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Shiptest Mirror PR 7: any% walls edition (#14)
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* Removes the Wright, Prague, Midway, Goon, and Tart (#1855)

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## About The Pull Request
Removes the Wright, Prague, Midway, Goon, and Tart. 2 of these were
adminspawn and beyond awful, the rest are incredibly sub-par.
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## Why It's Good For The Game
Maptainer Wishlist 2023
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## Changelog

:cl:
del: Goodbye Wright, Prague, Midway, Goon, and Tartarus!
/:cl:

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

* Automatic changelog generation for PR #1855 [ci skip]

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* unfunny drinks adjustment update. (#1894)

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## About The Pull Request
Taking an axe to planetcracker and adjusting lizard wine to improve
palpability and retain the neat sprite. (you need a cactus flower now
instead of a tail)
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## Why It's Good For The Game
less "hahaha racism", more potential space for "DEAR GOD WHY"
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## Changelog

:cl:

del: planet cracker begone!
tweak: lizard wine is now kalixcis wine and requires cactus fruit to
make.

/:cl:

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* Automatic changelog generation for PR #1894 [ci skip]

* Lab counters and lab sink (#1886)

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## About The Pull Request
Adds the chem lab counters and a table mounted sink

![obraz](https://user-images.githubusercontent.com/105491762/231283564-e7eb1cf2-06de-4494-9a7f-c17d13c68ae2.png)

i would make it so you can store items inside of the counters but i
don't get components so i'd have to be handheld trough the whole thing
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## Why It's Good For The Game
more table variation
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## Changelog

:cl:
add: Added Lab Counters
add: Added Lab sink
/:cl:

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* Automatic changelog generation for PR #1886 [ci skip]

* fixes jungle_medtech_outbreak not spawning (#1910)

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## About The Pull Request
at some point the DATUM for the ruin was removed, causing it to not
spawn at all. This PR readds the datum!
it also changes the outside turfs to the "lit" variant, and switches the
lattices to the fake version
and it adds some wooden lining 

![2023 04 17-11 48
05](https://user-images.githubusercontent.com/79304582/232449449-3c765dea-456f-466d-b943-cd0a655e1ca3.png)


![image](https://user-images.githubusercontent.com/79304582/232450065-31a909e8-00fa-4457-a885-c734652fb60b.png)


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## Why It's Good For The Game
good ruins should, infact, spawn!
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## Changelog

:cl:
fix: fixed jungle_medtech_outbreak
/:cl:

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* Automatic changelog generation for PR #1910 [ci skip]

* Shuttle creator now properly assigns ship to ship area. (#1901)

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## About The Pull Request
The ship area of a newly created custom shuttle didn't have its
mobile_port var assigned, which was causing runtimes and SGTs when
trying to fly the custom shuttle. This PR properly sets that var by
making area/ship/connect_to_shuttle() call link_to_shuttle(), where this
was previously handled.
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## Why It's Good For The Game
Makes custom shuttles usable again.
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## Changelog

:cl:
fix: Fixed a bug causing custom shuttles to runtime and SGT when taking
off.
/:cl:

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* Automatic changelog generation for PR #1901 [ci skip]

* changes observe warning (#1890)

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## About The Pull Request
changes one sentence that is literally a lie that may mislead newer
people
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merging your PR! -->

## Why It's Good For The Game
fight the fake news!
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## Changelog

:cl:
fix: fixed the observe warning message
/:cl:

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---------

Signed-off-by: BarteG44 <[email protected]>
Co-authored-by: Penelope Haze <[email protected]>

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* Ports some skyrat cooking equipment (#1836)

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## About The Pull Request

Ports:
https://github.com/Skyrat-SS13/Skyrat-tg/pull/16903
https://github.com/Skyrat-SS13/Skyrat-tg/pull/16958
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## Why It's Good For The Game

You can make alternative variations for food processor and grinder. They
use stamina to work and less comfortable to work with, but they're neat.
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## Changelog

:cl:
add: Added cutting board
Add: Added big mortar
/:cl:

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---------

Signed-off-by: MrSamu99 <[email protected]>
Co-authored-by: thgvr <[email protected]>

* Schmiedeberg Tweaks And Fixes (#1893)

## About The Pull Request

Added a shuttle expansion permit to chief pharmacist's locker
Added more seeds to the seed crate (replica pods, aloe, corn)
There is no longer a Random Defib Mount in the chief pharmacist's locker
The chemical press is now Rotated Correctly 

## Why It's Good For The Game

tweaks r good. 

