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Europa requested fixes #1379

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BlueHNT opened this issue Dec 28, 2024 · 13 comments
Open

Europa requested fixes #1379

BlueHNT opened this issue Dec 28, 2024 · 13 comments
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Type: Bug [Un]intentional issue with something

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@BlueHNT
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BlueHNT commented Dec 28, 2024

Description

So... Europa is out and it's pretty neat, but as engineer it's a nightmare.

Gonna list 'em out and it's gonna be a long one.

  1. The SM Issues
    So beginning with the whole issue that the passive cooling is useless is one thing as the planet has roughly 80-90°C and that won't work for the passive cooling AT ALL. I can manually fix it by closing it off with a buncha heaters, but normal people won't even notice it.
    image

On top of that, all engineering equipment is hidden in the SM room which is a bloody nightmare. You gotta pass by and lose your birthrights to even get your hardsuit.
image

Not to mention the nonsensical lockup of random equipment that doesn't even matter and a few tesla coils.
image

  1. The Atmos and their issues
    Oh boy the atmos, first of all it comes prepared already in it's tight packaged corner while at the same time missing all the features a regular atmos would need for this size of map. It even comes pre-made in a mega simple way, which means 90% of Atmos techs will just run some air and fuck off.
    image

Next up the miner for Plasma and N2O is outright missing! Meaning you can't make tritium for engine, build TEG or make any normal SM mix.
image

The little place for dedicated SM use is cute however.
image

Oh and roundstart the mixer chamber is missing Blast Doors to outside to vent your used mixes, while also missing the button for the already existing Blastdoor which however features a gracious tinyfan below it.
image

Additionally the map is also missing atmos techs hardsuits, meaning they can't fight fire even if they wanted with the non-pressure resistant fire suits they got.
image

  1. Tcomms?
    Another issue I can see brewing is that all of engineering has full access to the TCOMMs which is bound to make no issues at all when a single antag in the department happens.
    image

  2. Impossible backup power
    So it seems you chose material generators as a backup for the station, which makes it near impossible to run if a first time engineer tries booting up SM or forgoes it entirely as they don't understand what they're doing. At least the mats are generous?
    image

You could alternativelly expand on atmosia and give them a TEG.

Additonal notes:

There is definitely more issues than I just listed, but this is top of my head all that I could find in the span of this one round I went and tested things.

Off-note, what's happening with the whole permabrig being hidden behind sec right next to clown's room? The heck?

@BlueHNT BlueHNT added the Type: Bug [Un]intentional issue with something label Dec 28, 2024
@BlueHNT
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BlueHNT commented Dec 28, 2024

Just tried to log my character off and couldn't find cryo-room... Is there... None?!

@Merrokitsune
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Did you try setting the spawn settings to “cryopods” and see?

@BlueHNT
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BlueHNT commented Dec 28, 2024

Did you try setting the spawn settings to “cryopods” and see?

Yes, not only did I end up NOT on the station. I also then went into adminghost and tried searching for them manually, but the map has no markers...

but they don't exist, not even in medbay!
image

@sleepyyapril
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Just tried to log my character off and couldn't find cryo-room... Is there... None?!

There is no cryo and I'll be removing Europa from rotation until this is solved, if TCJ agrees.

@BlueHNT
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BlueHNT commented Dec 28, 2024

Europa has the potential, but it has a lot of kinks atm.

@BlueHNT
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BlueHNT commented Dec 28, 2024

Turns out there's also plenty of rooms without air vents like in command? It might be a safety measure, but it does kind of ruin the room after 30 minutes in the shift.

Edit:
image

or in this case, it's just a fuckup.

image
scrubber-line setup to a vent.

@Mike32oz
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Let me do a quick check

@BlueHNT
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BlueHNT commented Dec 28, 2024

Atmos techs are also missing the piping network computer which is on Goobstation and similar, would really help this tbh.

@Mike32oz
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fun both air/waste distro are connected together.

@Mike32oz
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APC missing at Sophia/oracle
Screenshot 2024-12-28 055208

@Mike32oz
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Mantis room has no air alarm/APC and no pipe air/waste
Screenshot 2024-12-28 055435

@Mike32oz
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found cryogenic at prison
Screenshot 2024-12-28 060148

@Ichaie
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Ichaie commented Dec 28, 2024

The map is full of errors and issues, this is largely due to it being a very old map, which had several errors that were not corrected when I ported it, the rework I did was more to be temporary until I create a better layout in SM, there were some things missing but I can fix it very quickly, but not now because I'm focusing on another map currently unrelated to EE.

VMSolidus pushed a commit that referenced this issue Dec 30, 2024
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# Description

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There are a _lot_ of issues surrounding Europa, which include, but the
big two are:
- How many complaints I'm receiving about it in general.
- Engineering issues, including a lack of an alternative beyond an SM
(supposedly)
- Lacking a cryosleep area.
- Distro air and waste are connected together.
- More here
#1379 (comment)

Is there a way we can add people to review maps specifically? I'm not a
mapper, but the last few maps that have gotten through have been _bad_
at the start.

---

# Changelog

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:cl:
- remove: *Temporarily* removed Europa from map pool, pending some
refurbishing.
Evgencheg added a commit to Lost-Paradise-Project/Lost-Paradise that referenced this issue Jan 4, 2025
* Automatic Changelog Update (#1313)

* More Bug Fixes (#1311)

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[Mice pickup
fixed!](https://github.com/space-wizards/space-station-14/pull/33602)
[Mobs can no longer spill
jugs](https://github.com/space-wizards/space-station-14/pull/33602)
Rest in changelog.

# Changelog
:cl:
- fix: You can pick up mobs again with left click.
- fix: No more mob jug spill, including you revenants.
- fix: Set the Gloves of the North Star to the proper attack speed.
- fix: Medibots will no longer try to heal borgs.

---------

Co-authored-by: MilenVolf <[email protected]>
Co-authored-by: slarticodefast <[email protected]>

* Automatic Changelog Update (#1311)

* ChemMaster Sorting (#1310)

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# Description

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[Ports this Frontier
PR.](https://github.com/new-frontiers-14/frontier-station-14/pull/2498#issuecomment-2513268858)

---

# Changelog

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:cl: DmitriTheDemon
- tweak: The ChemMaster is now sorted.

---------

Signed-off-by: Remuchi <[email protected]>
Co-authored-by: Dmitri <[email protected]>
Co-authored-by: Whatstone <[email protected]>
Co-authored-by: Remuchi <[email protected]>

* Automatic Changelog Update (#1310)

* Port Shipyards (#1314)

# Description

I needed this extremely badly.

# TODO

- [x] Move all of this out of the DeltaV folders.

# Changelog

:cl:
- add: Added Shipyards.

