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Release - #5493

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Release#5493
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@redmushie redmushie commented Aug 3, 2026

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wonderfulnewworld and others added 30 commits July 30, 2026 09:27
## Short description
Adds a singular spawnpoint to the ERT Chaplain's shuttle.

## Why we need to add this
[Antag Selection
(Rebirth)](#4958)
gets rid of the ERT Chaplain Antag ghost role, in favor of a normal ERT
Chaplain ghost role, so it needs a singular spawn point mapped.
Including this here so the other PR doesn't get hit with a mapping tag.

## Media (Video/Screenshots)
<img width="374" height="391" alt="image"
src="https://github.com/user-attachments/assets/9afd340f-e0d8-459e-a0be-9c098987181b"
/>

## Checks
- [X] I do not require assistance to complete the PR.
- [X] Before posting/requesting review of a PR, I have verified that the
changes work.
- [X] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [X] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

Technically nothing player facing until Antag Selection (Rebirth) is
merged.
## Short description
<!-- What do you propose to change with your PR? -->
DocMoth has created a new sprite for the AI core, Its just some new
shading towards it
## Why we need to add this
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->
Shading is a bit off, Credits to Docmoth for creating the new shading
## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->
New AI Core:
<img width="32" height="32" alt="base"
src="https://github.com/user-attachments/assets/b181f3a3-ee44-4a4a-96c7-427ebec1e671"
/>


<br>
Old AI Core:
<br>
<img width="32" height="32" alt="base"
src="https://github.com/user-attachments/assets/59cde745-f7e3-420b-a02b-045f8e7d815f"
/>

Yes there is a difference
## Checks
<!-- check boxes for faster reviewing of your PR -->

- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
<!--
If you want the players to know about changes made in this PR, specify
them using the template outside the comment. Short and informative. -->

:cl: DocMoth, Forrestgod
- tweak: Changed the Shading for the AI Core.
## Short description
_"The fact that you've arrived here-rather, to this save point- at this
moment in your life, is nothing short of a miracle. It delights me to no
end."_

<img width="2560" height="1147" alt="image"
src="https://github.com/user-attachments/assets/46eb49fa-e051-4417-9e7d-36b4403c84eb"
/>

Ported Wizden
[#43191](space-wizards/space-station-14#43191),
completely rewriting antag selection system to stop it from spawning
entities in nullspace.

There'll be a [part
2](#5278) to this
PR, and on Starlight, they should be merged together, but our
downstreams are free to not take the second one, since it features
balance changes.

A port of Wizden
[#43191](space-wizards/space-station-14#43191),
[#43912](space-wizards/space-station-14#43912),
[#43692](space-wizards/space-station-14#43962),
[#43757](space-wizards/space-station-14#43757),
and
[#44115](space-wizards/space-station-14#44115).

Other necessary PRs ported for this:
- Wizden
[#43020](space-wizards/space-station-14#43020)
- Wizden
[#43033](space-wizards/space-station-14#43033)
- Wizden
[#43735](space-wizards/space-station-14#43735)
- Wizden
[#43737](space-wizards/space-station-14#43737)
- Wizden
[#43774](space-wizards/space-station-14#43774)
- Wizden
[#43890](space-wizards/space-station-14#43890)
- Moff Station
[#1404](moff-station/moff-station-14#1404)
(Wizard Duel port to the new selection system)

I'll admit that I used AI to help me with this, because I have no shot
of understanding the C# of this on my own.

## Why we need to add this
Pretty much every reason Cheeseballs says in the original PR,
space-wizards/space-station-14#43191. Antag
selection system's hard to read, harder to tweak, and led to a ton of
redundant duplicates.

It has been severely cleaned up.

This took 4 weeks to port, had to clean up a lot of tests.

## Checks
- [ ] I do not require assistance to complete the PR.
- [ ] Before posting/requesting review of a PR, I have verified that the
changes work.
- [X] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [X] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
:cl: wonderfulnewworld, Princess-Cheeseball, DIMMoon1, Velken, ScarKy0,
psykana, KeTuFaisPiKiNut, neomoth, Tayrtahn, Sparlight
- tweak: You can now late join as Traitors, Head Revs, Cosmic Cultists,
Devils, and Initial Infected.
- tweak: Thieves, Vampires, Changelings, SELF Agents, Head Revs, Cosmic
Cultists, and Devils now roll 4-8 minutes after round start, like
Traitors.
- tweak: Reinforcement Traitors now get codewords.
- tweak: Brighteyes now use different events for roundstart and midround
spawns.
- tweak: When there are at least 30 players online, 60% of unreadied
players are now counted towards GameRule minPlayers and 25% of
unreadied/spectator players are now counted towards antag playerRatios.
- tweak: Late join antag odds have been lowered to a fixed 50%.
- tweak: You will now follow ghost roles when they spawn in if you were
following them before they spawned.
- tweak: Survival and Kessler Syndrome now have a minimum player count
of 15.
- tweak: Non-humanoids with hands can now be Vampires and Wizard
Duelists.
- tweak: ERT Chaplains will use their shuttle now.
- fix: Antags should no longer roll less than they're supposed to.
- fix: Terror Spiders now actually spawn in vents.
- fix: Xenos will no longer roll antags.

---------

Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
Co-authored-by: Dmitry <57028746+DIMMoon1@users.noreply.github.com>
Co-authored-by: KeTuFaisPiKiNut <85769816+ketufaispikinut@users.noreply.github.com>
Co-authored-by: nomdéraisonnablementlong <you@example.com>
Co-authored-by: psykana <36602558+psykana@users.noreply.github.com>
Co-authored-by: neomoth <69372252+neomoth@users.noreply.github.com>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
## Short description
<!-- What do you propose to change with your PR? -->
Adding new colors to the Ticket for the Ticket Machine and new Ticket
Machine variants for Department and General Use.