## Changelog

:cl:
tweak: The Schmiedeberg now has shuttle expansion permit, extra seeds
have been added to the seed crate.
/:cl:

* Automatic changelog generation for PR #1893 [ci skip]

* tiny talos fix (#1909)

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## About The Pull Request
fixes some missing pipes on the talos


![image](https://user-images.githubusercontent.com/79304582/232348697-67692038-fdc0-4ba9-a077-ee4a73bc63cc.png)


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## Why It's Good For The Game
fixes = good
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## Changelog

:cl:
fix: fixed piping on the Talos
/:cl:

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* Automatic changelog generation for PR #1909 [ci skip]

* removes a tinyfan from the aegis airlock (#1905)

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## About The Pull Request

![image](https://user-images.githubusercontent.com/79304582/232246844-3b627e39-b5f5-4261-8892-b4ef93b7c5c4.png)

ships shouldn't have tinyfans!
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## Why It's Good For The Game
bad!
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## Changelog

:cl:
del: Removed tinyfan from aegis
/:cl:

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* Jupiter-Class Stormrider (#1788)

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## About The Pull Request
Adds a new pirate ship, the Jupiter-Class Stormrider.
It's designed as an AI centric raiding ship, with the ability to dive
into storms to recharge its powerbanks.
![2023 03 28-22 37
02](https://user-images.githubusercontent.com/94164348/228412101-48d75444-a7f9-4c41-a3eb-ad5b4303b327.png)
![2023 03 28-22 37
07](https://user-images.githubusercontent.com/94164348/228412110-2f589ea2-ce7c-47a8-8d1b-d30157b08ea6.png)


https://user-images.githubusercontent.com/94164348/221093940-d3ce5262-8fe0-4877-bafb-e04381c32b44.mp4
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## Why It's Good For The Game
Pirate.... good?
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## Changelog

:cl:
add: An unknown warship has been spotted lurking in electrical storms.
Be cautious, starfarers.
/:cl:

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---------

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

* Automatic changelog generation for PR #1788 [ci skip]

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* The Pillbottle, and Pill Things. (#1585)

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## About The Pull Request
![2022 10 20-22 10
16](https://user-images.githubusercontent.com/94164348/197116962-64d22347-2a19-43fc-9614-0c56142c96b9.png)

![dreamseeker_mMxUmMmRjx](https://user-images.githubusercontent.com/94164348/197119938-c60ff760-a7a0-493d-95e3-ac5579a3f3ca.png)

![image](https://user-images.githubusercontent.com/94164348/197118936-6e777e9c-9452-4339-8c38-b7ee5afcd3eb.png)

Adds the Pillbottle-Class Locust Carrier, a ship that hauls around 8
Pills. It is intended as an adminspawn ship mainly for stresstesting
subshuttles (and being asked for). It's fairly resource starved, and has
frankly terrible engines. The expectation is that it will utilize its 8
pods to gather resources and return to the mothership. Or fly off and
die horribly. It has slots for 10 prisoners (that's like 3 pills and one
third of a 4th).
This pr also edits the pill, blackpill, and superpill to be subshuttles
(compatible with the subshuttle system) by cutting out most of their
equipment, converting their maps to shuttle datums, and giving them
docking ports.


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- [ ] I affirm that I have tested all of my proposed changes and that
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## Why It's Good For The Game
Subshuttles are fucking awesome.
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## Changelog

:cl:
add: Pillbottle-Class Locust Carrier has been added. These cramped
vessels act as a mothership to a swarm of Pill-class Torture
add: The pill and all variants are now subshuttles.
add: Bad Ion Engines, for ships that need to go slow.
/:cl:

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---------

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

* Automatic changelog generation for PR #1585 [ci skip]

* Sugarcube and Space Police Housekeeping (#1654)

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## About The Pull Request

This PR updates the the Sugarcube mildly, while removing it from the
normal rotation of ships. It's unfortunate, but it'll remain spawnable
on the admin side.
It also updates and moves the hunter_space_cop ship, turning it into a
subshuttle to facilitate admin shenanigans.
![2022 12 29-13 39
19](https://user-images.githubusercontent.com/94164348/210013521-dfed2c6d-fac6-4016-aab8-0f2110db9974.png)
![2022 12 29-13 42
31](https://user-images.githubusercontent.com/94164348/210013729-6509e5d7-c2d7-4769-81c0-5774ae238ec9.png)

