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upstream pull#4
ivomink wants to merge 5603 commits into
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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

Littlemen07 and others added 11 commits August 16, 2026 09:44
## Short description
Move thermal implant to med tech, move night vision to tier 2 since
thermal are tier 3

## Why we need to add this
After a round where the entiretity of sec couldnt catch a single umbrea
that was always invisible, i realised i almost never saw thermal implant
in thousands of hours.

Thats because they are an arnenal tech, a tier 3 one. Making it never
seen even on warop.

This PR changes moves it to medical, which is even the place where you
got to print those in the first place. Allowing for three departement to
cooperate (science, med and sec) in order to be able to counter
invisible threats, instead of just existing in a tech tree that isnt
usually touched and being unreachable even when needed since arsenal is
teched last.
## Media (Video/Screenshots)
none

## 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: Romero
- tweak: Thermal implant are now a tech 3 med technology.
- tweak: NVG are moved to tier 2.

---------

Co-authored-by: Rinary <rinary.super@gmail.com>
## Short description
Adds Assistant Manager, as requested by Dark:
#4183.

Only handles the Job implementation and all the clothing, a separate PR
will handle the functionality of the device. Needs SOP and probably an
Extra Roles question too.

## Why we need to add this
Many Assistants, many do nothing.

## Media (Video/Screenshots)
It has extra roles, 30hr Command, and 30hr Assistant playtime
requirements, I just have the cvar off on my local. Similar to NCT,
they're also forbidden from Iterator and Muted, given it's an Extra Role
whose entire purpose is task delegation.
<img width="1226" height="114" alt="image"
src="https://github.com/user-attachments/assets/c0b4744c-2d6d-4799-9632-ccfd1be6393b"
/>

They get to wear the generic command stuff.
<img width="1006" height="610" alt="image"
src="https://github.com/user-attachments/assets/09c7b49d-a934-4e3f-a0cb-e2c63701f594"
/>

They also get to use these bags I made a couple months ago.
<img width="499" height="234" alt="image"
src="https://github.com/user-attachments/assets/aaca3f94-c0f2-416e-9549-dbeb73e93b3d"
/>

And some generic "blue" stuff
<img width="795" height="307" alt="image"
src="https://github.com/user-attachments/assets/bf58d372-3229-427f-803e-2ebceb4befb1"
/>

<img width="799" height="306" alt="image"
src="https://github.com/user-attachments/assets/a73bd7cc-7b09-4c7c-b0d0-d079b781971f"
/>

<img width="795" height="408" alt="image"
src="https://github.com/user-attachments/assets/b121d870-80e8-4adb-adfd-2d9e6d43a169"
/>

In terms of actually new sprites, it's just their eye-hud, their PDA,
and the blue winter boots that're new.
<img width="1002" height="474" alt="image"
src="https://github.com/user-attachments/assets/d3dd4dcc-7292-4efb-b274-837cf8d0ae93"
/>

## 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: wonderfulnewworld
- add: Added a new job, Assistant Manager, in charge of delegating tasks
to Assistants and changing their ID icons.
- add: Added Blue Winter Boots.
## Short description
Adds three milk crate storage structures with gradual fill sprites that
update as the crate is filled:

- **Milk Crate**: stores milk cartons (milk, soy milk, oat milk, full or
empty) and nothing else. Holds 4 cartons, with a sprite state for every
count from empty to full.
- **Record Crate**: stores vinyl sleeves from the Radio Host equipment
(#5288) and nothing else. Holds 8 sleeves across 6 fill states.
- **Syndicate Milk Crate**: a blood-red version of the record crate,
flagged as syndicate contraband.

The milk and record crates can be built from 4 plastic sheets (Storage
crafting category). The syndicate crate is intentionally absent from the
crafting menu but keeps its construction graph node, so it can still be
deconstructed. All crates deconstruct with a screwdriver and refund
their plastic.

