472 Commits
Author SHA1 Message Date
Casper3667andGitHub c4c589fc05 Fixes some psi receiver bugs (#21810)
fixes https://github.com/Aurorastation/Aurora.3/issues/21799

I was also informed the icon was wrong, so that is fixed too.
2026-02-06 20:26:33 +00:00
Cody BrittainandGitHub 3f62424312 [MDB Ignore] [IDB Ignore] Kills off /obj/item/device (#21774)
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>
2026-02-01 05:14:26 +00:00
tomixcomicsandGitHub e97a1c547d Food buffs for the food buffs (#21731)
-Adds cucumbers as produce
-Adds a few new food dishes (mostly cucumber based and 1 Adhomian dish)
-Returns the randomly generated ingredients spawning in the fridge at
the start of shifts such as condiments, syrups, etc. to spawn in like
they did before the scarcity arc.
-Adds handheld icons to kitchen trays
-Fixed sugar-tree fruit not showing up properly
2026-01-26 14:00:54 +00:00
7d058fc613 Jukebox TGUI update, Earphones autoplay, sound keys refactor (#21630)
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>
2026-01-22 16:54:40 +00:00
BatrachophrenoandGitHub 142862c8bc Container cleanup, standalone security panel (#20909)
Updated crate and locker sprites and icon overlay code to use a new
standalone 'securitypanel' overlay to lay the groundwork for, in the
future, being able to install/uninstall access-code locks on containers
just like you can in airlocks. For lockers, little visual change at all.
For crates, the security panel is now an overlay within the 'handle'
section of the crate rather than being a chunky box off to the side on
front. Locked/unlocked/emag sprites also updated for the new panel
location.
![Screenshot 2025-06-28
130646](https://github.com/user-attachments/assets/4b4469e7-5d62-42e0-9d9b-27c2f70a4239)
![Screenshot 2025-06-28
130944](https://github.com/user-attachments/assets/5741094f-9214-435a-8ef1-97e5c06b1c61)
![Screenshot 2025-06-28
130951](https://github.com/user-attachments/assets/3d9563b5-a89c-407d-9f8b-190d6382fb8b)

Moved closet.dmi, crate.dmi, guncabinet.dmi, safe.dmi, and
walllocker.dmi to a new subfolder /icons/obj/containers, and updated all
references to them in code, for sake of organization. Ideally (IMHO),
we'd differentiate structure-based storage containers from item-based
storage containers, but that's a larger organizational task and outside
of scope- this just moves storage structures into one common location.

Deleted sciguncabinet.dmi, as its contents had already been migrated to
guncabinet.dmi and it was no longer referenced anywhere in the codebase.
2026-01-14 17:38:00 +00:00
Casper3667andGitHub 4021f161d8 Adds a notepad to the investigator locker and removes the labcoat from it (#21671)
Pretty much what it says in the title. Investigators need somewhere for
all their active note taking after all.
2025-12-23 20:05:52 +00:00
e0aa218843 Shell May Cry: A comprehensive rework of synthetics. (#20721)
https://www.youtube.com/watch?v=9mPvZ96pHJI

A pull request commissioned by the Synthetic Lore Team to
comprehensively rework synthetics (read: IPCs) and how they work in
Aurora. The objective is to make IPCs as unique as possible from humans,
upgrading the robotic feel and atmosphere, while also preserving a good
sense of balance in-game.

Key features:

- A comprehensive expansion of synthetic organs, all of which now
fulfill a purpose: hydraulics, cooling units, power systems, actuators,
diagnostics units.
- Customizable organs with benefits and drawbacks, such as with cooling
units and power systems.
- Unique ways to repair the organs and more involved steps.
- Unique damage mechanics - every organ has wiring and electronics which
affect its functioning, and they are defended by plating which provides
natural armour.
- Improved and immersive diagnostics.
- Unique features, benefits, and drawbacks for every IPC frame.
- A rework of the positronic brain, which can be either destroyed or
shut down, alongside effects caused by low integrity.
- A rework of how EMPs affect IPC organs.
- Non-binary damage states for each organ.

To-do:

- [x] Finish the unique features for each frame.
- [x] Look into if mechanical synthskin is possible.
- [x] Power system.
- [x] Posibrain mechanics.
- [ ] Passive cooling expansion.
- [x] EMP mechanics.
- [x] Repair mechanics.
- [x] Mob weight mechanics.
- [ ] Gurney for heavy mobs.
- [x] New augments.
- [ ] IPC tag scanning and flashing.