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## Why It's Good For The Game
One of these was going to be deprecated and the other just needed an
update.
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## Changelog

:cl:
add: The Kunai Dropship, a small ship designed to make admin shenanigans
mildly easier
del: The Sugarcube is no longer enabled, ask an admin if you'd like to
have it spawned.
tweak: Sugarcube has received a minor interior facelift.
/:cl:

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---------

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

* Automatic changelog generation for PR #1654 [ci skip]

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* Removes the 3 rigger variants, and the syndicate boyardee (#1911)

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## About The Pull Request
This PR:
removes the solgov rigger
removes the srm rigger
removes the deserter rigger
removes the syndicate boyardee

---

we do, in fact not need four versions of the rigger. Nor do we need
another adminspawn version of the boyardee

These are all old, and barely used shuttles. Let them rest.
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## Why It's Good For The Game
Maptainer wishlist removals
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## Changelog

:cl:
del: removes the solgov rigger
del: removes the srm rigger
del: removes the deserter rigger
del: removes the syndicate boyardee
/:cl:

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* Adds the meatclown sprite (#1923)

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## About The Pull Request
Fixes #1915 by adding the meatclown sprite that should've been here in
the first place
Sprite by Onule as featured in this /tg/ pr:
https://github.com/tgstation/tgstation/pull/50622

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## Why It's Good For The Game
No more will the gentle shiptester be haunted by invisible slippery
food. Now they will be mocked by visible slippery food.

<!-- Please add a short description of why you think these changes would
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## Changelog

:cl:
add: meatclown sprite
/:cl:

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

* Automatic changelog generation for PR #1923 [ci skip]

* Stock parts sprite upgrade (#1918)

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## About The Pull Request
Updates stock parts from Bay (t1-3), done by Azlan. Tier four are
kitbashed, mostly.
yes t4 are animated

![image](https://user-images.githubusercontent.com/81882910/233576766-1c1ce063-6d9d-4d19-ba9e-ccd36f58fab2.png)

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## Why It's Good For The Game
less pixel hunting
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## Changelog

:cl:
imageadd: Updated stock parts sprites
/:cl:

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* Automatic changelog generation for PR #1918 [ci skip]

* Small bug fixes for IPC and NOBREATH mobs. (#1917)

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## About The Pull Request

Species with TRAIT_NOBREATH are supposed to take brute damage when in
crit to avoid them staying critted forever. This pr fix the bug where
they also took damage when already dead.

Make IPC get their screen back after 6 seconds of revival instead of
staying on BSOD.

"remove" the extra post revival forcesay, since it may not stick with
everyone's RP.

## Why It's Good For The Game

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## Changelog

:cl:
fix: Species that don't breath taking brute damage for no reason when
dead.
fix: IPC staying on BSOD after revival.
/:cl:

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Co-authored-by: ritorizo <ritorizo@localhost>

* Automatic changelog generation for PR #1917 [ci skip]

* roulette machines now give you real money (#1913)

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## About The Pull Request

changes the coins in the roulette machine to bundles of space dosh since
coins ain't worth nothing anymore

I kept the coin sound effects because there is nothing good to replace
them and it is a flashy machine that makes flashy sounds

<!-- Describe The Pull Request. Please be sure every change is
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## Why It's Good For The Game

Fixes #1904 

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## Changelog

:cl:
fix: roulette machines now give you useable money
/:cl:

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* Automatic changelog generation for PR #1913 [ci skip]

* Automatic TGS DMAPI Update (#1888)

This pull request updates the TGS DMAPI to the latest version. Please
note any breaking or unimplemented changes before merging.

---------

Co-authored-by: github-actions <[email protected]>
Co-authored-by: Mark Suckerberg <[email protected]>

* Automatic changelog compile [ci skip]

* readds waste planets (#1927)

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## About The Pull Request
Waste planets are FIXED
<!-- Describe The Pull Request. Please be sure every change is
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## Why It's Good For The Game
Waste planets are cool
<!-- Please add a short description of why you think these changes would
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worth adding. -->

## Changelog

:cl:
fix: Waste planets will spawn again
/:cl:

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* Automatic changelog generation for PR #1927 [ci skip]

* Ports tg screen stuff (#1919)