---------

Signed-off-by: deltanedas <[email protected]>
Co-authored-by: deltanedas <[email protected]>
Co-authored-by: Null <[email protected]>
Co-authored-by: Milon <[email protected]>
Co-authored-by: Plykiya <[email protected]>
Co-authored-by: plykiya <[email protected]>
Co-authored-by: Ed <[email protected]>
Co-authored-by: Radezolid <[email protected]>
Co-authored-by: sleepyyapril <[email protected]>

* Automatic Changelog Update (#1314)

* Port UserActivateInWorldEvent and BypassInteractionChecksComponent (#1295)

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See https://github.com/space-wizards/space-station-14/pull/28393 and
https://github.com/space-wizards/space-station-14/pull/28236 for
breaking changes and extra information
Works perfectly on a downstream of EE. Changes in third commit have been
tested with doors.

---

# Changelog

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nuh uh

---------

Signed-off-by: sleepyyapril <[email protected]>
Co-authored-by: Nemanja <[email protected]>
Co-authored-by: DrSmugleaf <[email protected]>

* Inverts the Check for Material Whitelist in CanChangeMaterialAmount (#1320)

This change was actually suggested by April, I'm not the author.

It fixes Pacman generators and god knows what else.

Prior to the change you could insert steel in it, or just the wrong kind
of fuel.

Since you could only load the wrong kind of fuel the generators were not
working at all.

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Description.

---

# TODO

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<details><summary><h1>Media</h1></summary>
<p>

Ejecting steel from a pacman gen

![image](https://github.com/user-attachments/assets/28771e24-4c46-48f1-94dc-c3db03b059a6)

Them working after the fix.

![image](https://github.com/user-attachments/assets/cce907b2-097c-4d4a-837a-606e3c19b5b9)


</p>
</details>

---

# Changelog

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Co-authored-by: sleepyyapril <[email protected]>

* Build Your Own TEG! (#1316)

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# Description

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This PR adds the option of constructing a Thermoelectric Generator (TEG)
from scratch, by adding flatpacks for the TEG Center and TEG Circulator,
as well as a crate that can be ordered from logistics that contains the
flatpacks.

The aim is to give engineering crews the ability to add a TEG to
stations that might lack one, as a "fun" engineering project that can be
pursued on shift. This capability already exists for the Singularity
Engine and Tesla Engines.

The cost of the TEG Construction Kit is set at 8000 spesos, but this can
be changed for balance reasons.

Note: Kit may contain small parts not suitable for children under 3
years old. Some assembly required.

---

# TODO

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n/a

---

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<p>

![Snímka obrazovky 2024-12-05
202816](https://github.com/user-attachments/assets/6c6c9f0d-89b2-4558-aa13-ca1c5bbca58d)
![Snímka obrazovky 2024-12-05
203211](https://github.com/user-attachments/assets/69227645-1382-45f0-848b-96b45e6da92f)


</p>
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---

# Changelog

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:cl: zelezniciar
- add: TEG components now be ordered from Logistics and assembled on
station.

* Automatic Changelog Update (#1316)

* Several Small Map Fixes to Europa (#1319)

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# Description

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Description.

---

# TODO

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- [x] Lack of radiator underneath the SM crystal
- [x] Wrong kind of vent and lack of connectors at the gas chambers
- [x] Inverts one of the connector pumps in the SM's closed loop
- [x] Adds a decal to this inverted pump which was missing
- [x] Lack of Mv wire under a APC on a hallway at the north side
- [x] Lack of Hv wire connection to a substation in the bridge which
powers the bridge and the bar area
- [x] Switches a medical records computer in medbay to a crew monitoring
one
- [x] Adds an autolathe to cargo
- [x] Protrudes the cargo dock which was too tight to fit the shuttle

---

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<p>

Previous docking issue:

![image](https://github.com/user-attachments/assets/30ce4994-8294-40ff-8919-47fa28224dea)

Change in cargo dock design

![2024-12-06_09-25](https://github.com/user-attachments/assets/f968d153-28fe-4007-9b47-d8e36522cfc2)

Crew monitoring replacing medical records

![image](https://github.com/user-attachments/assets/719df986-fe72-4e6b-9263-9aa18b8c2237)

Autolathe added to cargo

![2024-12-06_09-19](https://github.com/user-attachments/assets/4d527179-2242-4d05-a229-d0fcc0aed360)

<h2>Atmos/SM/Wiring changes:</h2>

Added missing Hv connection to a substation in the bridge 

![image](https://github.com/user-attachments/assets/0449cf0a-83f4-4ae5-a7cf-49e2f55a5197)

Added one missing Mv wire to this APC 

![image](https://github.com/user-attachments/assets/79e939ed-1082-46e2-b572-2f5a31affa7c)

Changed regular vents into passive vents, added connector slot and
attached canisters to it

![image](https://github.com/user-attachments/assets/e8a9c686-f97e-46c3-a9e9-6b1da6776ba3)

Radiator added to SM

![2024-12-06_08-51](https://github.com/user-attachments/assets/e30549dc-1ea3-40d3-b12e-168497e9f19b)

These two pumps in the SM which were redundant, also one of them were
missing decal to the same tile

![image](https://github.com/user-attachments/assets/66e4dcdf-6b8c-4778-910e-288dcc8168ef)

Showing the changed pump after being inverted  

![image](https://github.com/user-attachments/assets/ea571ad3-c6aa-4424-ae74-11319ac0f551)

---

Recenter changes:

There were three APC in cargo and north of in which one was connected
with cargo's APC for no apparent reason and the other was missing wires
entirely. I've put the one missing wires to work in the Lv wiring around
it and cut the Lv wires were it seemed appropriate to prevent connecting
multiple APCs with Lv for no reason.


![image](https://github.com/user-attachments/assets/b7a3f1e4-5d1e-48a8-8d54-31efecb9c691)

![image](https://github.com/user-attachments/assets/669d6827-510c-475a-9039-878fbc221faf)
Excess lamps not included in the change

![image](https://github.com/user-attachments/assets/6f1bb7fc-3b5c-4f76-96da-1e362a0c3921)

![image](https://github.com/user-attachments/assets/3e25bd5b-02ff-438a-89da-91310ca3e473)

![image](https://github.com/user-attachments/assets/f2a7990d-f09f-4c44-b68b-830305743c8f)

![image](https://github.com/user-attachments/assets/953948fe-6b3b-48fb-a18f-4a1b2541ccaf)






</p>
</details>

---

# Changelog

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:cl:
- fix: Several small fixes to Europa map, namely to cargo dock, SM and
atmos piping and wires, adds autolathe to cargo and crew monitor to med

* Automatic Changelog Update (#1319)

* Fix Rules (#1321)

# Description

The latest update killed our generic rules, and made them not work
anymore. This PR brings them back.


![image](https://github.com/user-attachments/assets/2c7c7a64-3f06-4635-afe4-e6e941a374b7)

# Changelog

:cl:
- fix: Server rules work again.

