4160 Commits
Author SHA1 Message Date
2d8b552c27 Potentially fix a hard delete to do with status icons. (#21916)
title

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2026-02-22 01:26:57 +00:00
Casper3667andGitHub 1f715c6789 Renames the native tajaran footwear and makes them the default shoes for taj instead of sandals (#21892)
Done on the request of taj lore and a bit of a personal one to have
anything but sandals as their default.
2026-02-21 17:21:27 +00:00
WildkinsandGitHub 0f1d8a1e3b Lag War Day 3: 100,000 SendMaps Under The Profile (#21874)
after ragebaiting all of coderbus with our 10 second sendmap ticks, i
have slapped together this bandaid fix which should help decrease server
load from all you nerds with 72,000 body markings

i know what you are
2026-02-19 04:30:08 +00:00
VMSolidusandGitHub bb34bb4f5e Human Hard Del Fix (#21884)
This PR fixes the Hard Del() caused by deleting any
/mob/living/carbon/human. For once I've actually sat down and tested a
hard del PR, so here's the proof that the problem is solved:

<img width="1305" height="411" alt="image"
src="https://github.com/user-attachments/assets/d11d7e14-e349-4a33-b154-0821c27154a4"
/>
2026-02-19 01:37:20 +00:00
BatrachophrenoandGitHub 8111a8489b Restore many missing inhand sprites for items, add/port others (#21831)
Many, many, many items have inhand sprites in their .dmis but for
whatever reasons do not display them in-game. This PR:

1. Updates many item definitions to point to their already-existing
inhands correctly. This consists largely of held tools, but also gas
tanks and jetpacks mounted in the suit storage slot.

2. Adds a few codersprites made by me for objects with either missing
inhands or poorly matching mishands (IE, the tape recorder, which has a
black case, reused the white inhand sprites of the health analyzer). The
new sprites are modified or recolored variations of other inhand sprites
from our repo, except for circuitboards which are new.
<img width="444" height="400" alt="image"
src="https://github.com/user-attachments/assets/7f107b9a-fe24-4e31-8f16-4d34768ee117"
/>


3. Adds inhand sprites for Inflatables and Inflatable Boxes made by
Tomixcomics.
<img width="424" height="101" alt="image"
src="https://github.com/user-attachments/assets/434107c4-8577-49a2-a58e-d6b014c03933"
/>

4. Ports inhand sprites for the Hydraulic Rescue Tool from tg's Jaws of
Life.
<img width="224" height="94" alt="Screenshot 2026-02-07 172931"
src="https://github.com/user-attachments/assets/070c7956-f6a8-4fb5-870f-10c64afcc8b3"
/>

5. Some additional cleanup while in the area. The 'analyzer' has been
renamed the 'gas analyzer' to be consistent with the other analyzer
objects, standardized icon_state naming conventions where I saw
oddballs, updated code docs to use DMDocs when in the area, etc.

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

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/item/hydraulic_rescue_tool.dmi | [SomeAngryMiner (bee
station)](https://github.com/BeeStation/BeeStation-Hornet/pull/2487),
[maxymax
(/tg/station)](https://github.com/tgstation/tgstation/pull/58616) |
CC-BY-SA |
| icons/obj/item/inflatables.dmi |
[Tomixcomics](https://github.com/tomixcomics) | CC-BY-SA |
2026-02-17 17:51:22 +00:00
8998842f7a Large Variety Of Hard Dels (#21834)
I spent the entirety of today's event looking at hard dels with my new
digital minions. This was *nearly* every Hard Del that came up during
2/7/2026's event. It turns out that AI is extremely well suited to
hunting down circular references like this across an entire repo. This
PR was made with Antigravity-Gemini3Pro.

I have not yet tested this PR.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Wildkins <john.wildkins@gmail.com>
2026-02-17 15:57:11 +00:00
a1dda72a1c Records Computer Tweaks (#21840)
I got annoyed one too many rounds in a row that I had to print the
medical records to get the medical records, and did not know until
writing this PR that you have to click where it says "medical" to view
said records. So I have tweaked a bunch of things about the records, so
that they now automatically open to the appropriate tab matching their
records type, EG Medical Records opens by default to Medical Records.