## Why we need to add this
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->
This problem arises when I want to use Ticket Machine for both Cargo and
HoP lines. Since there's only one color, it's very easy to commit fraud
(i.e use a Ticket from HoP and use it to hijack someone else's order for
Cargo).
While adding a new color for cargo, why not make colors for every
department?

[Discussion
Thread](https://discord.com/channels/1272545509562777621/1530689110589833226/1530689110589833226)

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->
<img width="321" height="200" alt="image"
src="https://github.com/user-attachments/assets/0877d2f8-9ba3-4e66-9327-d3dc9147e1e3"
/>
<img width="329" height="209" alt="image"
src="https://github.com/user-attachments/assets/5b05b3f9-b000-4a23-bc5c-4377c15c776e"
/>
<img width="324" height="543" alt="image"
src="https://github.com/user-attachments/assets/5a5aef83-745b-429a-909f-7c007e0c8391"
/>


## Checks
<!-- check boxes for faster reviewing of your PR -->

- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
<!--
If you want the players to know about changes made in this PR, specify
them using the template outside the comment. Short and informative.

:cl: STARLIGHT TEAM
- add: Added Starlight.
- remove: Removed SS13.
- tweak: Changed SS14.
- fix: Fixed Rinary.
-->
:cl: Hot Mic
- add: Added new sprite for Ticket. New Ticket sprite made by Yosif.
- add: Added new variants for Ticket colors. New colors for each
department!
- add: Added new variants for Ticket Machines. Mappers rejoice!
- add: Added new Gold Ticket and Casino Ticket Machine for Gamorrah
Space Casino Event. Gamba and Sec team rejoice!

---------

Co-authored-by: Red Mushie <82113471+redmushie@users.noreply.github.com>
Co-authored-by: Yosif <dimatjyn@gmail.com>
## Short description
<!-- What do you propose to change with your PR? -->

Changed popup messages for RCD, RPD, RPLD and all experimental variants
to reference their own device name, instead of the current hardcoded RCD
message.

## Why we need to add this
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->

This mirrors the fix already applied to the ammo refill messages in
#5375, which had
the same problem and was solved the same way.

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->


https://github.com/user-attachments/assets/a323251e-f0f1-42c9-8b46-beb48665770c

## Checks
<!-- check boxes for faster reviewing of your PR -->

- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
<!--
If you want the players to know about changes made in this PR, specify
them using the template outside the comment. Short and informative.

:cl: STARLIGHT TEAM
- add: Added Starlight.
- remove: Removed SS13.
- tweak: Changed SS14.
- fix: Fixed Rinary.
-->

:cl: OMEGA
fix: RCD, RPD, RPLD and experimental variants of them now properly show
their name in all messages.
## Short description
<!-- What do you propose to change with your PR? -->
Fixes two issues with cosmic rifts, 1. They were never meant to generate
points (It shows up as an error on scanners) and 2. they should not be
moveable as the area they expand from goes from where they spawned not
from the rift.
## Why we need to add this
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->
Bigfixes
## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->

## Checks
<!-- check boxes for faster reviewing of your PR -->

- [X] I do not require assistance to complete the PR.
- [X] Before posting/requesting review of a PR, I have verified that the
changes work.
- [ ] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [X] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
<!--
If you want the players to know about changes made in this PR, specify
them using the template outside the comment. Short and informative.

:cl: STARLIGHT TEAM
- add: Added Starlight.
- remove: Removed SS13.
- tweak: Changed SS14.
- fix: Fixed Rinary.
-->
:cl: CrazyPhantom
- fix: You can no longer G.O.R.I.L.L.A. Punch CosCult rifts.
- fix: CosCult rifts no longer generate points.
## Short description
<!-- What do you propose to change with your PR? -->
Adding a smell system.
In part of a larger arc of changes I have planned (interesting dog
gameplay, security K9), I'm trying to bring out one of the more
complicated parts first. Scents.
I'm adding the ability to 'smell' people, and for people to have a
smell. Anything ordinarily considered playable is generally smellable.

Canine creatures can smell. Corgis, Walter, McGriff, and Renault.
Additionally, vulpkanins can smell too, as 'partial' smellers; their
scent perception isn't quite as strong as the animals.
### How Smelling Works
If you are a smeller, you have a new action:
<img width="406" height="115" alt="image"
src="https://github.com/user-attachments/assets/4f594222-aaba-4c44-83ae-b8c0a72382f3"
/>
Toggling smelling will introduce you to the better-ignored world of
everyone's gamer aura.
<img width="1024" height="899" alt="image"
src="https://github.com/user-attachments/assets/09ac4d36-f694-46c5-af58-b96107a23f25"
/>

Let's talk a bit about these 'scent markers.'

### Scent Markers
As someone moves around the world, they generate scent markers. This
happens constantly, and invisibly if you can't smell things. This leaves
a short trail of markers as you go. The longer you stay in place, the
more the scent builds up in that spot, up to a limit.
<img width="983" height="1023" alt="image"
src="https://github.com/user-attachments/assets/96e6e08a-80c1-40c6-ad8c-aa338ee0cf77"
/>

In crowded environments, this can get dense!
<img width="747" height="575" alt="image"
src="https://github.com/user-attachments/assets/06bf01a0-daea-4f76-89b0-5cfcb95662e8"
/>

### Tracking a specific scent
<img width="1295" height="764" alt="image"
src="https://github.com/user-attachments/assets/bcfcea36-7978-4aa8-81d9-2159de3eb1dc"
/>
Who drank my bottle of cognizine, below this hug dispenser? It's hard to
know! But I can smell it out.
While smelling things, you can elect to track a specific scent.


