Resprites 3 Tajaran rifles, expanding them to use a 48x32 canvas, and
brings them in-line with lore as written in terms of weapon design
history. Additionally, adds 6.8mm in the form of the Tajaran Z33
Tamparii cartridge to further separate Tajara and Human history and arms
development.
All weapon sprites are made by me, except the ba and ss sling which was
borrowed from the Dominian rifle sprites. Special thanks to Elorg for
help in making these not look awful.
<details><summary>Z33 Tamparii</summary>
<p>
<img width="331" height="332" alt="image"
src="https://github.com/user-attachments/assets/f9892dc8-9c6d-45c6-8779-3ad3e39abaed"
/>
An old caliber that continues to show its usefulness. The compromise
between weight and firepower, as well as room to change the powder load
has seen the cartridge remain in service across Adhomai.
</p>
</details>
<details><summary>Tsarrayut Rifle (PRA)</summary>
<p>
<img width="572" height="387" alt="image"
src="https://github.com/user-attachments/assets/53327f3b-4b87-415e-8215-b1c2ccc08c9c"
/>
Redesigned to a general magazine-fed rifle. Not meant to be flashy or
cool, simply easy to mass-produce and train conscripts. Additionally,
still takes old bolt action rifle clips.
</p>
</details>
<details><summary>Hotaki Marksman Rifle (ALA)</summary>
<p>
<img width="586" height="400" alt="image"
src="https://github.com/user-attachments/assets/c08986ec-1134-4869-8dc2-36b981a211f9"
/>
Carries many of the same lines and design from the Tsarrayut, especially
in the receiver. However, it was modified to be a bullpup for a longer
barrel. Higher bullet velocity for a similar overall length; perfect for
a marksman harassing down an enemy.
</p>
</details>
<details><summary>Mrrazhak Assault Rifle (ALA)</summary>
<p>
<img width="483" height="332" alt="image"
src="https://github.com/user-attachments/assets/3f0a2885-49bb-418b-b956-4d2f89a60b40"
/>
Pretty much a shortened Hotaki. Intended to have a similar barrel length
to the Tsarrayut, but a shorter overall gun.
</p>
</details>
WIP for the following items:
- [x] Golden Mrrazhak
- [x] Cartridge balancing
- [x] Addition/clean-up with uplink items
- [x] Addition/clean-up with ghost roles
---------
Signed-off-by: CatsinHD <31459154+CatsinHD@users.noreply.github.com>
Signed-off-by: Wildkins <john.wildkins@gmail.com>
Co-authored-by: Wildkins <john.wildkins@gmail.com>
pant.
How I forgot how pants should look like: the PR.
From the changelog:
> - imageadd: "Resprited all jeans, black pants and colorable dress
pants."
> - rscdel: "Removed tan, khaki, red, white pants due to the existance
of colorable dress pants. All maps and outfits where these were used now
use black pants (I did not want to put in the effort)."
Images, as always, in the details below.
Old (current) sprites on the top, new on the bottom unless stated
otherwise.
<img width="2560" height="1024" alt="jeans"
src="https://github.com/user-attachments/assets/9290ec78-638d-4c8a-871b-e74022188749"
/>
Do yell at me if these don't look like jeans. Also imagine these but
shorter, now you have jean shorts, which were also resprited.
- Leather gloves, black gloves and workboots now have unique names for
taj and unathi variants
- Updated the description of the leather and black gloves
The above was done so they can be recognized on sight, particularly in
the wardrobe machines where they otherwise looked identical.
- Renamed the black gloves to work gloves
This is effectively what they are. They have unique stats compared to
other colored gloves and as such, they should stand out a bit more aside
from just their description.
- Added taj and uanthi variants of the work gloves, leather gloves and
workboots to the wardrobe machines
The drobes had the human versions already, so this permits taj and
unathi to get their versions too.
- Made hangar techs spawn with work gloves and workboots
They already had access to these in the drobes, and it make sense for
their warehouse work that they got proper gear when spawning. The
workboots replace the sneakers they used to spawn.
This has zero reason to exist in our code base. We have no procs or
variables tied to this. I removed it to make future modifications
cleaner.
---------
Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
For a robust crafting system, I need a new materials framework.
For a new materials framework, I need to clean up reagents.
To clean up reagents, I need to pare down foods from reagent holders.
To pare down foods from reagent holders, I need to port edibility
components.
To port edibility components, I need to port processing components.
To port processing components, I need to port tool behaviors.
This is all back-end code, no new features or functionality from this.
This remaps the commissary and library, increasing the size of the
former at the cost of the latter.
Several vending machines have been touched onboard the Horizon only. The
idris refresh and getmore vending machines have been merged into the
getmore, with the available items strongly reduced. The cigarette
vending machine also had their options lowered. All of the options and
some extra was moved to the restock packs the commissary gets now, so it
can be sold from there.
The nanopharm in the commissary is now free to vend, containing only
drugs and over the counter meds, intended to be paid for at the
commissary desk.
New restock packs were made, which are intended similarly to vending
machine restocks except they work on the shelves in the commissary and
gives them a set of items based on the pack, after which the pack can be
folded into cardboard.
All the new restock packs are also available to order from operations,
should more stock be necessary or other reasons.
For mapping I was aided by Kaizr, with helpful suggestions from RHG and
Noble Row.
Commissary:
<img width="635" height="617" alt="billede"
src="https://github.com/user-attachments/assets/bc16d9e1-dd58-4de8-b6d9-5dfdf67c17dc"
/>
<img width="605" height="601" alt="billede"
src="https://github.com/user-attachments/assets/4078656e-9cef-47ff-999c-685356647389"
/>
Library:
<img width="669" height="485" alt="billede"
src="https://github.com/user-attachments/assets/6984b56f-1236-494b-8c93-01a9b2aa9716"
/>
the nanopharm in the commissary, alongside how the getmore and cigarette
vending machines look around the horizon now.
<img width="1267" height="446" alt="billede"
src="https://github.com/user-attachments/assets/a7611dd8-1131-4616-92cf-ec99f1c9fa87"
/>
V2 of [previous music playing
PR](https://github.com/Aurorastation/Aurora.3/pull/21466). TLDR no
longer uses the connect_range component for implementation because it
turned out a bit too inflexible for overlapping music players.
Removes a NanoUI template for the [TGUI
update](https://github.com/Aurorastation/Aurora.3/pull/21046).
New changelog:
- refactor: "Ported Jukebox's NanoUI interface to TGUI."
- refactor: "Ported Jukebox audio playing functionality to a component."
- refactor: "Sound keys refactored from singletons to datums, along with
larger breakout of sound.dm to allow for easier SFX updates in future."
- code_imp: "Expanded track datums to include track lengths."
- code_imp: "Reorganized music file folders for more intuitive access."
- rscadd: "Earphone status feedback text now includes track length."
- rscadd: "Added autoplay functionality to earphones."
- bugfix: "Fixed earphones' 'Previous Song' verb not sending you to the
end of the playlist when used while the first track is selected."
- bugfix: "Fixed gain adjustment for 'Konyang-1' (-23 dB -> standard
-9.8 dB)."
- bugfix: "Fixed y-offset of audioconsole-running overlay animation to
line up with the actual screen."
---------
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
It's unfortunate that the only way to get most of the toys is through
the loadout. This essentially restricts players to either roleplaying as
diehard fans, arranging games in advance, or not bothering to do this at
all.
This ports a games vending machine from bay, and places it in the
library. This supplements the battle monsters machine already present.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/vending.dmi |
[nearlyNonexistent](https://github.com/Baystation12/Baystation12/commits?author=nearlyNonexistent)
(Baystation12) | CC-BY-SA 3.0 |
changes:
- balance: "Dirty bomb cleanable 'greenglow' decal left behind is now
actually radioactive to make it more persistently hazardous."
- balance: "'Radioactive waste' rare Warehouse spawn submap now uses
low-radioactivity variants for some of its contents and also been given
a radioactive gear crate."
- balance: "Adds increased taste_mult values to radioactive waste,
napalm, and nitroglycerin; it should be noticeable if your drink is
spiked with any of them."
- balance: "Both uranium and radioactive waste reagents will create
radioactive pools on the floor if spilled (uranium weak, radioactive
waste medium/strong)."
- balance: "Bombs are now allowed to be planted on any mob type except
for carbons."
- balance: "Increases the numbers of assemblies (signalers, igniters,
etc.) stocked in vending machines."
- rscadd: "Adds a radioactive waste chemical canister to the Uplink (5
tc)."
- code_imp: "Adds additional variants of greenglow/radioactive decal and
radioactive_waste/hazardous obj that are more or less radioactive for
mapping and ST use."
- code_imp: "Cleans up bomb timer setting code and admin logging."
- qol: "Adds more examine hints to reagent dispensers."
- qol: "Adds more examine hints to bombs."
The 'radioactive waste chemical canister' item cost was set to 5 tc to
match the other 'hazardous chemical' antag item, the Chlorine Tank.
# Summary
This PR introduces colorable high visibility jackets and pants. They are
available in the character loadout.
**[Breaking change]**
Existing high visibility clothing received its own category in the
loadout and breaks current loadouts using said clothing.
The currently worn clothes need to be re-selected from the new group.
## Changes
- Added a colorable version of high visibility jackets and pants.
- Moved existing high visibility clothing to their own selection in the
loadout out of the generic jackets/pants group.
- Fixed a bug that prevents the usage of accents/part-building for
pants.
- Added a dedicated code file for high visibility jackets and pants
along some refactoring.
- Introduced minor protection values for high visibility clothing.
- Removed duplicate jacket emissive sprites and fixed jackets getting
the right pattern for their type.
## PR Notes
Any mapping-tag is due to the changes in the high visibility clothing
type names, no map has been changed aside a global type name
replacement.
## Preview
A combination of colored jacket and pants. Selected was green for the
base color and yellow for the accent color.
<img width="93" height="96" alt="Screenshot 2025-11-30 023923"
src="https://github.com/user-attachments/assets/5162608e-b325-4d8c-8691-9d23ada1641d"
/>
Adds the medical patient gown to the loadout, locked to offduty and
passenger only, intended to be used for characters staying in the
medical ward. The sprites are also replaced with ones from Bay,
alongside adding 2 new preset colored versions.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
Replacement icons are by [AtomicWorm](https://github.com/AtomicWorm)
from Baystation https://github.com/Baystation12/Baystation12/pull/25436

-Adds cream cheese to the game because I'm tired of committing the
atrocity of making foods out of blocks of cheese and cream.
-Adds 5 new food dishes to the game including a few commissioned dishes
from Sankt Frederick (The new dishes: Belinas, Bierocks, Cream cheese
bagels, Cream cheese toast, and smoked salmon bagels)
-Adds 2 new beers to the game, a Xanan one and one from Sankt Frederick
-Adds the new beers as well as multiple existing beer bottles to the
Booze-O-Mat because currently there is no place to get any bottles of
beer on the station which is more than a little weird.
Fixes https://github.com/Aurorastation/Aurora.3/issues/18504
Fixes https://github.com/Aurorastation/Aurora.3/issues/21064
Fixes https://github.com/Aurorastation/Aurora.3/issues/21267
Fixes https://github.com/Aurorastation/Aurora.3/issues/21455
Fixes https://github.com/Aurorastation/Aurora.3/issues/21535
Miscellaneous bugfixes, code cleanup, etc. Smaller batches this time.
changes:
- spellcheck: "Renames 'gibber' to 'autobutcher'."
- code_imp: "Cleans up a lot of old autobutcher code."
- code_imp: "Simplifies and unifies a lot of circuit board naming code."
- code_imp: "Updates various code comments to DMDocs format."
- balance: "Slightly increased damage of beating someone with a ladder."
- bugfix: "Fixes foreign speech displaying the translated versions in
langchat for non-fluent listeners."
- bugfix: "Fixes whispered speech langchat; whispers are now correctly
italicized."
- bugfix: "Fixes shouted speech langchat; shouts are now correctly
biggified."
- bugfix: "Adds missing Omni Gas Mixer, Gas Meter options from RFD-P."
- bugfix: "Adds missing circuit boards for bioballistic delivery system,
lysis-isolation centrifuge, and autobutcher to allow for construction
and deconstruction."
- bugfix: "Fixes empty algae chips bag having description set for its
name."
- bugfix: "Adds fallback_specific_heat values to several reagents that
were missing them."
- bugfix: "Fixes antimateriel projectiles being erroneously
damage-capped when hitting walls."
- bugfix: "Fixes laser beam effects not using the base colors of their
beam VFX."
- qol: "Added helpful feedback hint to move closer when someone speaks
aloud within 4 tiles while you're in vacuum (as features go, this one
felt more like a bug to experience)."
- qol: "Updated various examine hints."
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
**Overview:**
The first huge fuckoff mapping PR for giving the Horizon enough extra
space to be able to comfortably map on it for the duration before NBT2
and not be super cramped (extends aft by 6 turfs).
Includes a SECOND vault to heist at the back of the ship and a lot of
maint area people can repurpose. Notably, this also removes the Xenobio
Hazardous Containment room and the Medical Emergency Storage room
(contents of the latter have been moved). Otherwise, y'all got more
ship.
**Map Images (OUTDATED NOW):**
<img width="2453" height="868" alt="Screenshot 2025-10-16 141649"
src="https://github.com/user-attachments/assets/be9a540d-af92-46b4-b59f-e298204a678a"
/>
<img width="2450" height="940" alt="Screenshot 2025-10-16 141702"
src="https://github.com/user-attachments/assets/b96f3f3e-dd4b-4457-9c5c-1f09f8bb7a00"
/>
<img width="2452" height="895" alt="Screenshot 2025-10-16 141714"
src="https://github.com/user-attachments/assets/9a16e55d-8386-46d9-a3d3-d4e5a0ff6ec0"
/>
**Misc Features:**
<img width="1069" height="685" alt="Screenshot 2025-10-16 141727"
src="https://github.com/user-attachments/assets/89c14f85-f476-4f91-bd02-7c36f36a4418"
/>
<img width="983" height="825" alt="Screenshot 2025-10-16 141736"
src="https://github.com/user-attachments/assets/6b20da20-982c-4ec1-b252-3507f1211e94"
/>
<img width="1382" height="951" alt="Screenshot 2025-10-16 141743"
src="https://github.com/user-attachments/assets/fdfd683d-33a4-47e3-9df8-dec1f9286598"
/>
<img width="2405" height="863" alt="Screenshot 2025-10-16 141803"
src="https://github.com/user-attachments/assets/c539c4bd-4a8f-4326-a30b-5a1d09eca26b"
/>
**changes:**
- qol: "Hugely expands the Horizon's maints and adjusts/expands much of
the aft of the ship."
- rscadd: "Adds a new Vault to Horizon (Deck 3 aft, behind the Gym)."
- rscdel: "Removes Xenobiology Hazardous Specimens compartment."
- rscdel: "Removes Medical Emergency Storage compartment."
- spellcheck: "Replaces a few mentions of 'room' with 'compartment.'"
- spellcheck: "Renames the Bridge Break Room to Bridge Wardroom."
- spellcheck: "Renames the Kitchen to the Galley."
- spellcheck: "Renames the Dining Hall to the Mess Hall."
- spellcheck: "Renames each Washroom to the Head."
Adds two new recipes, one cocktail and one snack item, with a particular
focus on the frontier.
<img width="305" height="389" alt="new food"
src="https://github.com/user-attachments/assets/633b7efc-5cf4-487c-8a22-cd6e14eecf32"
/>
Voidman's Stew - Fishballs in sauce from Sun Reach
Carian Strogonoff - Mushroom strogonoff! (I wanted ot make this slightly
glow but could not get it to work)
Witch-spirit - The trendiest new cocktail, using Reach wine as a base
Algae Chips - Fried and crispy algae from Sun Reach. Available in
Getmore! vendors until somewhere more suitible can be created.
All sprites by myself.
---------
Signed-off-by: Fyni <itsfyni@gmail.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
After a discussion a little while ago, it was agreed drobes should not
have storage objects in them aside from jackets, or anything that is
mechanically job related pretty much, just fluff and decorative stuff.
As a result, all bags, holsters, webbings and the janitor's galoshes
were removed from them as they belong in their respective lockers. This
does throw a bundle of things into certain lockers to permit selecting
it, such as the officers having various holsters and engineers having
the alt toolbelt.
Also hangar techs aren't getting their insulated gloves anymore, as that
was apparently a mistake.
Engineering lockers as a result of this do have insulated gloves now, as
it is relevant work equipment. No more raiding the electrical lockers.
Turns out- Timers have sat in the contraband section of the Vendomat in
tool storage all this time.
Previously, the only way to get them was through Autolathes or Grenade
Cases in the pharmacy and research chemistry lab. This makes the ones
already in the tool storage accessible. Cooks can have a kitchen timer,
or security can use it for target practice drills, or whatever you want,
really. It's a timer!
I doubt local grey-shirt self-antagging himself a single-tank-bomb is as
valid a worry as it was back when vending machines were originally being
added.
---------
Signed-off-by: HanSolo1519 <72716882+HanSolo1519@users.noreply.github.com>
## About PR
This PR adds four new Unathi related drinks and reflavours most of the
existing ones to be less of weird wordplays and jokes.
Requested by the Unathi team.
The new drinks and bottle sprite can be seen below. Please enjoy:
> <img width="547" height="102" alt="image"
src="https://github.com/user-attachments/assets/c2122a83-eccd-4b46-b57a-089e6d81704c"
/>
Tested (hopefully) all changes. Works on my machine. 👍
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/drinks.dmi | Captain Gecko (AuroraStation) | CC0 |
| icons/obj/reagent_containers/food/drinks/bottle..dmi | Captain Gecko
(AuroraStation) | CC0 |
Now almost all non-command clothes should be found in the department
drobes, instead of the various lockers. I might have missed something
somewhere though.
Drobes can also be restocked by the vended items.
Lastly, the chaplain drobe had a couple of taj religious clothing added
to it after confirming with Catsin that it should be.
**Daddy needs a new pair of shoes!**
Revamped the lottery cards to both not reward astronomical amounts of
money anymore, and resprites them to make them look prettier and more
"digital" in line with how the card itself is basically an imitation
scratcher you shove into an ATM later on anyway.
<img width="301" height="184" alt="image"
src="https://github.com/user-attachments/assets/48e4c8c9-b783-413d-89d8-779a2538134c"
/>
* Gray: Bust
* Green: Slight win (1x to 1.25x)
* Blue: Big win (2-5x)
* Purple: Huge win (50-100x)
* Gold: Jackpot (1000x)
After three scratches, the card becomes available to redeem in an ATM or
in anything that accepts charge cards or IDs (it is basically a charge
card with an actual balance). I wouldn't exactly sanction buying a soda
with a lottery ticket though.
## The Mechanics
The lotto card (now selling for 10电 in the cigarette machine) plays
best-of-3 with 3 scratches per card. Essentially this means only the
highest prize will be kept; if you for example win $10 twice on the same
card, you will only win $10. This is the **house edge.** Rules of the
game, bucko.
Available prizes and odds are (for the 10电 variant) **PER SCRATCH** are:
* Loss: 89.495%
* Break-even (1x): 8.7% (10电)
* Small win (1.25x): 1.15% (12电)
* Double win (2x): 0.48% (20电)
* 5x win: 0.095% (50电)
* 50x win: 0.05% (500电)
* 100x win: 0.02% (1,000电)
* JACKPOT (1000x): 0.0099% (10,000电)
* SUPER JACKPOT (10,000x): 0.0001% (100,000电)
For per ticket odds (best of 3):
- Lose all: ~71.7%
- Top prize = 1× (break-even): ~23.0%
- 1.25x: ~3.4%
- 2x: ~1.4%
- 5x: ~0.28%
- 50x: ~0.15%
- 100x: ~0.06%
- Jackpot (1,000x): ~0.027% (≈ 1 in 3,367 tickets)
- Super Jackpot (10,000x): ~0.0003% (≈1 in 333,333 tickets)
Will you lose spectacularly? Probably. But 99.9% of gamblers quit before
they hit the top. That 100,000 credit big prize _calls_ to you...
Just one more pull.
As title. These assets are totally inaccessible on the map or via the
loadout for good reason, their sprites are outdated and they're tonally
quite out of place for the setting.
-Added many new food dishes and ingredients (many of them pizzas).
-Added some of the new ingredients to the Cargo order form.
- Added 2 new drinks and a drink bottle for one of them.
-Nerfed a few dishes that require cooking seafood or frying so that you
can no longer make them with the microwave
-Created new vending machine that sells microwave/instant foods to make
up for it and give Microwaves some variety.
-Added shrimp to the required ingredients for North 60 squid.
-Renamed empty Shakshouka pan to be something more generic so it can be
used for other dishes.
-Adjusted the contents of Dyn Pozole so it doesn't take five years to
finish eating.
-Defined a color for S'th berry juice.
-Created new pages and files for microwave foods.
If/when suggesting fixes please be mindful that my knowledge of code is
very limited and many of the more complicated funcitons have been copy
pasted form elsewherein the code and edited to fit, so coommit
suggestions are appreciated.
---------
Signed-off-by: tomixcomics <11053204+tomixcomics@users.noreply.github.com>
Co-authored-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Fixes https://github.com/Aurorastation/Aurora.3/issues/21104
Grants Xenobotany/Xenobiology radios with hailing freqs like Xenoarch on
spawn, provide appropriate access to similar shortwaves.
Not going to be giving them all the cool stuff Xenoarch gets for solo
exploration like machetes and shit, they still ought to bring escorts or
else tag along with the xenoarch.
Xenoarch still stuff xenobots/bios in lockers.
Xenoarch stronk.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
[Original suggestion
here.](https://forums.aurorastation.org/topic/22454-tidy-up-lockers/)
- Replaces departmental/job-specific wardrobe lockers with new 'Drobe'
vending machines, each containing pertinent clothing, all with new
icons: ClothesMate, EngiDrobe, AtmosDrobe, HyDrobe, SecDrobe, BarDrobe,
ChefDrobe, ChapelDrobe, SciDrobe, MediDrobe, ChemDrobe, CargoDrobe,
RoboDrobe
- Makes vending machine ads populate at the top of the purchasing UI and
randomly cycle.
- Few vending-machine related map touch-ups (mostly vending machines
missing the floor 'hatched' pattern underneath).
- Misc code readability improvements.