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## About The Pull Request
ports https://github.com/Quasar-13/Quasar-13/pull/299
<!-- Describe The Pull Request. Please be sure every change is
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## Why It's Good For The Game
looks better. more dark mode respect, no bar across the bottom

![image](https://user-images.githubusercontent.com/81882910/233586795-555c81e9-29a3-4585-b9f3-3cd5bab5e842.png)

<!-- Please add a short description of why you think these changes would
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## Changelog

:cl:
add: Makes the input bar smaller
add: Screen tips when you hover over items. Preference to disable or
change their color.
/:cl:

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---------

Signed-off-by: thgvr <[email protected]>
Co-authored-by: Zephyr <[email protected]>
Co-authored-by: Mark Suckerberg <[email protected]>

* Automatic changelog generation for PR #1919 [ci skip]

* Automatic changelog compile [ci skip]

* Makes cooking oil a substitute for liquid gibs in soap production (#1928)

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## About The Pull Request
Splits the soapification reaction into two reactions, gibsoapification
(liqud gibs + lye) and oilsoapification (cooking oil + lye), which
produce the homemade and standard soap bars respectively.

## Why It's Good For The Game
Now that shiptesters have access to lots of different plants regardless
of ship choice via gardens, it's come to light that a few reagents you
get access to via these plants don't really have a lot of use beyond
clogging up your separator. This PR is an effort to give cooking oil a
use to ships that don't come equipped with a deep fryer by letting you
use it to make soap. Vegan friendly!

## Changelog

:cl:
add: New chemistry recipe for soap that uses cooking oil instead of
liquid gibs
/:cl:

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---------

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

* Automatic changelog generation for PR #1928 [ci skip]

* Makes brimdemon butchering actually produce meat (#1929)

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## About The Pull Request
Fixes #1925
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## Why It's Good For The Game
Replaces invisible snack meat with regular visible meat
<!-- Please add a short description of why you think these changes would
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## Changelog

:cl:
fix: brimdemons no longer drop weird generic meat
/:cl:

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* Automatic changelog generation for PR #1929 [ci skip]

* ports the exosuit pka from tgstation (#1820)

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## About The Pull Request
ports https://github.com/tgstation/tgstation/pull/60384 from tgstation
<!-- Describe The Pull Request. Please be sure every change is
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merging your PR! -->

## Why It's Good For The Game
I want exosuit pkas for the Vela
<!-- 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:
add: InvalidArgument3: Exosuit-mounted kinetic accelerator equipment.
Unlocked through Mining Technology.
/:cl:

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* Automatic changelog generation for PR #1820 [ci skip]

* adds fox girls (#1936)

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## About The Pull Request
ports https://github.com/tgstation/tgstation/pull/65839
will improve sprites later, probably
Two variants, two has a darker tip but no wag, here's an example (whhy
can't I make them stop snoring. dear god.)

![image](https://user-images.githubusercontent.com/81882910/235619765-2b3fb3aa-c85d-4106-ae64-8d3e07050633.png)

<!-- Describe The Pull Request. Please be sure every change is
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merging your PR! -->

## Why It's Good For The Game
lol
<!-- 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:
add: Humans are now able to gene-mod (select in prefs) fox ears and
tails.
/:cl:

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* Automatic changelog generation for PR #1936 [ci skip]

* Med tool resprite (#1935)

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## About The Pull Request
Here's a preview, advanced tools are animated and inhands are included.

![image](https://user-images.githubusercontent.com/81882910/235607055-0d332ac5-6b0e-45f5-8551-c1add4acd311.png)

<!-- Describe The Pull Request. Please be sure every change is
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merging your PR! -->

## Why It's Good For The Game
look better
<!-- 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:
imageadd: New medical tool sprites from Any%
/:cl:

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* Automatic changelog generation for PR #1935 [ci skip]

* Automatic changelog compile [ci skip]

* Updates Actions (#1938)

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## About The Pull Request
Just updates the version of used actions in our CI, plus makes the
(currently disabled) stale bot work a bit better. I'm going to reenable
it after this PR is merged, so be ready for that.

## Changelog

:cl:
/:cl:

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* Update generate_documentation.yml

Signed-off-by: Mark Suckerberg <[email protected]>

* Update generate_documentation.yml

Signed-off-by: Mark Suckerberg <[email protected]>

* Update generate_documentation.yml

Signed-off-by: Mark Suckerberg <[email protected]>

* Update generate_documentation.yml

Signed-off-by: Mark Suckerberg <[email protected]>

* Updates Dependencies (#1818)

## About The Pull Request
Updates auxmos and rust-g, as well as ports
sunset-wasteland/sunset-wasteland#345 for (at least a slight) auxmos
performance improvements on linux.

