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[IN WORK] Cherrypick September Part 2#664

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Ossa88 wants to merge 79 commits intoPentestSS13:masterfrom
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[IN WORK] Cherrypick September Part 2#664
Ossa88 wants to merge 79 commits intoPentestSS13:masterfrom
Ossa88:cherrypick-sept-pt2

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@Ossa88 Ossa88 commented Apr 23, 2026

About The Pull Request

Actual Changelog will come later.

This will merge conflict with most everything, so ill have to merge other things first before this can really be TMed.

Also, Small on hold status as the next pick in the list overhauled sub shuttles and I have to figure out what they did as shiptest did not include documentation in the PR or edits.

Why It's Good For The Game

Changelog

🆑
/:cl:

Burning02 and others added 30 commits April 22, 2026 21:52
…(#5087)

Adds the Shrike-class Fast Response Frigate, a Vigilitas Interstellar
vessel centered around combat (Of the PvE and PvP variety), and security
contracting as a vessel of the largest security contractor in the
Galaxy, with 2 new VI outfits (Captain, and 2IC (Sergeant for this
vessel)). Weaponry currently present within are placeholders until the
Sharplite rework is merged.

***
>_Description is currently a WIP_
><img width="574" height="766" alt="image"
src="https://github.com/user-attachments/assets/c0ebf8b7-b9e5-41fc-91cf-317694ec547e"
/>
<details>
  <summary>Strongdmm photos</summary>

  <p align="center">Areas:</p>
<img width="1152" height="1120" alt="image"
src="https://github.com/user-attachments/assets/ffd09854-eccc-4f22-9695-572089bb933c"
/>

  <p align="center">Without Areas:</p>
<img width="1152" height="1120" alt="image"
src="https://github.com/user-attachments/assets/58e92054-a303-4dd5-921d-6cca1fa5fdab"
/>
</details>

Whilst Vigilitas may already have a combat related vessel ingame, it is
unfortunately locked to the Loss Prevention department of VI, instead of
a more broad generalist vessel. This addition changes that, giving VI
players who may have wanted to play the faction outside of Nanotrasen
and N + S Shipping vessel, without having to make a character who may
not potentially fit with the LP department.

:cl:
add: Adds the Shrike-class Fast Response Frigate, a new Vigilitas
Interstellar vessel.
add: Adds two additional VI outfits.
add: New secure safe subtype
/:cl:

---------

Signed-off-by: Burning02 <141873051+Burning02@users.noreply.github.com>
Co-authored-by: Erika Fox <94164348+Erikafox@users.noreply.github.com>
(cherry picked from commit fe325d23c208c6a95cb4c208743ef0e8b7eafa8b)
<!-- 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
I changed the trashcan in the bridge for a photocopier and made the
armoury windoor rotated inward and put a public one on the outside so
you can put stuff on the table like the HOP line

<img width="325" height="319" alt="image"
src="https://github.com/user-attachments/assets/ca775cee-8707-4ae7-a944-6496bf62492d"
/>

<img width="319" height="339" alt="image"
src="https://github.com/user-attachments/assets/6c1b65b8-c429-470e-a4f9-da8cf870eda3"
/>

## Why It's Good For The Game
photocopiers are like godsgrace to the land
<!-- 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: The Leyak has a photocopier now. It also has it's indoor adjusted.

/:cl:

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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. -->

(cherry picked from commit c66d67dbd54e7a4aa7ba52db2297926470b235b7)
## About The Pull Request

- All-in-One tcomms in the command area
- Saluki and ammo in the ERT armoury
- Facemasks in both CLIP and Inteq ERT areas
- Defibrillator in ERT corpsman
- Renamed 7.5mm ammo can path back to 6.5 cause it was annoying
- Folders and Clipboards to the fax area
- Takes ammo out of the museum guns (keeps magazines)

## Why It's Good For The Game

Stuff to equip ERTs with

## Changelog

:cl:
add: Added some misc supplies and changes to Arrowsong's ERT armoury and
museum. Comms to Arrowsong
/:cl:

(cherry picked from commit 09b4244998b99a5b2387e9f46fb76fb88e228a5c)
<!-- 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
PGF being brought up to modern standards is something that's been in
talks and small project bursts for a long time now, but none ever went
through to the end. This PR updates all of the PGF factional sprites,
WITH FULL VOX AND KEPORI SUPPORT. In addition, it updates PGF vessel
maps with the new/resprited items and updates ERT/roundspawn outfits.