* Automatic Changelog Update (#1321)

* Uplink: Remove Deception Category (#1309)

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[Ports this downstream
PR.](https://github.com/Fansana/floofstation1/pull/315)

---

# Changelog

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:cl: fenndragon
- tweak: Moved the uplink deception category into utility.

---------

Co-authored-by: fenndragon <[email protected]>

* Automatic Changelog Update (#1309)

* [Feat] Bring Back Die Glorious Death, Hijack And Ian's Meat Traitor Objectives (#1323)

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# Description

Title

---

# Changelog

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:cl:
- add: Reintroduced 3 traitors objectives: steal Ian's meat, Die
Glorious Death and Hijack Evacuation Shuttle

Signed-off-by: Remuchi <[email protected]>

* Automatic Changelog Update (#1323)

* The Throwing Update (#1307)

# Description

Turns a plethora of items into throwing weapons that deal damage when
thrown. Throwing weapons cost stamina to throw.

## Technical/Balance Details

To make a melee weapon also a throwing weapon, just add `- type:
DamageOtherOnHit`, and it will automatically inherit the damage from a
light melee attack and the melee sound effect as the thrown hit sound
effect. You can set a custom damage value with the `damage` field
(necessary when the item is not a `MeleeWeapon`) and stamina cost with
`staminaCost`.

To make the throwing weapon embed and deal damage over time when
embedded, add `- type: EmbeddableProjectile` and `- type:
EmbedPassiveDamage`. By default, the embed damage per second is 5% of
the throwing damage, but it can be modified on `EmbedPassiveDamage` with
`throwingDamageMultiplier`.

The default stamina cost for throwing is 3.5 stamina. The baseline cost
for almost all DoT embeddables is 5 stamina, because of the extra damage
the DoT brings.

When a thrown item hits a target with body parts, it will randomly
select a body part and only deal throwing damage to that body part. It
will also embed to the same body part and only deal passive embed damage
to it.

## TODO

The unchecked checkmarks are best addressed in another PR but they will
stay here for now.

<details><summary>Show Todo</summary>

- [ ] Deal with prediction issue on embeddable projectile removal
- [ ] This happens even before this PR so not really a big issue, maybe
in a separate PR
- [x] Add embeddable damage numbers to embeddables
- [x] Fix throwing angle for surgery tools after the surgical tools
sprite update
- [ ] Try to make the throw knockback function as if it hit a wall 
- [x] Esword/desword/e-dagger toggle embed damage
- [x] Don't start passive embed damage if EmbedPassiveDamageComponent
has no damage
- [x] Make DamageOtherOnHit.Damage not nullable
- [x] Throwing damage only to a specific body part

### Traits

- [ ] **Enraged Throw** (Oni)
  - [ ] Oni/trait damage bonus applied to throwing weapon too
- [ ] Can throw carried bodies, which will do a MassContest between the
thrown body and the hit body to determine blunt damage, and stun
duration for each party
  - [ ] 15% resistance to thrown/embed damage
- This helps when their enemy uses the items they throw against them.

- [ ] **Sharpthrower** (Human)
  - [ ] 10% more Brute thrown damage
  - [ ] 50% chance of throw hitting targetted body part
  - [ ] 40% throwing stamina cost reduction
  - [ ] 15% resistance to thrown/embed damage

### Embeds

- [x] Adjust embed damage per second to be like /tg/ (in /tg/ spear has
around ~1.2 embed DPS, adjust for ~45% embed chance since we're not
implementing embed chance and its 0.54)
- [ ] Merge EmbeddableProjectileComponent and
EmbeddablePassiveDamageComponent
- [ ] Split SharedProjectileSystem into EmbeddableProjectileSystem
- [x] Embed to a specific body part and deal damage only to that part,
for now can randomly select body parts on embed
- [ ] ~~Normal passive damage becomes x0.2 when lying down~~
- [ ] Increased damage when moving, more bonus damage for running
(Jostle DPS on /tg/ is 0.2 running and 0.1 when walking/crawling)
- [x] All embeddables have a fall out time (30 or 45 secs)
- [ ] - [x] On damage examine, can see that an object is embeddable "It
can embed on a target if thrown."
- [ ] Negative moodlet for attached harmful embeddables
- [ ] On health examine target with embeds, can see embedded objects "He
has a spear embedded in his left arm."
- [x] On examine item that is embedded, can see to which body part the
item is embedded "The spear is embedded on Urist McHands's left arm."
- [ ] An embeddable removed outside of surgery deals a lot of damage (x2
thrown damage)
- [ ] Lying down prevents natural falling out and thus the damage with
non-surgical removal
- [ ] Surgical procedure on a body part to remove all embeds on it,
using hemostat for removal
- [x] Allow anyone to remove embedded cultist weapons even if they're
not a cultist

</details>

## Media

**Throwing Toolbox Tools**


https://github.com/user-attachments/assets/4e20568f-adf0-4be8-ac38-fc6b21fed03c

**Examine**


![image](https://github.com/user-attachments/assets/ef95e653-1491-4d9b-8f84-785c3df22763)

**Examine After Embedding**

![image](https://github.com/user-attachments/assets/edc79c8f-db23-4bd3-9fa7-3b47f79c5881)



## Changelog

:cl: Skubman
- add: The Throwing Update is here. You can throw most melee weapons at
the cost of stamina to deal damage from afar.
- add: Dozens of throwable weapons, mainly sharp weapons will now embed
on throw and deal damage every second until they're manually removed or
naturally fall off after some time.
- add: Examining the damage values of an item now shows its throwing
damage, throwing stamina cost, whether or not it embeds on a throw, and
if the embed deals damage over time.
- add: Examining an embedded item now shows what body part it's embedded
in.
- tweak: The traits High Adrenaline, Adrenal Dysfunction, Masochism and
Low Pain Tolerance now affect throwing attacks just like melee attacks.
- tweak: The default time to remove embedded items has been increased
from 3 to 5 seconds, and both the remover and the target with the
embedded item need to stand still during the removal.
- tweak: The time to pry up a floor tile with a crowbar and other tools
has been decreased from 1 second to 0.5 seconds. The throwing damage of
floor tiles has been increased. Go figure.
- fix: Attempting to throw a Blood Cultist item without being a cultist
will stun you and drop the item you're holding properly.

---------

Co-authored-by: sleepyyapril <[email protected]>

* Automatic Changelog Update (#1307)

* Replace Direct Uses of GameTicker Dictionary with `TryGetValue` (#33222) (#1329)

Cherry picks "Fix station events schedulers, antag selection and
possibly other systems acting weird in a rare scenario."
# Description

This is being PRed mostly as a fix to an issue which caused the round to
fail to start due to an error in antag selection, which did happen in
Thief antags and may also happen with Bloodcult gamemode.

