[TM ABLE] October 2025 Cherrypick - Major Merge - #703
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…ltiple Languages (#4988) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> Replaces the language quirks with a proper language menu, where you can select which languages your character knows and how well. This also splits Kalixcian Common into two different languages, Gezenan and Zohilan, originating from the Pan-Gezena Federation and Zohil Explorat respectively as well as being widely spoken in their current and former colonies. Both have a very high (90%) mutual understanding of each other. The way not understanding a language scrambles text has also been reworked so that instead of being randomized for every message, it now uses a hash function to always scramble the same original words to the same scrambled text within a given round, making it possible to infer the meaning of certain words based on context. <details> <summary>Images:</summary> Zohilan to a native Gezenan speaker. For fun, try to figure out the meaning of some of the words in this paragraph.  Helm console on a PGFN vessel.  Language selection!  Zohilan language icon by Aquidu: <img width="16" height="16" alt="lizard_blue" src="https://github.com/user-attachments/assets/51abafb3-31c9-4df0-960b-bd172bb62d04" /> </details> All of this significantly improves the level of character customization available to players, and the ability to figure out what some of the words in other languages mean using context is pretty cool and interesting. Kalixcian Common doesn't make much sense to be a single language, considering Kalixcis is the only homeworld to never unify into a single entity, so I thought it made sense to split it into Gezenan and Zohilan and give them a high mutual understanding of each other to reflect this. :cl: SapphicOverload, Aquidu add: Added a proper language selection to the character preferences menu add: Helm consoles now speak the official language of whichever faction their ship is registered with add: Splits Kalixcian Common into two separate languages (Gezenan / Zohilan) with high mutual understanding add: Admins can now set partial understanding with the language menu del: Removed languages being automatically granted from being part of a faction del: Removed language quirks del: Removed an unused language code: Refactored language text scrambling to be consistent within a given round, allowing the meaning of words to be inferred from context fix: Fixed the language menu not showing the level of understanding fix: Fixed quirks that have been removed from the game persisting in character preferences /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> (cherry picked from commit 72294f2ff430ea4ff1493c2528dfd235c146f040)
## About The Pull Request Adds an additional sector that the outpost spawns in, along with a normal overmap that the usual shiptest stuff is in - [x] Create systems for every outpost - [x] Colours rough draft - [x] Remove the 20 minute no-jump cooldown at roundstart - [x] Make outpost and wild sector generate - [x] Make outpost sector select from list - [x] Make outpost sector actually spawn the matching outpost - [x] Make outpost sector star static - [x] Make outpost sector spawn no planets - [x] Colours final Unique sectors for each of the outposts - High-Pier system (Orange Dwarf, Chana) (Arrowsong Refueling Platform, CLIP controlled) - Value of Public Works system (Red Dwarf, Ecbatana) (Agni Trading Post, NGR controlled) - Minya system (Yellow Main-Sequence, Aubaine) (Installation Trifuge, Independent) - Persei-277 system (Yellow Main-Sequence, Persei-277) (Yebiri Sipili, NT controlled) These sectors do not contain much of worth other than a small amount of hazards Colors WIP in order according to above <img width="704" height="700" alt="image" src="https://github.com/user-attachments/assets/22f2852c-1bba-458e-9850-8b15def7668d" /> <img width="678" height="571" alt="image" src="https://github.com/user-attachments/assets/8b00f025-f3a3-457f-995d-f7b31a287543" /> <img width="772" height="809" alt="image" src="https://github.com/user-attachments/assets/6c97e878-dc29-47b5-857e-3a55b91f014d" /> <img width="798" height="793" alt="image" src="https://github.com/user-attachments/assets/993b4441-2b98-42b9-ac2c-08bd87505a59" /> ## Why It's Good For The Game canon outposts and the static sectors theyre within for consistency. lets the standard overmap be a "wild" sector that pirates can probably more reasonably skulk around in. give outposts more presence and ic believability than being in the middle of the unwashed pirate hordes at all times ## Changelog :cl: add: Second overmap containing the outpost that you spawn in, along with standard shiptest overmap (no outpost) add: High-Pier system (CLIP), Value of Public Works system (NGR), Minya system (Indie), Persei-277 system (NT) add: Outposts now spawn only in their corresponding system add: Jump between these two sectors with a 1 minute timer with bluespace jump del: Removed 20 minute "No-Jump" cooldown /:cl: --------- Signed-off-by: generalthrax <139387950+generalthrax@users.noreply.github.com> Co-authored-by: retlaw34 <58402542+retlaw34@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> (cherry picked from commit 3e1defb0792300f6b04bf262146d1f9bee86ebbd)
Ossa88
marked this pull request as draft
July 30, 2026 14:56
Ossa88
marked this pull request as ready for review
July 30, 2026 16:01
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About The Pull Request
October 2025 Cherrypick EZ Merge
These are the PRs from Shiptest which I have to perform additional changes to and will require some rebalancing.
