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ss14Starlight:starlight-dev

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@ivomink ivomink commented Mar 11, 2026

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Short description

LICENSE: BSD-2-Clause

Why we need to add this

Media (Video/Screenshots)

Checks

  • I do not require assistance to complete the PR.
  • Before posting/requesting review of a PR, I have verified that the changes work.
  • I have added screenshots/videos of the changes, or this PR does not change in-game mechanics.
  • I affirm that my changes are licensed either under BSD-2-Clause, MIT, MPL or any similar non-copyleft license.

Changelog

🆑

  • add: ur mom
  • fix: deez nuts
  • removed: herobrine
  • tweak: fent

CawsForConcern and others added 11 commits August 18, 2026 19:51
## Short description
<!-- What do you propose to change with your PR? -->
This PR adds examine text for clothing that tells you how good (or bad)
it is at protecting you from hot & cold temperatures.

I wanted to include this with #4388 but I got stuck because I was stupid
and didn't understand how Shared and Server code works. I'm a little
less stupid now (I think) and managed to get this working.

Technical note: I had to move `TemperatureProtectionComponent` from
Server to Shared to make this work. This shouldn't break anything, but
please yell at me if it does. I moved it to a `_Starlight` folder
because upstream refactored the code to use some kind of new heat
container system that I'm scared of.

## Why we need to add this
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->
The temperature protection system isn't obvious to players right now
because you can't see the values. This gives players a way to know that
scarves protect less from cold than winter coats, which protect less
from cold than hardsuits.

Check out media. Some of the values will surprise you.
(this PR doesn't change the values of any clothing, it just adds the
examine text).

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->
<img width="452" height="243" alt="image"
src="https://github.com/user-attachments/assets/eda1dd98-38da-4407-acde-1c36f57aa665"
/>

fig. 1 - A winter coat.

<img width="446" height="274" alt="image"
src="https://github.com/user-attachments/assets/096ba30f-df1b-4151-81ee-92f9ec4a223f"
/>

fig. 2 - A scarf.

<img width="390" height="256" alt="image"
src="https://github.com/user-attachments/assets/de04c738-8c56-4d38-8a75-e1b204c206b5"
/>

fig. 3 - A fire suit.

<img width="510" height="369" alt="image"
src="https://github.com/user-attachments/assets/f891f1cd-2d47-481c-8ae2-5ce7c90a245e"
/>

fig. 4 - A hardsuit

<img width="556" height="301" alt="image"
src="https://github.com/user-attachments/assets/12f70cac-baf1-4eb7-8b70-4e1c43388af1"
/>

fig. 5 - I never knew just how bad the emergency EVA suit is. Like dang.

<img width="564" height="335" alt="image"
src="https://github.com/user-attachments/assets/1104a3e3-7022-4589-8c3c-5b4c629faa50"
/>

fig. 6 - Another hardsuit.

## Checks
<!-- check boxes for faster reviewing of your PR -->

- [ ] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
<!--
If you want the players to know about changes made in this PR, specify
them using the template outside the comment. Short and informative.

:cl: STARLIGHT TEAM
- add: Added Starlight.
- remove: Removed SS13.
- tweak: Changed SS14.
- fix: Fixed Rinary.
-->
:cl: Caws
- add: Examining clothing (e.g. winter coats, hardsuits, etc.) will now
tell you exactly how good (or bad) it is at protecting you from hot &
cold temperatures.

---------

Co-authored-by: Rinary <rinary.super@gmail.com>
## Short description
This aims to fix a bug where asteroid tiles where lacking collisions

## Why we need to add this
Unfortunately due to having to use prediction it was best to move the
whole class and component over to shared to prevent clients having to
wait for server responses

## Media (Video/Screenshots)
N/A

## Checks
<!-- check boxes for faster reviewing of your PR -->

- [X] I do not require assistance to complete the PR.
- [X] Before posting/requesting review of a PR, I have verified that the
changes work.
- [X] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [X] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**


:cl: RedSpeeds
- fix: Fixed asteroids lacking collision.