Double posting from discord:
> It fixed issues caused with antag selection at roundstart which
affected roundstart Thief selection.
> 
> Since cultists are also selected exactly at roundstart - unlike
traitors for instance, I think this might help with cultists too.
> 
> I tried to force start bloodcult gamemode in the past and it failed to
start but I since I had tracebacks disabled trying to improve
performance I'm not sure this was the cause.
> 

Credits to April for pointing this out for me after I commented on the
issue.

----

This cherry picks 79ff990ddf7c7af40f70bcc7ba2d3220730852ab removing
changes which change methods which do not exist yet on our side.

<!--
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-->

Co-authored-by: faint <[email protected]>

* Fix Debug Assert. (#1325)

nothin' crazy, just annoying.

* Fix Melee Weapon Attack Speed (#1330)

Description.

Melee weapons got swapped from attacks/second to second/attack but the
actual attack rate value didn't get changed so weapons got all jumbled.
I'm pretty sure I got them all but I might've missed a few in weird
folders


:cl:
- fix: Fixed melee weapons.

---------

Signed-off-by: dge21 <[email protected]>
Co-authored-by: sleepyyapril <[email protected]>
Co-authored-by: VMSolidus <[email protected]>

* Automatic Changelog Update (#1330)

* CVar CharacterRequirement (#1322)

<!--
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# Description

<!--
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How might this affect the game? The codebase?
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This takes in one CVar and one required value and simply checks if the
CVar's value as a string is equal to the required value. I could make it
use a list of them, but I really didn't think it was needed considering
CharacterAndLogic.

I also cleaned up CharacterRequirements.Profile.cs a bit.

---------

Signed-off-by: sleepyyapril <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>

* Update Credits (#1326)

This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <[email protected]>
Co-authored-by: sleepyyapril <[email protected]>

* Back Out "Flash Now Flashes Black Instead of White. (#14642)" (#1331)

Original commit changeset: c3dcc7a12464

# Description

Dark flash is cowardly. Billions must be flashbanged irl

# Changelog

:cl:
- tweak: Flashes are bright again!

* Automatic Changelog Update (#1331)

* Nix housekeeping

* Port N14 Mapper Assets (#1315)

# Description

By request from Old Dance Jacket, who wanted to be able to use N14
Mapping Assets in SS14. We should probably trim this list down for what
assets aren't actually needed (Any asset that is 100% unique to Fallout
for instance)


# Changelog

:cl:
- add: Added a large number of mapping assets from Nuclear14

* Automatic Changelog Update (#1315)

* Billions Must Flip (#1318)

# Description

Billions must flip.

https://github.com/Goob-Station/Goob-Station/pull/828
https://github.com/Goob-Station/Goob-Station/pull/832

# Changelog

:cl:
- add: Spin, flip, and jump emotes have been added.

---------

Signed-off-by: sleepyyapril <[email protected]>
Co-authored-by: username <[email protected]>
Co-authored-by: router <[email protected]>

* Automatic Changelog Update (#1318)

* Re-Enable Clown/Mime Hardsuit and Clown Snoring (#1324)

# Description

Reverses one of the countless content removals from the old codebase EE
was based on by adding back the Clown hardsuit and Mime hardsuit as
craftable items. Also re-enables the unique clown snoring sound.

## Media

**Hardsuits (renamed to Vacsuit)**

<img width=400px
src="https://github.com/user-attachments/assets/92f77ef3-3380-4b98-a099-7ed28e260de2">

<br>

<img width=400px
src="https://github.com/user-attachments/assets/7940d34c-0e7c-4979-bd95-3992e3d79e98">


**Honk Mimimimi**



https://github.com/user-attachments/assets/2d8af9a6-d17d-4a94-9f59-7b3aafd987a2



## Changelog

:cl: Skubman
- fix: Fixed an issue where players could not craft clown hardsuits and
mime hardsuits on the crafting menu.
- fix: Fixed an issue where clowns did not have their signature silly
snore sound when sleeping.

---------

Co-authored-by: sleepyyapril <[email protected]>

* Automatic Changelog Update (#1324)

* Blood Cult DLC 1: Make It an Actually Playable Game (Mode) (#1276)

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# Description

You don't actually have to pay for it, y'know?
---

# TODO

<!--
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You probably won't have to complete everything before merging but it's
good to leave future references
-->

- [x] Fix bugs from discord thread. 

---

<!--
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media
The PR media section can get very large at times, so this is a good way
to keep it clean
The title is written using HTML tags
The title must be within the <summary> tags or you won't see it
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<details><summary><h1>Media</h1></summary>
<p>

![Example Media Embed](https://example.com/thisimageisntreal.png)

</p>
</details>

---

# Changelog

<!--
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in the changelog (ex: `:cl: Death`)
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:cl:
- add: In-game guide book to kickstart your sinister activities.
- add: Constructs now have abilities.
- add: Rending rune and apocalypse rune now should only be placed in the
specific spots on maps. Needs to be mapped.
- add: Veil Shifter now displays how much charges it has when examining.
- add: Cult runes now have descriptions. Also stating how much invokers
required for each rune.
- add: Blood rites can now be dropped&deleted.
- add: Blood rites now suck... blood in 0.5 tiles radius.
- remove: Non-cultists can no longer examine runes.
- fix: Fixed Cult Objective Target selection. You can (and should)
sacrifice your own people now.
- fix: Non cultists can no longer use veil shifter.
- fix: Teleport spell is no more a cheap rip-off and now actually
teleports.
- fix: Timed Factories can't no more produce infinite number of
entities.
- fix: Offering rune should now properly convert someone.
- fix: Sacrificing body with mind now properly transfers their mind to
soul shard.
- fix: Shadow Shackles now cuffs the target instead of the caster
(lmao).

---------

Signed-off-by: Remuchi <[email protected]>
Signed-off-by: Remuchi <[email protected]>
Co-authored-by: Raphael Bertoche <[email protected]>
Co-authored-by: VMSolidus <[email protected]>

* Automatic Changelog Update (#1276)

* Pistol-Whipping (Guns as Melee Weapons) (#1335)

# Description

Adds the ability to use guns as melee weapons and throwing weapons. 

The gun melee attack is a Light Attack done with a right click. The
attack rate is slower than average melee weapons.

The cooldown on melee attacks after shooting has been removed entirely,
so you can right-click immediately after shooting (like in hero shooters
😎). The cooldown on shooting after a melee attack has been set to a
constant 0.5 seconds.

## Balance

Technically speaking, weaving shooting and pistol-whipping lowers your
overall DPS in most cases, because you can't shoot for 0.5 seconds after
doing a melee attack. With _skillful_ usage, however, it provides some
key tactical advantages:
- Preserving ammo by dealing damage without firing a shot.
- Deal stamina damage as a natural effect of dealing melee Blunt damage.
- Most non-pistol guns have increased blunt stamina damage factors to
help with this.
- Bypassing Piercing resists of armors with a higher Piercing resist
than Blunt resist like plate carriers.
- Doing the combo of right-clicking immediately after shooting deals a
big burst of damage.