<img width="903" height="661" alt="image"
src="https://github.com/user-attachments/assets/abea1c4b-c78d-4716-ada5-13a100a3316e"
/>

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Casper3667 <8396443+Casper3667@users.noreply.github.com>
2026-02-17 15:40:22 +00:00
cf861efefd Mech Controls Rework (#21762)
This PR reworks the controls for Mechs to now operate under
"Battletech-Style" controls. Where the W and S keys are instead Forward
and Reverse, while A and D are turn-left and turn-right respectively.
This control scheme is generally significantly more playable for mechs,
since mechs can only interact with objects or fire weapons in a
forward-facing arc. Mechs were previously incapable of both
repositioning and fighting at the same time, while with this update a
mech can now face an enemy, fire upon them, and either move closer to
them or further away.

Mechs also now have reverse speed characteristics based on their chassis
selection. Bipedal legs generally have the worst reverse speed. Quad
legs have significantly better reverse handling, and Treads have no
reverse speed reduction at all (with the fun caveat that they suck at
turning).

I have also fixed the issue of mechs feeling like they were "too easy to
mobility kill". It turned out that mechs were hardcoded to be mobility
killed when they took only 45 points of damage, regardless of how tough
their legs were. I have reworked this to instead be a linear decrease in
movement speed, based on the damage taken ratio of the legs. Larger and
tougher legs are naturally more resistant to being impeded by mobility
damage.

I have actually tested this PR, here's it in action! NOW WITH STRAFING


https://github.com/user-attachments/assets/3123fed8-ec22-4118-8a6a-7cbfe45e6667

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
2026-02-17 15:39:03 +00:00
WildkinsandGitHub 3d183d7262 Begin, the Lag Wars Have (#21839)
<img width="700" height="848" alt="image"
src="https://github.com/user-attachments/assets/e0db50af-35db-43c7-b78e-6c1ea5ac569c"
/>

you take a tiny little two year LOA and this happens
this PR hits some large lag culprits:
- UpdateOverlays() getting spammed by human/update_icon. This was 0.85%
of server CPU time during the event. Doesn't sound like a whole lot but
it's insane. 99% of it was caused by sloppy duplicate calls of
update_icon in set_dir (as well as update icon itself!). Refactored to
stop that
- Makes Follow menu update manually, which cuts down on the 2.8 million
REF() calls it made during the event. This was ~1% of CPU time including
ui_data as well.
- Gets rid of a bunch of random runtimes and some lighting-related
harddels.
- NanoUIs now clean themselves up when their owner qdels rather than
forcing the owner to do REF(src) and close all matching UIs. saves us
~0.1% server cpu time! wowza!
2026-02-09 23:20:48 +00:00
BatrachophrenoandGitHub d712dbfab9 Moves area blurbs permanently to status pane (#21797)
As title. Less annoying chat spam.
2026-02-04 17:01:30 +00:00
BatrachophrenoandGitHub 6e308b69e3 Area sensitivity restoration - fixes ambience, ship hum, gravity, area blurbs, etc. (#21788)
Finally tracked this rat bastard down; requisite trait assignment was
removed from mobs at some point.

Drifting in zero-gravity works again (including throwing things to
change speed and direction).
Area text blurbs work again (my band-aid fix adding them to status
window has been removed).
Random ambience sounds now play again.
Ship hum works again while on the Horizon.
Probably fixes more stuff that its removal broke.
2026-02-03 20:24:54 +00:00
fa7214de3c Adds smooth movement/atom gliding, buffs everyone's speed by 2x. (#21662)
Revives https://github.com/Aurorastation/Aurora.3/pull/17215 with the
needed species changes.

As I said last time this was tried, the key issue is that our walkspeed
is a lot lower than any other server's. Even if we add atom gliding as
is, it would just look like gliding through molasses and would give you
motion sickness, because it takes a half-second to finish a glide to
another tile. Meaning that to compensate the movement speed has now been
significantly buffed for everyone. Yes, even dionae, G2, simple mobs,
everyone.

As compensation, m'sai/bishop/unathi sprint were especially nerfed
because otherwise they'd go lightspeed.



https://github.com/user-attachments/assets/7ba07389-b874-4a7d-8dd5-b5d3bfe611e4

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Batrachophreno <Batrochophreno@gmail.com>
2026-02-03 17:17:11 +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
Cody BrittainandGitHub 6d6735aa7b Clarified extreme wounds may require amputation (#21756)
Also ensured critical limbs (the torso and head) cannot be ruined like
this.