---------

Signed-off-by: Werner <1331699+Arrow768@users.noreply.github.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: Geeves <22774890+Geevies@users.noreply.github.com>
Co-authored-by: Werner <1331699+Arrow768@users.noreply.github.com>
2025-12-21 16:26:23 +00:00
KanoandGitHub 58570e035a Adds base planning blueprints (#21626)
## About PR

Adds some building/planning mechanics typically seen in
base-building/survival games such as Grounded. Hopefully this will ease
the away base construction process. Happy base buildings!

Currently, this allows placing blueprint objects that players can click
on with the required materials to build whatever the blueprint
represents. You can place templates, edit them or build your own
glorious base from ground.

Sprites for `blueprints` and `blueprints_unfolded` inside
`base_planning_blueprints.dmi` are ported from SS20 Russian Paradise
Station.

## Images
https://youtu.be/FCrZn8BkISU?si=Fst0ksAgi47D_wN7

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/item/base_planning_blueprints.dmi | vovakons (SS20 Russian
Paradise Station) | AGPLv3 |
2025-12-19 23:26:56 +00:00
Greenjoe12345andGitHub e0bd9bd219 Medical gown in loadout + sprite replacement (#21516)
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
2025-11-17 19:23:31 +00:00
BatrachophrenoandGitHub 4d41b0595f Horizon mapping cleanup and bugfixes (#21450)
Fixes https://github.com/Aurorastation/Aurora.3/issues/21289
Fixes https://github.com/Aurorastation/Aurora.3/issues/15779

Handles a lot of mapping cleanup, container definitions for the Horizon,
and several bugfixes found along the way.

changes:
- code_imp: "Added set definitions for several Horizon-specific
containers."
- code_imp: "Updated 'full' material stacks on the Horizon from sneaky
var-edited singles to properly defined full stacks"
- code_imp: "Cleaned up all Air Alarms, Fire Alarms, and APCs on the
Horizon that were directional children with their dir var edited."
- code_imp: "Cleaned up all Power Cables on the Horizon that had d1 or
d2 var edited instead of just icon_state."
- code_imp: "Adjusted pixel shifts for 'south' (north-facing) Air
Alarms, Fire Alarms, APCs, and Extinguisher Cabinets to address layering
issues when standing vs. leaning."
- code_imp: "Minor refactor of shuttle/* Air Alarms and APCs to reduce
excess children; req_one_access perms now assigned based on
/area/horizon/shuttle/*."
  - qol: "Adds feedback hint for uses remaining to Emag cards."
- qol: "Added Tip about the shift-click behavior of the 'up-hint'/'Look
Up' button."
- bugfix: "See-through turfs (like lattices/catwalks over open space)
can now be Looked Up through from below."
- bugfix: "Fixed the shift-click behavior of 'up-hint'/'Look Up' button,
allowing you to see nearby turfs that can be Looked Up through."
- bugfix: "Maintenance Panels located on the floor have had their
layering issues fixed."
- bugfix: "Borg eye emissive effects MAYBE no longer visible through
higher z-levels."
- bugfix: "Added missing leanable component to window/shuttle obj type."
2025-10-07 22:12:03 +00:00
nautandGitHub dfe57a310f New boxes (#21439)
* Thoroughly resprites boxes. They're now more modular and, importantly,
colorable.
* Resprites cardboard, as a material.
* Repaths boxes behind the scenes to be more object-oriented, with boxes
being resorted into their own subtypes. You might notice this in the
gargantuan amount of files this PR changes.

Part of a bigger (yet modestly-sized still) resprites project. Atomized
the boxes bit into this PR specifically so that any conflicts don't
destroy any other spriting PRs.

<img width="652" height="273" alt="image"
src="https://github.com/user-attachments/assets/5590b22d-c9d7-49b5-9adf-0b6e01a6962b"
/>

<img width="383" height="345" alt="image"
src="https://github.com/user-attachments/assets/aab83040-2d5d-4283-b019-3d6bed2e3e47"
/>

<img width="142" height="343" alt="image"
src="https://github.com/user-attachments/assets/75a98d36-0171-4e48-9dec-de5511f35d39"
/>

<img width="127" height="225" alt="image"
src="https://github.com/user-attachments/assets/a1ff8b1b-bd2a-4c0d-b538-32fe401724c3"
/>

