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Shiptest PR Mirror #6: Activate Iguana edition #15

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About The Pull Request

yes

Why It's Good For The Game

they replaced the welcome to tgstation sound with activate iguana. this is important.

Martinpachu and others added 30 commits March 7, 2024 20:49
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## About The Pull Request

Adds the ability to zoom on the scope for a few rifles.

## Why It's Good For The Game
Encourages acting as a squad, buffs them a little. little silly that the
scope is only decorative

## Changelog

:cl:
add: The SSG-04, GAL and EBR can now use their scopes!
/:cl:

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## About The Pull Request
Adds more variety to the food crates, allowing enterprising chefs to
order ingredients that can actually make a modest amount of food instead
of needing to make a full botany setup. It's still a bit sparse, and one
day I want to be able to order specific ingredients for a higher price,
but for now, this is an improvement I think.

I'm willing to discuss the costs of the crates. Money is still so
abstract that I really want input on what this amount of stuff should
cost.

## Why It's Good For The Game
Actually allows chefs to cook a reasonable amount of food with
ingredients purchased from the outpost, instead of just having to make a
full botany setup.

## Changelog

:cl:
tweak: Makes the basics ingredients crate less barren and useless.
add: Advanced cooking crate, for buying the condiments you only need a
little bit of.
add: Standard meat crate, when you don't want to buy the weird exotic
meat crate.
add: Grains crate, for when you want to make a lot of flour for cooking
add: Bread crate, for when you're lazy and want bread for recipes. Or to
eat. I don't care.
/:cl:

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## About The Pull Request

sighs so loudly

## Why It's Good For The Game

I spend 15 wood for a sauna. I don't want it? Okay. I deconstruct it for
15 wood.

## Changelog

:cl:
fix: Sauna decon oversight has been fixed
/:cl:
…2761)

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## About The Pull Request

Oh god. What started as a simple project to fix a bug where ammo boxes
acted like speedloaders and revolver safties turned into. A lot.
In short:
- Single action revolvers now have the hammer as a saftey. Techinically
they still have none, but decocking the hammer works as one.
- Double actions get a proper safety. Yayy
- Cleans up some behavior related to ammo boxes. I need to fucking clean
up that whole file someday.
- Revolvers... should feel better to use. They no longer fast load from
everything now, and are slightly faster to load than magazines
- You probably saw the number of changes in revolver.dm. Yes, along with
being less janky, revolvers support gate loading revolvers. This is
mostly for the shadow and ashhand. Other revolvers still drop everything
on unload.
- You have new actions to choose from when using revovlers. Alt click to
access.
- Adds support to remove energy gun cells like magazines. Leftover from
the branch i poached gun huds from
- OH YEAH, GUN HUDS! Stolen from skyrat
Skyrat-SS13/Skyrat-tg#4333 but made much less
shittier and with sprites made by azlan. This technically isn't used
yet, maybe in the future. It was mostly modified to be used with
revolvers, to see which chambers are loaded
- The gunslinger quirk! See below. 0 points.
- This "resprites" the shadow, but i'd just call it making it better
proportioned compared to others. Also adds several more skins.
- This fixes a fuckup with the flaming arrow as well.

To elaborate on gunslinger:

It gives you more recoil and spread when using SMGs, assault rifles, and
LMGs, it increases accuracy with revolvers, shotguns, and lever actions,
and no changes to anything else.

Also, lets you fan SINGLE ACTION revolvers (HP Shadow, HP Montague, and
HP Ashhand) by one handing it with nothing else in your offhand.
*Slightly* faster than pistols to boot.

Sound effect for moving the cyllinder is
https://freesound.org/people/shelbyshark/sounds/501560/ by the way. Not
from TGMC this time, suprisingly

## Why It's Good For The Game

Should make friendly fire incidents involving revolvers less common, and
make revolvers feel better to use.
Gunslinger should be funny and encourage cowboy blorbos to be more
common.


![image](https://github.com/shiptest-ss13/Shiptest/assets/58402542/86657b45-4d70-4de4-98d7-ea2c6a3dfb3e)


![image](https://github.com/shiptest-ss13/Shiptest/assets/58402542/e98249f7-3245-42de-9ce0-221a51a14a51)

## Changelog

:cl:
add: Gunslinger quirk! Lets you fling around a revolver like an old
western! Good luck shooting anything newer, though.
add: 'New' HP Shadow sprites.
add: Double action revolvers have safeties now!
tweak: Many revolver tweaks
balance: Shadow and Ashhand are gate loaded now, and as such take longer
to load.
fix: Non-speedloaders now load revolvers slowly again.
/:cl:
## About The Pull Request


![Screenshot_11203](https://github.com/shiptest-ss13/Shiptest/assets/58402542/e22d3bdc-acb4-488d-bf4c-74da9de8fe7c)

No, she doesn't read your faxes.