<img width="876" height="448" alt="image"
src="https://github.com/user-attachments/assets/ce6cd6c6-7130-48ff-a107-1d8b8dd70b91"
/>
2026-01-29 01:53:03 +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
Casper3667andGitHub 71c8c64667 Fixes the hivenet and nralmalic language augs (#21685)
fixes https://github.com/Aurorastation/Aurora.3/issues/21684
2026-01-14 06:59:01 +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
Cody BrittainandGitHub 96a2951608 Improve, cleanup, and expand wound code (#20757)
This PR includes several changes to bring our wound code up to date with
baystation, nebula, and modern standards. Highlights include:
- The usage of integers between 0 and 100 for ratios (expressed as a
percentage), instead of 0.0 to 1.0. Small decimal values are prone to
floating point precision errors, but by moving to a percentage instead,
we can reduce the impact of this.
- The untangling of damage flags and injury flags, which were used
interchangably in the code. This could have caused issues should we
expand any of these.
- Larger embedded objects now halt bleeding in wounds, until they are
pulled out. In exchange however, embedded objects will halt healing in
wounds (it is difficult to close an open wound that currently has a rod
stuck in it)
- A lot of data, such as implanted objects and organs, are now stored in
amputated limbs.
2025-12-19 20:22:29 +00:00
VMSolidusandGitHub d5c9204b78 Psi Rework Part 1: The Miracle and the Sleeper (#21584)
<img width="1701" height="292" alt="image"
src="https://github.com/user-attachments/assets/db1dbc50-1a6a-4549-b9e5-b838ec62f849"
/>

**This is but one of several PRs as part of Project Anabasis, and is a
necessary building-block for a Traits System and a Skills System**

This PR was essentially prompted by recent lore changes to Skrell that
weren't yet existing in the game, so I'm kicking off this as a PR to
start a series of more meaningful psionic reworks. With a focus on
Components and Signals as a way of dramatically increasing the systems
interactivity of psionics. With this PR, mobs have an effective
"Psi-Sensitivity" that can be checked by psionic effects, and influence
a wide variety of interactions.

Psi-Sensitivity is calculated based on a Signal interaction, whereby
multiple responding sources have a chance to respond to the signal and
influence the end result of the calculation. For now there still remains
a cutout specifically for owners of a Psi-Complexus(Which is just Skrell
and Antag Psions), who have a bonus to the psi-sensitivity check equal
to their PSI-RATING. That being 1 for Skrell, and 2 for antag psions.
But eventually in the future this should be replaced with a standalone
component separate from the concept of "Sending"

The other common sources of sensitivity currently are the Psionic
Receiver implant, MindShield, and Mind Blanker implants. With Psionic
Receivers giving a bonus to psi-sensitivity, and the latter two giving a
penalty to psi-sensitivity. Both MindShields and Mind Blankers are now
unified in how they interact with psionics, both using the same system
of Signals without a hardcoded check for the mindshield.

As an important distinction to make, Psi-Sensitivity is NOT the same
thing as being Psionic. Actually Psionic characters like Skrell have a
big bonus to their sensitivity. It's more a measurement of how receptive
a character is to Receiving (separate from Sending) psionic influences.
You can actually be capable of using psionic abilities, but have a
sensitivity of 0, effectively meaning such a character can "Send but not
Receive" psi influences.

- [x] I have tested this PR and have verified that it works, you're
welcome.
2025-12-12 09:01:08 +00:00
KanoandGitHub 47c9f48d5d Misc bugfixes (#21643)
## About PR

- Fixes #21487
- Fixes #21634
- Fixes #21639
- Fixes #21640
- Also turns some comments into dmdocs in touched files, documents some
missing stuff
2025-12-09 16:59:51 +00:00
FabianK3andGitHub 2e5141df0f Colorable high visibility clothing (#21635)
# 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"
/>
2025-12-04 07:55:53 +00:00
BatrachophrenoandGitHub db452842bf Greimorian Egg Cluster Implantation Refactor (#21554)
Fixes https://github.com/Aurorastation/Aurora.3/issues/21509

**Summary:**
Cleans up a lot of old Greimorian egg implantation code- rewrote the
actual worker injection behavior to use the organ/internal/parasite code
we have, instead of creating effects with their loc set to the organ
itself.