This SHOULDN'T have any mechanical changes but I can't confirm that
really

## Why It's Good For The Game
Backend thing, might make the game run better or something

## Changelog

:cl:
/:cl:

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---------

Co-authored-by: out-of-phaze <[email protected]>

* Changes the airlock sounds (#1834)

## About The Pull Request

So I think im going insane from the airlock sounds we have right now.
They have no closing sound, and blend in constantly.

This changes them to be less monotonous.

Sounds are from [skyrat and whatever russian server they stole it
from](https://github.com/Skyrat-SS13/Skyrat-tg/pull/1245)

External airlocks sounds are from [paradise, which apparently are from
yogstation](https://github.com/ParadiseSS13/Paradise/pull/6761)

## Why It's Good For The Game

Sound design is usually good, despite being ignored

## Changelog

:cl:
add: Changes the airlock sounds
/:cl:

* Automatic changelog generation for PR #1834 [ci skip]

* Port examine blocks (#1937)

## About The Pull Request
ports https://github.com/tgstation/tgstation/pull/67937
looks like this (image from original pr), supports light+darkmode
fun fact: the tgui styling was already here because we updated tgui

![image](https://user-images.githubusercontent.com/81882910/235993169-49a83bcd-a02a-411f-b447-5ee2256efd42.png)

<!-- 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
Looks better in chat
<!-- 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:
add: Examining and other chat outputs now display in blocks to make them
easier to see
/:cl:

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* Automatic changelog generation for PR #1937 [ci skip]

* Mining equipment & Fauna slight rebalance (#1891)

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## About The Pull Request
Knocks crushers off legion loot table (leaves old crusher)
Tweaks how crushers apply their damage, slightly. Slightly weaker
overall (no trophy touching yet)
Increases throw force of mini egun to 11 for reasons. Find out in game!

## Why It's Good For The Game

Ammo good. Crusher 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
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## Changelog

:cl:
balance: Goliaths, Ice whelps, and Whitesands basilisks should be easier
to kill now. Try AP ammo.
balance: Crushers no longer drop from legion bodies, only old crushers.
balance: Tweaked how crushers distribute their damage.
balance: Survivor suits no longer make you run at hyperspeed
balance: Laser weaponry should be a little more effective versus most
common fauna.
fix: Added a sound to help show when a whitesands basilisk absorbs a
bullet
/:cl:

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* Automatic changelog generation for PR #1891 [ci skip]

* Removes tendril and portal GPS Signals (#1930)

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## About The Pull Request
As title.
<!-- Describe The Pull Request. Please be sure every change is
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merging your PR! -->

## Why It's Good For The Game
Every so often I hear someone saying we should do this and I want to try
it.
<!-- 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:
tweak: tendrils no longer emit a GPS signal. Go out and explore!
/:cl:

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* Automatic changelog generation for PR #1930 [ci skip]

* Resprites most of the old soulful hardsuits (#1933)

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## About The Pull Request
Removes soul. Icons, inhands, mob states included. May do digi/kepori in
the future. Inspired mostly by Azlan's work and toiled by me.
Here's a preview: 

![image](https://user-images.githubusercontent.com/81882910/235572662-c01f6c6c-b460-4e20-ad1e-496015ebc11c.png)

<!-- Describe The Pull Request. Please be sure every change is
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merging your PR! -->

## Why It's Good For The Game
Less crust more good
<!-- Please add a short description of why you think these changes would
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worth adding. -->

## Changelog

:cl:
imageadd: Most of the old hardsuits have been resprited
/:cl:

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* Automatic changelog generation for PR #1933 [ci skip]

* Nanotrasen Mimir-Class Rehabilitation (Prison) Vessel (#1724)

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## About The Pull Request
Adds the Mimir-Class Rehabilitation (Prison) Vessel
Removes the Tartarus
It's meant to simulate perma and the gulag, mixed with a bunch of maint
stuff and low security staff. Starts with 3 security and 1
patient/prisoner.
![2023 04 20-14 53
43](https://user-images.githubusercontent.com/55075747/233496215-50d2bdae-8515-41d6-8be1-ab7ceaf8562e.png)
![2023 04 20-14 53
46](https://user-images.githubusercontent.com/55075747/233496220-d6708625-1bea-433b-a8b6-d7b7228ebf47.png)

![mimirreal](https://user-images.githubusercontent.com/55075747/233496222-6ae72eb0-9e5d-4604-8624-e5f10f51030a.png)



<!-- Describe The Pull Request. Please be sure every change is
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<!-- Tick the box below (put an X instead of a space between the
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- [x] I affirm that I have tested all of my proposed changes and that
any issues found during tested have been addressed.

## Why It's Good For The Game
The tartarus was our security/perma ship, so I want something better.
<!-- 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:
add: Adds a mimir (sleepy)
code: adds some supporting code for the mimir (sleepy)
/:cl:

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---------

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

* Automatic changelog generation for PR #1724 [ci skip]

* Squishes the Cricket (#1922)

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## About The Pull Request

Makes the cricket an adminspawn ship, for the time being.

## Why It's Good For The Game

The Cricket is something of a relic, based on one of the very first
iterations of a faction that's been reworked at least twice since then
and which still does not have any assets that reflect the current lore.
On top of that, it's an antiquated design that reflects a fairly early
period in Shiptest balance and which is sorely in need of a complete
overhaul or outright replacement.

What makes this a particularly pressing issue is the fact that the
Cricket is one of vanishingly few ships that has an omni-lathe, and as
such it's been getting increasing amounts of play as more players catch
onto this. Which is to say, it has Luxembourg Syndrome and is causing
players to latch onto an image of Solgov that's completely incorrect on
top of it all.

## Changelog

:cl:
del: Disabled the Cricket
/:cl:

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* Automatic changelog generation for PR #1922 [ci skip]

* Minor tweak to elzuose "meat" (#1943)

## About The Pull Request

Elzuose are plants, but their butchering product is ETHEREAL meat. Now
it tastes like wood.

## Why It's Good For The Game

Consistency, eluzose salad one day maybe i don't know.

## Changelog

:cl:
fix: eluzose no longer have ethereal meat, or any kind of meat at all
/:cl:

---------

Signed-off-by: AverageUser67 <[email protected]>

* Automatic changelog generation for PR #1943 [ci skip]

* Fishing hut rework (#1908)

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## About The Pull Request
changes the fishing hut ruin from a shitty box to something mildly
better
![2023 04 16-20 08
55](https://user-images.githubusercontent.com/105491762/232333188-d056148b-595a-4ec6-825a-0373076a22ed.png)

![image](https://user-images.githubusercontent.com/105491762/232333424-2956e843-28b7-4834-b3e2-439bf71bf980.png)

![image](https://user-images.githubusercontent.com/105491762/232333493-6244d217-4cb0-423d-9b0e-46b712adb069.png)

<!-- Describe The Pull Request. Please be sure every change is
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## Why It's Good For The Game
eww

![image](https://user-images.githubusercontent.com/105491762/232333531-ab4d3dc6-5aa0-4b29-a4cb-5a647e9a48ba.png)

<!-- Please add a short description of why you think these changes would
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worth adding. -->

## Changelog

:cl:
add: Added carp spawner
tweak: Reworked the fishing hut ruin
/:cl:

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* Automatic changelog generation for PR #1908 [ci skip]

* Reworks the Twinkleshine-Class (#1825)

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## About The Pull Request


![2023 05 13-23 20
45](https://github.com/shiptest-ss13/Shiptest/assets/75212565/de6f3a47-7be8-4800-ae73-9fc386e4bf01)

![twinklerework5](https://github.com/shiptest-ss13/Shiptest/assets/75212565/f1808576-70e3-4b56-b977-5b5e7d665fdd)





The Twinkleshine is a CyberSun-made Syndicate display of force, staffed
by every branch of the Syndicate. Despite the silly name, the presence
of one in a sector implies it to be of importance to the Syndicate, and
enemies within sight can only pray that the Twinkleshine crew are
incompetent enough to shoot themselves with their own weaponry (or blow
themselves up with the supermatter on-board).

It is staffed by:

- 1 Captain
- 1 Lieutenant (previously the Operative - serves as a warden/hos)
- 2 Medics
- 2 Engineers (previously the Mechanics)
- 5 Operatives (previously the Troopers)
- 1 Bartender
- 1 Miner
- 2 Deck Assistants

<!-- Describe The Pull Request. Please be sure every change is
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merging your PR! -->

## Why It's Good For The Game

Few days ago, an admin spawned a Twinkleshine, and I got to captain it.
The Twinkleshine is old. It sucks. This, hopefully, fixes that.