Images below

**SPRITES**
<img width="698" height="417" alt="Screenshot 2025-08-26 155834"
src="https://github.com/user-attachments/assets/1c43df24-2b1b-4a06-b653-f46edecda785"
/>
<img width="582" height="262" alt="Screenshot 2025-08-26 155845"
src="https://github.com/user-attachments/assets/86fad7ee-0698-4b65-9d91-ac325cfc2e0b"
/>
<img width="686" height="388" alt="Screenshot 2025-08-26 155856"
src="https://github.com/user-attachments/assets/7a9219d8-e3c4-4fd6-abdb-fb815a2b9589"
/>
<img width="584" height="384" alt="Screenshot 2025-08-26 155906"
src="https://github.com/user-attachments/assets/9fc107fd-9f81-4e74-9487-6a692c79407f"
/>
<img width="747" height="414" alt="Screenshot 2025-08-26 155933"
src="https://github.com/user-attachments/assets/1823b2f6-72ca-4bc9-bd75-2d49888c2a5a"
/>
<img width="770" height="388" alt="Screenshot 2025-08-26 155950"
src="https://github.com/user-attachments/assets/9ec615a6-e125-4dc5-b1b9-9874bbb16e32"
/>
<img width="1031" height="260" alt="Screenshot 2025-08-26 160956"
src="https://github.com/user-attachments/assets/bbd16158-4241-413a-9709-61dbb0135ed9"
/>
<img width="640" height="389" alt="Screenshot 2025-08-27 003408"
src="https://github.com/user-attachments/assets/6614e8f1-33b4-4ca5-a030-b4da7487b751"
/>
<img width="1153" height="509" alt="Screenshot 2025-08-27 003421"
src="https://github.com/user-attachments/assets/70c4107a-5d04-4911-a295-668d47bcd33a"
/>
<img width="639" height="255" alt="Screenshot 2025-08-27 003439"
src="https://github.com/user-attachments/assets/3f37e71c-56e8-4623-9805-4d23b9220285"
/>
<img width="638" height="511" alt="Screenshot 2025-08-27 003449"
src="https://github.com/user-attachments/assets/4131d182-c923-408f-9516-8d774bd0b092"
/>
<img width="1156" height="259" alt="Screenshot 2025-08-27 003504"
src="https://github.com/user-attachments/assets/bb5ef6ce-15df-46f7-a160-521e5c173cc7"
/>

**INGAME**
<img width="494" height="628" alt="image"
src="https://github.com/user-attachments/assets/045d58ef-74ea-4d03-a20a-57a4ee65f789"
/>
<img width="471" height="299" alt="image"
src="https://github.com/user-attachments/assets/8a127f74-9e01-488b-a0eb-14e65ab05cbe"
/>

<!-- 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
New sprites and planned content making their way into the game is a good
thing. Worked closely with Thgvr throughout this whole process and took
the time to make sure that quality was up to snuff
<!-- 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: Made new PGF items accessible
fix: Adjusted PGF outfits and items
imageadd: Added new PGF sprites
imagedel: Removed redundant sprites
/:cl:

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---------

Signed-off-by: DIB-DOG <DaneOfThieves@gmail.com>
Co-authored-by: Changelogs <action@github.com>
(cherry picked from commit 42f427b543ec2176bd1889a536363cb82fb60a0f)
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## About The Pull Request

<img width="995" height="204" alt="image"
src="https://github.com/user-attachments/assets/a3782046-9276-4bf6-8bec-3f45dc6d1ca0"
/>

## Why It's Good For The Game

cheese hands sucked

## Changelog

:cl:
add: insulated glove resprite
/:cl:

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(cherry picked from commit 5f95d8f2517ccd68fe89a0a542c977afcaa4c576)
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<img width="71" height="88" alt="image"
src="https://github.com/user-attachments/assets/27322aef-67e0-497a-beef-ca6038b67215"
/>
<img width="639" height="131" alt="image"
src="https://github.com/user-attachments/assets/d83fa752-7699-44d4-974e-a90bd43dba45"
/>
it might look better

:cl:
add: resprites explorer gas mask
/:cl:

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(cherry picked from commit 91f2ae3a1c1677c72f4b88b3736a93348160a4d3)
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## About The Pull Request
just touches up the sprite a bit.
<img width="377" height="323" alt="image"
src="https://github.com/user-attachments/assets/c9d600c9-0320-4f62-9508-f2e8f3c7605f"
/>

## Why It's Good For The Game
wanted to add a bit of depth

## Changelog

:cl:
add: touches up auto elite sprite
/:cl:

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(cherry picked from commit 0f7a376da5cd8dc39c6faa1a3f7a437b63c3136b)
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## About The Pull Request
<img width="935" height="181" alt="image"
src="https://github.com/user-attachments/assets/ed12f05c-b228-441d-aaa6-33d8f18074c5"
/>

## Why It's Good For The Game

species sprites are nice

## Changelog

:cl:
add: Kepi variant for NS hardsuit
/:cl:

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(cherry picked from commit e99da366a36790abd82c5bdc50beead41780ba23)
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## About The Pull Request
adds a few inteq sprite adaptations for kepori. battlecoat and hoodie
sprites by @thearbiber . also fixes the rolldown states for their
uniforms

<details>
<summary>In-game Screenshots</summary>

<img width="492" height="492" alt="keporiwinter"
src="https://github.com/user-attachments/assets/18a4492b-031a-4e54-8311-652154fdc7b6"
/>
<br>
<img width="448" height="448" alt="keporivanguard"
src="https://github.com/user-attachments/assets/89a4d95c-c957-4a04-bf7b-c282fbc81f4d"
/>
<br>
<img width="256" height="256" alt="keporimaa"
src="https://github.com/user-attachments/assets/1871cc55-8362-455c-a753-b465fedd9b62"
/>
<br>
<img width="192" height="256" alt="keporihoodie"
src="https://github.com/user-attachments/assets/e1d3c224-edde-4845-853b-e70376f74e08"
/>

</details>

<img width="873" height="896" alt="keporiasepriteinteq"
src="https://github.com/user-attachments/assets/73ae26b5-6a7e-45e4-9371-fd787e88cd7e"
/>

## Why It's Good For The Game

species compatibility good

## Changelog

:cl: moffball, thearbiber
add: The IRMG has upped the knitting quality of it's kepori-designed
wear.
/:cl:

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(cherry picked from commit e7728b23807a685caf74bb50f6f5b59782725615)
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## About The Pull Request
sprite motivation fading PRing this before it dies completely
<img width="951" height="302" alt="image"
src="https://github.com/user-attachments/assets/88ceeff5-f0bb-43dc-906f-85e5f8dde0e2"
/>

## Why It's Good For The Game
resprites old thing

## Changelog

:cl:
add: short over eye resprite
/:cl:

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(cherry picked from commit 49faffa35e55d91395851a663186e762ddb2464f)
…urable) (#5280)

## About The Pull Request

Sprites by @thearbiber

Resprites a lot of the existing athletic shorts along with the dolphin
shorts and adds a pink colour. Also makes them one recolourable item
(NOT DOLPHIN SHORTS)

<img width="254" height="508" alt="image"
src="https://github.com/user-attachments/assets/09f51423-ffce-4fb6-acca-99465674928b"
/>

(first girl isnt dead she just took a nap)
<img width="229" height="230" alt="image"
src="https://github.com/user-attachments/assets/c1596f93-ef94-4a36-a045-6aeabe65faa5"
/>

## Why It's Good For The Game

Shorts

## Changelog

:cl: thearbiber, generalthrax
add: Athletic Shorts / Dolphin Shorts Resprite + Pink Shorts.
Recolourables
/:cl:

(cherry picked from commit 9b500331e9fc645a45838edff795b92c06d86d40)
basic mobs are now checked for inside isanimal + human simplemobs will
not drop loot if they are currently qdelling

:cl:
fix: animals should stop erupting into gore fountains when you land
fix: hermits will refrain from causing damage to your hull during
landings
/:cl:

---------

Signed-off-by: Erika Fox <94164348+Erikafox@users.noreply.github.com>
Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
(cherry picked from commit ace3dc054112a3ab4f9eb31c11ca145a74e8dfc8)
## About The Pull Request
makes subshuttles (or any docked vessel) update their location upon the
movement of the object they're docked to
## Changelog

:cl:
fix: subshuttles having absolutely bizarre interactions with overmap
location
/:cl:

(cherry picked from commit f8126357a819c80ad760b04d06411ff65b65bfbf)
## About The Pull Request
more randomgen planet / star names

variety is good
## Changelog

:cl:
add: more randomgen planet / randomgen star names
/:cl:

---------

Signed-off-by: Erika Fox <94164348+Erikafox@users.noreply.github.com>
Co-authored-by: thgvr <81882910+thgvr@users.noreply.github.com>
(cherry picked from commit e82551d59b8c41820306c697809e4d216484c8f3)
## About The Pull Request
Makes ammo counters fit on scope by default, but adds an interaction for
them to also fit on railings.

##### why its good for the game
i think its cool

## Changelog

:cl:
balance: ammo counters now go to the scope slot
/:cl:

---------

Signed-off-by: Erika Fox <94164348+Erikafox@users.noreply.github.com>
Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
(cherry picked from commit 24c4198e80ab19352fca2f76d75712a9fedd45bf)
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moves medbay around to not be so microscopic causing everyone and their
mother to move it to the breakroom

<img width="726" height="645" alt="image"
src="https://github.com/user-attachments/assets/01280676-6c49-4279-ad10-635c4f58c12e"
/>

<img width="570" height="554" alt="image"
src="https://github.com/user-attachments/assets/2ebff360-4861-4efe-8662-7683e16b2b2d"
/>
if I ate five grapefruit, I think i'd feel pretty sick

:cl:
fix: Magpie medical and security offices have been adjusted slightly for
better space use.
/:cl:

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

(cherry picked from commit 98a0f185a692f189c55577ce2b35b47007a3e050)
## About The Pull Request

Captained a round of it and was unsatisfied with a few things. Made some
tweaks here and there, including:

- Doubled the total ammo in the armory. Two boxes of 9mm feels extremely
barebones for two ammo hungry SMGs.
- Replaced some awkward seemingly misplaced decals in the main hallway.
- Placed megaphones into the Captain's and Cergeant's lockers.
- Placed a command pouch into the Captain's locker.
- Placed a filing cabinet into the armory. Moved a hand labeler,
clipboard, and some folders into it.
- Placed a Minuteman chest rig into the Sergeant's locker.
- Added two ballistic goggles into the armory, as that seems to be a new
standard for Minutemen roles (From the Atlas remap).

## Why It's Good For The Game

These tweaks are mostly for QOL. They should make the Typhon feel a bit
better to play on.

## Changelog

:cl:
balance: Made some QOL tweaks to the Typhon (Mostly the addition of some
convenient starting equipment).
/:cl:

(cherry picked from commit 6627153c08325981323cf556aa0fa5dd7f787da2)
…tleneck instead+vox sprites for it (#5285)

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

## About The Pull Request
as said in the title. Heres the vox sprites
<img width="737" height="198" alt="image"
src="https://github.com/user-attachments/assets/a2bf2560-d69b-4230-8ea2-f6db373e7495"
/>

## Why It's Good For The Game

These clothes have mostly been sitting about gathering dust, and are
rarely seen anyways. Honorable Vanguards still have a distinct outfit
even with this being moved over to command, and also gives command staff
more of the possibility to Stick Out like the other factions, without
having to wear the overcoat all the time.