This largely means that not only is Greimorian implantation able to be
treated pharmaceutically (as you'd expect, with them being parasitic and
medicine including antiparasitics), but it also means that 'greimorian
eggs' also get the same treatment as nerve flukes, etc. That is to say,
antags can now purchase Greimorian Clade Kits from the uplink and inject
people or monkeys with them to cause Unhappy Tidings.

This code is also fairly easy to modify, if one wanted to create more
implantable parasites that burst out of people, unrelated to
Greimorians.

**Changes:**
- refactor: "Refactors the egg injection of Greimorian Workers to use
parasite code; it can now be treated with anti-parasitic medicines in
addition to amputation of the affected limb. Works on all playable
species, and monkeys."
- rscadd: "New reagent 'Greimorian Eggs' creates an egg cluster parasite
in a random organ when metabolized in the bloodstream. It also has very
mild soporific effects."
- balance: "Greimorian Workers and playable Greimorian Servants/Queen
now inject Greimorian Eggs instead of Soporific."
- rscadd: "Greimorian Clade Kit now available in Uplink under Bioweapons
section (Greimorians now able to be introduced to ship by egg cluster or
injectable reagent)."
- balance: "All parasite kit bioweapons have had their vial reagent
count increased from 2 -> 5."
- balance: "Helmizole no longer treats K'ois Mycosis, Black K'ois
Mycosis, Zombification, or Tumors (Benign or Malignant)."
  - code_imp: "Updates a lot of code documentation to dmdocs."
2025-12-02 10:53:54 +00:00
Casper3667andGitHub 3541ce57fd Slight rework of how tajaran watches work and new papercode for taj time (#21582)
This does a few times, after the scope got bigger than I originally
planned:
- Watches now have an action button top left to check time.
- Taj time checking code was moved over to the time helper file to not
be watch exclusive.
- The taj wrist watches now shows the time on adhomai.
- Papercode now has the ability to show taj time and date, and to insert
the credit symbol.
2025-11-30 11:17:14 +00:00
hazelratandGitHub 5a668b1b72 Gives all IPCs EAL by standard (#21622)
Gives all IPCs, including every subspecies, EAL as a free language. All
other slots are retained. Done with the accession of the synthetic lore
writer.

Rationale is primarily for industrials and baselines - i.e. all the
subspecies without three extra language slots. This means any
baseline/industrial originating from a multi-language origin (Jupiter,
Visegrad, Himeo, etc) can pick both of their origin's languages in
addition to EAL. Those from monolingual origins have a slot free for
flavour.

This does have the additional effect of giving shells and bishops five
possible languages in total - this should mean it's a lot more viable to
take sign language as these even if they originate from a multilingual
origin, which plays well into them primarily being service units.

Burzsia's fluff on not giving their units EAL will be modified wiki-side
if merged.
2025-11-30 11:16:49 +00:00
Casper3667andGitHub b4b91a0f69 Enforce all taj to start with siik'maas (#21605)
After talking with Catsin, it was agreed to enforce that all taj get
siik'maas as the edge cases of a taj not having it are few and very far
between.
It does not change their extra optional languages, letting them still
learn 2 extra for a total of 4 languages. The forced ceti basic and
siik'maas, and then the optional ones are between tradeband, freespeak,
sign, siik'tajr and one of the subspecies specific ones (yassa,
nal'arasan, delvahhi).
2025-11-22 21:37:49 +00:00
VMSolidusandGitHub 31e2d57c35 Gravity Adaptations Bioaug (#21532)
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.
2025-11-06 09:16:06 +00:00
94d92803b4 Replaces our lighting system with CM's. (#21465)
Depends on #21458.

Ports https://github.com/cmss13-devs/cmss13/pull/4229, with the original
authors as:

- https://github.com/tgstation/TerraGov-Marine-Corps/pull/1964 for the
lighting controller (A-lexa)
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/4747 and
https://github.com/tgstation/TerraGov-Marine-Corps/pull/7263 for the
lighting (TiviPlus)
- https://github.com/tgstation/tgstation/pull/54520 for the dir lighting
component
- https://github.com/tgstation/tgstation/pull/75018 for the out of
bounds fix in lighting
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/6678 for the
emissives (TiviPlus)

The main driving reason behind this is that current lighting consumes
way too much processing power, especially for things like odysseys/away
sites where a billion light sources are processing/moving at once and
the game slows down to a crawl. Hopefully this improves the situation by
a good margin, but we will need some testmerging to confirm that.
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/1059ba2b-c0c5-495a-9c76-2d75d0c42bf2"
/>
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/9704b0f6-4cf6-4dfd-a6cb-5702ad07d677"
/>


