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Upstream 2026-03-21-2323Z#48

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Upstream 2026-03-21-2323Z#48
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upstream-202603212323Z

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Update from Shiptest on 2026-03-21-2323Z.

Erikafox and others added 30 commits March 15, 2026 08:11
## About The Pull Request
Names the docks on the puppis-class
## Changelog

:cl:
fix: named docks on puppis class
/:cl:

---------

Co-authored-by: Gristlebee <56049844+Gristlebee@users.noreply.github.com>
## About The Pull Request
Fixed a bug in the code where the basic cyber-stomach was 10x / 5x more
efficient than higher-tier versions.

## Why It's Good For The Game
Someone forgot a zero in the numbers.

## Changelog

:cl:
fix: Fixed incorrect metabolism values in cyber-stomachs
/:cl:
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## About The Pull Request
Makes it so that trickwine status effects actually display your pronoun
instead of SUBJECTPRONOUN.
Also fixes some SPaG errors.
This is my first PR please nitpick me!
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
SUBJECTPRONOUN is not an actual pronoun.
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
fix: The examine text of people under the effect of trickwine no longer
reads SUBJECTPRONOUN
spellcheck: Fixed some trickwine SPaG issues
/:cl:

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## About The Pull Request
Adds proper pronoun use for the following:
Changes "they has look a little pale" to "they look a little pale" in
the examine text if blood level is slightly low.
Changes "they look like they is going to faint" to "they look like they
are going to faint"
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
SPaG good
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog
:cl:
spellcheck: No longer will you "has look a little pale" in your examine
text
/:cl:

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## About The Pull Request

Gives the Shrike a set tumbler in-round now instead of a random set one

## Why It's Good For The Game

Whilst I doubt that most people would care about having to guess what
the new tumbler set is each round, for the few that did and just so
happened to not have a stethoscope will now be able to open their safe
with the code being located within the captains locker for ease of
access.

## Changelog

:cl:
add: The Shrikes bridge safe now has a set code on spawn
/:cl:

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## About The Pull Request

There were some missing periods in rabbit emotes; this adds them in.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

Consistent punctuation
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
spellcheck: farm_animals.dm
/:cl:

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## About The Pull Request

Wires the uranium pacman and adds a crate to cargo with some spare
uranium

## Why It's Good For The Game

Quickie

## Changelog

:cl:
fix: fixed uranium generator in Lyra not being wired and added fuel
/:cl:

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## About The Pull Request

This PR fixes the orbit window breaking when carbons are spawned with no
"real name".
<img width="248" height="216" alt="image"
src="https://github.com/user-attachments/assets/157c74d7-b9cc-4c02-a0e4-86b54dce779b"
/>

## Why It's Good For The Game

This should fix a minor bug that has popped up a few times and broken
the orbit menu

## Changelog

:cl:
fix: adds null check for mob pois in the orbit menu
/:cl:

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## About The Pull Request

This PR adds a shortwave radio subtype that has the command mode
enabled. This allows the radio to send large, bold text into the chatbox
without requiring the use of a megaphone. This subtype was added into
the starter outfit of various faction captain outfits. In addition, it
can be purchased from the outpost for 750 credits.

A right click interaction was also added to allow the loudness boost to
be toggled without having to use the UI. I'm experiencing a minor bug
where the right click toggle doesn't work if it's the active hand, but
it does work when it's not in the active hand.

Spritework for the radio is by @firebudgy 

<img width="360" height="106" alt="image"
src="https://github.com/user-attachments/assets/a1898a9c-2102-49ed-b4db-8096929b687f"
/>

<img width="56" height="60" alt="image"
src="https://github.com/user-attachments/assets/65f2394c-0b9a-4af1-900d-0938558d2c86"
/>


## Why It's Good For The Game

This can prove to be a minor QOL change for captains when they're trying
to grab the attention of their crew. It's already possible to use a
megaphone to this effect, but this makes it a little easier.

