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Upstream #360

Merged
merged 384 commits into from
Jan 4, 2025
Merged

Upstream #360

merged 384 commits into from
Jan 4, 2025

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Farrellka-dev
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@Farrellka-dev Farrellka-dev commented Dec 23, 2024

image

Описание обновления:

Nuhh?! Upstream

TODO NOW
Мяукать.

Проверки

  • PR завершён и мне не нужна помощь чтобы его закончить.
  • Я внимательно просмотрел все свои изменения и багов в них не нашёл.
  • Я запускал локальный сервер со своими изменениями и всё протестировал.
  • Я добавил скриншот/видео демонстрации PR в игре, или этот PR этого не требует.
  • Я не добавлял контент нарушающий чужие авторские права.
  • Я добавил свой контент только в папку _LostParadise(только если вы не меняете оригинальный код).
  • Я не добавлял переводы в прототипы, а сделал их с помощью скрипта translations.bat в Tools/SS14_RU.

Изменения

🆑 Farrellka

  • add: Проведён Апстрим.
  • add: Добавлен Культ Крови Нар'Си.
  • add: Добавлена Хирургия.
  • add: И многое другое!...
  • fix: Исправлено множество багов.
  • add: Добавлено ещё больше багов!
  • remove: Убрано веселье у эльфа...
  • add: Добавлена усталость эльфу...

SimpleStation14 and others added 30 commits December 5, 2024 00:14
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# Description

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[Mice pickup
fixed!](space-wizards/space-station-14#33602)
[Mobs can no longer spill
jugs](space-wizards/space-station-14#33602)
Rest in changelog.

# Changelog
:cl:
- fix: You can pick up mobs again with left click.
- fix: No more mob jug spill, including you revenants.
- fix: Set the Gloves of the North Star to the proper attack speed.
- fix: Medibots will no longer try to heal borgs.

---------

Co-authored-by: MilenVolf <[email protected]>
Co-authored-by: slarticodefast <[email protected]>
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# Description

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[Ports this Frontier
PR.](new-frontiers-14/frontier-station-14#2498 (comment))

---

# Changelog

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:cl: DmitriTheDemon
- tweak: The ChemMaster is now sorted.

---------

Signed-off-by: Remuchi <[email protected]>
Co-authored-by: Dmitri <[email protected]>
Co-authored-by: Whatstone <[email protected]>
Co-authored-by: Remuchi <[email protected]>
# Description

I needed this extremely badly.

# TODO

- [x] Move all of this out of the DeltaV folders.

# Changelog

:cl:
- add: Added Shipyards.

---------

Signed-off-by: deltanedas <[email protected]>
Co-authored-by: deltanedas <[email protected]>
Co-authored-by: Null <[email protected]>
Co-authored-by: Milon <[email protected]>
Co-authored-by: Plykiya <[email protected]>
Co-authored-by: plykiya <[email protected]>
Co-authored-by: Ed <[email protected]>
Co-authored-by: Radezolid <[email protected]>
Co-authored-by: sleepyyapril <[email protected]>
…1295)

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# Description

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See space-wizards/space-station-14#28393 and
space-wizards/space-station-14#28236 for
breaking changes and extra information
Works perfectly on a downstream of EE. Changes in third commit have been
tested with doors.

---

# Changelog

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nuh uh

---------

Signed-off-by: sleepyyapril <[email protected]>
Co-authored-by: Nemanja <[email protected]>
Co-authored-by: DrSmugleaf <[email protected]>
…#1320)

This change was actually suggested by April, I'm not the author.

It fixes Pacman generators and god knows what else.

Prior to the change you could insert steel in it, or just the wrong kind
of fuel.

Since you could only load the wrong kind of fuel the generators were not
working at all.

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Description.

---

# TODO

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---

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<details><summary><h1>Media</h1></summary>
<p>

Ejecting steel from a pacman gen

![image](https://github.com/user-attachments/assets/28771e24-4c46-48f1-94dc-c3db03b059a6)

Them working after the fix.

![image](https://github.com/user-attachments/assets/cce907b2-097c-4d4a-837a-606e3c19b5b9)


</p>
</details>

---

# Changelog

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Co-authored-by: sleepyyapril <[email protected]>
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# Description

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This PR adds the option of constructing a Thermoelectric Generator (TEG)
from scratch, by adding flatpacks for the TEG Center and TEG Circulator,
as well as a crate that can be ordered from logistics that contains the
flatpacks.