## Changelog

:cl:
add: Vox Inteq command turtlenecks
add: Honorable Vanguard turtlenecks are now inteq command turtlenecks
/:cl:

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(cherry picked from commit e53617a6fbdb329715da7c516d2773d312f0913d)
## About The Pull Request

Makes the NT Suit Jacket and Hazard Vests now appear for Vox. These
sprites existed but I forgot to add the VOX_VARIATION flag. Also fixes a
sprite that didn't have a correct west state.

## Why It's Good For The Game

Fix good

## Changelog

:cl:
fix: Missing vox sprite states for some NT outerwear.
/:cl:

(cherry picked from commit 6795ccce798ee3b2cdf06c135eed55696fc1b3fb)
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not be viewable. -->
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request process. -->

## About The Pull Request

<img width="636" height="426" alt="image"
src="https://github.com/user-attachments/assets/cd734484-c991-4429-bbfa-6e474cbb78ac"
/>
<img width="570" height="194" alt="image"
src="https://github.com/user-attachments/assets/7a5ee069-0571-4b2b-beb8-3d4ccc31712f"
/>

## Why It's Good For The Game

more comfy clothes ig. Scrappers wearing pajamas to work day

## Changelog

:cl:
add: pajama pants
/:cl:

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(cherry picked from commit 490a8e9eaa3a582587e1dee8a94cd177f7b6e7a0)
## About The Pull Request

Lowered some magazine prices based on amount of rounds they have (mostly
aimed at the Boomslang and F90 charging 750 for a 5 round mag)

## Why It's Good For The Game

Way too much

## Changelog

:cl:
balance: Slightly decreased some magazine prices (namely the Boomslang
and F90)
/:cl:

(cherry picked from commit 4c361a9c770e5f99aa2029d3350f98d9368ddf28)
## About The Pull Request

- Increased frag grenade cost to 500
- Slightly increased Tear gas and Flash bang cost to 200
- Removed riot grenade launcher underbarrel from cargo
- Removed heavy explosive damage and slightly reduced flame range from
frags
- Removed devastation from Concussion grenades

## Why It's Good For The Game

Frags just seemed wayyyyyy too cheap for how effective they are for PVP
(and to a lesser extent PVE). See them spammed out a loooot.

Feel like whatever balance grenades have is pretty much negated by the
riot. You can just spit it out beyond normal throwing distance (and
ludicrously far if you have it on a DMR or Sniper) with a quickie
firemode toggle. Was considering simply locking it from DMRs and snipers
but I feel like you can still get a pretty similar effect with just
normal ADS. Might reconsider, would like to hear thoughts

As of 9/8: Wanted to lean grenades away from the direct explosive damage
and more towards the shrapnel. Removing heavy explosive damage reduces
the impact of cookoff and puts more emphasis on the shrapnel (which
still does a lot of damage but a fair bit less so cause its tied to
shrapnel + bullet armour instead of explosives and all the jank with
that)

## Changelog

:cl:
del: Removed riot grenade underbarrel from cargo
balance: Increased frag grenade and other auxiliary grenade costs
slightly
balance: Removed heavy explosive damage from Frags and devastation from
Concussion grenades
/:cl:

(cherry picked from commit dc1f2927fed6869d1a781b1edcbf80e81110aa4c)
## About The Pull Request

- Removes diamonds and bluespace crystals from common veins on planets
they spawn on
- Reduced amount of gold in most normal veins
- Reduced spawn rate of certain rare veins
- Reduced amount of nodes accessible from rare veins

## Why It's Good For The Game

Crazy amount of money accessible from even base normal veins. It should
be a nice bonus and not a "stop by jungle world roundstart for 80000
credits"

Have not actually tested the new adjustments yet so I'll get back to you

## Changelog

:cl:
del: Removed diamonds and bluespace crystals from normal veins
balance: Reduced amount of gold from normal veins. Slightly rarer rare
veins
/:cl:

(cherry picked from commit 76d9196bc072421b890313f1f91a32740060d2b7)
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## About The Pull Request

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documented or this can delay review and even discourage maintainers from
merging your PR! -->

Title. Also gives hermits their own bespoke factions.

Should stop simple mob versions of pirates aggroing onto player pirates,
and similar cases.

## Why It's Good For The Game

<!-- 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. -->

What should be allied mobs shouldn't aggro onto you.

## Changelog

:cl:
add: Hermit faction
balance: Simple mob pirates won't aggro on player pirates.
/:cl:

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(cherry picked from commit 7ebd051b1f1314e270c1a62a4cd89c9c17b2e425)
## About The Pull Request

Adds horse genemods to humans.

<img width="454" height="270" alt="image"
src="https://github.com/user-attachments/assets/ce28835f-2a32-48e6-8534-e342e50591bd"
/>

## Why It's Good For The Game

Horsegirls.

## Changelog

:cl:
add: Horse genemods for humans
/:cl:

(cherry picked from commit 119db52167a8a483c0ef8d75608f2b608e80bbad)
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<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

<details>
<summary>Screenshots</summary>
<br>
<img width="1312" height="1184" alt="image"
src="https://github.com/user-attachments/assets/e167520e-9109-4263-9b73-d57437f63a4e"
/>
<img width="1312" height="1184" alt="image"
src="https://github.com/user-attachments/assets/bae5079c-d726-4776-9099-f3b87556c993"
/>
<img width="1280" height="1280" alt="tortuga"
src="https://github.com/user-attachments/assets/073a3b4d-a8d3-458e-80e6-82e97e8804d2"
/>

<img width="288" height="224" alt="image"
src="https://github.com/user-attachments/assets/d4d602bc-28ab-49ff-a435-f4dd61fd1135"
/>

</details>

Touches up and modernizes the Tortuga. Major changes are:

- Shutters to windows and engines.
- Adds a helmsman role to pilot the subshuttle.
- Reinforces the exterior hull.
- Maint has been reorganized and pressurized.
- Adds firelocks.
- Telecomms
- A hydroponics "room"
- A bar
- LTSRBT
- Personal locker for the deckboss
- Two of the engines are now normal.
- Misc fixes.

- Updates the armory and holding cell.
<details>
<summary>Weapons</summary>
<br>

   -  Captain: Mateba,
   - Helmsman: Pounder
   - Armory: Mower, Wasp, F3, Spitter, Mauler, Mauler Semi-Auto
   - Adds grenades (smoke and frag)

</details>

<!-- 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. -->

Making our crackhouse a crackhome.

The Tortuga was starting to show it's age, and was a bit unthreatening
in the context of modern Shiptest. With the new Frontiersmen weapons
out, it was about time to give it an update. This should help it lean a
lot more into it's gimmick as a floating fortress/base with more
shipside functionality to keep the home crew busy and help support the
away team with some general QoL changes tossed in.

:cl:
add: Tortuga Touch Ups
/:cl:

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(cherry picked from commit 0e7d8f3dace66272bdc1f812d7f13f72fdb2fc79)
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This should fix all wind on bombed starport

is that a tornado or are you happ-AAAAAAAAAAAAAHHHHHHHHHHH

:cl:
fix: wind on bombed starport
/:cl:

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(cherry picked from commit 62fd67874c053ecbcf67a7a3bb8ded95c855336c)
FalloutFalcon and others added 9 commits April 22, 2026 23:32
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request process. -->

## About The Pull Request
Adds both species and random seed randomization of simple humans
<img width="586" height="438" alt="image"
src="https://github.com/user-attachments/assets/b1b14d79-189d-4277-9316-cdcf72fd26eb"
/>

<!-- 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
No more 1 billion generic white male frontiersmen
<!-- 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: The appearance of simple humans is now much more varied
/:cl:

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(cherry picked from commit 633492c6a52931b4b5326a6cae6d185178c65717)
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not be viewable. -->
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request process. -->

## About The Pull Request
Converts flavor text entry field into a tgui input text box instead of
stripped multi line input
<!-- 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
Makes sure to show character limit to prevent people from going too
crazy and loosing there work
<!-- 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: Flavor text now uses a tgui text box and shows character limit
/:cl:

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

(cherry picked from commit 4c1727e23a132944d5af70aaeb336d6aaca500e9)
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not be viewable. -->
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request process. -->

## About The Pull Request
removes a handful of procs and vars surrounding prefs.
partial atomization of #4831
<!-- 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
these dont do anything in our current game, makes it easier to look at
the file diff for the real pref rework
<!-- 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:
del: Removed some old pref options that we dont use
/:cl:

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

(cherry picked from commit 0fa516236a2af783a15df2186ec30694648179b4)
## About The Pull Request

Sprites by @thearbiber

Adds a modified 10mm Rattlesnake to the game in use by the Ramzi Clique.