---------

Co-authored-by: Rinary <rinary.super@gmail.com>
## Short description
<!-- What do you propose to change with your PR? -->
Part 2 of #5528, as requested in #4183. 

This PR purely implements the Assistant Manager's task master digi-board
and the code required to make it work. The job configuration, clothing
sprites, and loadout are all in part 1.

This PR does (4) things to provide implementation for the Assistant
Manager:
- Repurposes the Agent ID UI to allow for the changing an ID card's HUD
icon without changing the appearance or access of that ID card. This
functionality is utilized in `IdCardConsoleSystem` and the newly created
`JobIdentityConsoleSystem`.
- Introduces `JobIdentityConsoleSystem`, which is effectively an ID card
computer that can change an ID card's job title and HUD icon without
reading or writing access tags. This interface is accessible through a
new item: the task master digi-board, which allows Assistant Managers to
set the job titles and HUD icons of their subordinates for more
effective task delegation.
- Creates 8 new "job" icons the Assistant manager can assign through
their digi-board. The digiboard also has a new sprite based off the
HOP's own bureaucratic digiboard.
- Introduces the ability to "tag" job icons in job.yml. Consoles will
listen for icons that have a tag that matches that console's designated
faction. This functionality is used to limit the HUD icons available to
both the Assistant Manager and anyone with access to the ID card
computer. Naturally, emagging an ID card computer will now allow its
user to access every icon. The universal ID card computer bypasses this
functionality and will display every job icon by default.

## Why we need to add this
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->
Brief summary, reasoning explained more in depth in the original issue.
Highpop/Alpha consistently struggles with shittery and idleness with a
regular population of 50+ assistants as a result of limited job slots.
This kind of behavior among assistants places additional strain on
command/security players alongside the administrative team to maintain
adequate levels of roleplay standards. By placing trusted (whitelisted)
players in a position to organize and coordinate this population,
assistants will hopefully actually assist the crew and contribute more
meaningfully to roleplay and create less friction in the course of a
round.

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->
<img width="182" height="113" alt="image"
src="https://github.com/user-attachments/assets/7d290478-e29a-479f-adce-f662eeb575d2"
/>

fig 1. task master digi-board sprites

<img width="565" height="287" alt="Screenshot 2026-08-06 152301"
src="https://github.com/user-attachments/assets/034320f5-b8ba-4c61-8444-d6be98c1b241"
/>

fig 2. Assistant "Job" icons (from left to right): shopkeeper, delivery
boy, gardener, cook assistant, handyman, clerical assistant, religious
assistant, medical assistant.

<img width="415" height="283" alt="image"
src="https://github.com/user-attachments/assets/8862cbad-e283-4b1c-8bd6-0a6479a1176b"
/>

fig 3. the task master digi-board 

<img width="657" height="789" alt="Screenshot 2026-08-06 130642"
src="https://github.com/user-attachments/assets/28b45304-9394-414b-b5d6-a806acac2a9b"
/>

fig 4. the ID card computer 

<img width="661" height="588" alt="Screenshot 2026-08-06 154250"
src="https://github.com/user-attachments/assets/2321bab9-8855-48e0-b7b8-e8078c4c7a85"
/>

fig 5. an emagged ID card computer 


## Checks
<!-- check boxes for faster reviewing of your PR -->

- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**

:cl: bynddark8
- add: Introduces the Assistant Manager's task master digi-board, which
allows them to change the job titles and HUD icons of their yellow
gloved underlings.
- tweak: Adds the task master digi-board to the Assistant Manager's
loadout.
- add: Adds 8 new sprites for informal "job" icons that can be assigned
by the Assistant Manager.
- add: Introduces the ability to the HUD icon associated with an ID card
without changing its access on an ID card computer.
- add: Emagging an ID card computer will allow its user to set their HUD
icons to non-corporate approved imagery.
## Short description

Tweaks internal values of the electrolyzer that were set incorrectly
with the previous update. Coil efficiency tweaks to offset heatscale
changes. Plasma efficiency massively improved.

## Why we need to add this

Made water electrolysis excessively energy consuming due to failing to
account for heatscale.
Plasma sheets were made excessively weak due to the new logic used for
calculating load.