The aim is to give engineering crews the ability to add a TEG to
stations that might lack one, as a "fun" engineering project that can be
pursued on shift. This capability already exists for the Singularity
Engine and Tesla Engines.

The cost of the TEG Construction Kit is set at 8000 spesos, but this can
be changed for balance reasons.

Note: Kit may contain small parts not suitable for children under 3
years old. Some assembly required.

---

# TODO

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n/a

---

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<details><summary><h1>Media</h1></summary>
<p>

![Snímka obrazovky 2024-12-05
202816](https://github.com/user-attachments/assets/6c6c9f0d-89b2-4558-aa13-ca1c5bbca58d)
![Snímka obrazovky 2024-12-05
203211](https://github.com/user-attachments/assets/69227645-1382-45f0-848b-96b45e6da92f)


</p>
</details>

---

# Changelog

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:cl: zelezniciar
- add: TEG components now be ordered from Logistics and assembled on
station.
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# Description

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Description.

---

# TODO

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- [x] Lack of radiator underneath the SM crystal
- [x] Wrong kind of vent and lack of connectors at the gas chambers
- [x] Inverts one of the connector pumps in the SM's closed loop
- [x] Adds a decal to this inverted pump which was missing
- [x] Lack of Mv wire under a APC on a hallway at the north side
- [x] Lack of Hv wire connection to a substation in the bridge which
powers the bridge and the bar area
- [x] Switches a medical records computer in medbay to a crew monitoring
one
- [x] Adds an autolathe to cargo
- [x] Protrudes the cargo dock which was too tight to fit the shuttle

---

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<details><summary><h1>Media</h1></summary>
<p>

Previous docking issue:

![image](https://github.com/user-attachments/assets/30ce4994-8294-40ff-8919-47fa28224dea)

Change in cargo dock design

![2024-12-06_09-25](https://github.com/user-attachments/assets/f968d153-28fe-4007-9b47-d8e36522cfc2)

Crew monitoring replacing medical records

![image](https://github.com/user-attachments/assets/719df986-fe72-4e6b-9263-9aa18b8c2237)

Autolathe added to cargo

![2024-12-06_09-19](https://github.com/user-attachments/assets/4d527179-2242-4d05-a229-d0fcc0aed360)

<h2>Atmos/SM/Wiring changes:</h2>

Added missing Hv connection to a substation in the bridge 

![image](https://github.com/user-attachments/assets/0449cf0a-83f4-4ae5-a7cf-49e2f55a5197)

Added one missing Mv wire to this APC 

![image](https://github.com/user-attachments/assets/79e939ed-1082-46e2-b572-2f5a31affa7c)

Changed regular vents into passive vents, added connector slot and
attached canisters to it

![image](https://github.com/user-attachments/assets/e8a9c686-f97e-46c3-a9e9-6b1da6776ba3)

Radiator added to SM

![2024-12-06_08-51](https://github.com/user-attachments/assets/e30549dc-1ea3-40d3-b12e-168497e9f19b)

These two pumps in the SM which were redundant, also one of them were
missing decal to the same tile

![image](https://github.com/user-attachments/assets/66e4dcdf-6b8c-4778-910e-288dcc8168ef)

Showing the changed pump after being inverted  

![image](https://github.com/user-attachments/assets/ea571ad3-c6aa-4424-ae74-11319ac0f551)

---

Recenter changes:

There were three APC in cargo and north of in which one was connected
with cargo's APC for no apparent reason and the other was missing wires
entirely. I've put the one missing wires to work in the Lv wiring around
it and cut the Lv wires were it seemed appropriate to prevent connecting
multiple APCs with Lv for no reason.