<img width="334" height="399" alt="image"
src="https://github.com/user-attachments/assets/e41330ac-ed4a-4e81-a87a-5ba901b47b5c"
/>
2025-10-07 16:59:55 +00:00
Casper3667andGitHub 80b638aedc Drobe re-arrangement part two (#21416)
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.
2025-10-05 14:26:57 +00:00
Casper3667andGitHub 2f6dcd4a68 Adds the price and crate scanner to the hangar tech lockers and toolbelt (#21300)
This adds the price scanner, crate scanner and a clipboard to the hangar
technician lockers.
It also add the various scanners alongside the quikpay to the toolbelt,
as it could already have the EFTPOS scanner.
Lastly while doing this, I removed some of the department clothes from
the lockers that were already in their drobe.
2025-09-15 12:08:36 +00:00
Casper3667andGitHub 98f34dc69d Stuffs a bunch of clothing from lockers into the department drobes (#21348)
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.
2025-09-15 12:01:27 +00:00
Casper3667andGitHub 908a07b003 Give officers and wardens breath analyzers and investigators a gas mask (#21215)
From a request I saw a bit ago, I have now added breath analyzers to the
security officer and warden lockers, should they wish to use them. It is
mostly intended to check if people are drunk on duty or similar.

Investigators were given a half gas mask, given the amount of
pepperspray used in some cases and they were the only ones not to get it
in the department. If they want the bigger mask, they can ask the
warden.

Lastly while I was messing around in the file, I cleaned out the cadet
and investigator locker slightly. The clothing items that already
existed in the security drobe were removed from their lockers. The
security officer and warden lockers were already free of that, so they
did not get anything removed.
2025-08-22 11:51:53 +00:00
hazelratandGitHub f94bfe1603 The Great Medical Shuffle (#21135)
Prodding at swapping the placements of the paramedics' quarters,
recovery room, and psychiatrist's office, hopefully maintaining or
improving the functionality of each with a particular focus on getting
the recovery room into a better spot.

<img width="288" height="352" alt="image"
src="https://github.com/user-attachments/assets/eac427b3-1d28-435e-b293-23c493fa2e9d"
/>

---
<img width="384" height="288" alt="image"
src="https://github.com/user-attachments/assets/e4ec0803-9fa6-4125-8018-150f7f447431"
/>

---
<img width="352" height="384" alt="image"
src="https://github.com/user-attachments/assets/7a50109a-6f53-4a38-874f-27ff73c8afbf"
/>
2025-08-17 13:32:51 +00:00
b9d1343ade Adds Missing Access Checks to Airlock Equipment (#21148)
Fixes https://github.com/Aurorastation/Aurora.3/issues/13378
Airlock controllers and Sensors now also check if the user has access

---------

Signed-off-by: Ben <91219575+Ben10083@users.noreply.github.com>
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2025-08-15 13:59:04 +00:00
Casper3667andGitHub baff1a05c5 Add pre-filled belts to the investigator lockers (#21128)
As security officers have their belts pre-filled, I thought to do the
same for the investigators. This takes the tape, flash and camera from
their locker and adds it to the belt in the same locker, additionally a
tape recorder is also put in it.
As clipboards can be put in the belts, I did find it weird that the
notepads couldn't, so I also added the ability to put notepads into the
security belt, as it felt fitting to be able to do so.
The extra pair of identical shoes were also removed from the locker, to
help reduce the clutter slightly. One pair still spawns in it.
2025-08-11 13:46:33 +00:00
Casper3667andGitHub 1ecea1cb3a Adds the security chestrig to the warden, HoS and sec officer lockers, as an alternative to the security belt (#21058)
As the title says. The PR was done on the request of VeteranGary with
sprites provided by Noble Row.
The reasoning for it is to give some more visual variety, by allowing it
to appear over the standard security armor plate. It has been added as a
belt for that purpose, with the reasoning that there is the explorer's
belt that similarly is a chestrig.

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:

| Path | Original Author | License |
| --- | --- | --- |
| icons/mob/belt.dmi | Noble Row (Aurora Station) | CC0 |
| icons/obj/clothing/belts.dmi | Noble Row (Aurora Station) | CC0 |
2025-08-01 19:52:20 +00:00
Wowzewow (Wezzy)andGitHub f57278ad5a Head loadout debloat v2 (#20600)
**JUST BECAUSE IT SAYS "DELETED" IN ICONDIFFBOT DOESN'T MEAN IT'S BEEN
REMOVED. IT CAN BE RENAMED OR MOVED SOMEWHERE ELSE. PLEASE STOP
SPREADING MISINFORMATION THAT I'M DELETING EVERYTHING. JESUS CHRIST.**

- **The only hats removed are from budg's hat bloat (except the newsboy
hat, which has been touched up)**

- Human origin lore hats have been moved to Human - Xenowear. **NOT
REMOVED. MOVED.**
(It was kind of strange anyway they got special treatment. They aren't
restricted in any way, though, so essentially no difference.)

