- 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.
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.
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>
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.
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>
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"
/>
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>
* Please describe the intent of your changes in a clear fashion.
* Please make sure that, in the case of mapping changes, you include
images of these changes in the PR's description.
* Please make sure to mark your PR as wip or review required by making a
comment with !wip or !review required
* If you include sprites/sounds/... (assets) that you have not created
yourself specify the license and original author below.
* Ensure that you also credit them in the appropriate location /
changelog as specified in the contributor guidelines
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/example.dmi | ExamplePerson (Example Station) | CC0 |
**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>
Adds unique coverings for Dominian Unathi.
Created in conjunction with @CaptainGecko. Adding him to the
conversation in case there are any questions; lore or otherwise.
Title. Noble Row said that their passports would likely be electronic,
so I went with that. Humans can also take them, as some humans are
mentioned as having citizenship through marrying an IPC on the wiki, but
this can be removed if requested.
!!Requires synth lore team input!! @NobleRow
Sprite preview (subject to change):

---------
Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
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.
FORUM THREAD:
https://forums.aurorastation.org/topic/20580-assistant-overhaul/#comment-179129
This one will probably need a wiki change or two.
The Assistant Overhaul! A.K.A "FlamingLily commits to coding something
and forgets for six months"
Also, the "Lab Assistant" (Science's learner role) has been renamed to
"Research Intern" with alt-titles to match, in the same vein as the
medical intern. This serves the dual role of clarifying the role's
nature as a departmental learner, AND makes space for the assistant alt
title.
This PR adds four new titles to the Assistant role, complete with access
and loadouts to match.
* Wait Staff: This one's pretty self explanatory. They haul food and
drinks FROM the kitchen and bar TO customers. They do not cook, and do
not get kitchen or bar access.
* Technical Assistant: This one's job is to haul crates and parts for
engineers. They get access to engineering's lobby and main hallways (as
far as a Janitor can get), but otherwise get nothing. They CANNOT start
the engines, shields, atmosphere, or anything. They spawn with a
high-vis vest and a debugger, for token vending-machine fixing efforts.
* Lab Assistant: This one's job is to haul crates and equipment for
scientists. They get access to ACCESS_RESEARCH which is like, two doors
in the research meeting room and not even the hallway outside I think
(idk). They also get a labcoat and safety goggles. For safety.
* Medical Orderly: This one's job is to haul equipment and corpses,
clean up a messy GTR, and stay out of medical's way when an alert is
called. Maybe they can man the reception as well. They spawn with a
labcoat and sterilizine (not even cleaner, because it's funnier that
way.)
I want to insist that these are assistant alt titles, and not roles with
responsibilities. They cannot do repairs, they cannot do science, they
cannot do surgery, and they CERTAINLY can't cook.
Changelog:
- rscadd: "Added four new assistant alt titles: Wait Staff, Technical
Assistant, Lab Assistant, and Medical Orderly (These are still
ASSISTANTS, and cannot perform the relevant departmental skills. These
are also different from learner roles, such as the Interns.)"
- rscadd: "Renamed the existing "Lab Assistant" (The learner role) to
"Research Intern" to better represent the intent for the role and to
make space for the alt title."
---------
Signed-off-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
Fixes accessories not showing up on suit items.
Confusingly, accessories used the "_un" uniform suffix - this changes
them to use the "_ac" suffix.
Also moved some files around to their proper place (hair pins and bows
aren't accessories, they're ear slot items, etc.)
Fixes#20361Fixes#20352Fixes#20354
From previous PR:
- Fixes Quick Equip (Thanks, Matt)
- Fixes Loadout Preview, will override uniforms properly now
- Turns shirts into uniform items, so you can attach accessories to them
This also fixes the issue of people spawning in shirtless if they didn't
attach properly to the pants.
Additions:
- Shifts suspenders, leather chaps, and kneepads to be pants
accessories.
(This fixes the issue of accessories staying even without pants, e.g.
assless chaps)
(In future, hip holsters are to be added to this accessory list)
Anyway, that's the long and short of it. Have fun.
---------
Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
🚨 BREAKING NEWS: Our favorite dystopian frogs just got a little
less...Chinese? Down with the Social Score Order, up with the new Social
Compatability Index hyper federalist world.