<img width="398" height="83" alt="image"
src="https://github.com/user-attachments/assets/4decd246-73b4-4671-8aa2-969ce2c3c428"
/>

Smell an object that someone may have interacted with, and you will see
a list of scents left on the object. These last up to five minutes
before decaying entirely. I'll sniff the cognizine bottle.

<img width="435" height="243" alt="image"
src="https://github.com/user-attachments/assets/7da439b8-588a-4e25-8937-484499cf1032"
/>

A non-humanoid - a typical cogni-drinker - last touched it. Let's smell
it out! Who had my cognizine?

<img width="1462" height="648" alt="image"
src="https://github.com/user-attachments/assets/3b81b290-0941-4b9e-a4c2-8083349a0ad6"
/>

It was the felonious bartender monkey!

If I want to stop tracking him, I can sneeze out the scent, and breathe
in the corgis again.
<img width="415" height="88" alt="image"
src="https://github.com/user-attachments/assets/03920b28-70d9-4d8e-8395-f64a27a5ee80"
/>
<img width="788" height="519" alt="image"
src="https://github.com/user-attachments/assets/713ae3a9-6727-4044-8d74-4315b4addc53"
/>

### Countermeasures
With a tool like this, antags need a way to keep out of trouble. Soap,
the ever-reliable, comes to the rescue.
<img width="317" height="476" alt="image"
src="https://github.com/user-attachments/assets/551592f8-5726-4bee-b99c-e806917db40f"
/>
Who shot the head of security dead? Let's smell the murder weapon, which
was conveniently dropped.
<img width="485" height="384" alt="image"
src="https://github.com/user-attachments/assets/a0908b74-44ab-41b5-8cce-9a501c2153d0"
/>

Oh, it was me.

I can either soap the gun....
<img width="441" height="214" alt="image"
src="https://github.com/user-attachments/assets/25fa09a9-6d41-40e5-8746-96ad1e87004b"
/>
<img width="180" height="63" alt="image"
src="https://github.com/user-attachments/assets/74e1198e-5604-470d-bcb6-d0112472667c"
/>

Or I can soap myself, and change my scent entirely. I used to be a
wine-red.
<img width="333" height="300" alt="image"
src="https://github.com/user-attachments/assets/f68d4177-55f3-4ec3-b402-63b07958514b"
/>
After soaping, I'm now a nice blue. This changes my scent ID and foils
any active tracking attempts on me.

Let's say I'm being pursued. Any smoke or foam (or pepper or capsaicin
oil) will cause smellers to sneeze out their tracked scent and lose
their ability to smell for a while.


https://github.com/user-attachments/assets/450da280-b8b9-486d-8aa7-2da6a5e728a0

### Performance

I was careful throughout development to keep performance as top of mind,
as the concept of putting a bunch of entities everywhere associated with
everyone, tracking their movement and managing their spawn timers sounds
scary expensive. I've gone through avoiding needless background work
wherever possible and deferred execution. I've been careful to limit
entity count (first prototype spawned several entities around a person
as scent trackers, now they just combine into a larger blob if the
person stands still), and the like.

I put Grafana and Prometheus on my computer to get actual metrics.
I spawned several hundred corgis, all generating their own scents and
pacing around periodically, to generate some smell and workload.
This is on an otherwise empty station with nothing going on. Keep in
mind, there's no shadekins milling about, nothing active happening, so
these metrics were gathered in a station that has **literally nothing
going on** outside of a bunch of smell work being done and the bare
minimum to keep the station going.
<img width="457" height="46" alt="image"
src="https://github.com/user-attachments/assets/11e98edb-ae61-467e-a95e-27dbe01b14bf"
/>
<img width="439" height="46" alt="image"
src="https://github.com/user-attachments/assets/d8091d3a-7d05-42a4-b02b-7d881d2f20d4"
/>

201 corgis generating about 2.5x as many scents.
Here's the tick breakdown on Grafana.
<img width="1072" height="456" alt="image"
src="https://github.com/user-attachments/assets/f336e349-4375-41fc-8da6-c707c7f543cd"
/>

This isn't costing a whole lot to do.

## Why we need to add this
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->

New features are good. This is, as stated before, part of some of my
larger effort to get a security K9 or something of the sort. I want to
expand dog gameplay. Having the ability to track stuff by scent will
provide more interesting gameplay opportunities.
As far as game balance goes, I think it remains to be seen. I think
there's consideration that this may be too strong in security (vulpkanin
security comes to mind). That's why I'm still working toward a more
dedicated sniffer-chaser unit in security as a K9. This would be a core
to their role.

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->

Screenshots provided throughout but you can see a hall full of corgis
generating nose-blindness.
<img width="1725" height="508" alt="image"
src="https://github.com/user-attachments/assets/7af3fc96-2f95-4145-a590-c97025c0a6e6"
/>

## Checks
<!-- check boxes for faster reviewing of your PR -->

- [X] I do not require assistance to complete the PR.
- [X] Before posting/requesting review of a PR, I have verified that the
changes work.
- [X] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [X] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
:cl: Sparlight
- add: Scent system.
- add: Various canine creatures can now smell things.
- add: Vulpkanins can now smell things.
- add: All humanoids and generally 'playable' mobs have scents.
- add: Soap can be used to clean smell off of objects and to change your
own scent.
- add: Foams, smoke grenades, capsaicin oil, and black pepper can be
used to force a smeller to sneeze, paralyzing their olfactory senses,
and causing them to lose track of their currently-tracked smell.
<!--
If you want the players to know about changes made in this PR, specify
them using the template outside the comment. Short and informative.

