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Aug 6, 2025
Merged

Gunner#2
firebudgy merged 116 commits intofirebudgy:icemoon-facility-gunnerfrom
generalthrax:gunner

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About The Pull Request

Why It's Good For The Game

Changelog

🆑
add: Added new things
add: Added more things
del: Removed old things
balance: rebalanced something
fix: fixed a few things
soundadd: added a new sound thingy
sounddel: removed an old sound thingy
imageadd: added some icons and images
imagedel: deleted some icons and images
spellcheck: fixed a few typos
code: changed some code
refactor: refactored some code
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/:cl:

Zevotech and others added 30 commits July 19, 2025 20:46
# This PR changes a lot of turf icons, turf offsets, and planetary
turfs. Give it a proper TM and tell me when it is in so I see anything
going wrong and fix it.
## About The Pull Request
This pr makes a few changes to various commonly-used planetary turfs
(mainly the 70x70 ones) in order to make mapping with them less of a
headache. **Most of this should not be player-facing if I did my job
right, which is why this needs a review from someone experienced with
overmap 5 and/or turfs to tell me if I did something wrong.**

Icon filepaths and states for grass, sand, etc. have been corrected so
they actually reflect what they look like ingame in SDMM.
All 70x70 planetary turf types have been given a -19 X/Y pixel offset
that resets to 0 on initialization so that they are centered in SDMM.
Many of the now deprecated turfs on Jungle, Lava, and Space ruins have
been replaced with their updated overmap 5 counterparts. Please
screenshot any broken sprites/atmos weirdness due to these changes and
report it here so I can have a look at it. (Beach was not touched due to
its turf atmos differences needing an arguably unnecessary subtype)
Also removes some deprecated/unused/legacy grass turfs as a result of
the map turf changes.
Some decals in the walls of the NT and NGR outposts were causing
warnings, so I removed them in this PR before they could become a
problem.

## Why It's Good For The Game
Ideally, this PR is **only** mapper-facing. The only player-facing
change are the different turfs in some ruins, and those turfs should be
almost-identical anyways to their legacy counterparts.

The benefit is that mappers now should have turfs that actually match
what they look like ingame without the horrific offset applied by the
70x70 sprites, mainly Grass. I wanted to map jungle greebles and instead
spent 3 hours screaming profanities at mismatched turf icons. Fuck my
stupid mapper life.

Before:

![image](https://github.com/user-attachments/assets/32a35be0-0782-4f54-ae05-c1c90441049e)

After:

![image](https://github.com/user-attachments/assets/991f47f3-c08e-475d-962b-56ea89451f85)


## Changelog

:cl:
add: replaces a large amount of planetary turfs on ruins (jungle, lava,
space) with their updated overmap 5 counterparts. please report any
atmos issues or missing sprites.
fix: fixed unset icon files for various planetary turfs 
fix: fixed large turf offset in mapping software for 70x70 planetary
turfs (shouldnt be player facing, needs review)
fix: removed some decals inside walls on NT_ice & NGR_rock outposts that
were causing warnings
del: removed unused lavaland and wasteplanet grass types
del: removed legacy lavaland grass types
/:cl:

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icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->
## Changelog

:cl:
fix: minute bar fluff un-regressed
/:cl:
## About The Pull Request



![dreamseeker_i9zFEiZAXZ](https://github.com/user-attachments/assets/46160178-29fd-402c-8a97-0a68a158e44f)

this has been my admin log since people landed on planets with
minefields

## Changelog

:cl:
del: random minefields
/:cl:
🆑
fix: holocalls now report who's calling
/🆑
…hiptest-ss13#5100)

## Changelog

:cl:
balance: thronglers deal more damage but have a wound bonus based on
your armor and spread the damage out
/:cl:
…guage + refactors sign language to be an actual language (shiptest-ss13#4814)

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not be viewable. -->
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request process. -->

## About The Pull Request

Understanding sign language now actually requires knowing sign language.

Sign language has also been refactored into an actual language, and
adding other non-spoken languages is now supported.

## Why It's Good For The Game

fix

## Changelog

:cl:
fix: Fixed being able to understand sign language without knowing sign
language
code: Refactors sign language into an actual language
/:cl:

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GitHub username as author ingame. -->
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icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: Theos <theubernyan@gmail.com>
Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
## About The Pull Request

- Makes the filled rooms fill naturally using a normal gas pump instead
of a volume
- Reduced level of plasma on already existing floors
- Added some more scribbled in crayon to the engineering room
- Removed two catwalks that annoyed me
- Added in some O- blood and an IV drip to medbay

## Why It's Good For The Game

Some stuff I forgot and too much plasma

## Changelog

:cl:
balance: Decreased amount of plasma in flooded rooms in Onehalf and
added some misc tweaks like blood packs
/:cl:
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not be viewable. -->
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request process. -->

## About The Pull Request

Adds the Kiwi-class Prospector, an N+S Logistics vessel centered around
mining, drilling, and exploration. Also changes the behaviour of the
furnace processing consoles to link with the furnace based on a range
variable rather than needing to be directly adjacent. Shouldn't have any
effect on already existent working setups (thank you @Gristlebee for
code help). Also adds a few new outfits to spawn every role unequipped,
like my previous colossus remap.

> "A common sight in N+S's Frontier fleet, the Kiwi-class acts as the
company's mainstay prospecting vessel. Outfitted with a heavy-duty
mining drill and armed mining team to ensure it's continued operation,
these vessels are built to locate and capitalize on valuable
near-surface mineral deposits. Boasting moderate cargo capacity, dual
ore refineries, and comfortable (if cramped) crew cabins, Kiwis are
designed to be self-sufficient for some time and tend to outcompete
smaller, independent mining ventures."
![kiwi
(ingame)](https://github.com/user-attachments/assets/d925c038-6936-43cd-9ef2-a3509352a3f0)

Crew Complement:
* Supply Director (Captain Analogue)
* Lead Miner (2ic)
* Miner (x3)
* Paramedic
* Engineer
* Cargo Technician (Ripley Operator)
* Assistant

<details>
<summary>StrongDMM Screenshots</summary>


![kiwi](https://github.com/user-attachments/assets/46952f01-2583-4920-bfc4-853f68d388ed)

![kiwi
(areas)](https://github.com/user-attachments/assets/b95d8d28-7f59-4543-91c1-766547afafb8)
</details>

## Why It's Good For The Game

Our beloved Corporate Cartel still lacks in-game representation
appropriate for their size and significance in-lore. N+S is called "the
galaxy's largest logistics company", but in-game only has a single cargo
freighter in their roster. This PR aims to diversify their lineup and
bring more players to the faction.
![kiwi
burrow](https://github.com/user-attachments/assets/a793e2d9-668e-47ad-9c46-4455c9d99606)

## Changelog

:cl:
add: Kiwi-class Prospector, a mining vessel operated by N+S Logistics
code: Processing consoles now use a range distance variable to detect
furnaces.
/:cl:

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icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->
## About The Pull Request

removes deepthroat

## Why It's Good For The Game

its back

## Changelog

:cl:
del: removed deepthroat
/:cl:
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not be viewable. -->
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request process. -->

## About The Pull Request
Adds ramzi clothing to the game, places them in various maps so they
arent unused.
<img width="973" height="642" alt="image"
src="https://github.com/user-attachments/assets/2a999b22-53f1-40dc-bb64-e51c1be48052"
/>
<img width="546" height="391" alt="image"
src="https://github.com/user-attachments/assets/8ba23c01-0f8f-4f03-b037-557589779f9c"
/>


## Why It's Good For The Game

pirates should be identifiable, not using old ass assets that look meh.
Believe this keeps in the spirit of "Old and dated ICW Clothes" even if
theyre called ramzi clothing (which is because pirates should be
identifiable)

## Changelog

:cl:
add: Various Ramzi Clique Clothing
/:cl:

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icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->
## About The Pull Request

Reflavours the Mudskipper to being Hardline instead of Miskilamo

<img width="992" height="544" alt="image"
src="https://github.com/user-attachments/assets/e0dff765-ed77-4595-a5a6-9c9fd1a26da8"
/>