Part 1. Adds clothing and outfits. Doesn't add the species variants as i
just want to get this finished my god

Removes the asclepius and corvus. No hard feeling towards the asclepius,
it would break with all the changes and so will the corvus. Except hard
feelings towards corvus.

The guns will be in another PR pending a gun reorganization

Mass renames minutemen, cmm, to CLIP minutemen, CLIP, and similar

Something actually player facing: the camo fatigues and military
webbings have been resprited

## Why It's Good For The Game


![image](https://github.com/shiptest-ss13/Shiptest/assets/58402542/8f4be9f3-2c75-411b-a30b-7709c751e655)


![image](https://github.com/shiptest-ss13/Shiptest/assets/58402542/c330609c-a62e-4c27-a37f-7775ecaec526)



![Screenshot_11204](https://github.com/shiptest-ss13/Shiptest/assets/58402542/8d565b17-5de3-4812-a4a1-97dd1e1d6cbd)


## Changelog
:cl: ryerice, meemofcourse 
add: redraws military webbing and camo fatigues, gives webbings recolor
options
add: combat boots and gloves have been given happier colors

add: A ton of things related to the confederated league have been
resprited and added
del: Corvus and Asclepius
tweak: CLIP ERTs have been adjusted to be consistent
/:cl:

---------

Signed-off-by: retlaw34 <[email protected]>
Co-authored-by: meem <[email protected]>
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## About The Pull Request
Resolves #2763 
Plasmasoul anomalies now check if a mob can process organic chemicals.
If they cannot, as is the case with IPCs, instead of adding plasma to
your system they burn you. Also cleans up the code a little bit -
nothing else player-facing, though.
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## Why It's Good For The Game
Being forced to make a niche chemical (system cleaner) just to remove
otherwise-permanent damage from even going near one of these is not fun,
and being revived if you _die_ from it is even more difficult.
Plasmasoul anomalies are still quite dangerous to IPCs, just in a more
manageable (and fun) way.
<!-- Please add a short description of why you think these changes would
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## Changelog

:cl:
tweak: Plasmasoul anomalies now burn IPCs instead of applying a toxin
/🆑

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## About The Pull Request
Resolves shiptest-ss13/Shiptest#2651, allowing
silicons to now understand Rachnidian and Calcic but not speak it.
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documented or this can delay review and even discourage maintainers from
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## Why It's Good For The Game
Bugs bad
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## Changelog

:cl:
fix: silicons have had their language software patched, now capable of
understanding rachnidian and calcic at the cost of no longer being able
to speak it
/:cl:

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…(#2818)

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## About The Pull Request
sorry for not atomizing more i have a really bad tummyache today
## Why It's Good For The Game
boxes being invisible and having 50 rounds is bad and also its good to
like have ammo in the hunting. ship

## Changelog

:cl:
add: More and appropriate ammo to the Elder-class.
fix: Fixed a few oversights with 8x50 ammo boxes.

/:cl:

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## About The Pull Request

Greatly lowers the prices of the stock parts crates and increases the
amount of power cells in the power cell crate.

## Why It's Good For The Game

"Hmm today I will purchase two each of T3 stock parts not including
cells for the very reasonable price of 13,000 credits. Then I will order
a crate of T2 stock parts for a thrifty 5,000 credits."
 ~ Nobody Ever

## Changelog

:cl:
balance: lowered stock parts prices and raised power cell count in the
outpost communications console
:cl:
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## About The Pull Request
People can now use various scanners without requiring eyesight.
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documented or this can delay review and even discourage maintainers from
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## Why It's Good For The Game
It's 505 FSC and you're telling me we've rolled back accessibility tools
for the blind? While it might be the player's choice to take a quirk
that limits their abilities (and we compensate them with points
accordingly) I hardly think it's necessary to remove their ability to
engage with some of the more meaningful mechanics.

Let me have my blind roboticist. Please.
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worth adding. -->

## Changelog

:cl:
tweak: blind characters can now use various scanners, bringing the
frontier up to accessibility standards across the galaxy
/:cl:

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## About The Pull Request

adds subtypes of fax machines with only a few faction admin faxes. look
it was really cool when i opened like 7 PRs in one month but i wanna go
home

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## Why It's Good For The Game

no longer will you be able to send faxes to nt as some guy from gec

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benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
tweak: Faxes on most ships no longer have access to all admin faxes
/:cl:

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## About The Pull Request
Ports:
- BeeStation/BeeStation-Hornet#4990
- tgstation/tgstation#55215
- tgstation/tgstation#57033
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## Why It's Good For The Game
pAIs are in a weird space of being the only positronic in-setting who
MUST bound to a master by law. That doesn't really gel with the rest of
our lore. Giving installers the ability to remove that Master-Servant
relationship would be nice I think, especially considering pAIs tend to
ignore it anyways.

Also bugs are bad, okay?
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worth adding. -->

## Changelog

:cl:
add: a pAI's master can now clear the pAI's zeroth law
fix: pAIs are now able to fully utilize installed encryption keys
through their integrated transceiver's menu when they have the
encryption key software upgrade
fix: binary encryption keys work in pAIs that have downloaded the
encryption key software
/:cl:

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… push other people now.' (#2805)

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## About The Pull Request
Ports tgstation/tgstation#68493, making it so
you don't displace or shove people out of the way while walking.
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## Why It's Good For The Game
Lag has ruined me and so many others one too many times. I have
repeatedly seen people accidentally swap places basically since I
started playing. This should resolve that.
<!-- 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: crewmen have learned the secrets of being polite. While walking,
you will no longer shove or swap places with your crew mates. Be certain
to walk around your ship outside of emergencies!
/:cl:

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## About The Pull Request
it updates the pixel size of signatures used in paper

![imagen](https://github.com/shiptest-ss13/Shiptest/assets/75212565/95ac90ae-2b62-4cae-9845-70c750b7c629)

![imagen](https://github.com/shiptest-ss13/Shiptest/assets/75212565/ede0e93e-7b21-410b-ab7e-fc92233cf57b)


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## Why It's Good For The Game
they are barely readable otherwise

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worth adding. -->

## Changelog

:cl:
tweak: Modified the pixel size of signatures in paper to 15px
/:cl:

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## About The Pull Request
Kept you waiting, huh?

Firstly, the smaller changes:
- Prosthesis organ manipulation now uses a crowbar instead of a hemostat
to remove organs. This was one of two instances of surgical tools being
required for IPC Surgery, and it always felt out of place.
- Adds a new surgery step, "Close hatch," has been added to most
mechanical surgeries for the sake of consistency. This affects implant
removal, ipc revival, mechanical brain surgery, and prosthesis organ
manipulation. The new steps can be found in the changelog.
- Removes player-facing access to chainsaw arms and synthetic arm
blades. They always felt ill-fitting for our setting. The code remains,
though, just in case someone wants to add untraditional limbs in the
future.

And now, for the main course: 

This PR creates two new surgeries, Detach Prosthesis and Prosthesis
Attachment, which allow any character with a prosthesis to remove and
attach it themself with a set of basic tools.

Additionally, it renames Prosthetic Replacement surgery to Limb Grafting
surgery, to better reflect its new role as the more surgical variant of
limb attachments. Limb Grafting retains all of its previous
functionality, minus chainsaw attachments.

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## Why It's Good For The Game
Hoo boy, this PR was a long time coming. 

It's always been silly to me that characters are forced to keep their
prostheses on 24/7. I can't imagine how uncomfortable that must get.
Being forced to have a surgeon remove your leg (or to chop it off with
something sharp!!!) just to give their residual limb a breather has
always been stifling for prosthesis-based roleplay. This should
hopefully open up more options for player expression, and help
distinguish standard limbs from mechanical ones.

The two new procedures added serve as alternatives for the more surgical
Amputation/Grafting duo we've all grown to know and resent, rather than
an outright replacement. It's 505 FSC, and prostheses can range from
Glorified Peg Leg all the way to Fully Mobile Prosthetic Hand With
Synthetic Nerves. As such, I think it's important to keep a couple
variants of surgery around for that mechanical expression, even if they
end with the same result. This also allows the Friendly Neighborhood
Li-Teg to charge extra for limb grafting surgery as opposed to a basic
prosthesis attachment procedure :)

It's always bugged me that IPCs had to use a hemostat to remove their
organs, and I've heard that annoyed sentiment echoed in others over the
years. Swapping it gives more consistency to their mechanics overall,
and allows for more IPCs to horrifically disassemble themselves as a
form of self-soothing while the captain watches in awe.

Lastly, chainsaw arms were a meme and have always felt too /TG/ for our
setting. Were Shiptest a codebase built from the ground up, I doubt we
would have ever seen these added to the game.