: )
Also this is a Cerriq Koh memorial pull request.
---------
Signed-off-by: Warbidon <42331812+Warbidon@users.noreply.github.com>
Co-authored-by: Ben <91219575+Ben10083@users.noreply.github.com>
This creates two modkits for the Assunzionii 'Rook' voidsuit, one for
the human variant and one for the IPC variant, available in the loadout
to any character with an Assunzionii origin. It's only applicable to
research voidsuits.
IPCs have access to both variants so human-shaped synthetics can still
get a suit they can use.
In current code, the Rook is a military voidsuit descended from the
Coalition Vulture. As this allows you to transfer it from research
voidsuits, it has been shifted to be a mechanically identical subtype of
the standard research suit. Anything in the description alluding to its
military uses or its anomaly resistance have been removed to reflect
this.
This should be a relatively clean change, the Rook isn't currently used
substantially in the uplink or for any ghostroles. My thought is that,
if someone ever does make an Assunzione military offship, they could
resprite this suit for a new armoured variety. The implementation should
otherwise resemble the implementation of the Himean modkits.
Adds several new items to the Dionae loadout:
- Three sets of clothes and two hoods for voidtamers
- A jacket, cloak, two hats, and an undersuit for the ekane
- A narrows hardhat and jacket, as well as a slightly reworked jumpsuit
(made chonk)
- New Eternal Robes, the old ones are remaining for now but may be
reworked in the second wave of items
- Also removed some redundant rokz and serz items and the ships
themselves, these may be reworkedin the future, but for now aren't in
current lore.
More loadout items will ideally be coming soon for each factions in the
coming weeks/months.
---------
Signed-off-by: Yonnimer <31339047+Yonnimer@users.noreply.github.com>
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Does what it says on the tin. Purely cosmetic for now. This is step
zero.
Basically, clothing is starting to get real bloated with a lot of
variants.
More pressingly, accessories as well, and we're probably going to get
accessories of accessories.
After seeing what's going on with arm guards, leg guards, plate carriers
and the like,
it's heading towards a really messy level of abstraction.
Hopefully this will nip it in the bud, so to speak.
I've also added the layering feature used in watches, so you can tuck in
your uniform in your pants, or your coat in your pants if you're so
inclined to.
This also means that in the near future, we'll finally have the ROLL
PANTS feature that has escaped us for so long.
For reviewers :
This PR is majority legwork of simply adding the new pants slot in. Very
similar to my previous Wrist slot PR.
The rest is just changing the existing pants/skirts over to a new
loadout slot and changing paths.
---------
Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Title
Banner sets for Tajaran religions (Suns and Ma'ta'ke) added to loadout
with 2 point cost
Useful for roles like chaplain that wants representation of more members
of the pantheon/ both suns
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
This resolves every issue I could eyeball with Vaurca Attendants.
Added to every ghostrole where they're appropriate, mostly wherever
warriors are. Included as non-combatants in the TCAF ghostspawn.
Added to every list for species-specific loadout items and augments, so
they should be able to select them now.
Added to every job blacklist warriors were already on, most notably so
you can't join as a consular officer or corporate representative.
Accounts for attendants with a lot of admin outfits and ERT spawns.
Resolves https://github.com/Aurorastation/Aurora.3/issues/19974
New Twin Suns charm representing the suns of S'rend'marr, used by those
who worhship S'rendarr and Messa
---------
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Refactored the abstract meta propriety into defines.
It's now more easy to spot/see abstract types thanks to the macro that
defines them.
Added a check on initialization of atoms to avoid spawning abstract
types.
Made the spawn_atom proc check for abstractness.
Made the spawn_atom proc use tgui_list for types list shorter than 1000
elements, which enables to search in them. It's too laggy on larger
lists so above 1000 it uses the builtin input.
Made the spawn_atom use a list subtraction instead of a double list,
it's lighter on memory and processing.
A collection of colourable boots added to the loadout:
+boot selection (colourable) / shoe tab
+toeless boot selection (colourable) / xenowear tab
+thigh-high sneakers / shoe selection (colourable)
All onmob sprites by me
Most item sprites borrowed and altered from existing sprites
---------
Signed-off-by: BulletBudgie <52014471+BulletBudgie@users.noreply.github.com>