![image](https://github.com/user-attachments/assets/b7a3f1e4-5d1e-48a8-8d54-31efecb9c691)

![image](https://github.com/user-attachments/assets/669d6827-510c-475a-9039-878fbc221faf)
Excess lamps not included in the change

![image](https://github.com/user-attachments/assets/6f1bb7fc-3b5c-4f76-96da-1e362a0c3921)

![image](https://github.com/user-attachments/assets/3e25bd5b-02ff-438a-89da-91310ca3e473)

![image](https://github.com/user-attachments/assets/f2a7990d-f09f-4c44-b68b-830305743c8f)

![image](https://github.com/user-attachments/assets/953948fe-6b3b-48fb-a18f-4a1b2541ccaf)






</p>
</details>

---

# Changelog

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:cl:
- fix: Several small fixes to Europa map, namely to cargo dock, SM and
atmos piping and wires, adds autolathe to cargo and crew monitor to med
# Description

The latest update killed our generic rules, and made them not work
anymore. This PR brings them back.


![image](https://github.com/user-attachments/assets/2c7c7a64-3f06-4635-afe4-e6e941a374b7)

# Changelog

:cl:
- fix: Server rules work again.
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# Description

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[Ports this downstream
PR.](Fansana/floofstation1#315)

---

# Changelog

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:cl: fenndragon
- tweak: Moved the uplink deception category into utility.

---------

Co-authored-by: fenndragon <[email protected]>
…bjectives (#1323)

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# Description

Title

---

# Changelog

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:cl:
- add: Reintroduced 3 traitors objectives: steal Ian's meat, Die
Glorious Death and Hijack Evacuation Shuttle

Signed-off-by: Remuchi <[email protected]>
# Description

Turns a plethora of items into throwing weapons that deal damage when
thrown. Throwing weapons cost stamina to throw.

## Technical/Balance Details

To make a melee weapon also a throwing weapon, just add `- type:
DamageOtherOnHit`, and it will automatically inherit the damage from a
light melee attack and the melee sound effect as the thrown hit sound
effect. You can set a custom damage value with the `damage` field
(necessary when the item is not a `MeleeWeapon`) and stamina cost with
`staminaCost`.

To make the throwing weapon embed and deal damage over time when
embedded, add `- type: EmbeddableProjectile` and `- type:
EmbedPassiveDamage`. By default, the embed damage per second is 5% of
the throwing damage, but it can be modified on `EmbedPassiveDamage` with
`throwingDamageMultiplier`.

The default stamina cost for throwing is 3.5 stamina. The baseline cost
for almost all DoT embeddables is 5 stamina, because of the extra damage
the DoT brings.

When a thrown item hits a target with body parts, it will randomly
select a body part and only deal throwing damage to that body part. It
will also embed to the same body part and only deal passive embed damage
to it.

## TODO

The unchecked checkmarks are best addressed in another PR but they will
stay here for now.

<details><summary>Show Todo</summary>

- [ ] Deal with prediction issue on embeddable projectile removal
- [ ] This happens even before this PR so not really a big issue, maybe
in a separate PR
- [x] Add embeddable damage numbers to embeddables
- [x] Fix throwing angle for surgery tools after the surgical tools
sprite update
- [ ] Try to make the throw knockback function as if it hit a wall 
- [x] Esword/desword/e-dagger toggle embed damage
- [x] Don't start passive embed damage if EmbedPassiveDamageComponent
has no damage
- [x] Make DamageOtherOnHit.Damage not nullable
- [x] Throwing damage only to a specific body part

### Traits

- [ ] **Enraged Throw** (Oni)
  - [ ] Oni/trait damage bonus applied to throwing weapon too
- [ ] Can throw carried bodies, which will do a MassContest between the
thrown body and the hit body to determine blunt damage, and stun
duration for each party
  - [ ] 15% resistance to thrown/embed damage
- This helps when their enemy uses the items they throw against them.

- [ ] **Sharpthrower** (Human)
  - [ ] 10% more Brute thrown damage
  - [ ] 50% chance of throw hitting targetted body part
  - [ ] 40% throwing stamina cost reduction
  - [ ] 15% resistance to thrown/embed damage

