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# Description
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Ports the lone abductor and possibly(?) the duo abductors.
---
# TODO
<!--
A list of everything you have to do before this PR is "complete"
You probably won't have to complete everything before merging but it's
good to leave future references
-->
- [X] Figure out why abductors aren't spawning as the abductor race.
- [X] Make sure it's not a buggy mess.
---
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<details><summary><h1>Media</h1></summary>
<p>

</p>
</details>
---
# Credits
Thank to [Starlight ](https://discord.com/invite/wAyQKB78fH)for the
original version!
Darkrell, Rinary, and Landosaur made the funny little guys.

# Changelog
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🆑 Darkrell, Rinary, Landosaur
- add: The Abductors are here to replace your organs. Gleep Glorp!
---------
Co-authored-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com>
Co-authored-by: Solstice <solsticeofthewinter@gmail.com>
Co-authored-by: SX_7 <sn1.test.preria.2002@gmail.com>
Co-authored-by: Theodore Lukin <66275205+pheenty@users.noreply.github.com>
Co-authored-by: Piras314 <p1r4s@proton.me>
Co-authored-by: Ilya246 <57039557+ilya246@users.noreply.github.com>
(cherry picked from commit ea9f1526868289d20832989cb02f79c76c240918)
* More Tajaran Markings (#1834)
<!--
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# Description
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Description.
Adds separate eye colors to Tajaran and makes most of the markings from
"Fashion Update: Earrings & Makeup" available to Tajarans
---
<!--
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---
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<details><summary><h1>Media</h1></summary>
<p>


</p>
</details>
---
# Changelog
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🆑 Tonk
- add: Tajarans now have separate eye, wrist, tattoo, and makeup
markings
---------
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit e45008ddf8a529c2126907ecac8ffff2a74058de)
* Automatic Changelog Update (#1834)
(cherry picked from commit 0091c1ebdc4bc768c0906049fa9d417d962d1839)
* Cybernetics Trait Changes (#1828)
# Description
Changes/buffs to Cybernetic Traits.
Some lesser used traits get some love, while some other stuff gets some
logical re-balancing.
Feel free to point out if some shitcode is broken or need explaining.
---
# TODO
- [ ] I got ideas cooking that I don't know how to code
---
# Changelog
🆑
tweak: Striking Calluses no longer require you to be one of 3 jobs and
Human. Also increased the +1 damage to +2.
tweak: Bionic Spinarette SHOULD no longer have a hunger penalty and
costs less.
tweak: Platelet Factories heal rate buffed from 0.07 to 0.35, airloss
from 0.7 to 0.25 and healing cap increased from 200 to 400.
tweak: Decreased the cost of Thermal Vision to be in line with Night
Vision.
tweak: IPC Platelet Factories healing cap increased from 200 to 250
tweak: Cyber-Eyes Omnihud now pickable by Command too.
fix: Fixed name and description of Cyber-Eyes Modules for Night Vision
and Thermal Vision.
remove: Mind over Machine from Cyber-Eyes Modules.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- "Striking Calluses" now delivers increased unarmed strike damage,
enhancing combat performance.
- **Documentation**
- Trait names and descriptions have been updated for greater clarity and
consistency, including changes to "Cyber-Eyes" terminology.
- **Chores**
- Redundant trait options were removed from the selection pool to
streamline gameplay.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit a480c6605ebdfdd32d87a9001f2aef8303433a8d)
* Automatic Changelog Update (#1828)
(cherry picked from commit 365dd4353a06854120e0a38ff05f193bad48bbc7)
* Shadowkin Age Fixes & Plus Plushies (#1684)
# Description
Shadowkin middle-aged increased to 80, old age lowered to 175, max age
lowered to 250. Shadowkin can now collect their goofy little plushie
from a variety of sources
---
# TODO
- [x] Adjust Shadowkin age brackets
- [x] Add Shadowkin plushie to crates and stuff
---
# Changelog
🆑 ShirouAjisai
- add: Added Shadowkin plushie to crates and stuff
- tweak: Tweaked Shadowkin age brackets
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced a new "shadowkin plushie" loadout item, enhancing
customization options.
- Expanded the collectible pool by adding a new plushie available in
multiple game areas, including reward systems and random spawners.
