"Added stickynote pads to the following locations: Command offices,
bridge, rep and liasion offices, journalist office, eng, medical and
operations lobby, invest office and lab, galley, vacant office on D3,
all three custodial closets, security meeting room, HR meeting room,
machinist workshop and tool storage."
yeah. Apparently they weren't added properly in the original PR to a lot
of places. So I went wide with it.
This also adds them to the loadout.
---------
Signed-off-by: Casper3667 <8396443+Casper3667@users.noreply.github.com>
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
- The adhomian surgeon garb now offers protection equal to a surgical
gown and surgery mask.
- The adhomian surgeon garb can now be selected by machinists again.
The suit is equal to a surgeon outfit, the headwear part is equal to
wearing a surgical mask and covers the face as it should according to
taj lore.
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.
Adds the Adhomian instrument, p'rrama to the game. Turns out it has had
an icon sitting around in the tajara items dmi for years but no actual
code.
Adds the shillelagh (now renmaed to Maikahar) (Adhomian walking stick)
and Tajaran dogtags to the Tajaran loadout section.
Adds the Adhomian hunting coat to the Taj coat selection.
- 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.
The next step in the Psi Reworks is here, this time adding all of the
remaining sources and applications of Psi-sensitivity and Psi-protection
that were on my To-Do list. Aside from a variety of tweaks and bugfixes
to powers, the most player-facing addition is the new Psi-sensitivity
related traits, which are High Psi-sensitivity, and Low Psi-sensitivity.
These traits modify the character's psi-sensitivity, which messes with
their interactions with psionics in a variety of ways.
All of these new sources and interactions with psionics are handled
entirely through components, which operate on the previously added
COMSIG_PSI signals.
Check the changelog file for more specific details on what all was
fixed. I've fixed quite a lot of bugs and issues with the various psi
powers.
I have actually tested this PR and verified that it works as advertised.
<img width="1902" height="1015" alt="image"
src="https://github.com/user-attachments/assets/e922593c-0595-4b63-bee4-36080d9cb8b4"
/>
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>
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>
Adds the Winter Quest rulebook as a item in the Toy section of the
loadout. It is not species restricted.
Text implementation is a bit cumbersome. If it is possible to pull from
a txt file onto paper then changes can be made to do so. Otherwise,
based on the implementation of the ZAT instruction file.
A minor change, but a variable for the journal has been added to check
for closed overlays. Added for if future journal-like books are added
that do not use the default journal overlay.
Sprite made by me.
---------
Signed-off-by: CatsinHD <31459154+CatsinHD@users.noreply.github.com>
Co-authored-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
Co-authored-by: Casper3667 <8396443+Casper3667@users.noreply.github.com>
I don't know what more can I say that the title of the PR didn't.
_Hopefully_ this will inspire someone to play Tajaran consulars more.
From the changelog:
> - imageadd: "Resprited all Tajaran consular clothing."
> - rscadd: "Added a female version of the NKA consular uniform."
> - rscadd: "Added Tajaran consular coats."
> - rscadd: "Added extended descriptions to all Tajaran consular
clothing items."
> - rscdel: "Removed Tajaran consular side caps."
Images, as always, in the details below.
Old (current) sprites on the top, new on the bottom unless stated
otherwise.
<details>
<summary>Things resprited in this PR: </summary>
<details>
<summary>Consular uniforms and hats: </summary>
<img width="1536" height="1024" alt="officering my consular"
src="https://github.com/user-attachments/assets/90cc5ce0-ded8-4ee8-80fc-a459e4b2965f"
/>
Maybe some uniqueness has been lost, but I'm sure the large playerbase
of Tajaran consulars will be able to cope with it.
</details>
<details>
<summary>New consular coats, closed and open variants: </summary>
<img width="1536" height="1024" alt="closed by default"
src="https://github.com/user-attachments/assets/81480c66-e350-4f41-9110-194805299cfd"
/>
</details>
</details>
Short attribution section because it would feel disingenuous without it,
the NKA consular coat _has_ been inspired by sprites from this PR from
Shiptest: https://github.com/shiptest-ss13/Shiptest/pull/2685
And, of course,
Hadii's grace, comrades.
Reorganizes the tajaran loadout. Mostly condensing it heavily, as there
is no need for 5 shoe selections and so on.
The golden sun pin was clarified what it was for, as it was unclear in
the loadout.
The archaeology set was also job restricted, as per request from Catsin.
Changes:
> - imageadd: "Made sandal sprites use a standardised colorable
palette."
> - rscdel: "Removed flip flops due to the sprite being identical to
geta sandals."
> - bugfix: "Fixes caligae (sock) sprite for Unathi."
The Unathi caligae (sock) sprite had its directional variants done
wrong, so all directions but the front facing used only the accent
color.
Changes are not substantial enough for any images of changes.
# 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
From the list of bioaugments requested by Schwann.
https://docs.google.com/document/d/1SLbll969PyJ_H9J1LP8cmdso9OMozUc8MGOVZkY4HbE/mobilebasic
Gravity Adaptations are a bioaugment that serves as an implanted
alternative to legbraces, which grant the same effect. These are unique
to Galatean Offworlders in the same vein as legbraces being unique to
offworlders. They also essentially have the same effect, making the
offworlder immune to the effects of "Gravity Weakness". To make this
work, I refactored the gravity weakness mechanic to operate via a
signal, which has a shared response between legbraces and gravity
adaptations. This "Cancelable signal" pattern is going to be fairly
common going forwards as I refactor a variety of systems to allow far
greater degrees of unique interactions, without the need of hardcoding
said interactions at the source.
<img width="797" height="84" alt="image"
src="https://github.com/user-attachments/assets/01622f2b-56a1-4fb8-ae43-d78afd35f3b5"
/>
<img width="935" height="91" alt="image"
src="https://github.com/user-attachments/assets/309bbc66-d6aa-44b1-9a59-64f7fc800c90"
/>
<img width="617" height="259" alt="image"
src="https://github.com/user-attachments/assets/81a1f973-b1af-45c1-8373-05549fde286a"
/>
I have tested this PR and have verified in my dev environment that it
works as advertised.
Yeah I don't really have anything special to say about this one
> - imageadd: "Resprited woolen hats."
> - imageadd: "The colorable woolen hat now has an accent color."
> - rscadd: "An uncolorable, generic woolen hat has been added to the
loadout."
I trust you will be able to tell which one is the new sprite.
<img width="2049" height="1025" alt="woolen"
src="https://github.com/user-attachments/assets/462c765d-ed1c-4c52-a0c7-cdaf96c138e8"
/>
Will say this here on the top, this PR removes all letterman labcoats,
it also does these things:
> - imageadd: "Standardised the sprite of most if not all
standard/corporate labcoats."
> - imageadd: "Colorable labcoats now use the new, standard colorable
palette."
> - imageadd: "Uplifted the sprite of long labcoats."
> - rscdel: "Removed all letterman labcoats and the science labcoat."
Now, to explain each change
> - imageadd: "Standardised the sprite of most if not all
standard/corporate labcoats."
Basically, if the corporation did not have a specified white color on
their wiki page, then their labcoat uses the colorable white palette.
> - imageadd: "Colorable labcoats now use the new, standard colorable
palette."
> - imageadd: "Uplifted the sprite of long labcoats."
Hopefully self-explanatory
> - rscdel: "Removed all letterman labcoats and the science labcoat."
Quite honestly? File bloat, and they did not look all that great, these
are my arguments for their removal. That's about it.
Adds 1 new uniform for the Ve'katak Phalanx; the squad leader uniform,
intended exclusively for future off-ship use.
Credit to @RustingWithYou for the original sprites
Standardises the Ve'katak security and medical uniforms with both
existing and new variants.
Credit to @RustingWithYou for the original sprites, tweaks by @GMR25
Allows the Ve'katak medical uniform to be taken by physicians.
They are going to be filled anyway, and this way people won't have to
raid paper bins nearly as much. It adds a variant of the notepad and the
journal that is pre-filled with 5 blank papers. It also adds 5 blank
papers to my own custom item as an extension of this.
Also this fixes a runtime error when journals with content were deleted.
Changelog:
> - rscadd: "The tribunalist medical cape can now have its mantle be
rolled up, like its non-medical tribunalist counterpart."
> - rscadd: "Alt-clicking on tribunalist capes now rolls their mantles
up."
> - bugfix: "All dominian capes should now properly display as attached
to clothing in character setup preview."
I have noticed that non-Zavodskoi dominian capes never seemed to display
as attached in the character setup, and attempting to solve that made me
notice how all the capes are poorly pathed and have vestiges of code
solutions made for their old sprite variations. So this PR, which was
made in like 30 minutes, _attempts_ to fix that.
I also have noticed that the tribunalist medical cape had sprites that
allowed it to be rolled up, but the code did not support that. Now it
does. I also added an alt-click functionality to roll them up, because
why not.
My mistake; I forgot to change the loadout entry for these things away
from the generic name that I used. Updates that from 'koko-reed
cigarette packet' to 'Ha'zana Corsair Afterburners cigarette packet'
Co-authored-by: Crozarius <cowsgomooand@gmail.com>
Adds a new hearing aid case item, capable of holding a pair of hearing
aids. This is added to the hearing aid selection in the loadout,
allowing you to start with a pair of hearing aids.
(also adds names to each of the hearing aid types)
A slight clean up to Dominia flags.
- Zhurong Flag added: description text by Schwann / Human Lore
- Kazhkz and Han'san flags removed from loadout per request of Captain
Gecko / Unathi Lore
- Kazhkz, Han'san and Imperial Diona flags slightly tweaked. They still
do occationally appear in random loot, so the flavour text (and name for
the diona flag) have been adjusted to make sure they're not completely
lore breaking in those instances.
---------
Signed-off-by: Fyni <itsfyni@gmail.com>
Co-authored-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
Fixed Consular Officers, Diplomatic Aides and Corporate Aides being able
to take the holster despite not being intended to possess firearms,
whereas the Diplomatic Bodyguard now can as intended.
Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
This PR is intended to make raskariim more playable on the station. It
accomplishes this in two ways: First by allowing raskariim the choice of
fake religion, so they are not bound to always be fake ma'ta'ke, but can
also fake being for the suns.
The second thing is the addition of 3 new charms. These charms can only
be selected by raskariim in the loadout, and is intended as being
related to one of the three sects. If a character who is a raskariim
examines the charm, they get an extra message as shown in the images,
that the owner is also a raskariim. This would allow them to have a
chance to interact, without awkwardly forcing it OOC or through out of
game talking. This message doesn't show for non-raskariim, who should IC
be unable to identify that the charms belong to raskariim instead of
just being another kind of charm.
To accomplish the above, the religion check in the loadout was also
rewritten to permit multiple religions to be listed, so that both
raskariim types can select the charms.
<img width="325" height="334" alt="image"
src="https://github.com/user-attachments/assets/751832b9-89e3-4f0f-82ef-01206bbf09d9"
/>
Sprites (all by me):
<img width="196" height="153" alt="image"
src="https://github.com/user-attachments/assets/d8e93f0f-710e-450e-9629-d37558dcc519"
/>
Examine text if raskariim:
<img width="793" height="356" alt="image"
src="https://github.com/user-attachments/assets/b75eea3d-294f-4615-b2f0-bd10bf60c103"
/>
Examine text if not raskariim:
<img width="778" height="307" alt="image"
src="https://github.com/user-attachments/assets/24b64a1f-197f-44f0-9249-e93a9ce2bffe"
/>
---------
Signed-off-by: Casper3667 <8396443+Casper3667@users.noreply.github.com>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
This PR "Gently refactors" organs in preparation for adding in new
variant organsas requested by HumanLore. Additionally, it adds in
several organs that were requested by Human Lore, as described in:
https://docs.google.com/document/d/1SLbll969PyJ_H9J1LP8cmdso9OMozUc8MGOVZkY4HbE/mobilebasic
The new augments include: Auxiliary Heart, Platelet Factories, and
Subdermal Carpace
Additionally, all of the new Galatean Bioaugs have been added to the
antag uplink.
The bulk of this PR consists of replacing a majority of all the organ
"Magic Numbers" with variables which could feasibly be modified by any
new kind of organ object. Additionally-- although it's unused in this
PR, here's also a new optional boolean for hearts to create a "Fake
Pulse", which would be useful in the future for event character shells
to be able to fool a pulse check. Finally, the heart systems are
configured to use Signals so that arbitrarily any component can
introduce their own modifiers to the heart statistics.
This PR was requested by Human Lore:
<img width="434" height="290" alt="image"
src="https://github.com/user-attachments/assets/98236886-1c19-4621-958e-c154ae66f2ad"
/>
Sprites have been made by @NobleRow
- Adds a Europa music cartridge, with 4 new sound tracks added for this
cartridge.
- Reduces the volume of all tracks I've added in prior PRs.
- Cannibalises the `lobby/crescent_expanse` tracks as — in hindsight — a
generic sector getting its own lobby tracks is a bit much and would mean
generic lobby tracks are never heard. saving it for major
systems/uncharted zones/special places. 1 sound file removed; 1 now used
in the Europa cartridge
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| sound/music/regional/europa/casting_faint_shadows.ogg | "casting faint
shadows" by Ikaiora
(https://ikaiora.bandcamp.com/track/casting-faint-shadows-2) | CC
BY-NC-ND 3.0 |
| sound/music/regional/europa/where_the_dusks_rays_leap.ogg | "where the
dusk's rays leap" by Ikaiora
(https://ikaiora.bandcamp.com/track/where-the-dusks-rays-leap) | CC
BY-NC-ND 3.0
| sound/music/regional/europa/deep_beneath-.ogg | "Deep Beneath the
Solemn Waves a Vast Underwater Landscape, Brimming With Bizarre, Eerily
Gleaming Cyclopean Structures of, What Must Surely Be, Non-Human
Origin, Stretched Out Across the Ocean Floor" by Unknown
Oceanographer/Under Jorden
(https://under-jorden.bandcamp.com/album/deep-beneath-the-solemn-waves-a-vast-underwater-landscape-brimming-with-bizarre-eerily-gleaming-cyclopean-structures-of-what-must-surely-be-non-human-origin-stretched-out-across-the-ocean-floor)
| CC BY-NC-ND 3.0
| sound/music/regional/europa/instrument_park.ogg | "Instrument Park" by
Little Bradley
(https://myprivateunderground.bandcamp.com/track/little-bradley-instrumental-park)
| CC BY-NC 3.0
| sound/music/regional/europa/way_between_the_shadows.ogg | "Way Between
The Shadows" by Mokusei No Maguro
(https://mokuseinomaguro.bandcamp.com/track/way-between-the-shadows) |
CC BY-SA 3.0 |
All sound files compressed to 20K. No transformation or remixing done.
dredging bandcamp for decent, copyright permissive songs by non—mass
production artists has been soul-draining lol. this is the last music pr
from me
Adds a colourable exoskeleton offworlders can choose instead of the
current one. It does the exact same things as the standard exoskeleton,
the only difference is that you can change how it looks.
<img width="766" height="576" alt="image"
src="https://github.com/user-attachments/assets/5ee0af71-042c-4249-bd4c-8005cf1cb406"
/>
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 |
Adds S'rendmarr and Ma'ta'ke versebooks to the game. Thanks to Tajara
Lore (especially @WilliamMurdoch) for the lore bits
Versebooks were added to loadout and now replaces the previous bible for
Tajaran priests.
In the future it might be best to merge the capabilities of bible with
versebooks (so religious versebooks can make holy water)
### Example Verses
S'rendmarr: _There is always hope beneath the light of the suns. Do not
fret at the horrors of this world, o child! Your guardians watch from
above._
Ma'ta'ke: _At that moment the king boasted of his victory and Mata’ke
quickly drew his sword, stabbing the king in his black heart who fell to
the floor. “One’s temper dictates the battle,” said Mata’ke as he wept
for his fallen battle-brother._
<img width="338" height="269" alt="image"
src="https://github.com/user-attachments/assets/da5311b6-e69a-4201-b268-099384f20f59"
/>
---------
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>