- Vysokan hats all rolled together into one selection.
- Beanies rolled into one selection.
- Miscellaneous, colorable hats rolled into one selection.
- Miscallaneous hats rolled into one selection.
- Dominian consular clothing items moved to be jobspawn items, like
every other consular. (Alt uniform outfits should be out from the
loadout anyway.)
- Pilotka caps, and whatever else they're called are all now named as
sidecaps.
- Renamed the Visegradi Nyakas to ear-flap cap. (I understand the
sentiment of blending lore into stuff, but putting it in the name isn't
helpful. I tried looking up Nyakas and all I'm getting is an obscure
brand of wine.) (Description unchanged.)
- Renamed padded cap to tanker cap.
- Bucket hats rolled together into one selection. (Removed pre-colored
boonies because it's just a clone of recolorabled ones.)
- And anything else I can't remember.

**Please don't spread misinformation after me and send the goon squad
after me.**
**Please just fucking message me and ask. Oh my god.**

---------

Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
2025-07-15 17:49:34 +00:00
smellieandGitHub bfb076eea5 Uncharted Space (#20937)
Adds 3 Crescent Expanse regions due to how large a region it is:
- Crescent Expanse (West): Nralakk and Solarian heavy region.
- Crescent Expanse (East): Coalition and Solarian heavy region.
- Crescent Expanse (Uncharted): Deep Crescent expanse, independents and
certain surveyors only.

Also adds a Lemurian Sea (Uncharted) sector if we ever go there.

Adds a `ccia_link` variable for sectors. Only usage is to block outbound
faxes to Central Command. For uncharted sectors. EBS remains an option
due to necessary CCIA functions (eg. scuttling), per Bear's wishes.

Adds `low_supply` variants of most vending machines and dispensers. For
later use, none mapped in.

Removes the `TEMPLATE_FLAG_SPAWN_GUARANTEED` flag from the sensors
array, because it meant it wasn't affected by `sectors_blacklist`. The
sensors array isn't so important it needs to be in every sector anyway.

Removes Burzsia from the `ALL_DANGEROUS_SECTORS` list, as the crisis has
passed and humanitarian relief efforts completed.

Adds the `ALL_EVENT_ONLY_SECTORS` for limited usage during event
arcs/similar where canon odysseys or certain thirdparties may infringe
upon an arc's narrative. Allows selective enabling/disabling of canon
odysseys or third parties for said arcs. Not intended for liberal
application.

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
sound/music/lobby/crescent_expanse/crescent_expanse_1.ogg | "Lüüü -
Weedance" by Lüüü, Obtained from
https://myprivateunderground.bandcamp.com/track/lu-u-u-weedance | CC
BY-NC-SA 3.0.
sound/music/lobby/crescent_expanse/crescent_expanse_2.ogg | "Little
Bradley - Sunset Drive" by Little Bradley, Obtained from
https://myprivateunderground.bandcamp.com/track/little-bradley-sunset-drive
| CC BY-NC 3.0
sound/music/lobby/dangerous_space/dangerous_space_1.ogg | "You Can't
Kill The Boogeyman" by Karl Casey. Obtained from
https://karlcasey.bandcamp.com/track/you-can-t-kill-the-boogeyman | CC
BY 3.0
sound/music/lobby/dangerous_space_2.ogg | "Prison Planet" by Karl Casey,
Obtained from https://karlcasey.bandcamp.com/track/prison-planet | CC BY
3.0
sound/music/lobby/lights_edge/lights_edge_1.ogg | "Is Anyone Left?" by
Karl Casey. Obtained from
https://karlcasey.bandcamp.com/track/is-anyone-left | CC BY 3.0
sound/music/lobby/lights_edge/lights_edge_2.ogg | "Running From The
Wendigo" by Karl Casey. Obtained from
https://karlcasey.bandcamp.com/track/running-from-the-wendigo | CC BY
3.0
2025-07-12 12:12:40 +00:00
beepbopbeepbopandGitHub b7849ebd15 OM Office Remap (#20935)
partly continues the work in my merge conflict ridden offices remap, but
just for the OM this time around.