- [x] Resolve todos
- [x] Look into open space fuckery (border objects)

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: JohnWildkins <john.wildkins@gmail.com>
2025-11-04 21:27:42 +00:00
Casper3667andGitHub 1098d40e4a Puts blood type in the medical record and let the medhud see it (#21521)
The blood type was already stored in the medical records, but was not
visible to players. With this, anyone with medical record access can see
the blood type and change it, and anyone with a medical hud can also see
what it is in the person's medical record.
2025-11-01 20:39:55 +00:00
BatrachophrenoandGitHub 088a71aacd Bugfixes (#21460)
Fixes https://github.com/Aurorastation/Aurora.3/issues/14594
Fixes https://github.com/Aurorastation/Aurora.3/issues/19524
Fixes https://github.com/Aurorastation/Aurora.3/issues/19525
Fixes https://github.com/Aurorastation/Aurora.3/issues/19554
Fixes https://github.com/Aurorastation/Aurora.3/issues/19565
Fixes https://github.com/Aurorastation/Aurora.3/issues/19669
Fixes https://github.com/Aurorastation/Aurora.3/issues/19739
Fixes https://github.com/Aurorastation/Aurora.3/issues/19751
Fixes https://github.com/Aurorastation/Aurora.3/issues/20323
Fixes https://github.com/Aurorastation/Aurora.3/issues/20530
Fixes https://github.com/Aurorastation/Aurora.3/issues/21008
Fixes https://github.com/Aurorastation/Aurora.3/issues/21370
Fixes https://github.com/Aurorastation/Aurora.3/issues/21375
Fixes https://github.com/Aurorastation/Aurora.3/issues/21438
Fixes https://github.com/Aurorastation/Aurora.3/issues/21456

changes:
- balance: "Budget insulated gloves no longer able to be manually
restocked in YouTool (random insulation coefficient reroll exploit)."
- bugfix: "Replaces missing req_access values from D3 Medical Equipment
Storage."
- bugfix: "Emitters can be rotated again (alt-click lock toggling
disabled)."
  - bugfix: "Lights no longer explode when toggled off and on."
  - bugfix: "Langchat images now pop up for untranslated speech."
  - bugfix: "Cyborgs can no longer flip Plasteel Barricades remotely."
- bugfix: "Fixes ghost vision inconsistently toggling when Following
mobs."
- bugfix: "Removes deprecated 'Gender and Pronouns' section from
Appearance Changer (has been replaced by 'Pronouns' section)."
- bugfix: "Offship locations will not print Mining Yield Declarations
saying they're from SCCV Horizon."
- bugfix: "Simple mobs which target their surroundings (destroying
tables windows etc) will not do so if inside a container."
- bugfix: "Newscaster Announcements channel now logs announcements made
by heads of staff."
- bugfix: "Held phoron- or chlorine-contaminated items will respect if
you're wearing a sealed suit or thick gloves (that is to say, if the
gloves provide fire protection)."
  - bugfix: "Fixes runtime in Electrical Storm event."
- bugfix: "Fixes some bounties returning 0 credit reward due to rounding
issues."
  - bugfix: "Removes old fusion debug vars, fixed outdated maths."
- bugfix: "Fixes Horizon kitchen alt fridge being swapped w/ empty
freezer."
- bugfix: "Fixes chameleon projector sometimes turning user invisible."
- bugfix: "You are again able to push an object currently being pulled."
- bugfix: "Command Support roles which start with flash-protective
sunglasses can now also choose them in their loadout."
  - code_imp: "Updates more code comments to DMDocs."
  - code_imp: "Corrects poison/venom for greimorian variable naming."
  - rscadd: "Adds missing fire alarm to Paramedic Quarters."
  - rscadd: "Holomap now respects and displays outer hull structure."

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2025-10-30 18:14:42 +00:00
nautandGitHub f2cb40fac6 Sleeping tweaks, at-will wakes (#21452)
Species capable of indefinite sleep can now wake up from being asleep at
will by pressing "Sleep" again.

IPCs will also no longer beep constantly when sleeping. This is part of
a `snores` variable that can be toggled on other species too in lieu of
a `snore_key` variable.