## Changelog

:cl: @firebudgy 
balance: adds command radios and gives them to faction captains
/:cl:

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…6020)

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## Why It's Good For The Game

Fixes shiptest-ss13/Shiptest#5799

Also removes a missplaced gorlex headset, and places non-bowman variants
within command lockers

## Changelog

:cl:
fix: fixed haboob bathroom lock also locking cryo, and fixes a label on
the cryo door
fix: removed spare gorlex headset on Haboob bridge
add: Added NGR non-bowman headsets to command closets on Haboob
/:cl:

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…secondary unique action key (#5967)

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## About The Pull Request

This PR makes it so that if a gun has more than one firemode, it's
possible to swap the firemode with the secondary unique action
keybinding -- the default being shift + space.

If an energy gun has only one firemode but more than one energy type,
the secondary action bind swaps the energy type instead. If a gun has
both, only the firemode is swapped.

Some weapons, like the Negotiator, already have a secondary unique
action, and because of that, their implementation overrides this one --
meaning that there should be no conflicts.

Underbarrels also override this behavior, so they should also still
work.

The goal of this PR was to add some extra QOL while not compromising on
base function.

## Why It's Good For The Game

After some testing, I found that it can be really nice to be able to
swap the firemode of weapons, or the energy type of weapons without
having to move your mouse all the way to the top of the screen in order
to do so. Examples being with the E-40, the Rattlesnake, and the Cadejo,
where being able to swap modes quickly can be beneficial.

Ultimately not super important, but I felt it could be a nice little
quality of life change.

## Changelog

:cl:
add: Added secondary unique action key interaction to toggle firerates
or energy modes for guns
/:cl:

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## About The Pull Request

Re-do of [#5961](shiptest-ss13/Shiptest#5961),
fixes a fatal flaw.
Changes all instances of `/datum/faction/syndicate/suns` to
`/datum/faction/suns`, turning SUNS into its own faction instead of a
subtype of the 'syndicate' faction.
Removes Scarborough arms military variants from SUNS, gives SUNS access
to Solar Armories weapons.

<details><summary>Cargo images</summary>
<img width="1451" height="1037" alt="image"
src="https://github.com/user-attachments/assets/0aaddc40-88e7-44c2-a9a3-f40cd2b0b07f"
/>
<img width="252" height="130" alt="image"
src="https://github.com/user-attachments/assets/4fa4e50e-b502-49cf-ba6e-26043216a448"
/>
</details> 

## Why It's Good For The Game

The syndicate coalition has dissolved. SUNS is a lot closer to SolCon
than 'the Syndicate', for one.
For two, I think that SUNS having Scarborough arms and being listed
under 'syndicate' is a bit silly, seeing as they're a Solarian student
union and not a very frag-focused, militaristic faction. It makes sense
that they would probably use Solar Armories weapons over Scarborough's,
especially after the coalition dissolved.
Also, them not having access to the Solarian weapons _at all_ feels a
bad, seeing as the Mercury starts with a single Type-H and sabres which
cannot be bought otherwise.

## Changelog

:cl:
code: suns is no longer a subtype of /datum/faction/syndicate and is now
/datum/faction/suns
code: allows suns solar armories access
/:cl:
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## About The Pull Request

With the blessing of @Erikafox, this PR erases Donk from all areas it
could be found in.
This removes:
- Donk uniforms
- Donk outer wear
- The donk stamps
- Donk carpets
- Donk equipment outfits/ERT outfits
- Donk signs
- Donk ship namelist
- Donk weapons manufacturer (just replaced with NONE where used)
- Renames items that might still have a use case, but otherwise aren't a
big deal. (This mostly covers Donkpockets, elaborated on below.)
- Relevant icons have also been removed from the files where applicable.

More significant relevant changes:
- Toy vendor now simply displays "FUN" instead of "DONK"
- Donk! Pockets are renamed to Shoalwiches, and rethemed to be _very_
ultraprocessed foods that gained a commercial footing.
- The fake emag is gone.
- Donkfishes are gone.
- donk.dme renamed to Shoalpocket.dme

## Why It's Good For The Game

I was informed that we are removing the Donk Corporation from the
timeline, and I was bored and wanted to help. Most of the Donk assets
were unused, and the ones that were used were only in a single legacy
ruin. With any luck, this should ease the burden of having to worry
about unmaintained assets from a company we don't even consider canon.