![image](https://github.com/user-attachments/assets/ba5ed18c-c4f2-42fe-a946-e5408150f238)
2025-07-10 21:40:13 +00:00
b52a5c8e49 Himeo Ship (#20835)
Adds a Himean Patrol Corvette, along with all of its associated
features. Also adds the Nephilim blaster repeater cannon.

D1

![image](https://github.com/user-attachments/assets/b1693a9f-e095-4cf0-b2f8-4c53f0c3698d)
D2

![image](https://github.com/user-attachments/assets/4521c1fe-d542-411b-bc15-e332ab34fa97)
Submaps

![image](https://github.com/user-attachments/assets/0d8e290d-cd09-43d1-9d58-3027871cdc7c)


- [x] Fix the merge conflict
- [x] Role descriptions
- [x] Remember to delete the gold marker tiles
- [x] Door names
- [x] Deck 2 Atmos

---------

Co-authored-by: steviii <cormallenfield123@gmail.com>
2025-07-01 15:51:52 +00:00
Matt AtlasandGitHub 3837112bd1 Revert "Fix missing pixels in new hairstyle" (#20854)
bad merge
2025-06-17 02:33:31 +02:00
BatrachophrenoandGitHub 156620ad4f Fix missing pixels in new hairstyle (#20828)
See title- the new haircuts leave two pixels of the head uncovered, this
fixes that. My bad, know better testing now... :(
2025-06-16 22:16:59 +00:00
FlamingLilyandGitHub 04cd449bd7 Partially reverts the scarcity PR with respect to the bar. (#20788)
From the feedback I've been seeing while playing, the bar has become
*unfun* to play or to interact with. I don't think the scarcity PR has
helped improve player experience, at least for the bar. I've re-added
the drinks that were removed, including the cabinet of beer yokes in the
back.

HOWEVER. There are less of all of them, encouraging resupplies if
there's heavy use.

!!!! I have not touched any other changes the scarcity PR introduced.
Medbay and Engineering scarcity remain. Anything added to cargo remains
purchasable, and the lavatory vendor still exists. !!!!

Supersedes #20786
2025-06-11 09:55:51 +00:00
Wowzewow (Wezzy)andGitHub 702472583c Scarcity and Supply Chain (#20760)
- rscadd: "Adds Lavatory vendors to the public bathrooms, that dispense
hygiene goods."
- refactor: "Migrates bartender's supply of 6 pack beers and Sencha teas
to the cargo database."
  - refactor: "Migrates impact wrenches to the cargo database."
- balance: "Removes the extraneous dylovene, kelotane, bicaridine and
coagzulug in medical. Migrates medication to the medication closet."
- balance: "Removes the unused Nanomed Minis in medical. Replaces the
surgery side Nanomed Plus with a Nanomed Mini."
- balance: "Removes the two large medical kits from medical storage, and
the kit in the exam room. Moves the wheelchairs from the morgue lift to
medical storage."
- rscadd: "Adds cranberries to the game. Now you can actually make
cranberry juice!"
- refactor: "Juices found in soda machines, booze dispensers and the
booze-o-mat have been migrated to the cargo database."
- rscadd: "Cream and fatshouters milk cartons can be ordered from
cargo."
- balance: "Certain juices are now cartons when separated in a
CondiMaster."
- balance: "Removed coffee, milk and sugar from soda machines, as they
are made redundant by CoffeeMasters."
- balance: "Non-CoffeeMaster coffee machines now just dispense coffee
instead of espresso."

TL;DR
- Juices aren't free anymore - get them from supply, the botanist, or
alternative means.
- Soda machines don't dispense coffee, milk and sugar anymore. Since we
have coffee machines already.
- Migrates the stuff in the bar that just got shoved in through mapping
that shouldve been a cargo order in the first place.
- Adds lavatory vendors, which helps to replace manually mapped in
toiletries.
- Removes the extra medical supplies from medical that end up basically
unused for most rounds.
- Adds more things that can be ordered from supply.
- Un-powercreeps the impact wrench. It's made screwdrivers and wrenches
obsolete. Imagine if all of Medical's hyposprays were the CMO hypospray.
That's how it basically is right now.