Unfortunately does not make IPCs stop consuming charge when asleep.
Tried it, it's one hell of a spaghetticode nightmare for a result that
really doesn't matter that much. Might revisit once the IPC rework gets
merged.
2025-10-09 17:54:11 +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
f6037f893a Move limb image updating from life ticks to signals. (#21372)
title,should fix a lot of lag

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-10-05 17:23:35 +00:00
7f474bd363 Fix some harddels. (#21373)
Let's try to haunt down this brain and mannequin harddel bullshit

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-09-29 23:20:44 +00:00
7cb5ec23b2 Fixes hallucinations not processing on humans. (#21368)
I am pretty sure this was broken for over a year

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-09-20 22:28:40 +00:00
b0a334e1b8 Makes the aut'akh calf override augment toggleable. (#21352)
See title.

May make this augment significantly stronger, allowing way more
sprinting without adverse effects. I am open to feedback regarding this.

---------

Co-authored-by: jonathan123700 <gonatantsatskin@gmail.com>
Co-authored-by: Snowy1237 <SnowyMountainside@gmail.com>
2025-09-15 12:00:49 +00:00
49453fe3ae Skrell pronouns are not restricted to plural anymore. (#21243)
As per title. Reasoning being that it is explicitly written that Skrell
are able to adopt human genders and often do in human space, and that
you can definitely make a Skrell that is obviously of a determinate
gender.

Approved by Skrell lore.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-09-09 18:24:19 +00:00
7b806f06b9 Fire behavior update (#21223)
Fire burn temperature formula updated to longer treat you like you're
100,000 Kelvin for neglecting to stop drop and roll after accidentally
fumbling your lighter.

changes:
- balance: "Updated fire_burn_temperature() calculations so that being
on fire will no longer arbitrarily return temperatures hotter than most
stars."
- balance: "Modified engineering voidsuit to have low-level thermal
protection (similar to atmos voidsuit having low-level radiation
protection)."
- bugfix: "Fixed cases where you ought to have been set on fire, but
weren't."
  - code_imp: "Cleaned up function names, booleans; added more dmdocs."

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2025-09-06 10:20:33 +00:00
EvandorfandGitHub 3d40b5723a Allows Neuter Pronouns for Appropriate Unathi Characters (Guwans) (#21250)
Guwans are stripped of status and gender at time of exile. This change
allows players to choose these pronouns for those characters if they
wish.
2025-09-04 17:46:53 +00:00
a3a9a2ad4a Fixes armour penetration not working against mechs in melee. (#21265)
A deprecated variable in the apply_damage chain fucked up the variable
order.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-08-31 15:25:05 +00:00
Casper3667andGitHub 4f4f12c948 Fixes reading paper bundles and removing accessories on other people (#21214)
Apparently the adjacent check wasn't set properly on these two. Also it
fixes that when removing someone's accessory, it tried to apply some
modifiers to the one removing it instead of the one wearing it.
2025-08-22 11:52:10 +00:00
a38a1fc36a Alcohol makes you drunk again. (#21165)
I'll be honest I can't test this because I'm not on windows but I am 90%
sure this fixes #21097 and fixes #21153

The issue was caused by some refactoring of liver code in #21013 that
wasn't accounted for here

---------

Co-authored-by: Cory <cory@mejtra>
2025-08-14 13:31:58 +00:00
BatrachophrenoandGitHub af6c74d917 Verb organization stuff (#21131)
Currently, only Preferences Verbs use subcategories. As a result, all
other Verb tabs are only organized alphabetically, meaning that a single
mechanic (ie. languages) has its governing Verbs scattered rather than
grouped together.

Verb organization by Tab handles broad organization - IC, OOC, Objects,
etc.- highly effectively but requires the user to click-navigate to
other Tabs to access any other verbs.

Verb organization within a Tab can be handled by A.) subcategories and
B.) Verb name prefixes (such as Earphones - *****). The first option is
the clearest and cleanest, but consumes additional vertical space. The
second option conserves vertical space at the cost of visual clarity.

This PR attempts to reorganize Verbs by their Tabs, Subcategories, and
prefixes with the following priorities in mind:
- Minimal disruption; any radical change must be justified (don't move
shit around just for the sake of moving shit around.)
- Verbs which share common functions (such as Languages) should be
grouped together.
- Maintainability. Contributors should not need to memorize an
excessively convoluted Subcategories list; Subcategories must be
intuitive and simple.
- Subcategories should be used judiciously when grouping Verbs to
conserve vertical space. Example: Instead of creating a Subcategory for
Emotes, just rename Audible Emote and Visual Emote to Emote (Audible)
and Emote (Visual).
- Subcategories should highlight uncommon or unusual verbs when
reasonable. Example: There are several animal husbandry-related Verbs,
and because most characters will not have access to those verbs
regularly, we can be less conservative with space (because they'll be
gone most of the time) for the sake of emphasizing their availability.

This PR covers the IC, OOC, and Object Tabs.

Subcategories:
OOC.Chat (Chat functions)
- AOOC
- LOOC
- Devsay (moved from Special Verbs)
- Dsay (moved from Special Verbs)
- OOC

OOC.Debug (Fix shit)
- Fit viewport
- Fix chat
- Refresh TGUI

OOC.Round (Round information)
- Check Gamemode Probability
- Check Round Info
- Custom Event Info
- Vote

IC.Antag (Antag verbs w/o their own tab)
- Invite to the Loyalists
- Invite to the Revolutionaries
- Set Ambition

IC.Critters (More critter stuff than you'd expect there to be)
- Befriend Carp (Previous name 'Become Friends')
- Befriend Cat (Previous name 'Become Friends')
- Befriend Dog
- Befriend Ives
- Name Alien Species
- Name Animal

IC.Language (Language-related stuff)
- Check Default Language
- Check Known Languages
- Set Default Language

IC.Maneuver (Movement, positioning, etc.)
- Adjust walk speed
- Do Pushup
- Face Direction
- Look Down
- Look Up
- Move Downwards
- Move Upwards
- Rest

Object.Equipped (Equipped object stuff, mostly for drip)
- Adjust Badge
- Adjust Bag Straps (Backpacks)
- Adjust Goggles
- Adjust Mask
- Adjust Welding Goggles
- Adjust Welding Mask
- Change Glasses Layer
- Change Pants Layer
- Change Wrist Radio Layer
- Change Wristwear Layer
- Check Time
- Flip Badge
- Flip Belt
- Flip Eyepatch
- Flip Hat
- Flip ID card (ID card)
- Flip Radio (Clip-on radio)
- Flip Wristwear
- Fold Collar
- Lock Antenna(e)
- Point At Watch
- Raise Shroud
- Roll Up Cape Mantle
- Roll Up/Down Jumpsuit
- Roll Up/Down Sleeves
- Switch Belt Layer
- Switch ID Layer
- Switch Lanyard Layer
- Switch Shoe Layer
- Toggle Aviators (Like a dozen variants)
- Toggle Ceremonial Garment Lights
- Toggle Coat Buttons
- Toggle Coat Zipper
- Toggle Hair Coverage (For hats helmets etc)
- Toggle Hair Coverage (FOR BABY CARP!!!!!)
- Toggle Helmet Camera
- Toggle Hood
- Toggle Lyodsuit Mask
- Toggle Poncho Tail Coverage
- Toggle Shirt Buttons
- Toggle Suit Sensors
- Toggle Visor (Pilot helmet)
- Toggle Waistcoat Buttons
- Transform Holoclothing
- Voidsuit - Eject Suit Cooler
- Voidsuit - Eject Tank
- Voidsuit - Toggle Helmet

Object.Held (If you're HOLDING it, its probably relevant to you rn)
- Activate Held Object (Silicons; moved from IC)
- Alter Beacon's Signal (Radio beacon)
- Change Bite Size (Utensils)
- Change Pen Colour
- Choose Colour (Paint sprayer)
- Choose Decal (Paint sprayer)
- Choose Direction (Paint sprayer)
- Choose Preset Colour (Paint sprayer)
- Describe Prototype
- Draw Boot Knife
- Empty Bee Net
- Empty Spray Bottle
- Holster
- Name Gun
- Name Prototype
- Plant Flag (Flags)
- Print Plant Report
- Remove Chopsticks
- Remove Top
- Set Detector High-Bound (Light meter)
- Set Detector Low-Bound (Light meter)
- Set Hailer Message (Hailer)
- Set Timer (Timer igniter)
- Set Valve Pressure (Pneumatic cannon)
- Show Held Item
- Spin Cylinder (Revolvers)
- Switch Verbosity (Health analyzer)
- Toggle Chainsaw Power (Chainsaw)
- Toggle Flashlight Brightness (Flashlights)
- Toggle Gun Safety
- Toggle Hazard Vest
- Toggle Pinpointer Mode (Pinpointer)
- Toggle Mister (Backpack water tank. Goes into/out of hands)
- Twist Cap
- Use Scope
- Wield Pick/Drill
- Wield Two-Handed Weapon (Two-handed weapons)