Implementation notes:
- New `VinylSleeve` tag on the sleeve bases and a new `MilkCarton` tag
on the milk carton entities (both marked with Starlight comments where
ported/upstream files are touched) drive the storage whitelists.
- Fill visuals use the same `StorageFillVisualizer` pattern as the CD
rack.
- All new content lives under the `_Starlight` trees; sprites are in
`_Starlight/Objects/Storage/milkcrate.rsi` (17 states).

## Why we need to add this
The Radio Host update (#5288) added vinyl sleeves but no dedicated way
to store or transport a collection. The record crate gives radio hosts
tidy vinyl storage that visibly fills up, the milk crate gives service a
themed carton carrier, and the syndicate variant provides flavor storage
for contraband records.

## Media (Video/Screenshots)


https://github.com/user-attachments/assets/f82387b3-4906-4e46-b2d9-89344bbb19d9


## 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: Kamila, AegisShield
- add: Added milk crates! Store your milk cartons in style, or repurpose
one to file away your vinyl collection.
- add: A blood-red milk crate full of unsanctioned records has been
spotted in syndicate hands.

Co-authored-by: KamilaTech <Claude@kamila.tech>
## Short description
Revamp the electrolyzer component to use internal battery of the device
instead of raw fuel. Electricity is now consumed relative to each gas
being electrolyzed, solid plasma fuel now decreases electric consumption
massively while it lasts, which should also increase production rate
with how the machines have been reworked.
Tesla coils and grounding rods can also electrolyze with their internal
batteries.

## Why we need to add this
Electrolyzer not using electricity is... illogical. 
Lets the tesla have a secondary use case like how the singularity can be
used to make pluoxium en masse.

## Media (Video/Screenshots)

<img width="969" height="597" alt="image"
src="https://github.com/user-attachments/assets/1cf033b0-acd1-4818-95f7-502a30d80ee7"
/>


## 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: Orange Juice Goose
- tweak: Electrolyser now runs off of HV electricity, solid plasma can
be used to massively boot its output.
- tweak: Tesla coils and grounding rods can now electrolyze with very
low efficiency.
- remove: Electrolyzer can no longer use uranium sheets as fuel.

---------

Co-authored-by: Rinary <rinary.super@gmail.com>
## Short description
<!-- What do you propose to change with your PR? -->
Comments out the ability for the DoorRuntime event to roll, 

## 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. -->

This event is just plain not fun, it just pauses the round for between
15 seconds and 2 minutes, It hurts newer players who dont know what is
going on, it has no greater use than, pause the round, wait.... wait...
wait.... okay continue.

It also has a few rare scenarios spoil an entire round if they happen,
mainly, if it rolls and a power outage rolls after, if it ends during
the power outage, every door across station will remain bolted. It can
roll just before or even _after_ evac arrives, locking every person who
cant unbolt shocked doors inside and preventing them from evacing.

There have been proposed solutions, like making it only hit one
department, but until those are added, this should stop being an option
to roll.


## 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.
- [ ] 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: Musiklie
- remove: Removed the DoorRuntime event, NT finally solved the virus.
…ions as recipes. (#5354)

## Short description
<!-- What do you propose to change with your PR? -->
Adds recipes for various doughs to the guidebook. Creates the
`guidebookGroups` method which allows for any chemical reaction to be
formatted as a guidebook entry in the same style of every other food
recipe.

## 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. -->
Extremely confusing for new players, suggested a number of times on
discord (which you can find
[here](https://discord.com/channels/1272545509562777621/1445184954098258034),[
here](https://discord.com/channels/1272545509562777621/1530129438094921808),
and
[here.](https://discord.com/channels/1272545509562777621/1501260930791641138))
The cookbook previously couldn't recognize any recipes that don't use a
microwave, oven, stove, or deep fryer. This is necessary guidance for
new players and a crucial part of cooking practically any dish. This
aligns with the general philosophy of providing all necessary
information by means accessible within the game, and avoids players
having to turn to external websites or wikis to get simple recipes.

If new dough/cooking chemical reactions are added in the future this
works the same way as all the actual food recipes. Just tag the reaction
using `guidebookGroups`.

Documenting how to make things like condiments purely through chemical
reactions is something that's made possible in this PR, and should
probably be added to the guidebook but I'll save that for another day.