## Media (Video/Screenshots)
<img width="921" height="572" alt="image"
src="https://github.com/user-attachments/assets/dda95f3d-ed57-49c1-9d87-fe981aaa668d"
/>

## Checks
<!-- check boxes for faster reviewing of your PR -->

- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

Changelog

:cl: OJG
- tweak: Increased base electrolyzer fuel value of plasma sheets.
- tweak: Adjust electrolyzer values to ensure plasma sheets last long
than 2 seconds.
- tweak: Lowered tesla-coil and grounding rod electrolyzing efficiency.
- fix: Made electrolyzer account for heatscale factor.
## Short description
<!-- What do you propose to change with your PR? -->
Stamp descriptions, adding a little flavor to each one.

## Why we need to add this
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->
Adds more flavor to each stamp besides the generic universal
description. Does not affect game balance at all.

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->

## Checks
<!-- check boxes for faster reviewing of your PR -->

- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
<!--
If you want the players to know about changes made in this PR, specify
them using the template outside the comment. Short and informative.

:cl: STARLIGHT TEAM
- add: Added Starlight.
- remove: Removed SS13.
- tweak: Changed SS14.
- fix: Fixed Rinary.
-->
- add: Unique descriptions to each stamp.

---------

Co-authored-by: NoahHuffstutler <noah.huffsutler@gmail.com>
Co-authored-by: Rinary <rinary.super@gmail.com>
## Short description
Adds a mid sized supermatter setup to Ming.

## Why we need to add this
More supermatter maps = more chance for anyone who wanted to play with
one to have the opportunity to do so.

## Media (Video/Screenshots)
<img width="1201" height="606" alt="image"
src="https://github.com/user-attachments/assets/10f1b12b-db16-4e07-ac85-40ca4bda4904"
/>

## Checks
<!-- check boxes for faster reviewing of your PR -->

- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**

:cl: OJG
- add: Added a mid sized Supermatter setup to Ming.
mikeysaurus and others added 30 commits August 30, 2026 17:11
## Short description
Adds three new CC themed medals to be given out by admins/Centcomm for
fun, and to reward players, similar to the existing crew/department
medals. These medals are added into a box that is available in the
AdmiMax vendor.


## Media (Video/Screenshots)
<img width="441" height="473" alt="image"
src="https://github.com/user-attachments/assets/2003b02c-5f22-4bdb-927e-7c359193682d"
/>

<img width="363" height="178" alt="image"
src="https://github.com/user-attachments/assets/b3c6b62d-72c6-4946-a880-32146e29f3d4"
/>

<img width="428" height="177" alt="image"
src="https://github.com/user-attachments/assets/df50dee5-8cff-4764-94e8-5a866bd4bed8"
/>

<img width="415" height="174" alt="image"
src="https://github.com/user-attachments/assets/24774711-9d9b-41d0-bc27-881f74455833"
/>


## Checks
<!-- check boxes for faster reviewing of your PR -->

- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**

:cl: mikeysaurus, DocMoth
- add: Adds three new CentComm medals to be given to crew at CC's
discretion to the AdmiMax vendor.
## Short description
Change the second popup in deadchat for ghostroles.

im pretty sure the issue is there is an splitsecond where entitiy gets
spawned in, and the "being" isnt taken over by an player and since most
of them are important they get the annoucment.

example syndicate monkey, then when raffle is over -> monkey annoucment.

## Why we need to add this
its annoying.

## Media (Video/Screenshots)
(had an second client open taking the roles)
only one annoucment for reinforcement monkey
<img width="965" height="523" alt="grafik"
src="https://github.com/user-attachments/assets/7a0768e7-f0ed-457d-a89a-5ae72ebf587e"
/>


only one for RK
<img width="1021" height="618" alt="grafik"
src="https://github.com/user-attachments/assets/a59441bf-8c01-4ef3-8d2f-191026b2f50c"
/>


## Checks

- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**

:cl: SirLutz
- fix: remove the double ghostrole annoucment.