Pistol-whipping also helps as a last resort when you run out of ammo.
However, it's almost always better to use a proper melee weapon instead
of a gun as a pure melee weapon, because you can't power attack with
guns and the guns' melee attack rate are slower by design than most
melee weapons.

Shotguns benefit the most from pistol-whipping, because their ideal
range is close-range where a melee attack can be performed, and their
low fire rate means they're not affected too much by the 0.5s shooting
cooldown.

Guns have received throwing damage. You can throw guns at the enemy once
you're out of ammo to deal extra damage. I think this makes fights a
little more spectacular to watch.

Melee damage sorted by group (from least to greatest):

1. Revolver
2. Pistol (+ Energy Pistol)
3. Sniper rifle
4. Rifle  (+ Energy Rifle)
5. Sub Machine Gun
6. Shotgun
7. Light Machine Gun (L6 saw)
8. Heavy Machine Gun

## Media

**mk 58**


![image](https://github.com/user-attachments/assets/d17bc1c7-7ec5-4124-93c3-306026f7a23f)

**Kardashev-Mosin (Wielded)**


![image](https://github.com/user-attachments/assets/52132262-48ae-48fa-a72c-3df5ae6bfd17)

**Basic Combat**


https://github.com/user-attachments/assets/922998d1-0cd0-4fea-8f0b-365bcff3c12b

**Particle Decelerator Combo (80 damage)**


https://github.com/user-attachments/assets/ce62334a-13dd-46d9-9c0e-453e26bf1261

Combo: Shoot + Power Attack, wait 1.6s then Power Attack + Throw

This combo costs 90 stamina which almost depletes 100 stamina leaving
you vulnerable, so the Vigor trait can help you pull off this combo.

## Changelog

:cl: Skubman
- add: Pistol-whipping has been added. You can press right click with a
gun to perform a Light Attack. Most guns will deal Blunt damage, apart
from the Kardashev-Mosin dealing Piercing/Slash damage with its bayonet.
Weaving bullets and melee attacks correctly will give you the upper hand
in combat.
- add: Guns can now be thrown to deal the same damage as their melee
damage.

* Automatic Changelog Update (#1335)

* Fix Interact Verb (#1346)

Finally fixed it.

Interact verbs weren't appearing because this is required in BaseMob.

* Fix Ripley Hydraulic Clamp (#1344)

# Description

Fix a bug in `MechGrabberSystem` causing the hydraulic clamps in Ripley
to drop items far away.

---

<details><summary><h1>Media</h1></summary>
<p>


https://github.com/user-attachments/assets/d2c8e951-e391-42d7-b45d-78a275dc8bf2

</p>
</details>

---

# Changelog

:cl:
- fix: Hydraulic clamps now drop entities correctly

* Automatic Changelog Update (#1344)

* Salvage Magnet UI and Character Switching Height/Width Bug Fix (#1347)

<!--
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# Description

<!--
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i fixed it

also added a button "Connect & Go to Lobby" for people testing lobby
stuff!

Resolves #1131

---

# Changelog

<!--
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in the changelog (ex: `:cl: Death`)
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:cl:
- fix: Fixed the bug where switching characters made your width/height
change to incorrect values.
- fix: Fixed the salvage magnet opening ten times.

---------

Signed-off-by: sleepyyapril <[email protected]>

* Automatic Changelog Update (#1347)

* Update Credits (#1350)

This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <[email protected]>

* Fix Bartender Mosin (#1337)

Bartender Mosin was replacing their duffel bag at roundstart.

* Trait Purchasable Mentalic Powers (#1343)

# Description

This PR adds a few of the "Mentalic" category of psionic abilities to
the Traits System, allowing them to be purchased by any character that
is also a Latent Psychic. These powers are:
- Dispel
- Metapsionic Pulse
- Xenoglossy (Also requires Natural Telepath)
- Psychognomy (Also requires Natural Telepath)

These are all quite expensive, so to help address the "Expensive trait
proliferation", I've increased the points granted by the Blindness trait
to 10. Have fun being a blind wizard. From this point on, we're going to
need to start adding more "High point value" negative traits.

# Changelog

:cl:
- add: Dispel, Metapsionic Pulse, Xenoglossy, and Psychognomy can all be
purchased during character creation using trait points.
- tweak: Blindness now grants 10 trait points instead of 6.

* Automatic Changelog Update (#1343)

* Pointy Ears For Harpies And Arachne (#1348)

# Description

Like half the art references I have for Harpies have them with elf-like
pointed ears, another half have them with their feather tufts. We have
pointy ears markings, so this PR makes it so that Harpies can have them.
Actually it also gives them to Arachne, for similar reasons(It's an
oddly common thing on Arachne/Lamia art depictions).

# Changelog

:cl:
- add: Added a variety of Pointy Ears markings for Harpy and Arachne
characters.

* Automatic Changelog Update (#1348)

* Port Cosmatic Drift Arrivals (#1340)

# Description

Done after a lengthy discussion with @OldDanceJacket about mapping
issues, namely the existence of "Walk-In Closets" on maps that take up
an inordinate amount of space that would otherwise be usable for other
purposes. Seriously, Saltern has a 4x6 room that contains >200 medical
uniforms, and is on a map intended only for 15 people(And maximum of 6
medbay personnel). Every map in rotation is like this.

Ostensibly, Loadouts were created to provide a solution to this problem,
by making it so that players choose their DRIP before spawning in, so
that mappers don't need to put in a whole ass room dedicated to medical
uniforms. But Mappers ended up keeping the "Walk-in Closets" even after
Loadouts were introduced to serve as a "Sanity check" in case of events
such as people not choosing their loadouts, or getting hired during the
round by the HoP to work in the medbay, etc. To solve this, me and ODJ
agreed upon adopting Cosmatic Drift's solution to this, by making it so
that the Arrivals Terminal serves as the "Walk-in Closet Hotel" that
every map can just piggyback off of. Nobody needs to make the stupid
closet rooms, on ANY map, because every map is fully guaranteed to have
every closet the players could ever need in arrivals.

# Media
<details><summary><h1>Media</h1></summary>
<p>

Dock

![image](https://github.com/user-attachments/assets/af28d549-83ab-4da0-9a4f-a5ec4bb52c7c)

Dorms(Spawn points)

![image](https://github.com/user-attachments/assets/b3d57428-ea91-4c4d-ab99-28a46e647b17)

Medbay: 

![image](https://github.com/user-attachments/assets/ebd47dce-5fb3-45fc-858d-39680d5c511a)

Security

![image](https://github.com/user-attachments/assets/0f26a112-eeff-48da-b916-15d69ede601d)

Captain/HOP

![image](https://github.com/user-attachments/assets/74ec295f-154e-4743-b36f-8161a966ee4e)

Cargo:

![image](https://github.com/user-attachments/assets/ae9f7ee1-c6c8-4c94-8dd1-13731eeb1036)

Epistemics:

![image](https://github.com/user-attachments/assets/68293436-9b69-4157-a8eb-8471c18d4f73)


</p>
</details>

# Changelog

:cl:
- add: Ported Cosmatic Drift's version of the Arrivals Terminal.
Terminal now includes every version of department clothing and material
lockers that players could ever need, allowing them to try on their
chosen job equipment and drip before departing for the station.