<img width="188" height="186" alt="image"
src="https://github.com/user-attachments/assets/8c3b3679-5b75-4c2f-9a01-5281a560f608"
/>

It fires in 2-round burst with a bit more recoil, greater wear rate, now
used by Rust-red pistol mobs.

Obtainable through the blackmarket and the Rustbase ruin.

## Why It's Good For The Game

The rust red pistol mobs kind of sucked for how menacing they looked,
especially now that we have softsuit mobs to look stupid and less
menacing. I figure Ramzi would do away with 9mm anyways and use the ammo
they have more of, rechambering for something with a fair bit more kick
for piracy work.

## Changelog

:cl: thearbiber, generalthrax
add: Added MP-84m Cottonmouth, Ramzi Clique modified Rattlesnake,
chambered in 10mm. Obtainable from Blackmarket and Rustbase ruin.
balance: Ramzi Clique Rustred pistol mobs now have a Cottonmouth instead
of a military Ringneck and fire in slow bursts of 2
/:cl:

(cherry picked from commit 5e524c265313251bd482a4c64d7c9fc721819c3a)
## About The Pull Request

<img width="263" height="645" alt="image"
src="https://github.com/user-attachments/assets/6ff1059b-821d-4abc-85cc-4d7568fad591"
/>

does this so the turrets dont shoot you through two solid walls

## Why It's Good For The Game

fixes good

## Changelog

:cl:
fix: rustbase turrets no longer xray shoot you
/:cl:

(cherry picked from commit a6d7d12aaa154b69f669e12fa8398e2b55e38a21)
## About The Pull Request
fixes most hooded coats having a bad icon state for the hood

## Why It's Good For The Game
idk

## Changelog

:cl:
fix: winter coats will have hoods again
/:cl:

(cherry picked from commit 198ff22fd1c1b671528710af0871a4a317d0e47b)
## About The Pull Request

This PR makes a number of tweaks and fixes to the weather sounds:

- The ashstorm sounds have been replaced with a new soundloop.
- Inside and outside weather sounds are no longer inverted. This was
hardly noticeable before, because there was practically no difference.
- Weather sounds are now muffled when indoors. The loops have been
broken into smaller chunks to make the transition between environments
smoother.
- Weak rain now uses its own soundloop, rather than using heavy rain
sounds, which makes the beginning of rain sound less weird.

Everything added here is still subject to change — Please Give Me
Feedback.
## Why It's Good For The Game
It's a little immersion-breaking when you're sitting inside your ship or
a cave, and it sounds like you're in the middle of a hurricane.

The old ashstorm sounds were quite crusty, and featured a lot of
clipping, which couldn't be fixed without further diminishing the
quality of the sound. The new sounds should hopefully work better.

## Changelog

:cl:
soundadd: The ashstorm/rockplanet weather sounds have been replaced.
soundadd: Weather sounds are now muffled when indoors.
soundadd: Weak rain now uses a unique soundloop, meaning the transition
to heavy rain will be less jarring.
fix: Outside weather sounds no longer play indoors, and vice-versa.
/:cl:

(cherry picked from commit 23ddd36fa47409edf8547b3d48878f6f25a4f6fc)
## About The Pull Request
idk why this was even happening

## Changelog

:cl:
fix: elzu no longer have a random brute damage increase
/:cl

(cherry picked from commit 45c5e09a16cf796fc59dbab9138369097e8f1570)
## About The Pull Request

replaces one ointment with quardexane medigel

## Why It's Good For The Game

makes it worth

## Changelog

:cl:
add: added quardexane to burn kit
/:cl:

(cherry picked from commit e0d768fcb6864931f3fbee985c47fc9acbe2475c)
rye-rice and others added 6 commits April 23, 2026 00:19
…629)