Originally, this was going to be minor fixes, but ended up becoming an
attempt at reworking the ship to a more modern state - the hull has been
redone and is mostly symmetrical, the old spacepod was replaced with a
Dark Gygax, the supermatter shouldn't be activated upon spawning the
ship, there's more turf decals and a bigger lot-of-things, added a
bartender and a miner, people can actually tell who they are and what
they do, and there is now a box moth. Rejoice.

Also, this is the first time I've ever mapped a ship. What better way to
begin with a giant battleship?

<!-- 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:
tweak: Reworks the Twinkleshine
/:cl:

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your name to the right of the first :cl: if you want to overwrite your
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. -->

---------

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

* Automatic changelog generation for PR #1825 [ci skip]

* Enables Kansatsu + Minor Changes (#1853)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
Enables the Kansatsu for player spawning. Also files off some of the
edges.
<!-- 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 have yet to see a case where it's been worth having as an adminspawn,
to the point of the last 'Syndicate Intel Gathering Mission' I saw in
game using the Komodo, because it's too small for a big gimmick, and I'd
rather keep it than remove it (for now).
<!-- 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:
tweak: The Kansatsu-Class is now available for spawning.
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
your name to the right of the first :cl: if you want to overwrite your
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<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

* Automatic changelog generation for PR #1853 [ci skip]

* ORM QOL: input/output directions can now be changed separately (#1953)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Adds the ability to whack an ORM with a multitool while its panel is
open to change whether or not alt+clicking it will rotate the input
direction, output direction, or both. Default functionality on a fresh
or mapped ORM is still both.

## Why It's Good For The Game

Currently ORMs can only output on the tile directly opposite the tile
they take in ore from. This worked fine back on a station, but on a ship
space is limited, and the crewmember mining might be the crewmember
needing those materials immediately afterward.

Now, shiptesters no longer have to fear ORMs spitting their contents
into walls or furniture when building one in a corner, dead end, or
other spot where having the input/output tiles be directly opposite each
other posed logistical problems.

## Changelog

:cl:
code: multitools now change the alt+click behavior of an ORM
tweak: ORMs can now have their input and output tiles onto the same
tile, or two tiles at a right angle, as well as the old behavior of
having them on opposite sides of the machine
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
your name to the right of the first :cl: if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

* Automatic changelog generation for PR #1953 [ci skip]

* Literally removes RnD from every ship (#1958)

![as_we_speak](https://github.com/shiptest-ss13/Shiptest/assets/60533805/84feba91-d1f6-42dc-bf40-ceda42ae18bc)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Removes RnD from every ship, potentially as we speak.
<!-- 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

Ships are too independent and the job of the scientist and medic is far
too stale- All they do is stand in one place and click buttons. Removing
RnD encourages cooperation and more interaction with the outpost cargo
system.
<!-- 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:
balance: Fixes RnD balance
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
your name to the right of the first :cl: if you want to overwrite your
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<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

* Automatic changelog generation for PR #1958 [ci skip]

* repo maint

* Sand Survivor Rework (#1940)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
Reworks how Sand Survivors spawn their loot. Instead of an outfit datum,
they now create a corpse similiarly to how legions do it, this allows
their contents to have some variety, more ease of expansion, and
generally Improves the file.

How I could write better code in a day than White Sands functioned with
for iunno how long is byond me


https://user-images.githubusercontent.com/94164348/236322169-c303f934-634f-447d-950f-78a55346d152.mp4

![image](https://user-images.githubusercontent.com/94164348/236376947-6e484ed0-f136-4787-9e74-fad0f5c21d11.png)

![image](https://user-images.githubusercontent.com/94164348/236377018-e2dc1661-fe78-4c6a-8be2-8bf24e5d00b2.png)


<!-- 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
Consistency + Just kinda cool
<!-- 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:
add: Sand Planet hermits now have randomized inventories. And Hair.
Sometimes.
add: Sand Planet hermits can now drop different races
add: legions will now drop a variety of species
balance: drop rates for legions have been changed in a fe…
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2 changes: 1 addition & 1 deletion .github/FUNDING.yml
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
# These are supported funding model platforms

github: # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2]
patreon: shiptest_ss13
patreon: zephyrtfa_hosting
open_collective: # Replace with a single Open Collective username
ko_fi: #
tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
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