* Automatic Changelog Update (#1340)

* More Dangerous Mindbreaking (#1249)

# Description

Somehow people weren't getting the memo despite the **HORRIFYING** texts
associated with Mindbreaking, that doing so is an almost comically evil
act akin to murder. So this PR fixes that. By making it even more
obvious.

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/cf3280a5-42b3-4137-9191-f1ad26773ced)

</p>
</details>

# Changelog

:cl:
- add: Added a server option for "Scarier Mindbreaking". Mindbreaking
now irreversibly converts a player character into a non-sentient NPC.
- fix: Mindbreaking now only works on Psychics.

---------

Signed-off-by: sleepyyapril <[email protected]>
Co-authored-by: sleepyyapril <[email protected]>

* Automatic Changelog Update (#1249)

* Redshirt And Brittle Bone Traits (#1352)

# Description

This PR adds two additional "High Value" physical negative traits, to
help address a growing need for more high point value negatives, since
there is also a very large number of high point positive traits. These
two traits are fairly simple, the first is Redshirt, which decreases
your Dead threshold by 100, and Brittle Bone Disease , which reduces
your Crit threshold by 50. Taking both on an ordinary human would give
+18 trait points to work with, but would in turn give a healthbar of
only 50/100, compared with the standard healthbar of 100/200.

# Changelog

:cl:
- add: Added Redshirt and Brittle Bone Disease traits. These give
extremely large negative modifiers to your healthbar, but also grant a
large amount of trait points to work with.

* Automatic Changelog Update (#1352)

* Jackboots Slowdown Mitigation (PORT) (#1342)

<!--
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# Description

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Ports jackboot slowdown mitigation from [space-wizards
github](https://github.com/space-wizards/space-station-14/pull/30586).
Adds fake version for civilian use.

---

# Changelog

<!--
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in the changelog (ex: `:cl: Death`)
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:cl:
- add: Added slowdown mitigation to jackboots
- add: Added fake jackboots for style outside of sec

---------

Co-authored-by: sleepyyapril <[email protected]>

* Automatic Changelog Update (#1342)

* Fix Redshirt & Brittle Bone Traits (#1355)

These were supposed to be negative traits(They give you points), but I
accidentally made them positive traits(They cost points).

* Example Hub Ad List (#1356)

# Description

this PR extends the list of default advertiser hubs to include every
existing hub except for SSMV(Which is mutually exclusive with the
others). If there are more hubs I have missed, please let me know. This
will allow our servers to appear on as many hubs as possible.

* Saltern Update (#1357)

# Description

I would like to offer my thanks to the Singularity Network Mapping Team
for this update, they've done some great work! This PR launches Saltern
with a significant rework to everything on it except for arrivals.

<details><summary><h1>Media</h1></summary>
<p>

Sorry, Map Renderer is dead right now.


![image](https://github.com/user-attachments/assets/53ad601b-087e-4525-b6b6-74b16c5e4dbd)


![image](https://github.com/user-attachments/assets/25bbbed0-18c4-4757-a966-c919379dc5e1)

</p>
</details>

# Changelog
Death do NOT change the name given for the Changelog author, the mappers
here have requested that "SiN Mapping Team" be given as the name for
this PR.

:cl: SiN Mapping Team
- add: Saltern has been fully reworked!

* Automatic Changelog Update (#1357)

* v237.3.0 (#1354)

the robust toolbox updater!!

https://github.com/space-wizards/RobustToolbox/blob/v237.3.0/RELEASE-NOTES.md

* Hotfix Saltern (#1359)

# Description

Small maintenance to do. Bridge needed FixGridAtmos done, and a single
light in dorms needed wiring.

# Changelog

:cl:
- fix: Fixed the Saltern bridge being a hard vacuum at roundstart.

* Automatic Changelog Update (#1359)

* Loadouts Debloating (Colorable Items) (#1364)

# Description

This PR cuts down significantly on Loadouts bloat by removing all
specific color versions of colorable items from the loadouts. I left the
original items untouched for compatibility reasons since certain things
in the game still need to be able to spawn a "Blue jumpsuit" etc.

Additionally, to help aid in clarity for players, I've added
localizations for all the generic colorable items so that they have
(colorable) in the loadout names, so that players can tell which items
have the option without needing to click into the customize button on
every item.

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/7ab30002-c7d4-4eeb-b018-45a9fda80ae6)

</p>
</details>

# Changelog

:cl:
- add: Added labels to all generic colorable items in loadouts, so that
players can see which items have custom colors as customization options.
- remove: Removed all 'specific color' variants of colorable items from
Loadouts, such as "Blue Jumpsuit" when a colorable jumpsuit exists.

* Automatic Changelog Update (#1364)

* More Colorable Items (#1365)

# Description

This PR adds even more colorable items to loadouts, this time making
entirely new whitescale versions of existing items that did not have one
previously. This replaces several more options for items that had a
whole bunch of specific color entries with a single item that can take
any color.

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/31438bf7-6ca3-45d2-bf10-af5db5f6e4c4)

</p>
</details>

# Changelog

:cl:
- add: Added colorable variants of fingerless gloves, headbands, berets,
hairflowers, cloth masks, and the neck gaiter.

* Automatic Changelog Update (#1365)

* Make the EE Logo Match the Banner (#1361)

# Description

Light mode logo

* Loadout Modular Functions (And Loadout Pets) (#1366)

# Description

This PR implements a reflection based system for applying functions
directly to entities spawned by loadouts. In order to provide an
"Example" use of this system, I have created a "LoadoutMakeFollower"
function, which can be applied to a loadout entity that happens to be an
NPC with the Follower blackboard, making it follow the player who
purchased that loadout.

Basically. Pet mouse. The pet mouse will follow its owner. 

Yes I actually have tested this ingame, and it works great. The longest
part about coding this was me spending almost 30 minutes straight
wondering why the mouse wasn't following my character, until I
remembered that I had to make a special "Pet" mouse variant that had the
right HTN root task.

This could be extended to other things. I happen to know that Nuclear14
wanted something like this for a Pet Dog.

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/a18b026b-07a3-4ad7-8cce-4ea4dc4c3036)

</p>
</details>

# Changelog

:cl:
- add: Loadouts can now apply modular functions to items upon spawning
in.
- add: A new LoadoutMakeFollower function, which lets you buy NPC
followers in loadouts.
- add: added Pet Mice, Cockroach, Mothroach, and Hamster to Loadouts.
All of which use the new LoadoutMakeFollower function.