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Fixes the docks of smaller ships to have proper mobile docking ports,
therefore allowing ship to ship docking. In theory.
Also standardizes mobile docking ports being at the airlock except in
circimstances where it physically cannot

![image](https://github.com/user-attachments/assets/a164cc1e-5bb0-4920-b5e9-aa04caf0d352)
the vaqueors docking port is finally not in a stupid location
docking ports working

![image](https://github.com/user-attachments/assets/e31f05b9-0398-49f3-8ded-5c6cfe79358e)

:cl:
add: Most small ships should have more stationary docking ports
fix: Mobile docking ports on most small ships
fix: disable_on_owner_ship_dock should work more properly now
/:cl:

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---------

Co-authored-by: retlaw34 <58402542+retlaw34@users.noreply.github.com>
(cherry picked from commit 40efae60ba41182a8e486e86da808953c9404a10)
@Goat-Real
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please oh my god do not let the sharplite rework in with this one that PR is so awful and just removes any reason to ever use an NT laser guns.
makes them lower damage, doesn't let them shoot through windows, and just makes them look AWFUL if i'm being honest. the big white boxes look so bad in game. all of them are so god damn awful.

@Ossa88
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Ossa88 commented Apr 24, 2026

please oh my god do not let the sharplite rework in with this one that PR is so awful and just removes any reason to ever use an NT laser guns. makes them lower damage, doesn't let them shoot through windows, and just makes them look AWFUL if i'm being honest. the big white boxes look so bad in game. all of them are so god damn awful.

Someone called it out already and ill figure out a modularized solution that people will like.

Feel free to bring up any issues you know about in the Discord, just ping me. I have not fully gone though their edit in that one PR...
But my housemate did bring up a silly idea. I might restore the NT Laser guns and allow them to pass though windows, and then reclassify the new sharplite guns as Phasers which cant go though windows.

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please oh my god do not let the sharplite rework in with this one that PR is so awful and just removes any reason to ever use an NT laser guns. makes them lower damage, doesn't let them shoot through windows, and just makes them look AWFUL if i'm being honest. the big white boxes look so bad in game. all of them are so god damn awful.

Could recolour em to the AUG/pulse rifle colour schemes if someone asks me to. As for the pass-through, I think you can just toggle it pretty easily with the PASSGLASS tag. Some of the designs look pretty neat, as far as I've seen.

The whole sharplite PR affects soooo much stuff that I imagine one would be forced to cope with, for making it easier to port stuff from future ship.

@Ossa88
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Ossa88 commented Apr 24, 2026

please oh my god do not let the sharplite rework in with this one that PR is so awful and just removes any reason to ever use an NT laser guns. makes them lower damage, doesn't let them shoot through windows, and just makes them look AWFUL if i'm being honest. the big white boxes look so bad in game. all of them are so god damn awful.

Could recolour em to the AUG/pulse rifle colour schemes if someone asks me to. As for the pass-through, I think you can just toggle it pretty easily with the PASSGLASS tag. Some of the designs look pretty neat, as far as I've seen.

The whole sharplite PR affects soooo much stuff that I imagine one would be forced to cope with, for making it easier to port stuff from future ship.

Yah, to maintain downstream compatibility I need to maintain their code 1:1 but have a ton of tricks which can make things like they used to do with minimal issue.

This at least has to be done until the hard break point, which is around Shiptest's March version (removal of NT**), where afterwards we will probably be fully splitting off Shiptest's master branch, and at which point we will be much more selective in our pulls.

**Note: I already have drafted tools which will convert shiptest code back to pre-NT versions so we can convert their work back should it be something we want to pull.

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Ossa88 commented Apr 24, 2026

So I have a large list of the changes, and honestly kind of disappointed in Shiptest's QA process as they left lingering references to the old named stuff all over the place.

Once I manage to figure out exactly what they intended, since they never make that public in the PR, I will decide on an action plan and restore a bunch of the items that were removed, or revert some changes.

FYI: Small edits that do not impact lore, such as name and descriptions, and some visual only edits... might not get reverted.

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