Release - #5493
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## 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>
## 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>
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oh my god it's happening |
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If nothing else catches fire
Test publish: https://github.com/ss14Starlight/space-station-14/actions/runs/30796600123