---------

Co-authored-by: Rinary <rinary.super@gmail.com>
## Short description
- This will fix the bug that intellicards can target AI Interfaces or
borgs with them installed (entity transfer in/out)
- This will add the ability to the intellicard to also target pAI's
(in/out)

## Why we need to add this
While very convenient, AI Interfaces are to be be used only for
shunting. This fixes an obviously problem that was also reported as such
(directly to me as i have made the merged pull request
#5776

pAI's are just players in boxes. It makes sense to be able to transfer
those to any other digital interface instead of them being ghosting and
doing it that way.

## Media (Video/Screenshots)

https://github.com/user-attachments/assets/4c51d12e-4aa9-4588-bd25-16a46a4066ba


## Checks
- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
:cl: Floximo
- add: Intellicards can now target pAI and transfer in both directions.
- fix: AI Interfaces or borgs with AI Interfaces can no longer be
target/source of intellicard transfers.

---------

Co-authored-by: Walker Fowlkes <47339836+walksanatora@users.noreply.github.com>
## Short description
Merges space-wizards/space-station-14#41252

## Why we need to add this
Big fat blocker for further upstream merges

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->

## Checks
<!-- check boxes for faster reviewing of your PR -->

- [X] I do not require assistance to complete the PR.
- [X] Before posting/requesting review of a PR, I have verified that the
changes work.
- [X] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [X] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

---------

Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: Absotively <jen@jenpollock.ca>
Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com>
Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
## Short description
<!-- What do you propose to change with your PR? -->
Sequel to #5757 

This PR adds two new base prototypes and makes stuff inherit from them:

`ClothingHeadBaseWinter`
- gets cold 20% slower
- grants 10% cold armour

`ClothingHeadBaseSummer`
- gets hot 20% slower
- grants 5% heat armour

The armour bonuses are intentionally small as mostly to be a flavourful
thing.

## Why we need to add this
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->
For the winter hats: This is more "that makes sense" support for Novo
Lobster. The Ushanka is warm, therefore it should provide temperature
protection.

Also, ancestors (monkeys, kobolds, etc.) can already wear hats with no
extra code support, so this gives them another way to stay warm on Novo
Lobster.

For the summer hats: I'd like to see a "hot" or desert map added in the
future, hence the consideration for hot-weather hats. RimWorld has
similar considerations for wide-brimmed hats at being good at keeping
the sun off you.

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->
<img width="544" height="266" alt="image"
src="https://github.com/user-attachments/assets/7ca7c2db-b741-46b5-81a1-3bd6e70a4c4d"
/>

fig. 1 - Summer hat temperature protection.

<img width="487" height="344" alt="image"
src="https://github.com/user-attachments/assets/741c50a9-7683-4923-a076-54f8c4f8911a"
/>

fig. 2 - Winter hat temperature protection.

<img width="508" height="374" alt="image"
src="https://github.com/user-attachments/assets/b63c0284-f217-4fb0-98ef-dc28cd38bcd1"
/>

fig. 3 - Hats affected by this change. I didn't include hats I thought
of as "neutral", like baseball caps and beanies.

## Checks
<!-- check boxes for faster reviewing of your PR -->

- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
<!--
If you want the players to know about changes made in this PR, specify
them using the template outside the comment. Short and informative.

:cl: STARLIGHT TEAM
- add: Added Starlight.
- remove: Removed SS13.
- tweak: Changed SS14.
- fix: Fixed Rinary.
-->
:cl: Caws
- tweak: Winter hats (beanies, ushankas, etc.) now provide cold
temperature protection and 10% cold armor.
- tweak: Summer hats (wide-brimmed / cowboy hats and stuff that keeps
the 'sun' out of your eyes) now provide hot temperature protection and
5% heat armor.
## Short description
<!-- What do you propose to change with your PR? -->

## Why we need to add this
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->

## Checks
<!-- check boxes for faster reviewing of your PR -->

- [ ] I do not require assistance to complete the PR.
- [ ] Before posting/requesting review of a PR, I have verified that the
changes work.
- [ ] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [ ] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.
## Short description
<!-- What do you propose to change with your PR? -->
Adds a list of chemicals the patient is currently metabolizing to the
paper printout that can be printed when using any health analyzer
(handheld, machine analyzer, medtek cartridge).