I know some players expressed interest in having surplus limbs be
attach/removable without tools of any sort, but due to time constraints
and a general lack of my own abilities, that remains out of reach for
the time being. Maybe I'll look into it in the future, who knows.
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## Changelog

:cl:
add: creates close_hatch, a step that mirrors open_hatch in prosthetic
surgeries for the sake of consistency. Why you leaving that hatch open??
The final step before screwing to finish surgery. This affects implant
removal, ipc revival, mechanical brain surgery, and prosthesis organ
manipulation
add: creates manipulate_organs/mechanic, a step that swaps the necessary
implements in synthetic surgery. Use a crowbar instead of a hemostat to
remove any organs on an augmented limb!
tweak: changes implant removal surgery to reflect the above. The new
tool order is as follows: screwdriver, hand, wrench, crowbar, wrench,
hand, screwdriver
tweak: changes the (unused) ipc revival surgery to reflect the above.
The new tool order is as follows: screwdriver, hand, multitool, inducer,
hand, screwdriver
tweak: changes mechanical brain surgery to reflect the above. The new
tool order is as follows: screwdriver, hand, multitool, hemostat, hand,
screwdriver
tweak: changes prosthesis organ manipulation to reflect the above. The
new tool order is as follows: screwdriver, hand, wrench (if head/chest),
multitool, crowbar, wrench (if head/chest), hand, screwdriver
add: creates the Detach Prosthesis surgery, a less violent alternative
to Amputation. This allows for prosthesis users to remove their own
limbs, for the purposes of maintenance or just plain comfort! The tool
order is as follows: screwdriver, hand, multitool, wrench,
crowbar/wrench/hand (so you can flavor how you remove the limb)
tweak: changes the Prosthetic Replacement surgery, renaming it to Limb
Grafting surgery. The steps remain the same, but the name needed some
retooling, as the procedure is much more surgically involved than its
new sibling:
add: creates Prosthesis Attachment surgery, a less surgically involved
version of the Limb Grafting surgery. This allows for people with
prostheses to re-attach the limb they took off with Prosthesis Removal!
The tool order is as follows: wrench, multitool, plug in prosthesis,
hand, screwdriver
del: removes the chainsaw and synthetic arm blade from being viable
prostheses. Left the code intact in case someone wants to do something
similar in-future
/:cl:

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## About The Pull Request
Do you want your character to vape, but did they not spawn with a PDA?
Well, worry not, this PR adds new ways to ignite your
e-cigarettes/e-cigars!

First one, is with a tablet. Works essentially the same as with a PDA.
There is way more jobs that get a free tablet than those that get a PDA.
Plus, you can get those from loadout.

Second one, is with an APC. Smash your vape on the APC and it will get
ignited! How does it work? Clearly designers were just very thoughtful
and included a vape igniter or whatever you use!

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## Why It's Good For The Game
Items being actually usable is nice.

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## Changelog

:cl:
tweak: E-cigarettes and e-cigars can now be turned on with tablets and
APCs.
/:cl:

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GenericDM and others added 17 commits March 13, 2024 18:53
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## About The Pull Request
A number of assorted resprites for all sorts of objects.

I didn't test this, so I'll let tests run and ensure it compiles fine.
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merging your PR! -->

## Why It's Good For The Game

![image](https://github.com/shiptest-ss13/Shiptest/assets/34109002/d3aaf065-2d58-4923-83c2-fdcd9767581c)

![image](https://github.com/shiptest-ss13/Shiptest/assets/34109002/649effea-0ec0-4b4b-823d-5aa8d2b768d3)

![image](https://github.com/shiptest-ss13/Shiptest/assets/34109002/72670766-a3f2-443e-94bf-f7463482e45f)

![image](https://github.com/shiptest-ss13/Shiptest/assets/34109002/f98b64a2-6bcd-4ac6-beb4-a1a3b539446c)
(Don't worry about the duplicate iconstates I fixed those in the actual
DMI)

![image](https://github.com/shiptest-ss13/Shiptest/assets/34109002/41fa6e79-b158-42b2-843f-de0b1799f0ab)
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worth adding. -->

## Changelog

:cl: Spooky
tweak: Assorted resprites.
imageadd: A bunch of re-done sprites for various objects. Notably:
Sofas, filing cabinets, reagent tanks.
/:cl:

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icon ingame) and delete the unneeded ones. Despite some of the tags,
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## About The Pull Request

Adds volume settings for Fun>Play local music

![image](https://github.com/MysticalFaceLesS/Shiptest/assets/105150564/e2b931fd-82cf-47ff-8b62-fbbd44d6a477)

## Why It's Good For The Game

Just imagine how good this is to not change volume of each track by
yourself in some adobe audition.

## Changelog

:cl:
add: volume setting for play local sound
/:cl:

---------

Signed-off-by: Mark Suckerberg <[email protected]>
Co-authored-by: Mark Suckerberg <[email protected]>
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## About The Pull Request
Adds two new noises to the Silicon Lexicon: *yes and *no as a vague port
of PolarisSS13/Polaris#809

Also removes the clown restriction on *sad, and standardizes available
emotes between borgs and robotic tongue enjoyers.
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## Why It's Good For The Game

- There wasn't a real reason for borgs to have exclusive emotes at this
point, given they're identical to positronics in-lore
- More noises for silicons allows for more player expression
- Your local IPC being able to play a sad trombone whenever something
bad happens will heighten Shiptest comedy by ~62%

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worth adding. -->

## Changelog

:cl:
add: silicons across the sector have added two new noises to their
lexicon, try them out with *yes and *no!
tweak: silicons across the sector have also overridden their clown
inhibitors, allowing them to play a bummer trombone with *sad
tweak: borgs have leaked the secrets of *warn to their integrated
positronic counterparts
del: due to wide reaching protest, silicons across the galaxy have
decided to give up their ability to *honk in respect for the lives lost
during the ICW
/:cl:

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…gnment to job outfits (#2825)

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## About The Pull Request

This pull request: 
* Separates the update_appearance proc from update_label. This is
because the overlays that an ID card use are tied to the job name listed
on the datums, and calling it with a custom assignment name did not give
ID cards overlays. update_label now only updates the name of a card.
* Adds id_assignment to datum/outfit/job. This is because mobs spawned
using the Select Equipment verb default to their job datum's assignment
name instead of their id assignment.

<!-- 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
admin spite PR (i saw someone else spawn in as a sonnensoldner and their
id card read security officer)

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benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
code: ID cards' update_label proc no longer calls update_appearance.
Please report any issues that may involve ID cards not updating
overlays.
code: Outfits now have an id_assignment field. If a job has an id, and
an id_assignment, it will automatically apply.
/:cl:

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## About The Pull Request

Fixes my mistakes.

## Why It's Good For The Game

I'm so fucking stupid!! why do you keep letting me make prs!!! you
should kill me now

## Changelog

:cl:

spellcheck: Fixes some cargo descriptions.
Fix: Properly granularizes 357 speedloaders.

/:cl:

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request process. -->

## About The Pull Request
Title. Also means it can be flipped without breaking now.
<!-- 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
Oversights bad.
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
fix: Cybersun cap no longer defaults to black cap's sprite.
/:cl:

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your name to the right of the first :cl: if you want to overwrite your
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… (#2837)

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

## About The Pull Request
**SOUL REMOVAL**

Replaces the stock /tg/ welcome message with something a little more
relevant, and replaces all of our roundend audio clips with a few
shiptesting cultural touchstones.
<!-- 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
Out of all of the things we've inherited from /tg/station, the
roundstart/end audio clips were always fairly low on the list of things
that needed replacing. After hearing _Welcome to the station crew, enjoy
your stay_ and _Now departing /tg/station_ several hundred times over,
however, I finally think the soul has overstayed its welcome.

This helps us distinguish ourselves from other /tg/ downstreams in a
subtle but impactful way, hopefully giving new players a "We're not in
Kansas anymore" feeling and allowing veterans to point their finger at
the screen and go "I understood that reference!"
<!-- 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:
soundadd: several new roundend audio clips, as well as a new roundstart
clip
sounddel: all of the old roundend audio clips, as well as the old
roundstart clip
del: soul
/:cl:

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@Ms-Mee
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Ms-Mee commented Mar 16, 2024

Clearly we should keep this up and make a mirror PR every 2 weeks

@Ms-Mee
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Ms-Mee commented Mar 16, 2024

Clearly we should keep this up and make a mirror PR every 2 weeks

I really did trick myself into making a script because it sounded useful (I took longer making it than it would to manually do what it does every 2 weeks for like 4 months)

Also no mirror files need addressing

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This PR has been inactive for a month. This means it is at risk of being auto closed in a week, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself

@github-actions github-actions bot added the Stale label Apr 16, 2024
@github-actions github-actions bot closed this Apr 23, 2024
@Ms-Mee
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Ms-Mee commented Apr 23, 2024

Such devastation...

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