## Changelog

:cl: Cloudbreak
del: All things Donk. They never existed, did they?
balance: Shoalwiches are now available at your local retailer. Prices
may vary. Allegations of "real grain" being used in the product are
false.
del: Residual donk sprites from various sprite folders.
/:cl:

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## About The Pull Request

tin

this does modify the atria exterior quite a bit unfortunately

## Why It's Good For The Game

working docking ports are cool
## Changelog

:cl:
add: Fixes the docking ports on both the atria and solis
/:cl:

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Co-authored-by: retlaw34 <58402542+retlaw34@users.noreply.github.com>
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## About The Pull Request

Sprites worked off one of no_originality's sprites
<img width="1307" height="523" alt="image"
src="https://github.com/user-attachments/assets/a671af9a-dadc-42ca-832f-b274dc9c95ad"
/>

## Why It's Good For The Game
pretty good for when You Drive. Where are you gonna go wearing it,
Bingo? More overcoat options are also nice in general.

## Changelog

:cl: thearbiber, no_originality

add: flight jackets. Added to the goliath/colossus/loadout

/:cl: 

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DIB-DOG and others added 15 commits March 20, 2026 05:14
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## About The Pull Request
Adds factional PGFMC bags that fit with and integrate with the existing
PGF combat webbing.

<details>
<summary>Humanoid:</summary>
<img width="1289" height="325" alt="image"
src="https://github.com/user-attachments/assets/b68efe48-05c9-463f-bf75-40036c4af05e"
/>
<img width="1287" height="328" alt="image"
src="https://github.com/user-attachments/assets/ed435444-b942-424f-b6cd-42c8811f6889"
/>
<img width="1288" height="329" alt="image"
src="https://github.com/user-attachments/assets/a50b4a1c-5622-4de3-a4a0-3d1daabd6a38"
/>
<img width="1289" height="328" alt="image"
src="https://github.com/user-attachments/assets/e840d40e-c344-47d4-acda-f527274bf312"
/>
<img width="1546" height="394" alt="image"
src="https://github.com/user-attachments/assets/116ccb47-61aa-48a2-b1a4-7cd118a70eb7"
/>
<img width="1545" height="391" alt="image"
src="https://github.com/user-attachments/assets/eddfcd5d-0686-4e94-ac05-ea95a4c202ad"
/>
</details>

<details>
<summary>Kepori:</summary>
<img width="1162" height="199" alt="image"
src="https://github.com/user-attachments/assets/a6b9b10f-c262-409a-a0dc-e21fc569747e"
/>
<img width="1163" height="200" alt="image"
src="https://github.com/user-attachments/assets/540f3c8d-5499-4872-9990-358b74a05765"
/>
<img width="1161" height="200" alt="image"
src="https://github.com/user-attachments/assets/d131d2f3-f8fa-4dfc-99ec-c0e75cdd7062"
/>
<img width="1259" height="202" alt="image"
src="https://github.com/user-attachments/assets/b5a8249d-2817-4f28-bf09-38098efc19b3"
/>
<img width="1165" height="202" alt="image"
src="https://github.com/user-attachments/assets/99efe98b-0cb7-406e-a753-f53223408192"
/>
<img width="1162" height="201" alt="image"
src="https://github.com/user-attachments/assets/f31343e5-5339-4e21-9599-7038fc972e3f"
/>
</details>

<details>
<summary>Vox:</summary>
<img width="1635" height="274" alt="image"
src="https://github.com/user-attachments/assets/5e60247c-26eb-46a4-88e8-ef50deb4a458"
/>
<img width="1617" height="306" alt="image"
src="https://github.com/user-attachments/assets/ccf8feee-eff2-4fe4-826d-70b96defb538"
/>
<img width="1646" height="348" alt="image"
src="https://github.com/user-attachments/assets/6e06eada-a2e6-4001-9c84-4fc2bd949d6a"
/>
<img width="1629" height="357" alt="image"
src="https://github.com/user-attachments/assets/eba748fa-7445-47f1-9eb8-5a244d05bb7f"
/>
<img width="1625" height="304" alt="image"
src="https://github.com/user-attachments/assets/50e60a09-857a-495c-8b4c-7ab7e88d6c89"
/>
<img width="1619" height="299" alt="image"
src="https://github.com/user-attachments/assets/20d9ae15-db4f-4e86-afbb-9e6af47c1728"
/>
</details>

