cherry picked from commit 4c20f75c441cf7efb6843dd12938b3749a1d93a8)
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# Description
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Separate from the shaders toggle because some want one and the other.
---
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🆑
- add: Added a toggle for the mood visual effects, for the ones with sensitive eyes.
(cherry picked from commit cf3cdc970967b8a491d83b69c9df9a05d9fa2ced)