Co-authored-by: sleepyyapril <[email protected]>

* Automatic Changelog Update (#1366)

* Plushies! (#1369)

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# Description

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Added two new plushies to the game! A harpy plushie and a plushie for
the beloved station pet Morty!


![image](https://github.com/user-attachments/assets/3e202da2-3571-4c67-82c9-54a6aaf3c91f)

![mortplush](https://github.com/user-attachments/assets/9f131eb9-ed89-4818-b54c-e9da949e8ce2)

![harpyplushie](https://github.com/user-attachments/assets/47aa5b91-0747-4a2c-8c5c-18c5429ab570)



---

# Changelog

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:cl:
- add: two new cuddly friends to the station! (harpy and morty plush)

---------

Signed-off-by: sleepyyapril <[email protected]>
Co-authored-by: juniwoofs <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>
Co-authored-by: sleepyyapril <[email protected]>

* Automatic Changelog Update (#1369)

* Traits System Anticheat (#1358)

# Description

It turns out that there was no system in place for serverside fact
checking of whether or not people have a legal traits list. Last night a
bug was reported whereby a player used Cheat Engine to give himself
every trait in the game, bypassing the points system entirely. It's not
actually possible to reduce a trait selection down to a legal list
without creating interesting race conditions, which limits my options on
how to deal with it.

So I made it a vote on the Einstein Engines discord, and the vote was
unanimous. PUNISH THE CHEATERS.

<details><summary><h1>Media</h1></summary>
<p>

https://www.youtube.com/watch?v=X2QMN0a_TrA

</p>
</details>

# Changelog


:cl:
- add: Implemented Anti-cheat for Traits. Attempting to join a round
with an illegal traits list will result in hilarious consequences.

* Automatic Changelog Update (#1358)

* Make Prisoner Not Shitter Role (#1341)

# Description

Prisoner is consistently the most problematic role in this entire game,
being seen as "The Self Antagging Role", which produces endless amounts
of administrative burden. This is especially a problem with lowpop
servers, or servers that are understaffed with admins. Players just join
as Prisoner, *immediately* break out of the permabrig, and then go on a
self antagging spree. The solution to this was staring us in the face
the whole time. Just give them the same Pacified component that the
Thief antag has. Now it's impossible for them to smash the permabrig
windows, someone has to intentionally let them out, and even if they do,
they will be hard pressed to selfantag when they can't turn on harm
intent.

# Changelog

:cl:
- add: Prisoners now spawn with a Pacifier Implant.

* Automatic Changelog Update (#1341)

* Fix Jittering (#1334)

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# Description

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Title.
Ported from https://github.com/Fansana/floofstation1/pull/393
Resolves #1277

---

# Changelog

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:cl:
- fix: Fixed jittering displacing your character when shaken.

* Automatic Changelog Update (#1334)

* Eng Update

* Eng Downgrade

* CCVar Fix

* Sponsor Fix

* fix

* lang & dream fix

* I want to see my dreams..

* good night...

* lan

* elfslime fix

* Mk58 del LP

* elfslime fix 2

* elf fix

* protofix

* HideSpawnMenu fix

* SlowEater Fix

* some fix

* norot

* done

* language start

* language part 2

* Basic Soft-Crit Implementation (#1370)

# Description

This PR adds a simple server configuration option for enabling basic
"Soft-Crit", and not much else because oh my god this system is horribly
complicated. When enabled, characters can crawl around very slowly while
in crit, and really not much else. This more or less mirrors how crit
affects character movement in SS13, where you can at least crawl to
relative safety while bleeding to death.

# Changelog

:cl:
- add: Added server config options for basic "Soft-Crit". When enabled,
characters who are critically injured can still slowly crawl, but are
otherwise still helpless and dying.

* Automatic Changelog Update (#1370)

* language end (no)

* loadout & lang fix + Sec Eng Rework

* lang fix

* fix

* Fix Secrets

* fix sponsor

* Many Fixes

* Small Fix

* Zealot fix

* KYS now, Zealot

* scream & gasp fix

* final

* really final

* i hate yml

* huh

* drill

* Another Saltern Update (#1372)

# Description

This update comes courtesy of the SiN Mapping Team.

- Added job roles Courier, Robotics
- Did small edits to every department.
- Made escape pod area better.
- New arrivals dock area. (Including Sec checkpoint)
- Fixed multiple bugs
- Reworked a lot of medical
- Moved Cryogenics.
- New station beacons.
- Removed ID computers from all command rooms except HOP
- All maints space windows buffed.

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/038eec91-6900-4f33-8e0b-ee4167a8b770)


![image](https://github.com/user-attachments/assets/9670b1ad-4917-4ee5-b99a-a1f819c80f14)

</p>
</details>

# Changelog

:cl: SiN Mapping Team
- add: Another big update for Saltern

Co-authored-by: sleepyyapril <[email protected]>

* Automatic Changelog Update (#1372)

* Remove Europa From Map Pool (#1380)

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# Description

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There are a _lot_ of issues surrounding Europa, which include, but the
big two are:
- How many complaints I'm receiving about it in general.
- Engineering issues, including a lack of an alternative beyond an SM
(supposedly)
- Lacking a cryosleep area.
- Distro air and waste are connected together.
- More here
https://github.com/Simple-Station/Einstein-Engines/issues/1379#issuecomment-2564303908

Is there a way we can add people to review maps specifically? I'm not a
mapper, but the last few maps that have gotten through have been _bad_
at the start.

---

# Changelog

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:cl:
- remove: *Temporarily* removed Europa from map pool, pending some
refurbishing.

* Automatic Changelog Update (#1380)

* Shadowkin Rework (#1200)

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# Description

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This PR compleatly rework shadowkins, slightly been forced this makes
shadowkins more "psionic creature" then anything else.
This is a WIP, but in general this PR make Shadowkin "Psionic" and fall
under the same rule.

RIP Shadowkin for me but ye.

CHANGES TO SHADOWKINS:
Shadowkins now follow the laws of psionic, they will always spawn with
DarkSwapPower but can generate others power, they do not spawn with
Shadeskip by default anymore, Mana has been lower from 250 to 200; they
can now pick normal psionic jobs.

Changes to DarkSwap:
DarkSwap cost 30 Mana and will raise glimmer on use, its will drain 1
Mana/Sec, will eject the user when mana is fully drained.
DarkSwap is now a random roll.

Changes to Psionics:
Added the Mana Alert for all psionics

---

# TODO

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- [x] Psionic Mana Alert
- [x] DarkSwap Rework
- [x] Remove Unique Shadowkin Psionic Changes
- [x] Import bugs fixes/QOL changes.

---

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<details><summary><h1>Media</h1></summary>
<p>

N/A

</p>
</details>

---

# Changelog

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:cl:
- tweak: Shadowkins has returned and has been reworked.
- add: DarkSwap is now in the Psionic Power Pool.
- tweak: Psionics can now see their mana pools.