:cl: STARLIGHT TEAM
- add: Added Starlight.
- remove: Removed SS13.
- tweak: Changed SS14.
- fix: Fixed Rinary.
-->

---------

Co-authored-by: Arkanic <50847107+Arkanic@users.noreply.github.com>
## Short description
<!-- What do you propose to change with your PR? -->
Adding new shuttle "Harm's Space Truck" to Shipyard Console for $15050
Spesos. Current Size: 20x5.

## Why we need to add this
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->
Because it looks cute.... and it also has an IFF console. I think this
allows an antagonist ($20K bribe thief as a main example) to interact
with the Shipyard Console. I think this will make a nice RP with a
Captain to convince him to get the Space Truck or steal the Cap's ID to
buy one. Since buying a shuttle makes a Command-Only announcement that a
shuttle was bought, this gives some time for Cap and security to
confiscate the Space Truck before someone else does. It also gives
syndicate agents a solid "getaway" vehicle for hostage negotiation or
other objectives.

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->
<img width="220" height="859" alt="image"
src="https://github.com/user-attachments/assets/5a7c44aa-5765-4a74-8751-dce18d73f956"
/>
<img width="215" height="857" alt="image"
src="https://github.com/user-attachments/assets/13b8600d-9e2d-4422-adf8-f1b68a1d06f9"
/>

## Checks
<!-- check boxes for faster reviewing of your PR -->

- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
<!--
If you want the players to know about changes made in this PR, specify
them using the template outside the comment. Short and informative.

:cl: STARLIGHT TEAM
- add: Added Starlight.
- remove: Removed SS13.
- tweak: Changed SS14.
- fix: Fixed Rinary.
-->
:cl: Hot Mic
- add: Added a new Shuttle to Shipyard Console; "Harm's Space Truck", a
$15050 Spesos Space Truck for classic truck hauling across the known
sectors. It also carries an IFF console for whatever reason. Size: 20x5.
## Short description
_"It was a long journey, but now it is time."_

<img width="1281" height="538" alt="image"
src="https://github.com/user-attachments/assets/299455f4-cc47-420b-9cc6-1c117cbd7940"
/>

On Starlight, merge with
#4958. Our
downstreams are free to not take this PR, since it's pretty catered for
SL.

Implements the new features from the Antag Selection rewrite and tweaks
Antag Scaling.

## Why we need to add this
Six months ago, I made [this
pr](#3047),
addressing an oversight in Wizden's antag scaling; namely, that it was
hard capped to stop scaling at 80 players, matching their servers'
player cap.

In the half year since, a lot of things have happened. I've adjusted the
scaling, tweaked secret, added new game presets, and generally did my
best to observe how my changes impacted Starlight. I saw Security mains
get fatigued and quit the server, I saw Alpha's culture fundamentally
change, and I bore witness to many, many arguments over antag scaling. I
myself was harassed to the point I considered quitting SS14 all
together. The weight and stress of all of this is debilitating at times.

Say what you will about Alpha being conversational, situational, MRP,
LRP, NRP, PVP. Say what you will about Starlight changing.

At the end of the day, no matter what you do, you'll always make someone
upset. You'll have the players who desperately want this game to be
non-stop action, but you'll also have the players who will diametrically
oppose anything that gets in the way of _their_ roleplay.

And personally, I don't think catering to either of those is healthy for
the server. We've seen the extremes of both, with 30 antags rolling
sometimes and turning the station into their playground, but also, on
the flip side, when antags rolled in such small numbers that Security
outnumbered all of them and they were too scared to take any actions at
all, in turn leading to people getting bored and resorting to... less
than savory things. Neither side is right, and both have some ground
they need to give, so that they can at the very least find peace
somewhere in the middle.

Neither side will ever find peace unless they agree to compromise.

This is my attempt at finding that compromise. I only ask that people
remain respectful and collected in their discussions of it.

Please.

## Controversial changes
This section's mainly here to address the biggest points of contention
with this PR.

### Mining Specialists
Vampires are pretty cut and dry for them; they die in space. It's quite
possibly the worst pairing you can get.

Changeling, on the other hand, is a bit more nuanced. Yes, you can
"technically" play Changeling well as a Mining Specialist, but in
reality, one of three things will happen.
- You will never go mining. It's very risky, being all the way out there
without a food source; and in doing so, you effectively starve the
station of 1 of the 3 miners. Miners of other antags don't have this
problem to this extent; Traitors, Thieves, and SELF can use it to stash
stuff, Revs and Cultists can set up an off station base, Devils can at
the very least offer deals to the other miners, and Initial Infecteds
can harvest corpses there from the mobs, to infect later. Changelings
can do none of these things.
- You will kill the rest of Mining, and will bring their bodies back. At
this point, the damage is done, as you've effectively starved the
station of resources for half an hour, if not more.
- You will kill the rest of Mining, and will not bring their bodies
back. This is a rulebreak, but one that's incredibly easy for newer
players to do. It's essentially a trap for new player Changelings who
don't know they can't hide bodies, as they're likely to come off of it
with a note. On top of this, it starves the station more permanently,
which is even worse than the prior case.

### Roboticists
This one's pretty straight forward; nobody else on the station save for
RD and the Captain has as unrestricted access to Cyborgs as Roboticists.
Hell, they can even pre-FREEmag the chassis, although I don't think this
actually "erases" the laws due to how borg chassis selection works.
Still, they're unequivocally trusted by borgs, and are also in a
position to just outright arm them with guns due to them having access
to the exofab too. It's both too easy and too likely to lead to a debate
on a cyborg being armed with guns.