<details>
<summary>Fashion Show:</summary>
<img width="551" height="128" alt="image"
src="https://github.com/user-attachments/assets/395d8fe0-9dc3-4567-a35d-c0539bd2e709"
/>
<img width="351" height="90" alt="image"
src="https://github.com/user-attachments/assets/5aa4b359-650c-42ce-9cdd-c3598ad01927"
/>
</details>

This adds the new bags to existing outfits and ERTs, and maps them into
2 of the 3 ships with marines. Holding off on the Crying Sun for the
sake of the active remap.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
It's ultimately a style thing but I think it looks very good and shores
up the last little bit of the new PGF marines look.
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
add: Added new PGF satchels & backpacks
/:cl:

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## About The Pull Request
think its all pretty self explanatory
<img width="1326" height="552" alt="image"
src="https://github.com/user-attachments/assets/1d26c4db-3487-4253-9fab-f153d702aa48"
/>

## Why It's Good For The Game
Cybersun are from my understanding, a pretty big hardsuit producer. Also
a hardsuit that is less gimmick and more practical would be good for
them. Extra clothes are extra clothes and pretty nice

## Changelog

:cl:
add: Collapsar hardsuit, alt cybersun webbings, cybersun sneaksuit
/:cl:

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## About The Pull Request

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

`adjust_ear_damage` had a negative sign when it shouldnt have and made
inasculate make you go deaf.

## Why It's Good For The Game

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

Fixes are good.

## Changelog

:cl:
fix: Ear organ damage application
/:cl:

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## About The Pull Request
Adds a crate to the armor category with the special Vigilitas branded
armor vest and helmet, as well as a crate in security supplies with the
Vigilitas security slacks and hat (plus jackboots and gloves). Vigilitas
armor crate costs the same as the basic unbranded armor crate (because
they have the same armor rating) and the clothing crate costs 150
credits.
I also added a period to a description that didn't have a period at the
end of it.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
It's flavorful, and there are a few examples I can think of off the top
of my head wherein this may be useful:

1. You're the director of a Vigilitas patrol vessel, and two of your
lackeys just fell in a pit of lava and burned their clothes off. You can
buy new slacks and armor to replace what they lost.
2. You're the director of an N+S/ MW freighter, and you need security
detail. Some character from Vigilitas is on loan to your freighter as a
deckhand, so you promote them to security detail and make them wear the
standard uniform, rather than just having a guy dressed like a deckhand
with milsurp armor running around.
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
add: Vigilitas now allows staff to buy replacement security uniforms.
spellcheck: added a period.
/:cl:

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## About The Pull Request

Removes a few mapped in syndicate headsets I missed. Also fixes it on
certain outfits (namely Cybersun and a few NGR)

Adds the non-bowman version of a few headsets to command to lockers in
case you don't want the bigass microphone in your face

## Why It's Good For The Game

Fixes good

## Changelog

:cl:
fix: Removed a few token syndicate headsets replaced with their faction
variants
add: Added non-bowman headsets to command lockers for former Syndicate
ships
/:cl:

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## About The Pull Request

This PR allows a user to restyle a wig via right-click. It also updates
a user's icon, so if a user is wearing a wig and restyles it, they can,
for instance, "put their hair up into a bun" or "let it down".

## Why It's Good For The Game

This is another minor thing, but I feel like it would be nice to have,
as someone using a wig would no longer have to take it off first in
order to restyle it for roleplay purposes.

## Changelog

:cl:
add: Added right click interaction on wigs, allows for them to be
restyled on a mob
/:cl:

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… QoL (#6029)

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

## About The Pull Request

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

Fixes the SHOW_FAX pop up button when a fax is sent.

Also adds a low priority fax var to faxes. Non-low priority faxes will
prioritized over low-priority faxes.

Sets the outpost faxes not in the Thousand Eyes command area to low
priority.

## Why It's Good For The Game

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

Fixes are good. 

Low priority faxes should help with the issue of faxes getting sent off
somewhere unexpected if multiple faxes with the same ID get mapped.

## Changelog

:cl:
add: Low priority fax var
fix: Admin show fax button
/:cl:

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@blinkdog blinkdog self-assigned this Mar 21, 2026
@blinkdog blinkdog merged commit 42b9d32 into main Mar 21, 2026
34 checks passed
@blinkdog blinkdog deleted the upstream-202603212323Z branch March 21, 2026 23:36
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