### Embeds

- [x] Adjust embed damage per second to be like /tg/ (in /tg/ spear has
around ~1.2 embed DPS, adjust for ~45% embed chance since we're not
implementing embed chance and its 0.54)
- [ ] Merge EmbeddableProjectileComponent and
EmbeddablePassiveDamageComponent
- [ ] Split SharedProjectileSystem into EmbeddableProjectileSystem
- [x] Embed to a specific body part and deal damage only to that part,
for now can randomly select body parts on embed
- [ ] ~~Normal passive damage becomes x0.2 when lying down~~
- [ ] Increased damage when moving, more bonus damage for running
(Jostle DPS on /tg/ is 0.2 running and 0.1 when walking/crawling)
- [x] All embeddables have a fall out time (30 or 45 secs)
- [ ] - [x] On damage examine, can see that an object is embeddable "It
can embed on a target if thrown."
- [ ] Negative moodlet for attached harmful embeddables
- [ ] On health examine target with embeds, can see embedded objects "He
has a spear embedded in his left arm."
- [x] On examine item that is embedded, can see to which body part the
item is embedded "The spear is embedded on Urist McHands's left arm."
- [ ] An embeddable removed outside of surgery deals a lot of damage (x2
thrown damage)
- [ ] Lying down prevents natural falling out and thus the damage with
non-surgical removal
- [ ] Surgical procedure on a body part to remove all embeds on it,
using hemostat for removal
- [x] Allow anyone to remove embedded cultist weapons even if they're
not a cultist

</details>

## Media

**Throwing Toolbox Tools**


https://github.com/user-attachments/assets/4e20568f-adf0-4be8-ac38-fc6b21fed03c

**Examine**


![image](https://github.com/user-attachments/assets/ef95e653-1491-4d9b-8f84-785c3df22763)

**Examine After Embedding**

![image](https://github.com/user-attachments/assets/edc79c8f-db23-4bd3-9fa7-3b47f79c5881)



## Changelog

:cl: Skubman
- add: The Throwing Update is here. You can throw most melee weapons at
the cost of stamina to deal damage from afar.
- add: Dozens of throwable weapons, mainly sharp weapons will now embed
on throw and deal damage every second until they're manually removed or
naturally fall off after some time.
- add: Examining the damage values of an item now shows its throwing
damage, throwing stamina cost, whether or not it embeds on a throw, and
if the embed deals damage over time.
- add: Examining an embedded item now shows what body part it's embedded
in.
- tweak: The traits High Adrenaline, Adrenal Dysfunction, Masochism and
Low Pain Tolerance now affect throwing attacks just like melee attacks.
- tweak: The default time to remove embedded items has been increased
from 3 to 5 seconds, and both the remover and the target with the
embedded item need to stand still during the removal.
- tweak: The time to pry up a floor tile with a crowbar and other tools
has been decreased from 1 second to 0.5 seconds. The throwing damage of
floor tiles has been increased. Go figure.
- fix: Attempting to throw a Blood Cultist item without being a cultist
will stun you and drop the item you're holding properly.

---------

Co-authored-by: sleepyyapril <[email protected]>
…22) (#1329)

Cherry picks "Fix station events schedulers, antag selection and
possibly other systems acting weird in a rare scenario."
# Description

This is being PRed mostly as a fix to an issue which caused the round to
fail to start due to an error in antag selection, which did happen in
Thief antags and may also happen with Bloodcult gamemode.

Double posting from discord:
> It fixed issues caused with antag selection at roundstart which
affected roundstart Thief selection.
> 
> Since cultists are also selected exactly at roundstart - unlike
traitors for instance, I think this might help with cultists too.
> 
> I tried to force start bloodcult gamemode in the past and it failed to
start but I since I had tracebacks disabled trying to improve
performance I'm not sure this was the cause.
> 

Credits to April for pointing this out for me after I commented on the
issue.

----

This cherry picks 79ff990ddf7c7af40f70bcc7ba2d3220730852ab removing
changes which change methods which do not exist yet on our side.

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Co-authored-by: faint <[email protected]>
nothin' crazy, just annoying.
Description.

Melee weapons got swapped from attacks/second to second/attack but the
actual attack rate value didn't get changed so weapons got all jumbled.
I'm pretty sure I got them all but I might've missed a few in weird
folders


:cl:
- fix: Fixed melee weapons.

---------

Signed-off-by: dge21 <[email protected]>
Co-authored-by: sleepyyapril <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
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# Description

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This takes in one CVar and one required value and simply checks if the
CVar's value as a string is equal to the required value. I could make it
use a list of them, but I really didn't think it was needed considering
CharacterAndLogic.

I also cleaned up CharacterRequirements.Profile.cs a bit.

---------

Signed-off-by: sleepyyapril <[email protected]>
Co-authored-by: VMSolidus <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>
This is an automated Pull Request. This PR updates the GitHub
contributors in the credits section.

Co-authored-by: SimpleStation Changelogs <[email protected]>
Co-authored-by: sleepyyapril <[email protected]>
Original commit changeset: c3dcc7a

# Description

Dark flash is cowardly. Billions must be flashbanged irl

# Changelog

:cl:
- tweak: Flashes are bright again!
sapphirescript and others added 29 commits January 4, 2025 10:50
# Description

Actual localization strings added in different PR.

---

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/cca4ae17-f75b-4c1a-8137-564a410e4563)

</p>
</details>

---

Co-authored-by: sleepyyapril <[email protected]>
# Description

Ifrit originally had no name and description for it's ghost role, so it
appeared as "Unknown". I also went ahead and added rules for it, and
made the wizard summon of ifrit distinct.

Solves #855

---

# Changelog
:cl:
- fix: Ifrit name and description now show up properly in ghost roles

Co-authored-by: sleepyyapril <[email protected]>
# Description

Hardsuits are base set to deal 30 damage when colliding with someone,
which makes sense if you assume they are fucking heavy. But they
currently weigh 5kg. After a quick google search, I found that the
Apollo Program EVA Suits weighed 68kg. So to make this simple, I set the
weight of the Vacsuit Parent to 68kg, and the Hardsuit Parent to 100kg.
My assumption is that Hardsuits and Tacsuits are typically armored,
either with radiation shieleding or ballistic plates, so they should be
MUCH heavier.

This has a desired effect that Space Wind is significantly less likely
to throw hardsuits at people.

I wrote this calculator to automate solving for density.
https://www.desmos.com/calculator/xniuqcjmfe

Part of Simple-Station/Einstein-Engines#460

# Changelog

:cl:
- tweak: Vacsuits now weigh 68kg instead of 5kg. This matters for Space
Wind being a lot less likely to throw them at people.
- tweak: Hardsuits and Tacsuits now weigh 100kg instead of 5kg. Also for
space wind. They deal 30 damage on throw collision, so it's pretty
important that space wind needs a lot of oomph to throw them across the
room.
# Description

Chatstack.

Can be changed/disabled in settings, and the chat automatically updates
to reflect the change.
Does not interfere with filters, etc.
Also updated ChatMessage class and serverside IChatManager with a new
IgnoreChatStack bool option, default false.

Currently is limited to looking up to 3 messages behind, only because I
feel off adding a textbox to the options.

---

# TODO


- [x] Make sure it works
- [x] Add it to settings
---

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/e020bb35-3bac-4620-80d1-3dbd9dee2d1c)


[ee.webm](https://github.com/user-attachments/assets/bf1c92f0-b52a-47a0-b142-70b1ee5003cc)


</p>
</details>

---

# Changelog

:cl:
- add: Chatstack. Look for it in Options under "General -
Accessibility".

---------

Co-authored-by: sleepyyapril <[email protected]>
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# Description

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How might this affect the game? The codebase?
What might be some alternatives to this?
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Howdy Folks, sorry it took a while but here's Meta with the emergency
shuttle.
My biggest change was logistics for Salvage so they could fit their
Salvage shuttle.
I also increase each department's materials steel glass and plastic.



<!--
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<details><summary><h1>Media</h1></summary>
<p>

![Screenshot 2024-10-28
023540](https://github.com/user-attachments/assets/6fb03883-5719-45c1-b614-b324d0a1b4b9)
![Screenshot 2025-01-01
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![Screenshot 2025-01-01
044600](https://github.com/user-attachments/assets/94b9d080-99ad-4ffe-8e48-10f0a63d317e)
![Screenshot 2025-01-01
044049](https://github.com/user-attachments/assets/cb6ce8ff-79c6-415b-ac0b-9c99da20af59)
![Screenshot 2025-01-01
043252](https://github.com/user-attachments/assets/48e3eaeb-6257-404c-917f-ce3e70e6a2fd)
![Screenshot 2025-01-01
042256](https://github.com/user-attachments/assets/e32f2c8b-8c2e-46cf-9e01-0cfb0ef66fa1)
![Screenshot 2025-01-01
041737](https://github.com/user-attachments/assets/2269ab27-30ff-46a3-8a7d-3e8068b89495)
![Screenshot 2025-01-01
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![Screenshot 2025-01-01
031401](https://github.com/user-attachments/assets/6aedde77-3db5-4aee-b858-fef186e9772f)
![Screenshot 2025-01-01
013249](https://github.com/user-attachments/assets/745aaf1e-d479-4edc-bb8f-6b10d30696af)
![Screenshot 2025-01-01
011704](https://github.com/user-attachments/assets/bc960cc9-46d7-4b4f-9865-1ddcd46185e8)
![Screenshot 2025-01-01
005244](https://github.com/user-attachments/assets/c9fe72f8-e355-4704-a7d5-0dc15351eb28)
![Screenshot 2024-12-31
100518](https://github.com/user-attachments/assets/ee8539f6-3c63-4920-bfe6-c10891ad802d)
![Screenshot 2024-12-31
093707](https://github.com/user-attachments/assets/05aa7311-22d3-4432-8710-96cc86879126)
![Screenshot 2024-12-31
093310](https://github.com/user-attachments/assets/cf80d48f-1fd4-430d-bce5-9f1a7527e574)
![Screenshot 2024-12-31
093213](https://github.com/user-attachments/assets/b20e7cc3-4864-47db-8d52-87b33cad8b5a)
![Screenshot 2024-12-31
093143](https://github.com/user-attachments/assets/f658b19b-3e31-4a55-a9d2-3e0fe2260193)


</p>
</details>

---

# Changelog

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:cl: Mike32oz
- added: Meta-Station
- added: jobs slots robotics, MailCarrier, PrisonGuard,
Prisoner,Brigmedic, ForensicMantis
- increased: Jobs slots
- added: Spare ID in vault
- fix:  Warden has a shotgun in the locker.
- remove: AI, AI/cyborgs upload, and laws cards.
# Conflicts:
#	Content.Server/WhiteDream/BloodCult/Items/BloodSpear/BloodSpearSystem.cs
#	Content.Shared/Actions/SharedActionsSystem.cs
#	Content.Shared/Hands/EntitySystems/SharedHandsSystem.Drop.cs
#	Resources/Locale/en-US/chat/managers/chat-language.ftl
#	Resources/Prototypes/DeltaV/Catalog/VendingMachines/Inventories/pride.yml
#	Resources/Prototypes/Entities/Mobs/Customization/Markings/reptilian.yml
#	Resources/Prototypes/Loadouts/Generic/neck.yml
#	Resources/Prototypes/WhiteDream/Entities/Clothing/Cult/armor.yml
#	Resources/Prototypes/WhiteDream/Entities/Objects/Cult/hand_aura.yml
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/basic.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/brigmedic.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/cburn.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/clown.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/deathsquad.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/luxury.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/santahardsuit.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiemedic.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json
#	Resources/Textures/DeltaV/Clothing/OuterClothing/Hardsuits/Combat/advanced.rsi/meta.json
#	Resources/Textures/DeltaV/Clothing/OuterClothing/Hardsuits/Combat/corpsman.rsi/meta.json
#	Resources/Textures/DeltaV/Clothing/OuterClothing/Hardsuits/Combat/hos.rsi/meta.json
#	Resources/Textures/DeltaV/Clothing/OuterClothing/Hardsuits/Combat/medical.rsi/meta.json
#	Resources/Textures/DeltaV/Clothing/OuterClothing/Hardsuits/Combat/officer.rsi/meta.json
#	Resources/Textures/DeltaV/Clothing/OuterClothing/Hardsuits/Combat/riot.rsi/meta.json
#	Resources/Textures/DeltaV/Clothing/OuterClothing/Hardsuits/Combat/standard.rsi/meta.json
#	Resources/Textures/DeltaV/Clothing/OuterClothing/Hardsuits/Combat/warden.rsi/meta.json
#	Resources/Textures/WhiteDream/BloodCult/Entities/Items/rites.rsi/meta.json
@Evgencheg Evgencheg merged commit 3305965 into Lost-Paradise-Project:master Jan 4, 2025
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