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->
<img width="889" height="705" alt="image"
src="https://github.com/user-attachments/assets/b41a25a1-44e9-40bb-83cd-0b9d54833369"
/>
fig 1. yup that's all it does.

## 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: bynddark8, Rinary1
- add: Introduces recipes for doughs and cake batter to the in game
guidebook.
- add: Introduces a method to document chemical reactions in the
guidebook as cooking recipes.

---------

Co-authored-by: Rinary <rinary.super@gmail.com>
starlightgithub Bot and others added 30 commits August 25, 2026 04:40
## Short description
Prevents metabolism from shuffling around on the client.

## Why we need to add this
fix a few metabolism issues
Is basically this:
space-wizards/space-station-14#42790

## 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: Mack
- fix: Fix metabolism shuffle.
## Short description
This PR changes the Airloss Auto-Injector to contain a universal,
species-compatible reagent with the same intended effects as Dexalin
Plus and Amoxla.

## Why we need to add this
Currently, the Airloss Auto-Injector does not display its contents when
used, which can result in players unknowingly injecting chemicals that
are harmful to certain species, such as Resomi and Avali. In critical
situations, this can unintentionally push a patient closer to death
instead of stabilizing them.

This change introduces a general-purpose reagent that allows the Airloss
Auto-Injector to fulfill its intended role as a reliable emergency
medical tool usable by all species.

## Media (Video/Screenshots)
<img width="458" height="371" alt="grafik"
src="https://github.com/user-attachments/assets/4639e7e7-de69-4272-98b0-4b050b629125"
/>

<img width="540" height="403" alt="grafik"
src="https://github.com/user-attachments/assets/6396b973-154b-4c7e-a6f3-e74294c11f21"
/>

<img width="800" height="600" alt="grafik"
src="https://github.com/user-attachments/assets/36e091fc-837b-4612-b386-fdf23de1f014"
/>


## 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
- add: New uncraftable chemical: Respirazone, treats generic airloss
damage.
- remove: Airloss-Autoinjector does not anymore contain Saline and
Dexalin-plus.
- add: Respirazone is available only in airloss-autoinjectors.

---------

Co-authored-by: Rinary <rinary.super@gmail.com>
## Short description
<!-- What do you propose to change with your PR? -->
Allow security k9s to fit in pet carriers (and vims I guess)

## 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. -->
<img width="502" height="56" alt="image"
src="https://github.com/user-attachments/assets/eab98ad8-6e33-461c-96a7-6c9c3b9cf1ec"
/>

Pet carriers are gated by if the creature can pilot a vim.

## 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**
:cl: Sparlight
- fix: K9s can now fit in pet carriers.
<!--
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.
-->
## Short description
<!-- What do you propose to change with your PR? -->
This PR fixes not being able to insert medipens (all varieties, both
unused and expended) into disposal units as it would give an error
stating "You aren't able to transfer into the disposal unit!" if you
tried.

## 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. -->
It's really stupid that to throw away medipens after using them you need
to throw them at a disposal unit repeatedly until you don't miss. Some
people also don't know about this workaround so you just have used pens
littered about because people don't know how to throw them away.

You were able to trash syringes and such before without any issues but
as they use the same system I've included them in the video for
thoroughness to prove they still work. They had an issue where it'd give
you an error that you couldn't inject into the disposal unit when you
trashed them, but they'd still be inserted. This also fixes that.

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

https://github.com/user-attachments/assets/46b6a0c6-f4fb-4be5-9d14-7d86c32fc8d1

## 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)
- fix: Fixed not being able to trash medipens. You no longer need to be
Kobe to clean up after yourself.
## Short description
Adds WallMount component to the Hand Labeler whitelist, so all
wallmounts can explicitly be labeled always. Air Alarms, Posters, Signs,
Fire Alarms, Neon Signs, and anything we add in the future.

## Why we need to add this
It's good practice to label Air Alarms for Atmos/Engie, but it's made
even more tedious and shit for mappers by needing to use right-click
verbs for it. Plus, players should be able to edit them mid-round if
they rebuild a room or add a new alarm to an area.

This method just future-proofs it for the rest of time so any
wallmounted machine we might add, can be labeled. IE if we port a
version of the in-dev Wizden smart-airlock control panels that suck all
the air out of a room before unbolting the exterior airlock into space.

## Media (Video/Screenshots)
N/A

## 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
- tweak: All wallmounts can now be labeled with a hand labeler, such as
Air Alarms, Neon Signs, Signs, Fire Alarms, etc.
Clears up the horrific necktie ghostrole to not be reliant on disco
elysium knowledge and makes the purpose of it clearer.

## Short description
Horrific necktie role/item descriptions

Role Description: You are a horrific necktie, play into your wearers
hedonistic and carefree desires, a self-centered devil on their neck!

Item Description: The necktie is adorned with a garish pattern. It's
disturbingly vivid. Somehow you feel as if it would be wrong to ever
take it off. It's your friend now. You don't need to listen to it, but
it makes some good points.

## Why we need to add this
Clarity of role, a role shouldn't need a disclaimer to play another game
to understand it.

## 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.
- [ ] 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: Swonki
- tweak: Horrific Necktie Role/Item Descriptions.
## Short description
<!-- What do you propose to change with your PR? -->
Adds a couple of animal-only dialects of animal languages.

## 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. -->
Back when languages were conceived, we had Dog language. We had Cat
language. All was well. Only dogs and cats could speak these languages.
Somewhere along the line, someone thought, "Hey, it would be nice for
vulpkanins to understand dogs, and for felionoids to understand cats."
And the feedback was generally positive, and so this was given.
Then another time, someone thought, "Hey, I wanna play a Human but they
have a lot of canine traits. I want to be able to speak to dogs, but
because I'm not a vulpkanin I can't. What if selecting the Canilunzt
language trait - the language of vulpkanins - also let me speak Dog?"
And that, too, got merged. So now anyone can pick up an animal language
pack to understand animals.

I have recently added a K9. Its design specifically revolves around
several barriers, including a communication barrier. I want them to be
able to make dog noises, to speak Dog. But I don't want the meta pairing
to be a vulpkanin security officer with a K9. I need them to be truly
unintelligible to anyone that isn't a dog. Since the Dog language has
drifted so much, adding an animal-only variant of the language seemed
like the approach with the least friction.

## Media (Video/Screenshots)
<!--
If your PR contains in-game changes you must provide screenshots/videos
of the changes.
-->
First message Dog, second and third Dog (Feral). Listener is a
vulpkanin.
<img width="498" height="112" alt="image"
src="https://github.com/user-attachments/assets/a994bdc9-1abd-4784-b4b7-d4797eae5ff9"
/>
<img width="454" height="94" alt="image"
src="https://github.com/user-attachments/assets/49bbdb4b-355c-458d-ba33-b07a61c23e7f"
/>

## 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: Sparlight
- tweak: Security K9s now speak a variant of Dog that can only be
understood by other dogs.
<!--
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.
-->
…am (#5796)

## Short description
Updated starlight cooking appliances to use the new idle and in use
system from upstream.
And TP's.

## Why we need to add this
Brings us up to date, also this error:
```
Can't resolve "Content.Shared.Power.Components.PowerStateComponent" on entity oven (1523580/n1523580, KitchenOven)!
```

## 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.
-->
**Changelog**
:cl: Mack
- tweak: Bring the stove, oven, ice cream maker, and deep fryer to the
new idle/active power system.
## Short description
Added the 'False Shutters Projector'. This projector can be crafted with
any other Holoprojector, 5 cables, and 5 reinforced glass. It places a
gray scale 'false shutter projection' that blocks vision but glitches
occasionally.

## Why we need to add this
Useful antagonist craftable that has some fun potential for use in
various plans. Being able to block windows while hacking a locker in a
room you just broke into, or to hack through a second door since some
head officers have an office and bedroom section.

The crafting isn't super expensive, but it also comes with several tells
that the shutter is fake. They can't be rotated, they are gray scale and
lack the yellow hazard stripe on their bottom, and they occasionally
visually glitch. It would only fool the distracted or unobservant- but
even if someone notices it's wrong, they still can't see through it,
meaning it may still hide your identity if they don't have access to
whatever room you are in.

The pricey part of their crafting is needing a Holoprojector. Security
has a handful, Engineering and Atmos have a handful, but the two most
readily available projectors are Wet Floor Sign Projectors, and
Radiation Blocker Projectors. Janitors get Wet Floor Sign Projectors,
and Radiation Blocker Projectors can be found in Radiation Lockers which
are often mapped with at least 1-2 in maints. This still makes them a
limited supply item for antags, unless they want to go after an
engineering or security one which is risky.

## Media (Video/Screenshots)
[Youtube Video Link. The video shows the crafting not working on some
projectors- I fixed that
after.](https://www.youtube.com/watch?v=fys6nz_7Vb4)

## 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 False Shutter Projectors, a new craftable tool for
antagonists. It places a grayscale 'false shutter' projection which
blocks vision, but lacking the yellow hazard stripe and visually
glitching occasionally gives it away to anyone actually paying
attention. Useful for break-ins so passerbys in the hallways outside
don't see you.
## Short description
An AI that is online can access many maps. But only the crew monitor
contains the quality of life feature that you can jump to a position you
click on that map. I propose to add this to the following maps:
- AtmosphericAlerts
- AtmosMonitoring
- PowerMonitoring
- RadarConsole (Mass Sensors)

## Why we need to add this
Because it is incredible convenient for the AI and makes it less
tedious.
I usually need to have the crew monitor and atmospherics map open, so i
can quickly find that atmospheric anomaly on the atmospheric map (by
clicking on what looks matching on the crew monitor map)

## Media (Video/Screenshots)

https://github.com/user-attachments/assets/8027ec49-865b-483b-a02a-9e498bc9c417


## 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: AI's can now jump to location on Atmos/Power/Radar maps.
…ule (#5830)

## Short description
<!-- What do you propose to change with your PR? -->
This PR switches out one of the medical cyborg's advanced first aid
module's beaker/jug slots with a 4x2 chemical case for holding bottles.
This change is overall roughly similar in raw amount of chemicals stored
compared to normal jugs (240u between all eight bottles versus 200u in a
regular jug, 300u in a silver jug, or 400u in a golden jug) while
allowing the medical cyborg a bit more flexibility in what they're
carrying to allow for a limited amount of field triage, or to treat more
reasonably in medbay without having to draw from the chem locker every
time. This change is locked to the advanced first aid module in order to
preserve some amount of gameplay friction before the advanced module
becomes available.

## 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. -->
This was originally posted as a suggestion on the Discord and appeared
to be well received. At the moment one of the most painful aspects of
playing a medical cyborg is the poor inventory management and variety in
chemicals that they can hold. Allowing the cyborg an internal bottle
case to hold a small amount of some different chemicals can help make
this more bearable and enable field triage as a medical cyborg, without
having to do something like carrying a bag behind them. The limited
capacity of bottles ensures that they aren't unbound from medbay, and
that the medical cyborg can't just use the bottles to hold more of the
same chem than a jug (the total capacity of the bottle case is 240u,
which while larger than a jug by 40u, is only available in the advanced
module, by which point you're likely to have unlocked silver/gold jugs
anyway, meaning this can be interpreted as a net reduction in carry
capacity).

This change is _not_ cascaded to the syndicate advanced chemical module
as that module opts to replace the pill/bottle slot with a hydraulic
pipette (so bottle management isn't possible), and I'm not sure I should
remove that given that syndicate medical cyborgs don't have a base
chemical module. This also serves to diversify the syndicate advanced
chemical module from the advanced first aid module, which is otherwise
currently identical besides the pipette and nuke disk tracker. If
desired I could add a pill/bottle slot and apply the change to the
syndicate module too.

This feature was originally part of the MedTak medical module and was
implemented using that as a basis.