Additionally, because of changes to how chemicals introduced through
digestion are handled by #5678, this PR also adds the ability for the
health analyzer to see chemicals that are still in the patient's stomach
and have not yet entered the bloodstream. This information is shown on
both the readout and the printout. Chemicals shown in parenthesis and
de-emphasized with gray are any chemical in the stomach that hasn't yet
entered the bloodstream, including food and drink.

## Why we need to add this
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->
Regarding chemicals showing on the printout, this was a reasonable
request made on Discord
[here](https://discord.com/channels/1272545509562777621/1538613296255602708/1538613296255602708)
since this can be used to show patients a specific chemical, to more
accurately capture a patient's status at a given point in time, and for
evidence collection purposes. This information is already shown on the
health analyzer readout, so it makes sense to show it on the printout
too.

Regarding showing the contents of the stomach on the readout, this
change was motivated by a change to how digested chemicals are handled
by #5678, namely in how they are slowly introduced to the bloodstream
instead of all at once. For example, previously when you ate a pill, all
of the chemicals would show up in your bloodstream at once about 20
seconds later. Now, they are slowly trickled in from the stomach,
meaning that the health analyzer readout is deprived of information that
it once had (namely the total quantity of that chemical). Showing the
contents of the stomach in effect restores this information, allowing
doctors to effectively treat people who consumed poison.

Important note, there appears to be an existing bug where non-humanoid
entities do not show their bloodstream chemicals when scanned that
started happening after the most recent update. This bug is not related
to this PR and occurs even on live Starlight servers.

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->
<img width="1094" height="769" alt="Screenshot 2026-08-19 065806"
src="https://github.com/user-attachments/assets/966a5088-8c1a-40c4-bea8-86a7dfdbf9c0"
/>


## Checks
<!-- check boxes for faster reviewing of your PR -->

- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
<!--
If you want the players to know about changes made in this PR, specify
them using the template outside the comment. Short and informative.

:cl: STARLIGHT TEAM
- add: Added Starlight.
- remove: Removed SS13.
- tweak: Changed SS14.
- fix: Fixed Rinary.
-->

:cl: Rhapsody (Pepta Vismahl)
- tweak: The health analyzer readout now additionally shows stomach
chemical content in parenthesis and a de-emphasized gray.
- tweak: The health analyzer paper printout now shows bloodstream
contents, as well as stomach contents (it used to not show any chemical
contents at all, now it shows both bloodstream and stomach contents).

---------

Co-authored-by: Rinary <rinary.super@gmail.com>
## Short description
Adds many more decorative and functional objects for detailing stations,
again.
- Round Table (Wood, Carpeted, Plastic, Steel, Glass, and Plasma Glass)
(Constructible)
- Window Blinds (Function like Curtains) (Constructible)
- Artsy Carpet (New Floor Tile) (Craft in Tile Lathe)
- Bridge Seat (New Swivel Chair) (Constructible)
- Evac Seat (New Chair to replace rows of seating on Evac)
(Constructible)
- Angel Statue (Decor) (Mapping only)
- Toilet Paper (Centered and Offset so it can sit next to buttons)
(Decor) (Mapping only)
- Hand Sanitizer (Used for the Wash action to remove pie and scents)
(Mapping only)
- Hand Dryer (Decor) (Mapping only)
- Gumball Dispenser (Vending Machine with restock etc) (Contraband
Inventory) (Constructible)

Also Resprited the Showcase props to have 4 rotations and added 2 new
Showcase props, and added/edited descriptions/names to have our lore
properly
- Pobeda Mech (An old USSP Mech)
- Abyssal Diving Suit (Recovered from the rift in the Null Scar, aka
Trieste Port)

## Why we need to add this
Many more decorations, many of which are buildable by players mid-round
etc. Some have functionality like the Hand Sanitizer letting you Wash
and the Gumball Dispenser having candy in it.

## Media (Video/Screenshots)
<img width="785" height="525" alt="image"
src="https://github.com/user-attachments/assets/c380043f-e298-436b-8ad4-17541972c71c"
/>

<img width="323" height="830" alt="image"
src="https://github.com/user-attachments/assets/076141c3-cc15-4875-87ee-ff1b823e0d37"
/>

<img width="330" height="781" alt="image"
src="https://github.com/user-attachments/assets/f8061c30-3b78-464c-a992-fcc8c077e7cc"
/>

<img width="290" height="230" alt="image"
src="https://github.com/user-attachments/assets/09eda249-6a06-4400-8b7f-fe9864e911c6"
/>

<img width="920" height="800" alt="image"
src="https://github.com/user-attachments/assets/a02277cf-5649-4c6b-a5a7-91ee01369f6a"
/>


## Checks
- [X] I do not require assistance to complete the PR.
- [X] Before posting/requesting review of a PR, I have verified that the
changes work.
- [X] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [X] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**

:cl: Conflee
- add: Added Round Tables (Carpeted, Wood, Plastic, Steel, Glass, and
Plasma Glass). All are constructible by players.
- add: Added Window Blinds. They can be opened and closed like curtains
to block vision, and are constructible by players.
- add: Added Artsy Carpet floor tiles. Can be crafted in a tile cutter.
- add: Added the Gumball Dispenser, a new 'vending machine' that
contains a variety of gumball colors. Contraband inventory contains a
single Black (carpotoxin) gumball and a single Blood Red (omnizine)
gumball.
- add: Added Evac Seat and Bridge Seat. Both are constructible chairs
for more decorating options. Evac Seat is intended to replace to bulk of
pilot seats lined up in rows on Evac Shuttles.
- add: Added the Angel Statue, for mappers to decorate with.
- add: Added Hand Sanitizer, Hand Dryer, Toilet Paper, and Toilet Paper
(Offset). Hand Sanitizer can be used to 'Wash', removing pie and scent
like a sink. The rest are decorative. Toilet Paper (Offset) is so it can
sit next to a button in the same tile if needed.
- add: Added two new Showcase props- Pobeda (old USSP mech) and Abyssal
Diving Suit (from Trieste Port). Both come with 4 rotations.
- tweak: Changed existing Showcase props to have 4 rotations, and
adjusted names and descriptions to add more lore. Marauder showcase
changed to a Durand MK1 showcase, featuring an earlier version of the
Durand.
## Short description
<!-- What do you propose to change with your PR? -->
Split the "Hostile" criminal status into two separate statuses:

- Arrest on Sight (AOS)
- Kill on Sight (KOS)

Currently, Hostile is used in both circumstances, leading to confusion,
particularly on Alpha where radio calls are often missed in the tumult
of a very fast-moving radio chat.

Additionally, adds a guidebook chapter under Security SOP explicitly
stating what these statuses mean, when to use them and what to do to
people who are marked with them. Also clearly establishes punishment for
people who do not use them properly, charging them with manslaughter or
endangerment depending on how wrong it goes.

## Why we need to add this
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->

Security on Alpha relies heavily on Criminal Statuses due to how
difficult it can be to keep up with sec radio on Alpha. Any confusion as
to what these statuses mean can cause A LOT of harm, and the ambiguity
surrounding them and the lack of potential accountability in-character
is therefore very harmful.

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->
<img width="265" height="315" alt="image"
src="https://github.com/user-attachments/assets/c4da51cd-75c6-411f-bcfa-9fcc330a2423"
/>
<img width="448" height="92" alt="image"
src="https://github.com/user-attachments/assets/dedbbee0-f911-4876-88c8-1f4e00244c48"
/>
<img width="434" height="90" alt="image"
src="https://github.com/user-attachments/assets/74066161-3fbb-4729-8ccc-4f56ef81ff56"
/>
<img width="107" height="130" alt="image"
src="https://github.com/user-attachments/assets/3367a045-339a-4705-94e8-a695d45f2272"
/>
<img width="1303" height="778" alt="image"
src="https://github.com/user-attachments/assets/d0b96abc-2c9a-48f5-a457-83feb68b11d8"
/>


## Checks
<!-- check boxes for faster reviewing of your PR -->

- [X] I do not require assistance to complete the PR.
- [X] Before posting/requesting review of a PR, I have verified that the
changes work.
- [X] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [X] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
<!--
If you want the players to know about changes made in this PR, specify
them using the template outside the comment. Short and informative.