### Chemists
Easiest decision of the bunch; as a Chem II, you dump all the nitrogen
out, dump anything useful out, then destroy the machines, and Zombies
have essentially won unless they all get killed quickly.

### The Devil
The second most controversial change in this PR, already toned down
twice from what I originally wanted it to be. Now, Paramedic's whatever,
it's a mostly harmless role that can't use guns, and is encouraged to
talk to people. But that's not the one you care about, right?

The Head of Personnel sits in one room the entire shift. Their entire
game is paperwork and talking to people. They're in charge of a
department that realistically never calls on them. In that sense, they
are simultaneously the most "free" member of Command, but also the most
"restricted", in that they're always expected to be in one room. So why
let HoP roll devil?

I think it makes for a very interesting roleplay opportunity. Someone
who nobody will immediately question discussing paperwork with others,
and somebody who the rest of Command doesn't really pay attention to. I
think they're in a perfect spot to slip under the radar, and they're not
encouraged to blow their cover either; the Devil just wants souls; they
don't want to kill people, that's bad for business. In that sense, their
goals align quite well with the station's...

As for IAA, they're mostly powerless. They already have very little to
do on the average shift, and given their role as a Lawyer sometimes, I
find them being able to roll Devil quite fitting. They can't force
security to free a prisoner, security doesn't even have to listen to
them, and since Devils can't use guns, having security access really
doesn't offer them much either. Compare this to the Paramedic, who'll
get security access anyways, and it's honestly even weaker than them.
But they're also in a very unassuming spot to make a great deal with
someone...

## Closing thoughts
It took me four weeks to finish porting the Antag Selection rewrite from
Wizden. It was a gargantuan task that I sacrificed so much of my time
for, time that I could've used to apply for jobs, or enjoy my free time.
But I chose to give it up, because I know that my antag changes all
those months ago affected a lot of people, for better, or for worse.

And if my changes impacted you negatively, then, from the bottom of my
heart, I sincerely apologize to you. I'm sorry I made the game worse in
your eyes, I'm sorry I made it unplayable for you. I'm sorry I ruined
your old home, and made all your friends leave. I'm sorry I ruined
Starlight. I'm sorry, for everything.

I only want people to enjoy this game, as I have, and for it to be a
place where others can relax after a long day of work or school. A place
they can call, not necessarily a home, but, a place of respite.

I know a lot of people won't like these changes, but I urge you to look
at it from the other side, and see if you can at least understand their
way of thinking.

Don't insult and harass each other, please. Everyone just wants a game
they can play and enjoy at the end of the day, and all of this
bitterness and resentment only polarizes people further.

Please, be nice to each other.

Please.

## Checks
- [X] I do not require assistance to complete the PR.
- [X] Before posting/requesting review of a PR, I have verified that the
changes work.
- [X] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [X] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
:cl: wonderfulnewworld
- add: Added Dynamic and DynamicLP to Alpha and Beta's Secret pools
respectively.
- add: The Head of Personnel, Internal Affairs Agents, and Paramedics
can now roll Devil.
- add: Initial Infecteds now scale based on player ratio, meaning there
should be less of them on Beta. Alpha is always above the number where 6
would spawn anyways, so this doesn't affect Alpha.
- remove: Mining Specialists can no longer roll Vampire and Changeling.
- remove: Roboticists can no longer roll SELF.
- remove: Chemists can no longer roll Initial Infected.
- tweak: Reduced scaling for Traitors, Vampires, Changelings, Thieves,
SELF, Head Revolutionaries, and Devils by ~20% across the board,
dependent on their specific gamemodes/subgamemodes.
- tweak: Reduced TraitorLess, Nukeops, Revolutionary, and Cosmic Cult
chance in Dynamic, giving it to Vampire instead.
- tweak: Slightly increased VampireLess and SLChangelingLess's Dynamic
Cost.
- tweak: Slightly lowered SLDynamic's variant budget threshold.
- tweak: Dynamic gets budget slighly less quickly.
- tweak: Slightly decreased Dynamic's maximum budget.
- tweak: Ninjas are slightly less common in Dynamic.
- tweak: Slightly decreased spawn chance of midrounds (both types) in
dynamic.
- tweak: There can now be 1 more Devil.

---------

Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
Co-authored-by: pathetic meowmeow <uhhadd@gmail.com>
Co-authored-by: Dmitry <57028746+DIMMoon1@users.noreply.github.com>
Co-authored-by: KeTuFaisPiKiNut <85769816+ketufaispikinut@users.noreply.github.com>
Co-authored-by: nomdéraisonnablementlong <you@example.com>
Co-authored-by: psykana <36602558+psykana@users.noreply.github.com>
Co-authored-by: neomoth <69372252+neomoth@users.noreply.github.com>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
## Short description
<!-- What do you propose to change with your PR? -->
Adding a new small detective shuttle for a new Visitor Event.

## Why we need to add this
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->
 People like this idea of adding a new Shuttle for the Visitor Event.
<img width="166" height="44" alt="image"
src="https://github.com/user-attachments/assets/2beba274-29fb-4914-a0e4-50a79167a059"
/>

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->
<img width="1175" height="1709" alt="image"
src="https://github.com/user-attachments/assets/c0a3515c-b521-4fce-946a-83a559c690e6"
/>
<img width="1189" height="1719" alt="image"
src="https://github.com/user-attachments/assets/5fde2861-66a4-4251-b5fb-c4896e33647a"
/>

## Checks
<!-- check boxes for faster reviewing of your PR -->

- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
<!--
If you want the players to know about changes made in this PR, specify
them using the template outside the comment. Short and informative.

