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Upstream #360
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Evgencheg
merged 384 commits into
Lost-Paradise-Project:master
from
Farrellka-dev:upstream
Jan 4, 2025
Merged
Upstream #360
Evgencheg
merged 384 commits into
Lost-Paradise-Project:master
from
Farrellka-dev:upstream
Jan 4, 2025
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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> [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]>
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> [Ports this Frontier PR.](new-frontiers-14/frontier-station-14#2498 (comment)) --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :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) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> 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 <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 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. <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Description. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> Ejecting steel from a pacman gen  Them working after the fix.  </p> </details> --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> Co-authored-by: sleepyyapril <[email protected]>
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> 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 <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> n/a --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>   </p> </details> --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: zelezniciar - add: TEG components now be ordered from Logistics and assembled on station.
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Description. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [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 --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p> Previous docking issue:  Change in cargo dock design  Crew monitoring replacing medical records  Autolathe added to cargo  <h2>Atmos/SM/Wiring changes:</h2> Added missing Hv connection to a substation in the bridge  Added one missing Mv wire to this APC  Changed regular vents into passive vents, added connector slot and attached canisters to it  Radiator added to SM  These two pumps in the SM which were redundant, also one of them were missing decal to the same tile  Showing the changed pump after being inverted  --- 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.   Excess lamps not included in the change     </p> </details> --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :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.  # Changelog :cl: - fix: Server rules work again.
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> [Ports this downstream PR.](Fansana/floofstation1#315) --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: fenndragon - tweak: Moved the uplink deception category into utility. --------- Co-authored-by: fenndragon <[email protected]>
…bjectives (#1323) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description Title --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :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**  **Examine After Embedding**  ## 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. <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> 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]>
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> 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!
# Description Actual localization strings added in different PR. --- <details><summary><h1>Media</h1></summary> <p>  </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>  [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]>
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> 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. <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>                  </p> </details> --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :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
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🆑 Farrellka