It's going to be mildly inconvenient, sure. But I have full faith that
people will get used to it in a month. I feel kind of vindicated after
the suit sensors removal PR that the mass-complaints have ceased to be
an issue, and I feel it's going to be the same case here.

Anyway, yes, it's rather silly that the Big Ass Flagship doesn't
immediately have the latest and greatest stuff, but this is thinking
towards long term towards NBT2, where we'll definitely be running a lot
more slim.

**Also, please. Don't brigade this pull request. Just ping me in the
general Discord if you have anything to bring up. I'll try respond to
you if I'm available.**
2025-05-18 14:13:48 +00:00
hazelratandGitHub a2e9e72df8 Hydroponics layout tweaks (#20749)
This implements several tweaks to the layout and contents of the
recently remapped hydroponics bay to make the space smoother and more
intuitive to play in.

The intention of the mapping here is to make D1 hydroponics a
non-liminal space to be in, it should have amenities that mean you can
spend a long time there comfortably - I believe this was also the
intention of the original PR. It contains most of the hydroponics
machines. This is also intended to ensure that you can comfortably spend
most of your time in D2 if you prefer, which is important as it's the
more visible area.

The empty middle row in the D1 hydroponics racks is intended to be an
intuitive spot to cultivate bees. There are two chairs at the desk since
there are two gardeners, and the vendors have been moved to a more
prominent spot on D2 to make it feel less liminal. I've replaced the
hatches under the hydroponics trays with outlines, as a green hatch
under a plant makes the plant pretty indistinct. Windoors have been
removed between the two areas, since they are no longer required to gate
chef access.


![image](https://github.com/user-attachments/assets/40d393ec-4201-45b8-b710-9e155f36dfcc)

![image](https://github.com/user-attachments/assets/ca7b8c40-846d-4e10-bef0-1e3d5cfd897a)
2025-05-13 22:17:26 +00:00
FlamingLilyandGitHub 0907e19253 Swapped the brown sneakers in the CE's clothing satchel with brown workboots. (#20624)
Title. The CE spawns with brown workboots anyhow.
2025-03-22 22:33:04 +00:00
Wowzewow (Wezzy)andGitHub 1ff2b9153a Fixes double door cabinet animations (#20602)
Title.
2025-03-22 22:30:03 +00:00
nautandGitHub 8b2fed79f3 Surgical gowns (#20555)
Adds surgical gowns, for use in operating rooms or sterile environments.
These come in 5 different corporate colors as well as a recolorable
generic variant.

Gowns appear on Surgeons by default, are available in the loadout (+
colorable variant), and in medical lockers alongside scrubs.

Deletes the surgical apron from the loadout. Still available in code but
supplanted entirely by the gowns now.

⚠️ **Gowns replace the labcoat on the Surgeon loadout** (to prevent
surgeons from forgetting them). This does unfortunately mean the labcoat
will need to be added in as a separate loadout item now to characters,
but the cost should be minimal.

Variants

![image](https://github.com/user-attachments/assets/7bd9c2bb-d787-4506-af0e-566abe2b4905)

Ingame

![image](https://github.com/user-attachments/assets/0fc46a0a-54b1-421a-a6ac-167071fc9038)

Colorable

![image](https://github.com/user-attachments/assets/c5c6b0fc-b76e-4113-839d-63deb972d01b)
2025-03-10 08:08:07 +00:00
FlamingLilyandGitHub 5078644542 Added more patient lockers to the medbay, and more medical gowns to the patient lockers. (#20500)
i love medical rp
(Literally nothing else to this than the title)

---------

Signed-off-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
2025-02-25 17:47:18 +00:00
GeevesandGitHub 0890f9a1e1 Unloaded Armory (#20309)
* All the ballistic weapons in the armory now start unloaded. Magazines
and rounds that would've spawned in the weapon now spawns in the ammo
lockers. In effect, two beanbags shells have been added to the armory.
2025-01-13 11:32:18 +00:00
hazelratandGitHub 90088dd69c Tajaran surgical garb added to map (#20317)
Resolves https://github.com/Aurorastation/Aurora.3/issues/20285, this
overwear is required by new regulations to be worn by Tajara during
surgery so it should be available on the map and not solely via the
loadout.