- Enhanced the variety of items available for the `PresentRandom` entity
with the addition of the "shadowkin plushie."
- **Adjustments**
- Refined life-stage parameters for the Shadowkin species, adjusting age
thresholds to better define maturity.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Signed-off-by: SixplyDev <einlichen@gmail.com>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: ShirouAjisai <zaneromeave319@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit fb3d00036f6a21d7fa3c4b41341cd61b1e41e0d0)
* Automatic Changelog Update (#1684)
(cherry picked from commit caf8572352d38f51b15d21f0e1f92434f869dd14)
* Trait Add Tag (#1846)
# Description
Added TraitAddTag Function, which for example can be used to add
Spidercraft to the Spinerette trait.
# Changelog
🆑
- add: TraitAddTag Function
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Entities now receive automatic tag assignments at spawn, enhancing the
system's trait interaction and overall categorization capabilities.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
(cherry picked from commit b1acdc4017dc1181b7f557351e82ef1df93635c2)
* Automatic Changelog Update (#1846)
(cherry picked from commit 9622d443d5308eda14231c3b3bb3130884465272)
* Arachne SpiderCrafting (#1847)
# Description
Added SpiderCraft Tag to Arachne
# Changelog
🆑
- add: Added SpiderCraft to Arachne
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced a new "SpiderCraft" classification for the Urist McArachne
entity, expanding its behavior and interactions related to
spider-specific mechanisms.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Signed-off-by: Raikyr0 <Kurohana@hotmail.com.au>
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
(cherry picked from commit ff4146f879d397993eee22a2a4807e986e404641)
* Automatic Changelog Update (#1847)
(cherry picked from commit 91d40483c2c49f86d7b2609a5ac9cd7b30d16c00)
* Add Centcom Disabler (#1845)
<!--
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# Description
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it self recharges a bit. It's also green. It's also a steal target,
because it's green.
I noticed the Nanotrasen Representative has a disabler in his locker by
default, but does not get to pick one in a loadout. I figured I'd remedy
this, by giving him a shiny green Disabler that slightly recharges on
its own.
It deals the same stamina damage as the normal Disabler. The only
differences are:
- Green
- Steal Target
- Slightly higher rate of fire
- Slightly recharges itself (half as slow as the antique pistol)
- Admits Centcom doesn't trust you with lethals in its description
---
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<details><summary><h1>Media</h1></summary>
<p>


https://github.com/user-attachments/assets/f7eaff3d-b8b9-4954-9688-fb9ef0d04588

</p>
</details>
---
# Changelog
<!--
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🆑
- add: Added CentCom disabler as loadout option for the Nanotrasen
Representative.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Expanded loadout options for the Nanotrasen Representative role with a
dedicated weapon configuration.
- Introduced the "CentCom disabler," a new self-defense weapon option
with advanced features.
- Updated localization entries to reflect the new representative weapon
grouping.
- Added a new steal target group for the Nanotrasen representative's
weapon.
- Enhanced visual assets with updated animations and states for the new
weapon.
- Introduced new objectives related to the Nanotrasen Representative
role, enhancing gameplay experiences.
- Added the "Nanotrasen Representative" job title to localization.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
(cherry picked from commit 143d24951a200ab94f3e4e88d3a3a90eeb8856ca)
* Automatic Changelog Update (#1845)
(cherry picked from commit 7ca0757334ee9a1d87c9cbf1f9cc02a860ecc136)
* Plant Analyzer Port (#1849)
<!--
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# Description
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Ported directly from
https://github.com/Goob-Station/Goob-Station/pull/1685
I tweaked the sprite, and changed its usage of a Papersystem. I can't
speak for the code quality, since I didn't write it, but I'm willing to
fix things so long as I have the capability to do so.
---
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<details><summary><h1>Media</h1></summary>
<p>



https://github.com/user-attachments/assets/0189567a-57ca-4e9d-ba0d-74e622e1d30dhttps://github.com/user-attachments/assets/25ea6100-1458-4804-98e4-5f70b6bfcd45
</p>
</details>
---
# Changelog
<!--
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🆑
- add: Port Plant Analyzer from botanySupremacist, who took it from
ian321
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced a comprehensive plant analyzer interface that displays
detailed plant health, tray data, and environmental conditions.
- Added an in-game report printing feature for easy access to analysis
results.
- **Enhancements**
- Refined yield calculations and plant metabolism behaviors.
- Integrated the analyzer item into crafting recipes, vending machines,
and locker inventories.
- Expanded localization for clearer, user-friendly plant analysis
information.
- Added new localization strings for printer status feedback.
- Introduced new classes and messages for improved data handling and
user interaction within the plant analyzer system.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Signed-off-by: Timfa <timfalken@hotmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
(cherry picked from commit 47a55408ad92af463159dea3325edd0c9c9611ce)
* Automatic Changelog Update (#1849)
(cherry picked from commit 4da1efdfd293d5df1c8bd889c621eea94ed5fed8)
* Mind Role Entities (#31318)
* Mind Role Entities wip
* headrev count fix
* silicon stuff, cleanup
* exclusive antag config, cleanup
* jobroleadd overwerite
* logging stuff
* MindHasRole cleanup, admin log stuff
* last second cleanup
* ocd
* minor cleanup
* remove createdTime datafield
* now actually using the event replacement I made for role time tracking
* weh
(cherry picked from commit 24fae223e698b09cf9928c4a0f2f1dc774f266ab)
* Fix error
(cherry picked from commit d33bf89a62ae2f5d51f3af01b4ae2ef54341b5c5)
* Update SharedContentIoC.cs
(cherry picked from commit a50fed2fee56b57d0507a58ebf7bc13de82ad9d2)
* dragon antag refactor (#28217)
* remove dragon system usage of GenericAntag
* add AntagRandomSpawn for making antags spawn at a random tile
* add AntagSpawner to make an antag spawner just spawn an entity
* add antag prototype for dragon since it never had one
* make dragon spawner a GhostRoleAntagSpawner, remove GenericAntag
* make dragon rule use AntagSelection and stuff
* remove dragon GenericAntag rule
* add back to spawn menu
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
(cherry picked from commit c0a56377bc5b9563de973d04f92d7d6923ca9145)
* Cultist Mind Roles
(cherry picked from commit 585e26103a67cc2bd185faaa468ddc5840a8e9c3)
* Update midround.yml
(cherry picked from commit b78d24ce6bb7f8cb4a85a89f6f974fbce1d83055)
* Update ghost_roles.yml
(cherry picked from commit 22df7509b5c5113afc8f1ba168223b0756de5d47)
* Solarian Alliance Content (#1851)
# Description
This PR acts as a proper introduction to players for the Sol Aliance
faction, a major antagonist group from my old home server's lore. To do
so, I've ported a large number of assets from Aurora.3 to this repo, as
well as created a new Midround Antagonist called "Deserters", which
shows off this group to players.
<details><summary><h1>Media</h1></summary>
<p>



</p>
</details>
# Changelog
🆑
- add: A new Midround Antagonist has been added to the game. The
"Solarian Deserters" are a group of highly trained soldiers who haven't
been paid for far too long, whom have come to the station to loot it for
everything valuable.
- add: Lore guidebook entry for the Solarian Alliance, a majorly
antagonistic faction.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced the "Solarian Navy Deserter" role with detailed
localization, objectives, and traits.
- Launched a dynamic shuttle event featuring interactive elements like
secure doors, turret defenses, and specialized equipment.
- Expanded gameplay with new storage options, tactical helmets,
uniforms, identification cards, and door access tailored for the Sol
Alliance.
- Added a new NPC faction and game events enhancing combat and role-play
dynamics.
- Introduced various clothing items and uniforms associated with the Sol
Alliance, including tactical gear and dress uniforms.
- Added new metadata and structured entries for various clothing and
equipment assets.
- **Documentation**
- Enriched lore and guidebook entries with expanded nation details,
emphasizing the Solarian Alliance.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
(cherry picked from commit 6d919038f3845bb4008a17e1d068196779162f4a)
* Automatic Changelog Update (#1851)
(cherry picked from commit ffaf99ca4b01e63f6bb98731e630f066fad25909)
* Supermatter Atmos Mapping Assets (#1859)
# Description
This adds "High Flow" variants of all existing atmos devices, which are
useful for supermatter engines. I also added the ability for
FixAtmosMarkers to optionally accept a gas mixture directly, as opposed
to the stupid hardcoded gas mixes that they were limited to using
previously.
# Changelog
🆑
- add: Added high pressure variants of atmos devices intended for
supermatter engines.
- add: Added engineering locked high security doors, also for use in
supermatter engines.
- add: Fix Atmos markers can now accept a gas mixture directly for
modifying their tile.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Enhanced atmospheric commands now dynamically use specific gas
mixtures for more flexible performance.
- Introduced a new supermatter coolant entity, offering an alternative
liquid nitrogen-like option.
- Added several high-pressure and high-flow gas components, including
pumps, filters, mixers, vents, and injectors.
- Updated map elements by refining door access prototypes and labels for
improved in-game clarity.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
(cherry picked from commit b9c3c8b366c15b5f09cfd641c90b09254f06de94)
* Automatic Changelog Update (#1859)
(cherry picked from commit 468a263863f17772e6233032e5099d6c83764616)
* Rerotate Arena (#1853)
<!--
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# Description
<!--
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Rerotates Arena. Adds an AI satellite, and maps a few station maps,
cameras, and psionic registry computers.
Adds myself as the maintainer for it. Do note that I am still learning
how to map. Please state any changes that is wished to be seen before it
is ready to merge.
It is 3AM, I need sleep.
---
# TODO
<!--
A list of everything you have to do before this PR is "complete"
You probably won't have to complete everything before merging but it's
good to leave future references
-->
- [x] Space cleanup
- [x] Psionic Registry Computers
- [x] AI Satellite & Related Stuff
---
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<details><summary><h1>Media</h1></summary>
<p>

</p>
</details>
---
# Changelog
<!--
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in the changelog (ex: `🆑 Death`)
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-->
🆑
- add: Arena is back
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- The Arena map is now reactivated with updated configurations and
active maintenance.
- Enhanced gameplay details and role assignments have been enabled for a
more engaging experience.
- The configuration for the Arena map has been fully activated,
including various roles and attributes.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
(cherry picked from commit 534a058eb489ceb4abaadac7e4943ed2baaa8c67)
* Automatic Changelog Update (#1853)
(cherry picked from commit 3b30c0a1fe8dc5e10c3cb0536e26d101893663a2)
* Port Grab Intent From Goob (#1856)
# Description
After months, Grab intent is finally ported to EE, as a result of a 4
hour Adderall induced code binge.
## This PR is more shit than code.
Required for CQC, an attempt to port that will come later.
@Erisfiregamer1 requires this for
[Changelings](https://github.com/Simple-Station/Einstein-Engines/pull/1855).
Thanks to Gus for the Goobstation pr, and to Spatison for the original
port on WWDP
Tests on my local repo worked.
# TODO
* [ ] Await review
* [ ] pain
# Media

# Changelog
🆑 Eagle
* add: Ported Grab Intent from Goobstation
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Enhanced pulling and grabbing interactions now feature multiple stages
that impact how actions and collisions feel.
- Virtual item handling during throws and drops has been refined for
more dynamic in-game outcomes.
- Alert visuals have been updated to provide nuanced feedback depending
on the intensity of pulls and grabs.
- Player movement and breathing mechanics have been fine-tuned for more
realistic behavior.
- New localization strings deliver clearer, context-sensitive
notifications for grab-related actions.
- Introduced a new component and system for managing entities thrown
while grabbed, including damage handling and visual effects.
- New event classes enhance interaction handling for virtual items
during grabbing actions.
- **Bug Fixes**
- Improved logic for stopping pull actions to ignore grab states when
necessary.
- **Chores**
- Added metadata for new textures related to alerts in the user
interface.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit 18722e86f3190632026127af111dcc0d10d4af49)
* Automatic Changelog Update (#1856)
(cherry picked from commit 309ab74013fed2be64d9fb0457631210d860644b)
* Port Role Types (#1860)
Ports https://github.com/space-wizards/space-station-14/pull/33420
This is the last requirement before we can start mass-porting new
antags.
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Enhanced role displays in player and character interfaces with a new
"Role Type" column.
- Updated admin overlay options, including a classic antagonist label.
- Expanded ghost role behaviors for various entities, offering more
dynamic gameplay.
- New localization entries for role types and UI settings for sounds and
layout customization.
- Added new mind roles and role types, improving role management and
gameplay interactions.
- Introduced new events for player spawning processes to enhance
gameplay scenarios.
- **Refactor**
- Streamlined role management and update processes for improved
reliability and performance.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
(cherry picked from commit e10c51cdb39845ed1f2bb9b08f0b226cefbd402e)
* Rock And Stone
<!--
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# Description
<!--
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How/Who does this benefit/hurt [the game/codebase]?
-->
Ports Lavaland and required systems from Goobstation.
---
# TODO
<!--
A list of everything you have to do before this PR is "complete"
You probably won't have to complete everything before merging but it's
good to leave future references
-->
- [X] Port over _Lavaland
- [x] Port over required codepatches
- [-] Test locally (Should be fine)
- [X] Pass tests
---
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# Changelog
<!--
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🆑
- add: Lavaland has been ported!
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Introduced a dynamic mining voucher interface allowing players to
redeem various mining kits.
- Enhanced shuttle docking systems with an updated console interface for
smoother FTL transitions.
- Added immersive boss music management for enhanced in-game boss
encounters.
- Expanded Lavaland gameplay with new procedural map generation, weather
events, and storm scheduling.
- Integrated new interactive commands and UI improvements for advanced
weapon upgrades, Hierophant boss actions, and research features.
- Added new components and systems for managing various gameplay
elements, including damage squares, tendrils, and block charges.
- Implemented new localization entries for improved player experience
across various game features.
- Introduced new components for managing mining vendors and vouchers,
enhancing the interaction with mining kits.
- Added a new system for managing the deployment of shelter capsules in
the Lavaland environment.
- **Tests**
- Added integration tests to validate Lavaland planet generation and map
initialization.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
---------
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit f2f5d4610db795a124b37780230eec5d5ca0264a)
* Automatic Changelog Update (#1844)
(cherry picked from commit 990878b9ed60b4e22388038b63714ec2dc693bbf)
* fixs
* fix
* fuck
---------
Co-authored-by: Tonk-GCR <190437025+Tonk-GCR@users.noreply.github.com>
Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com>
Co-authored-by: Raikyr0 <kurohana@hotmail.com.au>
Co-authored-by: SixplyDev <einlichen@gmail.com>
Co-authored-by: Timfa <timfalken@hotmail.com>
Co-authored-by: Errant <35878406+errant-4@users.noreply.github.com>
Co-authored-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: astriloqua <129308840+astriloqua@users.noreply.github.com>
Co-authored-by: Eagle-0 <114363363+Eagle-0@users.noreply.github.com>
Co-authored-by: Eris <eris@erisws.com>
# Changelog
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🆑 sleepyyapril, Stop-Signs, Memeji
- add: Changed the Warden suit's capabilities. (Original author:
Stop-Signs)
- add: Repeater, Argenti, and 45 magnum rubber box to Bartender's
loadout.
- add: Red cloak to loadout (Port from Floof PR #390)
- add: Witch Robes to loadout (Port from Floof PR #390)
- add: Sawed-off PKA (Port from Floof PR #390)
- add: The ChemMaster now has 20, 75, and 80 unit options available.
- tweak: Made the ChemMaster wider.
- fix: Ported Frontier fix to mag visuals on specific guns.
- fix: Fixed heirlooms flickering negative mood when the moodlet ended.
---------
Signed-off-by: Stop-Signs <stopsign221@gmail.com>
Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com>
Co-authored-by: Stop-Signs <stopsign221@gmail.com>
Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
Co-authored-by: Radezolid <snappednexus@gmail.com>
Co-authored-by: ErhardSteinhauer <65374927+ErhardSteinhauer@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
(cherry picked from commit a9f7fe8e9a337d13ef34ec643064432d0cec2b60)
<!--
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# Description
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How might this affect the game? The codebase?
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Check the changelog for the full list.
---
# Changelog
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🆑
- add: Added Holopads (unmapped)
- add: Intellicards are now useful for removing/adding a Station AI's
brain.
- add: Added the Communications Console to Station AI actions.
- add: AI now has a warp point.
- add: Added more things for the AI to press.
- add: More AI laws have been added.
- fix: Fixed the mail system
- fix: Fixed AI actions
- fix: Fixed invalid spawns for station AI breaking and ruining your
ability to play it.
- fix: The Station AI's name will now properly send in "arrived to the
station" announcements.
- fix: Changed the CPR sound to simply not loop until fixed.
- fix: Fixed unlocalized messages being sent for the random sentience
event.
---------
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
Co-authored-by: Zachary Higgs <compgeek223@gmail.com>
Co-authored-by: MendaxxDev <153332064+MendaxxDev@users.noreply.github.com>
Co-authored-by: chromiumboy <50505512+chromiumboy@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
(cherry picked from commit 3e8a7d9b00e19e160321eb81d69a884189dfa4e6)
## Mirror of PR #25941: [Obsolete `Logger` cleanup for
`EntitySystem`s](https://github.com/space-wizards/space-station-14/pull/25941)
from <img src="https://avatars.githubusercontent.com/u/10567778?v=4"
alt="space-wizards" width="22"/>
[space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14)
###### `aafe81512258b5a80776ada1f471b58e7507ca2d`
PR opened by <img
src="https://avatars.githubusercontent.com/u/27449516?v=4"
width="16"/><a href="https://github.com/LordCarve"> LordCarve</a> at
2024-03-09 12:19:14 UTC
PR merged by <img
src="https://avatars.githubusercontent.com/u/19864447?v=4"
width="16"/><a href="https://github.com/web-flow"> web-flow</a> at
2024-03-10 00:15:13 UTC
---
PR changed 25 files with 41 additions and 45 deletions.
The PR had the following labels:
- Status: Needs Review
---
<details open="true"><summary><h1>Original Body</h1></summary>
> <!-- Please read these guidelines before opening your PR:
https://docs.spacestation14.io/en/getting-started/pr-guideline -->
> <!-- The text between the arrows are comments - they will not be
visible on your PR. -->
>
> ## About the PR
> <!-- What did you change in this PR? -->
> Changed almost all[^1] obsolete `Logger` calls in Content's
`EntitySystem`s to use `Log` instead. `Log` automatically selects the
system-specific `Sawmill`, so this isn't just a refactor - it makes logs
slightly more accurate (puts them in appropriate sawmill/context rather
than the root sawmill).
>
> ## Why / Balance
> <!-- Why was it changed? Link any discussions or issues here. Please
discuss how this would affect game balance. -->
> Using `Logger` directly for logging is marked obsolete. Assumed this
is a desired change.
>
> ## Technical details
> <!-- If this is a code change, summarize at high level how your new
code works. This makes it easier to review. -->
> This changes some log contexts, but generally in a desirable way:
> - For most, it put logs in `system.appropriate` `Sawmill` rather than
root.
> - For some that were forced into another `Sawmill` it changes it to a
more specific one, i.e. from `atmos` it becomes `system.gas_filter` or
`system.automatic_atmos` and `system.station` into
`system.station_jobs`.
> - For the rest it remains unchanged
>
> **I assumed that all of the above was desirable because this seems to
be the standard convention** - I imagine that was the idea behind the
`Log` in all `EntitySystem`s coupled with `[Obsolete] Logger` methods -
**but if my assumptions are incorrect and/or there are exceptions,
please let me know and I will adjust.**
>
> [^1]: There is only one `EntitySystem` that I didn't update -
`ExamineSystemShared`. That is because the `Logger` is in a `static`
method and refactoring that away causes a lot of cascading changes. May
do it as a separate PR to avoid overly diluting this one.
>
> ## Media
> <!--
> PRs which make ingame changes (adding clothing, items, new features,
etc) are required to have media attached that showcase the changes.
> Small fixes/refactors are exempt.
> Any media may be used in SS14 progress reports, with clear credit
given.
>
> If you're unsure whether your PR will require media, ask a maintainer.
>
> Check the box below to confirm that you have in fact seen this (put an
X in the brackets, like [X]):
> -->
>
> - [X] I have added screenshots/videos to this PR showcasing its
changes ingame, **or** this PR does not require an ingame showcase
>
> ## Breaking changes
> <!--
> List any breaking changes, including namespace, public
class/method/field changes, prototype renames; and provide instructions
for fixing them. This will be pasted in #codebase-changes.
> -->
> Log output changes. `EntitySystem` logs now go to the expected
`Sawmill` for the system rather than hardcoded/root one.
> Any log analyzers anticipating these logs' context must be updated.
</details>
Co-authored-by: LordCarve <27449516+LordCarve@users.noreply.github.com>
* sans
* Papyrus
* add to game
* tweak stick
* fixes
* Update Resources/Prototypes/Entities/Objects/Misc/kudzu.yml
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Update Resources/Prototypes/Entities/Structures/Specific/Anomaly/anomalies.yml
Co-authored-by: Kara <lunarautomaton6@gmail.com>
---------
Co-authored-by: Kara <lunarautomaton6@gmail.com>
(cherry picked from commit b3b64e6cf29f313a9782fb95ae8727f907b1836a)
* Cryogenic sleep units
* pause map support
* no more body deletion
* Cryogenic Storage Units
* boowomp
* no more emag, no more dropping present people
(cherry picked from commit 736b9dd7df6e35f07fed88686c7c863ac61af846)
* Revert "Removes Prisoner selection from maps (#262)"
This reverts commit d73f485fa2.
* Fix alwaysUseSpawner, add DesiredSpawnPointType
Prisoners are now forced to spawn in the prison again.
* Updated map prototypes for prisoner
Yaaay, we love confinement!
* Update asterisk.yml
Add a drain to the cell area :trollface:
---------
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
* Extended access system
Allows jobs to specify "extended" access levels, which will be granted if the round-start crew count is below a certain threshold.
* Extended accesses for jobs
* Spook
* Partial work on StationSystem refactor.
* WIP station jobs API.
* forgor to fire off grid events.
* Partial implementation of StationSpawningSystem
* whoops infinite loop.
* Spawners should work now.
* it compiles.
* tfw
* Vestigial code cleanup.
* fix station deletion.
* attempt to make tests go brr
* add latejoin spawnpoints to test maps.
* make sure the station still exists while destructing spawners.
* forgot an exists check.
* destruction order check.
* hopefully fix final test.
* fail-safe radstorm.
* Deep-clean job code further. This is bugged!!!!!
* Fix job bug. (init order moment)
* whooo cleanup
* New job selection algorithm that tries to distribute fairly across stations.
* small nitpicks
* Give the heads their weights to replace the head field.
* make overflow assign take a station list.
* moment
* Fixes and test #1 of many.
* please fix nullspace
* AssignJobs should no longer even consider showing up on a trace.
* add comment.
* Introduce station configs, praying i didn't miss something.
* in one small change stations are now fully serializable.
* Further doc comments.
* whoops.
* Solve bug where assignjobs didn't account for roundstart.
* Fix spawning, improve the API.
Caught an oversight in stationsystem that should've broke everything but didn't, whoops.
* Goodbye JobController.
* minor fix..
* fix test fail, remove debug logs.
* quick serialization fixes.
* fixes..
* sus
* partialing
* Update Content.Server/Station/Systems/StationJobsSystem.Roundstart.cs
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Use dirtying to avoid rebuilding the list 2,100 times.
* add a bajillion more lines of docs (mostly in AssignJobs so i don't ever forget how it works)
* Update Content.IntegrationTests/Tests/Station/StationJobsTest.cs
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Add the Mysteriously Missing Captain Check.
* Put maprender back the way it belongs.
* I love addressing reviews.
* Update Content.Server/Station/Systems/StationJobsSystem.cs
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* doc cleanup.
* Fix bureaucratic error, add job slot tests.
* zero cost abstractions when
* cri
* saner error.
* Fix spawning failing certain tests due to gameticker not handling falliability correctly.
Can't fix this until I refactor the rest of spawning code.
* submodule gaming
* Packedenger.
* Documentation consistency.
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* GameTicker turned into an EntitySystem
* Turns ClientGameTicker into an EntitySystem, turn NetMessages into events
* Change event names to be more consistent with the rest.
* YAML linter uses the dummy gameticker CVar override.
* Fix game ticker initialization order
* Dummy ticker won't spawn players.
* Fix character creation test