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

https://github.com/user-attachments/assets/58207182-7fcd-4b9e-b6a1-5831216c8243

## 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: In the advanced first aid cyborg module, changed a beaker/jug
slot to a chemical case slot, allowing bottles to be stored.
… suit sensors) (#5799)

## Short description
Job icons of players outside the vision range of cameras that have ALSO
their suit sensors not set to "coordinates" are no longer visible.

I am aware that there is a time delay from the AI camera view because
its cached, but its acceptable and matches the usual time delay for
other features based on AI camera vision. It should also not cause any
undue loss of performance.

## Why we need to add this
Because the AI should not see job icons of people that are out of
viewing range and are not otherwise tracked by suit sensors.

https://discord.com/channels/1272545509562777621/1499511278207766620
https://discord.com/channels/1272545509562777621/1521438517169750148
https://discord.com/channels/1272545509562777621/1500493414641307799

## Media (Video/Screenshots)
<img width="490" height="303" alt="image"
src="https://github.com/user-attachments/assets/aa857cc4-009e-4778-bc97-3da6c31257cb"
/>
<img width="493" height="289" alt="image"
src="https://github.com/user-attachments/assets/3ac1a4cf-5132-497a-9924-cb7a61997833"
/>
<img width="485" height="293" alt="image"
src="https://github.com/user-attachments/assets/b8530233-2c8c-420e-911b-78e45fa93c62"
/>
<img width="488" height="292" alt="image"
src="https://github.com/user-attachments/assets/92337c48-1292-453c-ab01-b03c1f6bb297"
/>
<img width="479" height="287" alt="image"
src="https://github.com/user-attachments/assets/d8d717ef-dd4b-43b3-82d2-e39158a35518"
/>
<img width="482" height="290" alt="image"
src="https://github.com/user-attachments/assets/4606c159-4530-46a4-9586-34550ee49a08"
/>

## 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
- fix: AI no longer sees job icons outside camera range while suit
sensors are not set to coordinates.

---------

Co-authored-by: Rinary <rinary.super@gmail.com>
## Short description
Changing the weights of what can spawn via the ninja comms console
interaction, along with adding more things that can possibly happen to
have more variety. Alongside removing others that dont need to be there.

## Why we need to add this
The ninja comms console interaction is supposed to spawn a "threat" that
will create a "distraction" for the station to deal with while the ninja
is doing their objectives. This PR is following a suggestion to remove
some unnecessary calls that do not achieve this goal, and replace them
with others to fill in the gap left by the removal. I decided on also
adjusting the weights of the threats, and adding others into the pool
for variety.
https://discord.com/channels/1272545509562777621/1542024556213047436

## Media (Video/Screenshots)
<img width="687" height="361" alt="image"
src="https://github.com/user-attachments/assets/84186778-dce5-4a43-ad99-24547ce87f04"
/>


## 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: Johnny
- add: Added more ninja threats for the communications console
interaction.
- remove: Removed the bombastic honks from ninja threats.
- tweak: Changed the weights of some of the ninja threats.
## Short description
Makes the uranium rod a non-research item.

## Why we need to add this
Uranium fuel is the classic nuclear fuel with the least technical
challenges to use. It doesn't make sense to require research if the
cerenkite rod exists as a zero research item.
Additionally, if there is no plasma to make cerenkite but engi has
uranium, they are no longer shit out of luck because sci exploded.

## Media (Video/Screenshots)
<img width="736" height="496" alt="image"
src="https://github.com/user-attachments/assets/38e38854-abd6-48b5-8dec-5fb19d56ec01"
/>
## 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: The uranium fuel rod no longer requires research to produce.
## Short description
Adds a admin entity log for when someone enters ssd

## Why we need to add this
I remember when I first started playing I ahelped about being robbed
when SSD and the admin said the logging was bad to it was hard to tell.

On another note holy fuck do the admin entity logs SUCK to read.

## Media (Video/Screenshots)
<img width="1100" height="763" alt="image"
src="https://github.com/user-attachments/assets/2e64b850-23ac-45d3-b58a-18a86c0e8f95"
/>

## 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.
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