<img width="1141" height="669" alt="image"
src="https://github.com/user-attachments/assets/31ba0fa8-4999-46f6-b1aa-78c783a4a30b"
/>

<img width="992" height="544" alt="image"
src="https://github.com/user-attachments/assets/1077b369-b4d0-402d-a773-5a930d742b46"
/>

Other changes:
- Slightly changed desc
- Added anti-rad foam + backpack tank for it because its cool
- Added very basic ingredients and changed the kitchen to accommodate
more table space and utensils
- Moved weapons storage into the hallway
- Moved welding tank to Not be in front of the recharger and into
engineering
- Added new captain clothes to the bridge and moved the broad intercom
out of the bridge
- Adjusted cargo bay layout to keep it more open
- Switched some light tubes to bulbs to conserve power to run at 40kw
without compromising APCs
- Replaced utility suits with overalls
- Bunks
- Notice board in cryo
- Soap and towels in the bathroom
- Shuffled some things around to fit a fax and photocopier into the
office
- There shall be no Grimy Tile on my beautiful earth

- Changed all indie engineer outfits to no longer start with toolbelts
and insulated gloves. That stuffs mapped into lockers for you to put on
after getting out of cryo

## Why It's Good For The Game

Never was very fond of the Miskilamo-ing of the Mudskipper. I tried to
make it work with a few follow-up prs after it dropped but I still don't
like it. Mudskippers pretty geared and well-equipped for salvaging which
keeps it apart from the shittier Miskie ships anyways. And Hardline
doesn't have a small ship yet.

Couple other misc changes are just to use some new stuff and very basic
supplies for 506 FSC living.

## Changelog

:cl:
add: Reflavoured the Mudskipper to be a Hardline vessel. Many changes
including new walls, decal-style, and shuffling around of equipment and
machinery
add: Indie engineers now start with olive overalls
balance: Indie engineer roles no longer start with toolbelts and
insulated gloves. Both of these now spawn in engineer's closets.
/:cl:
…tus effects (shiptest-ss13#4928)

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request process. -->

## About The Pull Request

Ports Jitter/Drunkenness/Dizziness as status effects, which should make
them less weird to deal with. Generally speaking.

## Why It's Good For The Game

I don't like the 12000 jitter stack making you look like a crackhead
behind 7/11 going through withdrawls (drank an energy drink)

## Changelog

:cl: melbert,  Erika (porting fox)
refactor: Drunkenness is now a status effect. The drunk alert should no
longer persist on aheals and in some rare cases, and should overrall act
a bit more consistently.
refactor: Dizziness is now a status effect, similar to above. You no
longer should be stuck with an off center client view if you get very
dizzy.
refactor: Refactored status effect examine text. Should overall have
slightly better grammar and more consistent span uses.
refactor: Jitterriness is now a status effect
del: some contractor related cruft that i didn't want to update
/:cl:

---------

Signed-off-by: Erika Fox <94164348+Erikafox@users.noreply.github.com>
## About The Pull Request

- Reduces block chance to 60
- Reduces integrity from 900 to 600
- Dramatically increases slowdown from 0.5 to 1.25
- Repair now requires 10 plasteel sheets and a lengthy do_after

## Why It's Good For The Game

During the short time its been merged Ive seen people use the shields to
go Protagonist Mode on Far Greater numbers taking hilarious amounts of
fire with little drawback. They were even repairing their shields while
being fired upon

This should keep ballistic shields as a slow, defensive tool to act best
as mobile cover instead of a station-esque desword

## Changelog

:cl:
balance: Shields block slightly less, have less integrity, slow you down
much more, and now require time and 10 plasteel to repaiar
/:cl:
actions-user and others added 22 commits August 2, 2025 01:18
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request process. -->

## About The Pull Request
resprites ponytail with the sprite on the bottom, and adds two new
ponytails, ponytail over eye and ponytail simple.
<img width="515" height="402" alt="image"
src="https://github.com/user-attachments/assets/e93e9710-4f3b-4ccc-b05a-7d20803c83fa"
/>

## Why It's Good For The Game
give me more hairs or give me death

## Changelog

:cl:
add: resprites ponytail, adds ponytail simple, ponytail over eye
/:cl:

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## About The Pull Request
resprites pews to be from after the pharoahs curse era
<img width="1067" height="412" alt="image"
src="https://github.com/user-attachments/assets/e6a7eb02-a22d-4fa6-bc66-856806e0bbe9"
/>

## Why It's Good For The Game
hidden sauna buff

## Changelog

:cl:
add: resprites pews
/:cl:

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## About The Pull Request
tgstation/tgstation#61183 and
tgstation/tgstation#59474 (only the setting)

Instead of obj integrity and other obj_ intergity procs, most behavior
is now handled on the atom layer.
Integrity is now also handled by a setting meaning we can reliably hook
a signal onto integrity changes. (could be useful for damage overlays or
similar)
renames some limb integ and SM integ stuff so they dont overlap with
updated proc names.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
I want to move the damage_deflection var up to atoms so i can make walls
reflect like windows do. I didnt want to snowflake more code so i did
the sensible thing and moved the required behavior up to where i can use
it.. Im not going to do it in this pr tho because walls have a fair bit
of snow flake code related to integrity i want to tackle in its own pr.
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog
Nothing player facing

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---------

Signed-off-by: Erika Fox <94164348+Erikafox@users.noreply.github.com>
Co-authored-by: Erika Fox <94164348+Erikafox@users.noreply.github.com>
## About The Pull Request

gel causes bones to heal slowly but it wasn't starting the process to
actually do that

## Changelog

:cl:

fix: bone gel on its own now causes bone breaks to heal
/:cl:
## About The Pull Request

the silenced cobras are cooler than machine pistol

## Changelog

:cl:
balance: replace cirrus rattlesnakes with cobras
/:cl:
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## About The Pull Request
Brings back the changes from PR shiptest-ss13#4943 since PR shiptest-ss13#4886 overwrote them.
Reintroduces the Cthonian revamp.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
It was never meant to removed/replaced initially so, it's back!
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
fix: Brings back the Cthonian revamp
/:cl:

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the changes rather than a summary of the PR's contents. -->

---------

Signed-off-by: DIB-DOG <DaneOfThieves@gmail.com>
Co-authored-by: Changelogs <action@github.com>
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## About The Pull Request

- Coffee Machines no longer give invisible spirited coffee creamer
packages.
- Also corrects the Chocolate Sprinkles pack as it had the same error.
- Coffee Bags ordered via Cargo once again contain coffee beans.
- Coffee Bags ordered via Cargo are dried before being shipped.
- The check that Premium Coffee Machines performed for Dried/Undried
Beans was reversed when the beans were inside a bag. This has been
corrected.

## Why It's Good For The Game

Ordering a premium coffee set and not getting any coffee beans is bad.
Invisible sprites are bad.

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
fix: Coffee Creamer Packages have sprites.
fix: Chocolate Sprinkles have sprites.
fix: Coffee is being placed inside the coffee bags, and its already
dried.
fix: Premium Coffee Machine correctly understand dried and undried beans
inside the coffee bag.
/:cl:

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the changes rather than a summary of the PR's contents. -->
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## About The Pull Request
Reimplements functionality for outpost market blockades that was removed
at some point(?). Controlled by the `supply_blocked` variable on the
outpost's market.
<img width="571" height="203" alt="image"
src="https://github.com/user-attachments/assets/d725b64b-6ac9-4638-a11b-540e294f2f04"
/>

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Re-adds missing functionality for admins to disable purchasing things
from the outpost during events.
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
fix: Market blockades now work again
/:cl:

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## About The Pull Request
- Moves some lightswitches to be in more accessible places
- Adds a windoor to the cargo bay/waiting room
- Removes some uneccesary crate shelvers
- Moves some objects slightly that were blocking APCs visually
- Fills in some empty tables in the bridge and cryo room
- Fixes faxes being PGF fax machines , for some reason
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Lightswitches aren't in weird places anymore, harder to ruin the atmos
in the cargo bay, ship has radios now other than the ones you spawn with
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
fix: minor Atira-class QoL tweaks
/:cl:

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@firebudgy firebudgy merged commit b0bbc39 into firebudgy:icemoon-facility-gunner Aug 6, 2025
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