Language Menu + Language Scrambling Rework + Splits Kalixcian Into Multiple Languages (#4988)
Replaces the language quirks with a proper language menu, where you can select which languages your character knows and how well.This also splits Kalixcian Common into two different languages, Gezenan
and Zohilan, originating from the Pan-Gezena Federation and Zohil
Explorat respectively as well as being widely spoken in their current
and former colonies. Both have a very high (90%) mutual understanding of
each other.
The way not understanding a language scrambles text has also been
reworked so that instead of being randomized for every message, it now
uses a hash function to always scramble the same original words to the
same scrambled text within a given round, making it possible to infer
the meaning of certain words based on context.
Images:
Zohilan to a native Gezenan speaker. For fun, try to figure out the
meaning of some of the words in this paragraph.
Helm console on a PGFN vessel.
Language selection!
Zohilan language icon by Aquidu:

All of this significantly improves the level of character customization
available to players, and the ability to figure out what some of the
words in other languages mean using context is pretty cool and
interesting.
Kalixcian Common doesn't make much sense to be a single language,
considering Kalixcis is the only homeworld to never unify into a single
entity, so I thought it made sense to split it into Gezenan and Zohilan
and give them a high mutual understanding of each other to reflect this.
Language Panel Hardening
The language system allowed a person to attempt to cheat by using more language points than they had. Depending on when this was done, and when the character was loaded the server would naturally catch this error and purge ALL languages fand resave.This hardening prevents even attempting.
If you even TRY to remove the Trilingual, or add the monolingual quirks, and the change would result in negative language points. The game directly denies you and prints an error in your chat.
If you somehow bypass this check, and go to save. If your language points are still negative the server will denote this, advise admins, and purge your language settings.
Static Sectors (#5326)
## About The Pull RequestAdds an additional sector that the outpost spawns in, along with a
normal overmap that the usual shiptest stuff is in
Unique sectors for each of the outposts
CLIP controlled)
NGR controlled)
Independent)
NT controlled)
These sectors do not contain much of worth other than a small amount of
hazards
Colors WIP in order according to above




Why It's Good For The Game
canon outposts and the static sectors theyre within for consistency.
lets the standard overmap be a "wild" sector that pirates can probably
more reasonably skulk around in. give outposts more presence and ic
believability than being in the middle of the unwashed pirate hordes at
all times
Why It's Good For The Game
Gets us closer to Shiptest.
Allows me to work on these in a more isolated enviroment
Changelog
🆑
add: Added a proper language selection to the character preferences menu
add: Helm consoles now speak the official language of whichever faction their ship is registered with
add: Splits Kalixcian Common into two separate languages (Gezenan / Zohilan) with high mutual understanding
add: Admins can now set partial understanding with the language menu
del: Removed languages being automatically granted from being part of a faction
del: Removed language quirks
del: Removed an unused language
code: Refactored language text scrambling to be consistent within a given round, allowing the meaning of words to be inferred from context
fix: Fixed the language menu not showing the level of understanding
fix: Fixed quirks that have been removed from the game persisting in character preferences
add: Second overmap containing the outpost that you spawn in, along with standard shiptest overmap (no outpost)
add: High-Pier system (CLIP), Value of Public Works system (NGR), Minya system (Indie), Persei-277 system (NT)
add: Outposts now spawn only in their corresponding system
add: Jump between these two sectors with a 1 minute timer with bluespace jump
del: Removed 20 minute "No-Jump" cooldown
/:cl: