Adds two tajaran teas to the game, Messa's Tear and ras'nif. These can
be found in the loadout and the bar, as well as random warehouse spawns.
Adds solar salve, a legal herbal substance from Adhomai, found in the
loadout and warehouse spawns.
Also performs some tweaks to the Konyang teas in order to make brewing
teas with them easier.
---------
Signed-off-by: Greenjoe12345 <33647525+Greenjoe12345@users.noreply.github.com>
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.



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.
Slightly reorganises the new bar's mapping, inclusive of a less
cluttered western wall, the re-addition of a navigation console, moving
the arcade somewhere more accessible, and a few other small things. Also
adds a few missing firedoors, and adds mouthwash and toothpaste to the
exotic drinks crate to bartenders don't have to buy these things out of
their own pocket to make drinks for Vaurcae.
<img width="320" height="864" alt="image"
src="https://github.com/user-attachments/assets/b74c78d2-6d0c-492f-97c9-cfdeb909e531"
/>
### What does this achieve?
This overhauls hydroponics to integrate atmospherics mechanics more
heavily, with the hope of establishing the foundations of much more
significant mechanical depth to what has been a very shallow job for a
very long time.
Currently, this is limited to the preferences and tolerances system -
hydroponics is now comprised of five 'reservoirs' of segmented portions
of the pipe system connected to trays, with a gas heater and cooler to
change temperature across the entire system, and you can cut off each
reservoir with valves to separate it from the rest and maintain its
current temperature.
Five tiers, each with a trait, have been implemented for the different
heat ideals of different plants. Plants from Adhomai and Moghes are the
most environmentally extreme, and cannot be grown outside of drastically
low and high temperatures respectively, limiting them to hydroponics
proper, whereas colder and warmer terrestrial plants can be grown at
room temperature but will grow much slower than if they were within
their preferences. **This means there will be plants that outright
cannot be grown in the garden.**
With this, hydroponics becomes an atmos puzzle. If you need to grow
nothing but mushrooms you'll probably send every tray cold, but if you
need a diversity of different temperature ranges you'll have to
fine-tune your setup and routine to have everything within their
preferences. Once you're done growing mushrooms off one reservoir, you
may turn the heat in it up so you can grow citrus, etc etc.
This also solves several bugs and makes a lot of QoL changes, the full
changelog will list everything.
<img width="608" height="320" alt="image"
src="https://github.com/user-attachments/assets/12e53224-d9be-4e69-9c48-6185d3303a14"
/>
<img width="384" height="608" alt="image"
src="https://github.com/user-attachments/assets/1a0c2b0c-8ad6-4f5c-b992-2e78035ab52d"
/>
<img width="640" height="512" alt="image"
src="https://github.com/user-attachments/assets/1cf837d1-3db5-440a-a465-071841febaea"
/>
### What about the mapping?
Atmos has been integrated into every hydroponics tray in the mapping
changes, rather than only on D1 like at present, to support the new
mechanics. I've moved as much stuff up to D2 as I could fit, in the
interest of getting players to the more visible and socially viable spot
rather than hiding in their basement. D1 is now exclusively intended as
a storage area, laboratory, and now has an expanded Hazardous Specimens
unit.
### To-do before review
- [x] Ensure that chefs can still do alien-specific menus without a
hydroponicist, now that they can't necessarily grow their stuff in the
garden - loadout produce box, maybe?
- [x] Remap xenobotany
- [x] Review whether every alien crop can still grow on its respective
in-game exoplanet - Adhomai might be okay? (Adhomai is essentially fine,
Moghes will need work before we go back into the sector)
- [x] Make sure the yield_mod interactions aren't explosive.
### Known issues
1. Yes, the examine on hydroponics trays is huge. In the long-term, IMO
this should probably be a TGUI.
2. The TGUI on seed storage units is clunky, this is also on the to-do
list for the future.
3. The logic for calculating growth is bad, it's very RNG-skewed.
Another thing for later.
4. Atmos mechanics like these can be pretty opaque to players, so this
will certainly require a wiki update shortly after merge describing
exactly what steps you should take to operate the new atmos equipment.
Extends and reworks how various extended information text (desc_info,
desc_build, desc_upgrades) are handled to make object interactions and
mechanics A.) much more clearly documented in-game and B.) much easier
to support from the back-end.
Almost certainly a candidate for test merge.
Assembly/Disassembly instructions are noticeably sporadic, largely due
to our current lack of a unified framework. That's a future thing I'd
like to attack so that it can be handled programmatically, but for now I
only targeted the biggest culprits as I came across them.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
This implements a bunch of little QoL improvements and a few substantial
expansions in hydroponics intended to deepen the job's interactions with
hydroponics mechanics.
- Adds k'ois spores to hydroponics! Note these are only available in
hydroponics proper, the seed storage machine for the garden has been
split into a separate subtype that does not contain k'ois. This is
packaged with a small hazardous containment chamber to safely grow
dangerous crops, in addition to a decontamination area and a hazmat
closet. K'ois is something the kitchen is continually in demand of, and
it is the sole foodstuff of an entire species - I don't see why
hydroponics wouldn't be able to grow it.
- D1 hydroponics now has the same atmos equipment for changing the
temperature of trays as xenobotany, allowing you to take air from distro
and change its temperature across two separate reservoirs feeding into
trays. Different crops grow optimally at different temperatures, this
lets hydroponicists engage with this mechanic.
- A bunch of misc code QoL changes, including shifting the crates in
hydroponics from mapping to code.
- Makes empty first-aid kits spawn with a minimum of 16 storage space.
Previously, the storage you'd see in empty first aid kits was well, well
below how much actual first-aid kits with prefilled contents had.
- Expanded hydroponicist maintenance access a little, so they can now
access the garden and hangars through adjacent maints.
- Seed storage machines have cranberry seeds now.
- A few more items are in the biogenerator, in the interest of making
the hydroponicist a better generalist.
- Shifted around some of the contents of the biogenerator to prioritise
more important stuff, including moving flags to the bottom of the list.
The only item actually removed is the money bag - I'm not sure what use
you'd find for that.
- Adds autoinjectors and autoinhalers to the hydroponicist's herbalism
crate.


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
As the title says. Currently a 10% chance each time the random crate
spawn rolls but I'm open to reduce it if desirable.
---------
Signed-off-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
Refactored (second passage) how movement works, now it's mostly in line
with TG handling and avoids calling 3 gazillion Cross() Uncross() etc.
on every atom in a turf.
Fixed EMP protection from species not actually protecting (this includes
the surge prevention for IPCs).
Fixed EMP 3D calculation runtiming because I forgot to make the value
absolute and it was doing the square root of a negative number.
It's now possible to queue the round to start with the Start Round verb
even while the system is initializing, for an even faster pain train to
enter the round and test things.
Turned a ton of unmanaged globals into managed globals.
Refactored some UT output.
Removed some unused things, including vars.
Added a test to ensure people don't keep adding new unmanaged vars.
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.
**This is up for review**. The theory behind the redesign can be
reviewed in the [feedback
thread](https://forums.aurorastation.org/topic/21474-sccv-intrepid-remap-feedback-thread/),
but for quicknotes:
- Designed to be able to carry more people and more stuff more smoothly.
- Maintains access for xenoarchs, should still be very usable for their
purposes.
- Should avoid chokepoints.
- Adjusts scc air tank airlock variant's pressure, airlock shouldn't go
dry.
- Airlock is 3x3, 9 turfs total. 5/9 regular vent coverage, 3/9 out vent
coverage. Cycles out in roughly 12 ticks in my testing, it seems like
the size isn't slowing it down much.
- Field kitchen crate variant added so you can set up a miniature
kitchen inside the cargo bay. Should cover essentially everything you
need.
- Nixed the RTG parts - I want to keep the storage space as open as
possible and I've never seen them used, the Intrepid practically can
never run out of power.
- For similar storage concerns, three emergency softsuits are now in a
wall ecloset, instead of two inside suit storage units. It's a little
haggard, but it saves two turfs of storage space.
- Atmos is mostly functionally the same as it was. You can no longer
feed into fuel or air from outside, but in my experience this
functionality of the Intrepid has never seen much use anyway. Only other
thing missing is the ability to directly feed air into the main air tank
or the main fuel tank off a canister - can be achieved just by swapping
a regulator/pump around in both cases.
- Medical should be identical.
- The three tile wide hallway is meant to avoid congestion, people can
go in and out of it into the side seating compartments without being
forced into any single tile doorways.
- Navigation console was hard to fit in, ideally I think I'd want to
make a wall-mounted variation so it can be incorporated more easily.

Refactored the projectile code, mostly in line with TG's now.
Refactored various procs that are used or depends on it.
Projectiles can now ricochet if enabled to.
Damage falloffs with distance.
Homing projectiles can now have accuracy falloff with distance.
Projectiles have a maximum range.
Muzzle flash is configurable per projectile.
Impact effect of the projectile is configurable per projectile.
Accuracy decreases with distance.
Projectiles work with signals and emits them, for easy hooking up from
other parts of the code.
Meatshielding is now less effective .
Impact sound is now configurable per projectile.
High risk.
This adds the Lone Spacer offship and ghostrole. This is a shuttle-based
offship with only one slot, designed to be a totally generic and
versatile sandbox to play around with. It can be played in pretty much
any way imaginable, in any sector, any species, essentially any origin,
doing anything from piracy to smuggling, trading, light mining or
xenoarchaeology, or whatever else helps the intrepid explorer scratch
out a living from the stars.
**This is up for review.**
A few things to note:
- This adds a few crate variants to provide hazards in some of the
submaps. I've playtested these, they seem to work smoothly.
- There is an ongoing bug with shuttle-based offships, including this
and the Izharshan ship, in which telecommunications doesn't work unless
you clear every filtered frequency. I'm not attempting to tackle that
bug in this PR, so tentatively players will have to use the multitool by
the all-in-one to clear the filtering frequencies, or they can simply
use a shortwave.
- The ship is just within the constraints for shuttle size - I couldn't
make it any bigger. If it can't dock with a docking port, it's because
the docking port is mapped without enough space.
- IconDiffBot says I modified the Xanu Frigate overmap sprites at one
point. I'm not honestly sure how this happened, but it _seems_ fine?
- The workshop submap gives the ship a variety of generic augments, plus
all of the Zeng-Hu specific augments including the memory manipulator
and enhanced retinas. It doesn't have any more faction-specific augments
than those. The submap is mostly designed for installing prosthetics and
augments and making simple robots, but I'm pretty sure you could use it
to make a shipbound or IPC if you really wanted.
Credit to NobleRow for the overmap sprites!
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.
Ported SSThrowing from TG, to handle throwings.
Updated movement system to the latest iteration, made it a datum as per
latest iteration.
Updated pass/hit handling of atoms, introduced pass_flag_self to
determine what atoms allow to pass.
Moved procs and defines around to make them more organized.
This is part 1 of a project to, eventually, bring the render planes
system from /tg/ and bay into Aurora. This is a prerequisite and blocker
for many things the development team and community want to have, and
this was long overdue.
Many objects have been re-assigned layers, which are now thoroughly
defined. Maps have had their custom layer defines purged, as we should
be moving away from this in favor of saner definitions in the base
items.
This should be a test-merge due to the sheer amount of layers changed,
which will very likely create issues that I cannot possibly discover and
debug in a reasonable amount of time myself.
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
* Added Lead and Aluminium as new materials, and added them and Plastic to the Autolathe
* Fix Spaceman.dmm lint
* CL
* Remove bad merge
* Mapped in Aluminium and Plastic to operations, mapped in Aluminium for Engineering
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
* SDQL2 update
* fix that verb
* cl
* fix that
* toworld
* this is pointless
* update info
* siiiiick..
* vv edit update
* fix that
* fix editing vars
* fix VV
* Port the /TG/ globals controller.
* part 1
* part 2
* oops
* part 3
* Hollow Purple
* sadas
* bsbsdb
* muda na agaki ta
* ids 1-15
* 16-31
* 41-75
* bring me back to how things used to be before i lost it all
* the strength of mayhem
* final touches
* cl
* protect some vars
* update sdql2 to use glob
* stuff?
* forgot that is not defined there
* whoops
* observ
* but it never gets better
* a
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* Refactored do_after to use a flag-based system for options
* More flags
* Ditto
* Use the HAS_FLAG macro
* do_after pass
* Fix burning paper code
* Resolve issues from Fluffy's code reviews
* .
* init
* map work
* mappin
* map
* random/tool(box)/icon_state fix
* mappin
* a
* b
* aa
* trashbin filled
* boozeomat/abandoned
* foodheater/abandoned
* areas
* map
* areas etc
* a
* a
* a
* aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
* light
* a
* b
* a?
* aaaaaaaa
* changelog
* broken light, off lamp
* madness
* a
* aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
* a
* uhhh
* I am becoming insane
* hangars, how do they work?
* lattices
* light/spot/weak begone
* game note
---------
Co-authored-by: DreamySkrell <>
* Update the codebase to 515.
* edit that
* WHOOPS
* maor
* maybe works
* libcall and shit
* do that too
* remove that
* auxtools isnt updated so get rid of it
* actually remove auxtools lol
Co-authored-by: Matt Atlas <liermattia@gmail.com>
changes:
bugfix: "Crates no longer pass through barricades or other objects that allow small objects (PASSTABLE) through."
refactor: "Crates being lifted (and other timed interactions with objects) now stop being lifted if the crate is moved."