Also shifted some glove boxes that had been mapped into the lockers into
the fill(), hence the .dmm change.
2025-01-04 00:02:38 +00:00
FluffyandGitHub 1ba0b35838 New opendream pragmas (#20260)
Enabled new opendream pragmas
Fixed some runtime access check operators (`:`) around the codebase (not
all, some are unfixable as they're used in macros)

No player facing changes (hopefully)
2024-12-29 11:12:09 +00:00
FluffyandGitHub df014f9bc0 Mouse drop refactor (#20256)
Refactored mousedrag procs, added signals, some safeguards, did some
cleanups around, renamed them to make a little more sense. Mostly put in
line with TG's code.
Fast clicking and releasing with a drag, depending on the grace period
and how fast it is done, can be counted as clicks, to aid in combat
scenarios where you spamclick.
2024-12-26 14:26:32 +00:00
courierbravoandGitHub a5e0f1f712 The Great Sticker Update (#19867)
Added 79 new stickers. 60 by LforLouise, 1 by Noble Row, 2 by Ben10083,
10 by Hazelmouse, 1 by Mr.Popper, 4 by FabianK3, and 1 by Kermit.
Added sticker sheets, a storage that can only store stickers. Sprite by
Noble Row
Added the new sticker sheets to the loadout menu
Replaced gold star and googly eye boxes with sticker sheets.
2024-09-07 16:32:58 +00:00
courierbravoandGitHub b7ff2c32b9 IPC Memory Wiper - Moving Lockers (#19803)
Moves the IPC memory wiper from the RD's locker to the OM's locker. It
makes more sense for the OM to have it, since the Machinist is an
operations overseen job, not a science overseen job.
2024-08-23 15:16:20 +00:00
courierbravoandGitHub c1b97ec3ca Tranquilizer Rifle Part 1 - Something lost, something gained. (#19781)
Removes the tranquilizer rifle from the HoS's office, and places it in
the RD's office. Along with removing the box of shells from the HoS
locker, placing them in the RD's locker.
Changes the description of the rifle to move it away from being a 50 cal
sniper. Changed the shells to reflect this as well.
Expands the RD's office and reshuffles it slightly to make space for the
tranquilizer cabinet.

Part 2 will be a resprite of the rifle, to be added at a later date.
PR will need loremaster approval due to description involving corporate
lore.
2024-08-23 12:26:09 +00:00
FluffyandGitHub e55adbaf7d Fixed a runtime with crates animation when closing, update some procs (#19688)
Fixed a runtime with crates animation when closing.
Updated closets door animation code, renamed one var to be more clear,
some minor DMDoc, moved some procs around.
2024-07-27 10:09:40 +00:00
2a30beca54 Expedition Fluff Expansion - Stasis cages, Safari Nets & Sampling Tools (#19365)
Ports stasis cages from Baystation, for storage and transport of simple
mobs. These mobs must first be caught in an energy net, and this adds a
weaker energy net variant (safari net) as well as a way to transport
them and a dispenser for them in xenobiology.

Adds science samplers, available to every science role (lockers or
xenobiology lab due to xenobiology not having lockers). These must be
loaded with vials, and can then be used to extract plant/animal tissue
samples, soil samples or water samples. Added a low power microscope, as
well as a centrifuge and spectrophotometer, for analysing each of those
sample types respectively.

Note: The fluff text for tissue samples at the moment has more detail
for common mobs, such as carp or greimorians, and Moghes mobs as they
are the most prevalent right now. I'm not great at writing, so I'd
encourage others who are to add more descriptions over time.

Microscope & Net Dispenser in Xenobiology

![image](https://github.com/Aurorastation/Aurora.3/assets/26849270/447f8e40-215a-411b-9939-e7c9d018f100)
Sampler + Tissue/Soil/Water attachments

![image](https://github.com/Aurorastation/Aurora.3/assets/26849270/e53342af-540a-498f-a6ed-b7138fb6b689)
![image](https://github.com/Aurorastation/Aurora.3/assets/26849270/eaa10ca8-9a2e-4ff5-93e2-686e981b2a7b)
![image](https://github.com/Aurorastation/Aurora.3/assets/26849270/272637da-3eee-460a-9320-467a04623ce5)
Net Container

![image](https://github.com/Aurorastation/Aurora.3/assets/26849270/45c598d9-c568-44fb-9f31-09fc2296e062)
Microscope, Centrifuge and Spectrophotometer in R&D

![image](https://github.com/Aurorastation/Aurora.3/assets/26849270/1b85dd86-074b-4dd2-a1f8-8da64486232c)
Stasis Cages

![image](https://github.com/Aurorastation/Aurora.3/assets/26849270/d3526762-41ae-4798-a4df-f41d2613664d)

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:

| icons/obj/machinery/stasis_cage.dmi | mustafakalash (Baystation12) |
CC BY-SA 3.0 |

---------

Signed-off-by: Sparky. <ben.polwart@gmail.com>
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2024-06-26 12:08:27 +00:00
9afc02912d Head of Staff Locker Refactors (#19497)
* Puts all the items that were manually mapped into head of staff
lockers into the code. Also deletes some dupe items (why do I have two
megaphones, etc)
* Also very minorly changes the CMO office after I deleted the rack with
a stethoscope, medbelt, and medHUD on it.