:cl: STARLIGHT TEAM
- 
-->
:cl: Hot Mic
add: New Shuttle: NTS "Little Brother" Inquisitor, comes as a new
Visitor Shuttle with 2 random Detectives.

---------

Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
## Short description
Fixes and improves auto-highlight generation.

## Why we need to add this
Right now borgs often have the names made up of single characters, like
"C-3-D2 (Si-8545)" this ends up with auto highlights of:
- C
- 8545\)

This causes the "bug" where every letter C said in chat is highlighted,
even as part of words.

There are a few fixes in here:
- Make auto highlights min-length 1 (no single characters)
- Make auto highlights wrapped in word boundaries (the equivalent of
`"Cat"` instead of `Cat` in the system). This makes the regex only match
the complete name, rather than partial matches of words (e.g.
**Cat**alog)

Plus some additional tidy up
- Bracketed bits (like Si-8545) are ignored
- Special behavior to split lizard names (and ignore the middle word
like `The` in `Eats-The-Food`)

## Media (Video/Screenshots)
Words with C (in this example) no longer auto-highlighting but
auto-highlights are
<img width="403" height="198" alt="image"
src="https://github.com/user-attachments/assets/24710299-5fd0-4d96-a597-557164f6b284"
/>



## Checks
<!-- check boxes for faster reviewing of your PR -->

- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
<!--
If you want the players to know about changes made in this PR, specify
them using the template outside the comment. Short and informative.

:cl: STARLIGHT TEAM
- add: Added Starlight.
- remove: Removed SS13.
- tweak: Changed SS14.
- fix: Fixed Rinary.
-->

:cl:
fix: borg names causing specific letters to highlight in every message.
## Short description
Makes it so that when the auto evac shuttle is called a vote is started
to allow crew to vote whenever to recall it or not.

## Why we need to add this
At the moment at the end of the round everyone is spamming: Recall, No
Recall to cast their vote which can be hard for the captain to follow so
i made this auto vote system to automatically do it however the captain
is able to override the vote if he chooses to via the comms console

## Media (Video/Screenshots)
<img width="1007" height="592" alt="image"
src="https://github.com/user-attachments/assets/eb6f762a-2471-4ba5-8f3e-1f07781553c6"
/>

## Checks

- [X] I do not require assistance to complete the PR.
- [X] Before posting/requesting review of a PR, I have verified that the
changes work.
- [X] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [X] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**

:cl: RedSpeeds
- add: Added automatic recall/no recall vote upon round end.

---------

Co-authored-by: Red Mushie <82113471+redmushie@users.noreply.github.com>
## Short description
This PR aims to disallow using RPD to construct more than one atmos
device on one tile.

## Why we need to add this
This is very clearly a bug, the construction menu does not allow for
doing this, and it creates a lot of problematic designs such as this:
<img width="389" height="407" alt="image"
src="https://github.com/user-attachments/assets/39d90ecd-1c65-45a9-823a-ec9da65048a8"
/>

This PR aims to disallow stacking of those devices, this DOES NOT block
building multiple pumps on one tile, since this was allowed even in the
construction menu.

## Media (Video/Screenshots)

https://github.com/user-attachments/assets/4c888db6-39cd-4b79-85c5-b657ada38695

## Checks
<!-- check boxes for faster reviewing of your PR -->

- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
:cl: Fasuh
- fix: Fixed RPD allowing to build more than one atmos device per tile.

Co-authored-by: Red Mushie <82113471+redmushie@users.noreply.github.com>
…fter the DoAfter (#5427)

## Short description
This PR adds a second check just before the entity is spawned whether
the location of the construction is correct, and can be continued. I
opted to leave the construction ghosts, because i believe that overly
limiting the construction ghosts is not a fun design to interact with.

## Why we need to add this
This is very clearly a bug, this exact check is being done before
placing a construction ghost, all i had done is copied it after the
DoAfter is finished to make sure the location is still correct.

## Media (Video/Screenshots)

https://github.com/user-attachments/assets/be6e8701-76f6-456e-a6f1-b05050881bef

## Checks
<!-- check boxes for faster reviewing of your PR -->

- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
:cl: Fasuh
- fix: Fixed Construction menu allowing for overlapping atmos devices.
## Short description
This proposal aims to increase the difficulty at which people can steal
shuttles

## Why we need to add this
At the moment its extremely easy to steal shuttle to use as mobile bases
for antag purposes. All one needs to do is go to cargo steal a shuttle
and park in space and remove a part of the shuttle console to prevent
piloting. This change allow the console to be locked behind a shuttle
access group while still allowing the consoles to be unlocked by a
allied player for the antag to take the shuttle. It makes it slightly
more difficult and allow for more control of who can use shuttles

## Media (Video/Screenshots)
https://youtu.be/DZ8TT9XsGFk

## Checks

- [X] I do not require assistance to complete the PR.
- [X] Before posting/requesting review of a PR, I have verified that the
changes work.
- [X] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [X] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**

:cl: RedSpeeds
- add: Made shuttle terminals lockable and they can now have accesses
set to them.

---------

Co-authored-by: Rinary <rinary.super@gmail.com>
## Short description
Just some small changes to the medical bay and panopticon, making the
medical bay able to handle more patients easier and the panopticop a lil
nicer to look at.

## Why we need to add this
I was suggested by some beta nerds to make medical more capable to
handle patients, so thats where I got that idea from. The panopticon was
just from me liking it looking like that and totally no other reasons.

## Media (Video/Screenshots)
<img width="807" height="807" alt="image"
src="https://github.com/user-attachments/assets/f03108ff-0676-459a-a5a6-f380f0950887"
/>
<img width="723" height="713" alt="image"
src="https://github.com/user-attachments/assets/4c1d4171-6bc7-44fb-a026-13cc3de7d7c7"
/>


## Checks
<!-- check boxes for faster reviewing of your PR -->

- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**

:cl: Johnny
- tweak: (CC-SC17) Added more windows to some places like medical to see
the beautiful view.
- tweak: (CC-SC17) Made the panopticon look nicer and more resistant to
spacing.
- tweak: (CC-SC17) Added more windows to some places like medical to see
the beautiful view.
- fix: (CC-SC17) fuckin stupid lil fuckin stupid decal misplacement grr
its fixed now.

Co-authored-by: Red Mushie <82113471+redmushie@users.noreply.github.com>
## Short description
<!-- What do you propose to change with your PR? -->
Adds a new purple theme for the HUD. Wanted a small break from C#.
## Why we need to add this
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->
Why not, looks nice.
## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->
<img width="1048" height="281" alt="image"
src="https://github.com/user-attachments/assets/2270c9e1-0028-4eed-ae69-f12642381433"
/>
<img width="1047" height="279" alt="image"
src="https://github.com/user-attachments/assets/97984d4a-b66f-4057-8024-eb4d864c3dba"
/>
<img width="373" height="140" alt="image"
src="https://github.com/user-attachments/assets/718950e2-8496-4d0c-91e1-2eebe7fba2c4"
/>

## Checks
<!-- check boxes for faster reviewing of your PR -->

- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
<!--
If you want the players to know about changes made in this PR, specify
them using the template outside the comment. Short and informative.

:cl: STARLIGHT TEAM
- add: Added Starlight.
- remove: Removed SS13.
- tweak: Changed SS14.
- fix: Fixed Rinary.
-->
:cl: neomoth
- add: Added new MPurp HUD theme.
## Short description
Port of Moff Station
[#808](moff-station/moff-station-14#808),
[#837](moff-station/moff-station-14#837),
[#880](moff-station/moff-station-14#880), and
[#934](moff-station/moff-station-14#934).

Quoting from the original PRs:

"Added Phenylpiperidine, a complex-to-make, highly addictive narcotic
that can be very carefully crystalized to sell for a profit.
Phenyl acts like an upgrade to tricordizine, with many side effects and
a low OD. The chemical must be carefully administered, but has the
potential to be quite useful if used correctly. Phenyl is also a
medical-restricted chemical, making it illegal to possess outside of
medbay."

## Why we need to add this
"Gives chemistry something complex to work towards to encourage skill
expression, as well as fixing the fact that there is currently no way
for medical to make money for their department, something that every
other department has. (Engineering can have atmos sell frezon, service
can have botany grow killer tomatoes to sell, science can sell their
tech disks, security can sell contraband, and of course cargo makes
their money through everything).
Also encourages departmental interaction between botany and salvage,
since phenyl needs plants and carpotoxin to make."

Also
<img width="640" height="480" alt="image"
src="https://github.com/user-attachments/assets/b7c03e8c-9b38-48cb-97fa-97be94e9fad5"
/>

## Media (Video/Screenshots)
<img width="529" height="1078" alt="image"
src="https://github.com/user-attachments/assets/032782b8-e47f-4189-aa1e-34ea1e738e38"
/>

<img width="400" height="249" alt="image"
src="https://github.com/user-attachments/assets/91fc0c42-59e2-40e5-bd54-4cd1a90f1d0d"
/>

<img width="344" height="194" alt="image"
src="https://github.com/user-attachments/assets/40522809-6318-4962-97c9-188347a2883b"
/>

<img width="465" height="187" alt="image"
src="https://github.com/user-attachments/assets/c27e424e-857c-4206-a09f-028441e6faeb"
/>

## Checks
- [X] I do not require assistance to complete the PR.
- [X] Before posting/requesting review of a PR, I have verified that the
changes work.
- [X] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [X] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
:cl: wonderfulnewworld, luegamer, Nyxilath
- add: Added phenylpiperidine, a hard-to-make narcotic chemical that can
be carefully crystalized for selling.
- add: Walter can now be butchered for a singular phenylpiperidine
crystal.

---------

Signed-off-by: Lillian Industries <47704287+luegamer@users.noreply.github.com>
Signed-off-by: Centronias <charlie.t.santos@gmail.com>
Co-authored-by: Lillian Industries <47704287+luegamer@users.noreply.github.com>
Co-authored-by: Centronias <me@centronias.com>
Co-authored-by: Centronias <charlie.t.santos@gmail.com>
Co-authored-by: Nyxilath <colton.malone@gmail.com>
Omegalucky and others added 13 commits August 2, 2026 10:09
## Short description
<!-- What do you propose to change with your PR? -->

Fixes #5446
Fixes #5464

Switchable items now have the relevant menu item named 'Switch'. Box
cutters and switch blades now have their states correctly mapped to the
correct name.

## Why we need to add this
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->

All items using the ItemSwitch system showed
'fix-switchblade-switch-verbs' which was the raw key.

Switchblade and box cutter also incorrectly had inverted logic, meaning
when unsheathe was selected the item would be sheathed.

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->


https://github.com/user-attachments/assets/d6e9f5fc-13f9-465d-9533-ecbd285e1c60

## Checks
<!-- check boxes for faster reviewing of your PR -->

- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
<!--
If you want the players to know about changes made in this PR, specify
them using the template outside the comment. Short and informative.

:cl: STARLIGHT TEAM
- add: Added Starlight.
- remove: Removed SS13.
- tweak: Changed SS14.
- fix: Fixed Rinary.
-->

:cl: OMEGA
- fix: Switchblades and box cutters now map to the right state. 
- fix: Items that use the switch system now display 'Switch', instead of
'fix-switchblade-switch-verbs'.

---------

Co-authored-by: Red Mushie <82113471+redmushie@users.noreply.github.com>
## Short description
Minor dynamic tweak before it goes to live.

## Why we need to add this
Being cautious, don't want it to be too chaotic.

## Checks
- [X] I do not require assistance to complete the PR.
- [X] Before posting/requesting review of a PR, I have verified that the
changes work.
- [X] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [X] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
:cl: wonderfulnewworld
- tweak: All antags in Dynamic/DynamicLP now have a small chance to fail
to roll, so it's not guaranteed to always roll a roundstart antag.
## Short description
<!-- What do you propose to change with your PR? -->
In the Delta and Epsilon servers, people have been playing with scents.
Two main observations were found:
1. Bumping into doors doesn't leave scent traces, but interacting with
them does.
2. Blindness means you can't see scents. Given eyesight and smell are
two separate sensory systems, scent should operate independently of
eyesight.

I've implemented changes according to this feedback. Blindness still
allows you to smell things. Being in an enclosed airtight container
(lockers do in fact hermetically seal and you can journey in space
inside one) means you can't smell outside of it, unless you're a full
smeller.
Bumping into doors now leaves a scent trace.

## Why we need to add this
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->

Making sure scents are behaving according to expectations; blindness
system interaction makes sense and so does the door bumping.

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->
<img width="1212" height="982" alt="image"
src="https://github.com/user-attachments/assets/ff49716f-985f-42ee-adac-4bea9715f9b8"
/>


https://github.com/user-attachments/assets/3bdfdced-cede-4bcc-838e-2935a006b7b0

## Checks
<!-- check boxes for faster reviewing of your PR -->

- [X] I do not require assistance to complete the PR.
- [X] Before posting/requesting review of a PR, I have verified that the
changes work.
- [X] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [X] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
:cl: Sparlight
- tweak: Bumping into doors now leaves scent traces, like interacting
with them already does.
- fix: Individuals that can smell things can still smell while blinded.
<!--
If you want the players to know about changes made in this PR, specify
them using the template outside the comment. Short and informative.

:cl: STARLIGHT TEAM
- add: Added Starlight.
- remove: Removed SS13.
- tweak: Changed SS14.
-->
## Short description
<!-- What do you propose to change with your PR? -->

Title

## Why we need to add this
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->

#5425 reduced the pipe directions to 1 but I missed the
VentCrawlJunction params

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->

No, tested it though

## Checks
<!-- check boxes for faster reviewing of your PR -->

- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

No CL, not interesting
## Short description
<!-- What do you propose to change with your PR? -->

Title

## Why we need to add this
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->

#5299 broke this,
it overrode the range and didn't check if the component was
pre-existing.

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->

Too lazy to record but I tested it and it works

## Checks
<!-- check boxes for faster reviewing of your PR -->

- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
<!--
If you want the players to know about changes made in this PR, specify
them using the template outside the comment. Short and informative. -->

:cl: redmushie
- fix: Admin ghost PDA no longer shrinks the ghost mass scanner range.
## Short description
<!-- What do you propose to change with your PR? -->

I hate sprite layers I hate sprite layers I hate sprite layers I hate
sprite layers I hate sprite layers I hate sprite layers I hate sprite
layers I hate sprite layers I hate sprite layers

## Why we need to add this
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->

Apparently skipping a layer index makes upstream code related to
rendering the construction ghost upset, so this makes *this* upstream
code *not* skip the layer indexes. Yeah. I don't want to talk about it.

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->

### Before

<img width="1246" height="896" alt="image"
src="https://github.com/user-attachments/assets/7fb020f7-0f9c-4196-9082-ecd9ead7a95e"
/>


### After

Behold, my client didn't crash and burn violently.

<img width="503" height="487" alt="image"
src="https://github.com/user-attachments/assets/301e71e5-326e-496e-9d17-4e2302b5ed11"
/>


## Checks
<!-- check boxes for faster reviewing of your PR -->

- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

No CL because 10 tiny bug fixes relating to the single same thing
interests nobody
## Short description
Simple wizden port, bug fix.

space-wizards/space-station-14#43807

## Why we need to add this
Bug fix.

## Media (Video/Screenshots)
Fixes this:
<img width="411" height="56" alt="image"
src="https://github.com/user-attachments/assets/89c0203b-9ca4-4aa4-9dba-4a8de4a33068"
/>


## Checks
- [X] I do not require assistance to complete the PR.
- [X] Before posting/requesting review of a PR, I have verified that the
changes work.
- [X] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [X] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
:cl: Princess-Cheeseballs
- fix: Antag names will properly display at the end of round again.

Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com>
Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
@redmushie
redmushie requested a review from a team as a code owner August 3, 2026 08:14
@github-actions github-actions Bot added Branch: Starlight S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. S: Needs Review Status: Requires additional reviews before being fully accepted. Not to be replaced by S: Approved. size/L Changes: UI Changes: Sprites Changes: Map Changes: Audio Changes: C# Changes: Prototypes Changes: Guidebook and removed size/L labels Aug 3, 2026
@wonderfulnewworld

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oh my god it's happening

@redmushie
redmushie merged commit 2e350b8 into Starlight Aug 3, 2026
14 of 17 checks passed
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Branch: Starlight Changes: Audio Changes: C# Changes: Guidebook Changes: Map Changes: Prototypes Changes: Sprites Changes: UI S: Needs Review Status: Requires additional reviews before being fully accepted. Not to be replaced by S: Approved. S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels.

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