:cl: STARLIGHT TEAM
- add: Added Starlight.
- remove: Removed SS13.
- tweak: Changed SS14.
- fix: Fixed Rinary.
-->

:cl: Trosling
- add: Added Arrest on Sight criminal status.
- tweak: Changed Hostile criminal status to Kill on Sight.
- tweak: AoS and KoS now both prompt for a reason when assigned in the
computer.
- add: Added explicit SOP for how the criminal statuses are supposed to
be used and engaged.
- add: Added in-character penalties for officers who get people killed
by wrongfully assigning a criminal status.
## Short description
Bulk order (gasses) are trying to interface with the Telepad and failing
miserably.
This changes ignores telepads for all bulk orders.

## Why we need to add this
Because its a bug and a fix and it is a known issue.

## Media (Video/Screenshots)
It simply changes the target of the order, it have tested it.

## Checks
- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [ ] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**

:cl: Floximo
- fix: Telepads no longer wrongfully redirect bulk orders.
…map) (#5811)

## Short description
thanks to pipe layers being "HideSpawnMenu" you used to not be able to
copy them with the copy keybind (default P). this was annoying for
mappers as they had to keep opening the spawn menu to grab them. This
adds a new component allowing overriding what entity gets copied from.

Also adds a trick anyone with +MAPPING can use to flood pipe colors to
all connected pipes

Also Also added a trick for +MAPPING that allows you to AUTOMICALLY LINK
air alarms.

Also Also Also contains a fix for using variant prototype IDs in test.

# requires #5892 

## Why we need to add this
QOL go brr.

## Media (Video/Screenshots)

https://github.com/user-attachments/assets/2fa90471-0bb0-48f6-8798-8a9f695c269e
Copying pipes that aren't on layer 1 baby!!!



https://github.com/user-attachments/assets/a84e5ada-5ac0-4ca1-ba18-7c5928b310d8
flood fill the color to attached pipes so you dont need to copy/paste
the same command 100s of times.

## Checks
- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
:cl: walksanatora
- fix: Pipes can now be copied via the copy keybind for admemes/mapping
(if any prototype is missing/uncopyable ping me with the prototype id so
I can work on adding more).
- add: admins with +MAPPING now have a trick to spread a pipe color to
all connected pipes.
- add: admins with +MAPPING now have a trick to autolink air alarms
controllable by the `mapping.atmos_autolink_dist` cvar.
- fix: using `!type:CreateVariant` `id`s no longer causes test using
GameDataScrounger to cease to exists.
## Short description
<!-- What do you propose to change with your PR? -->
Cyborgs can now crawl unconditionally as long as they aren't down (and
at half speed with a module active).

## Why we need to add this
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->
For a long while now cyborgs have had an issue wherein they aren't able
to crawl if they had a module deployed and it didn't have any freeform
hand slots empty (for example if you had the tools module open you just
couldn't crawl at all in any situation). This was very unclear behavior
and if you aren't in the know just made it seem like cyborgs arbitrarily
can't crawl sometimes. This issue was related to how movement speed is
calculated based on available hand slots (if all of your hand slots are
occupied, you can't crawl at all). To fix this, two components have been
created:

1. CanCrawlWithoutHands, a generic component that can be added to
anything we want to be able to crawl without hands. This is used by
cyborgs when they don't have a module out because in that state they
have no hands.
2. BorgModuleCrawlModifier, a component intended specifically for
cyborgs that checks if they have a module active then allows them to
crawl at half normal crawling speed if they do, regardless of whether
any freeform hand slots are open or are otherwise present (half speed is
the speed you would be at when one hand is holding something on an
entity with hands that is crawling)

Both components have been added to base_borg_chassis.yml so that it
affects any cyborgs that inherit from it. This ensures that cyborgs
retain their ability to crawl in a manner that's more intuitive and
doesn't seem arbitrary. This does not impact their ability to move while
crit; cyborgs in crit still cannot move, as expected.

Compared to #5789, this is implemented as components instead of adding
the carveout directly to the hand system, and CanCrawlWithoutHands was
added as a component for generic use by request of @walksanatora.

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->

https://github.com/user-attachments/assets/ab16cc8d-19d0-43bd-bdf0-4606fc7be2e4

## Checks
<!-- check boxes for faster reviewing of your PR -->

- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
<!--
If you want the players to know about changes made in this PR, specify
them using the template outside the comment. Short and informative.

:cl: STARLIGHT TEAM
- add: Added Starlight.
- remove: Removed SS13.
- tweak: Changed SS14.
- fix: Fixed Rinary.
-->
:cl: Rhapsody (Pepta Vismahl)
- tweak: Cyborgs can now crawl without a module active, and crawl at
half speed with any module active.
## Short description
<!-- What do you propose to change with your PR? -->
Reverts changes made in #2452 where the funding allocation computer was
given QM access.

## Why we need to add this
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->
Poll results:
https://discord.com/channels/1272545509562777621/1322283126285668382/1540718349833474129
<img width="483" height="277" alt="image"
src="https://github.com/user-attachments/assets/af12f084-bc2a-4944-b820-506fd2507918"
/>

Basically, there was plans to make this a computer that the QM managed,
but these mapping changes... never actually got implemented? I ran a
poll to see if people actually still wanted QM to have this computer,
and the results came out about 50-50 (with a slight edge towards HOP).

Given that the poll results are as close as they are, it does not make
sense to me to edit the entire map pool to move this computer from where
it was already living on the majority of maps - the HOP office. Mapping
guidelines have been updated to say:
- put the computer in HOP
- if no room in HOP, put it on Bridge
- you can have this computer in HOP _and_ the Bridge if you want to /
have space for it

I'll be following up this PR with mapping PRs to change the very few
maps (Novo Lobster, Serpentcrest, Cork) that had this computer mapped to
the QM Office.

Below is a list of where the Funding Allocation Computer is on our maps.
```
Bridge Only:
- Cluster
- Leth
- Ming
- Sepultum
- Saltern
- Silica
- Starboard

Bridge & HOP:
- Kiloton
- Prism
- Space Mall

HOP Only:
- Bagel
- Box
- Cog
- Elkridge
- Fland
- Hotel
- Manor
- Oasis
- Orwell
- Packed
- Plasma

Bridge & QM:
- Novo Lobster

QM Only:
- Cork
- Lagan

Bridge, HOP, & QM:
- Serpentcrest

Entirely Missing:
- Reach
```

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->

## Checks
<!-- check boxes for faster reviewing of your PR -->

- [x] I do not require assistance to complete the PR.
- [x] Before posting/requesting review of a PR, I have verified that the
changes work.
- [x] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [x] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
<!--
If you want the players to know about changes made in this PR, specify
them using the template outside the comment. Short and informative.

:cl: STARLIGHT TEAM
- add: Added Starlight.
- remove: Removed SS13.
- tweak: Changed SS14.
- fix: Fixed Rinary.
-->
:cl: Caws
- remove: Quartermaster access from the funding allocation computer.
## Short description
<!-- What do you propose to change with your PR? -->

## Why we need to add this
<!-- What is the reason for adding these changes? Please post links to
Discussions as well as Bug Reports here. Please describe how this will
change the game balance. -->

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->

## Checks
<!-- check boxes for faster reviewing of your PR -->

- [ ] I do not require assistance to complete the PR.
- [ ] Before posting/requesting review of a PR, I have verified that the
changes work.
- [ ] I have added screenshots/videos of the changes, or this PR does
not change in-game mechanics.
- [ ] I affirm that my changes are licensed under the [MIT
License](https://github.com/ss14Starlight/space-station-14/blob/Starlight/LICENSE.TXT)
and grant permission for use in this repository under its conditions.

**Changelog**
:cl: STARLIGHT TEAM
- fix: Fixed welders a eswords causing reality to collapse in their
local area when turned on/off.
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