---------

Co-authored-by: La Villa Strangiato <mangodeity@gmail.com~>
2024-06-26 10:07:29 +00:00
SparkyandGitHub eff6ca9a7b Expedition Fluff Expansion - Tents & Sleeping Bags (#19362)
Adds tents, in two variants (A larger and smaller one). These utilise a
new large structure framework allowing a single item to spawn multiple
structures (The parts of the tent) in the correct places. The tents
count as inside, so can be used to shelter from weather. Tents have
roofs which become semi-transparent when entered. There are also
mappable effects which generate a tent at round start for mapping.

Adds sleeping bags, which can be attached to the outside of bags for
easy carrying. Ideally this would be an accessories interaction, but
backpacks aren't clothing and converting them to be such is outside of
the scope of this PR.

Adds foldable tables, for setting up on expeditions.
2024-06-19 19:51:25 +00:00
155b624e62 Adds box of psionic receivers to the Research Director's locker. (#19439)
Title, so you can perform more weird unethical psionic experiments.

---------

Co-authored-by: La Villa Strangiato <mangodeity@gmail.com~>
2024-06-19 09:16:34 +00:00
LynxSolsticeandGitHub 4a45d5454b Return of the Paramedic (#19125)
This PR brings back the more accurate title for First Responders, of
Paramedic, to bring it in line with some snippets of the SOP and to be
more accurate to the role itself, as both Security Officers and the rare
and elusive Firefighting Atmospherics Technician can be considered first
responders.

also I just like it better.

Changes any mentions of first responder in gear/access/etc to Paramedic
or PARAMEDIC where applicable.
2024-06-14 21:05:34 +00:00
1d316f44f7 Ouerea NT Ruins Locker Loot (#19325)
NT ruins at Ouerea no longer has certain loot that was acquirable from
the RD locker (esp the radios....)

Minor refactor of locker code to allow this

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-06-10 12:09:46 +00:00
f8231cf1c7 Adds stress balls to loadout/psych office (#19352)
- rscadd: "Added colourable stress balls to the loadout."
  - rscadd: "Added a box of stress balls to the psychiatrist's locker."


![image](https://github.com/Aurorastation/Aurora.3/assets/82828093/36dfe154-ac3c-4fc9-8ec4-e17f4f15355e)

![image](https://github.com/Aurorastation/Aurora.3/assets/82828093/9728b052-3979-4ec0-b605-0a5e3df5ae19)

---------

Signed-off-by: Llywelwyn <82828093+Llywelwyn@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2024-06-08 16:40:49 +00:00
FluffyandGitHub 3dc4cce9c2 Minor span refactoring (#19177)
Minor span refactoring
2024-05-19 16:37:29 +00:00
9983fca311 Update SSOverlays (ported from Baystation) (#19051)
Our SSOverlays system is outdated, and is likely the cause of many of
the issues seen in #18895. It has also been linked to a massive server
performance decrease.

This brings an updated system from Baystation, hopefully with speed
increases.

Should be testmerged, ideally with #18895.

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-05-01 07:46:27 +00:00
RustingWithYouandGitHub 6957bc34f1 Blueprints Rework (#18947)
Reworks blueprints to use an eye component for area selection and
changing. Blueprints will now work on whichever overmap site they spawn
on if overmap is enabled, though currently they have only been added to
the Horizon.

Adds shuttle-modifying blueprints for altering shuttle areas and
exoplanet outpost blueprints for creating areas on exoplanets. A set of
outpost blueprints and a lockbox containing blueprints for the Horizon's
shuttles have been added to the CE's locker.

Moves eye creation to a component.

Ported from:
https://github.com/NebulaSS13/Nebula/pull/465
https://github.com/NebulaSS13/Nebula/pull/564
https://github.com/NebulaSS13/Nebula/pull/3046
2024-04-19 21:56:26 +00:00