---------

Signed-off-by: FoxxoTrystan <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>

* Automatic Changelog Update (#1200)

* Revert Bad "SS13" Action Bar (#1333)

# Description

https://github.com/Simple-Station/Parkstation-Friendly-Chainsaw/issues/2
https://github.com/space-wizards/space-station-14/pull/21352

---

<details><summary><h1>Media</h1></summary>
<p>

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https://github.com/user-attachments/assets/d01f01b9-dae7-4d05-91db-ac6e3de30e9f

</p>
</details>

---

# Changelog

:cl:
- tweak: Added back support for the action bar to have "loadouts" or
quick layouts of actions (man, how many things are called loadouts?)

* Automatic Changelog Update (#1333)

* psionics trans fix

* Arrivals Tweaks (#1371)

# Description

Arrivals spawns have been limited to only the massive cryogenics bay,
and impassable barriers have been added that block access to the deeper
parts of Terminal. I've also modified the admeme items that were in
displays so that they are now fake items that can't actually be used by
players even if they SOMEHOW smash their way in and defeat the turrets.
I have photo evidence of people doing this.

Just in case, I also made arrivals a ProtectedGrid.

# Changelog

:cl:
- tweak: Tweaked arrivals to reduce the playable area, and some
concessions have been made to prevent access to admeme items that were
on display. These changes are pending a later update where we port
Arrivals Job Spawns.

* Automatic Changelog Update (#1371)

* Adjusts Cargo Market (#1377)

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# Description

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Long story short, cargo and command abuses the new reverse-engineered
suits and warning them as admins about it is getting quite tiring. So I
decided to put my hand to the craft and comment them out for now, until
a better way for them to be gotten is made.

I have also taken this opportunity to fix some of the longstanding
issues with cargo I have had, such as there missing sec masks in the
riot crate or there not being a way to get the swat items.

While I am still missing the properly developed versions with space
proofing and minor cold/head protection, the old non ARCS riot suit will
do for now.

This PR fixes
https://github.com/Simple-Station/Einstein-Engines/issues/1376

---

# TODO

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- [x] Remove problematic items from cargo
- [x] Add proper swat crate

Opt:
- [x] Make proper swat set (soon:tm:)
- [x] Adjust the armor values to fit better (can be delayed)

---

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<details><summary><h1>Media</h1></summary>
<p>

I ain't got nothing chief.

</p>
</details>

---

# Changelog

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:cl:
- add: Added swat suit
- add: Added swat crate
- add: Added new crate category for secure reinforced crates
- tweak: Tweaked security supplies and crates
- tweak: Tweaked the price of Cybersun's tacsuits because apparently
they weren't charging enough to properly scam salvage techs.
- tweak: Tweaked `StructuralMetallicStrong` structural protection from
10 to 80

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: VMSolidus <[email protected]>

* Automatic Changelog Update (#1377)

* NERF WISPS (#1384)

# Description

THESE GUYS CAN AND DID SOLO ENTIRE STATIONS, WHAT THE HELL?

# Changelog

:cl:
- tweak: NERFED WISPS, A LOT.

* Automatic Changelog Update (#1384)

* Fix Mindbreaker and Soulbreaker Rounds Not Injecting Their Solutions. (#1378)

# Description

Fixes #1374

I'm not sure exactly when this changed, but you now have to specify
which solution you want to inject.

Also inject on hit defaults to ignoring clothing, so I removed the
redundant set.
---

# Changelog


:cl:
- fix: Fixed mindbreaker and soulbreaker cartridges not injecting their
solutions.

Co-authored-by: sleepyyapril <[email protected]>

* Automatic Changelog Update (#1378)

* Port Even More N14 Assets (#1385)

Ports https://github.com/Goob-Station/Suspicion-on-Space-Station/pull/47

Thanks Goob for helping out. 

Co-authored-by: Icepick <[email protected]>

# Description

By request from OldDanceJacket and the SiN Mapping Team

<details><summary><h1>Media</h1></summary>
<p>



</p>
</details>

# Changelog

:cl:
- add: Ported several metric tons of mapping assets from Nuclear14

Co-authored-by: Aiden <[email protected]>
Co-authored-by: Icepick <[email protected]>

* Automatic Changelog Update (#1385)

* Ports Shitmed Updates From Goob (#1387)

Lots of stuff. Also moved everything I could to the _Shitmed namespace
as I do in Goob. Will make future ports way faster

# Changelog
:cl: Mocho
- add: Added some fun organs and other thingies, check out the Goob PRs
if you want more details.
- fix: Fixed tons of issues with shitmed. Too many for the changelog in
fact.

* Automatic Changelog Update (#1387)

* Fixes Broken Heights/Widths (#1390)

# Description

I broke some things

# Changelog

:cl: Mocho
- fix: Fixed heights/widths being broken due to the shitmed patch.

* Automatic Changelog Update (#1390)

* glasses fix

* my bad

* Soft Crit walk true CCVars

* prefix lang fix

* Psionic Refactor Version 3 Part 1 (#1383)

# Description

They say Rome wasn't built in a day, well this entire PR was coded in a
single 6 hour Adderall binge. This PR represents the next big leap in
code capability for the PsionicSystem, completely reworking how Psionic
Powers are added and removed, such that like the TraitSystem, they
utilize modular functions governing how they work. Instead of there
being only 5 different hardcoded things that Psi Powers can do, there is
now a library containing 21 different modular functions, which are
slotted as desired into the power prototypes.

Additionally, a significant improvement in the logical flow of this is
that since each power is responsible for its own "removal codepath",
it's now possible to remove individual powers from a character, as
opposed to always needing to wipe the slate clean entirely.

I'm not going to add any new powers in this PR, nor am I touching the
code for the Psionic Actions themselves, that'll come in Part 2, in
which I refactor the Psionic-Actions so that they also operate on
similar stacks of modular functions.

This PR also makes extensive refactors to the PsionicPowerPrototype, as
well as PsionicAbilitiesSystem, so that it has all new hooks and
datafields for other systems to be able to modify a psion. It is now
entirely feasible to create unique "Types" of Psions, with their own
distinct power lists. It's also now possible to create "Tech Trees" of
powers, by setting up powers such that they write to and modify the
personalized pool of available powers to generate. For example,
Xenoglossy and Psychognomy are now dependent on Telepathy, and simply
won't appear in the list of available powers if a Psion doesn't first
have Telepathy.

# Changelog

:cl:
- add: Psionic Refactor V3 is here! No new powers are added in this
update, but the options for creating new powers has been SIGNIFICANTLY
EXPANDED.
- add: Xenoglossy and Psychognomy now can only be rolled if you first
have the Telepathy power.
- add: Breath of Life can now only be rolled if you first have the
Healing Word power
- add: Pyrokinesis and Summon Imp now require the Pyroknetic Flare power
- add: All new Psychognomy descriptors for many pre-existing powers.
Have fun being unint…
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