Object.Cards (I fucking hate cards!!!)
- Deck - Deal
- Deck - Draw
- Deck - Pick
- Hand - Pick
- Turn Hand Into Deck

Object.Earphones (Enough here to separate out)
- Eject Music Cartridge
- Change Volume
- Next Song
- Pause/Unpause
- Play/Stop
- Previous Song

Object.Jetpack (This is probably really important to see quickly)
- Toggle Jetpack
- Toggle Jetpack Stabilization

Object.Tape Recorder (Enough here to separate out)
- Start Recording
- Stop Recording
- Clear Memory
- Playback Memory
- Print Transcript
- Eject Portable Storage

**IC tab example:**
<img width="1061" height="277" alt="Screenshot 2025-08-09 101813"
src="https://github.com/user-attachments/assets/a2afe92d-34fd-4160-bf68-b459a4195e26"
/>
**Objects tab example:**
<img width="1100" height="472" alt="Screenshot 2025-08-09 101807"
src="https://github.com/user-attachments/assets/a36e4c76-594e-4569-93ba-ffcda57e8760"
/>
2025-08-11 15:12:56 +00:00
CometBlazeandGitHub 1f33c8add5 All hardsuits remove Offworlder slowdown (#21091)
Currently, picking the exostellar skeleton as an offworlder means you
can't use a hardsuit since only the ESS removes the slowdown. This fixes
that by extending that property to all other hardsuits with the logic
that if they're strong enough to splint a miner's leg and let let them
walk around, they're strong enough to help noodleman with their back
pain.
2025-08-05 21:53:21 +00:00
VMSolidusandGitHub 2e939e4d9b Galatean BioAugments (#21013)
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
2025-08-04 12:29:41 +00:00
BatrachophrenoandGitHub 8c3e85f3fe Area display names (#21070)
Little more tuneup of area metadata, and also replaces area.name in
several locations with dynamic area display names (for example:
announcement that something was beamed aboard a thruster will once more
indicate whether it was the port or starboard thruster).
2025-08-01 19:51:44 +00:00
14b3228582 Adjusts credit value to be more consistent (#20913)
- Reworked prices, wages and balances of (almost) everything ingame.
- Added coinage and decimal support to cash, ruthlessly sanitized to
avoid floating-point errors. Reflected in cash-related things like ATMs.
- Tweaked how cash bundles are made and distributed to support
decimalization.
- Adjusted the starting money individuals and departments receive in
their accounts.
- Adjusted the funding Tajara, Unathi, Diona, Vaurca, and IPCs receive
in their accounts. Should earn more on average than they used to.

Credit values are now roughly 1/10th what they were before, across the
board.

Coins were added too! These have names:
- Unie: 0.01 credits
- Quin: 0.05 credits
- Dece: 0.10 credits
- Quarter: 0.25 credits

These can be seen cameo'd in the screenshots below.

Values, wages, etc, are based on the wiki page
https://wiki.aurorastation.org/index.php?title=Guide_to_Wages_and_Pay .

Values are not anchored to any singular real-world currency.

Example price differences:

| Example Item | Old Price | New Price |
| --- | --- | --- |
| Comet Cola | 15.00 | 1.50 |
| Cup Ramen | 20.00 | 2.00 |
| Jyalara | 38.00 | 3.00 |
| Trans-Stellar Cigarettes | 76.00 | 9.00 |
| Zo'ra Soda | 29.00 | 2.50 |
| Gumball | 5.00 | 0.25 |
| 50x plasteel sheets | 700.00 | 120.00 |
| 5x meat (cargo) | 160.00 | 55.00 |
| 50x phoron crystals (cargo) | 2200.00 | 400.00 |

Wages and account balances have also been tweaked:
| Type | Old Amount | New Amount |
| --- | --- | --- |
| Ship Account | 75,000.00 | 35,000.00 |
| Departmental Accounts | 10,000.00 | 15,000.00 |
| Personal Account (avg) | 200.00 - 20,000.00 | 20.00 - 2,000.00 |

Might break the economy; prices will likely need some adjusting
depending on gameplay constraints. Can be adjusted in TMs.
A little testing never hurt anyone.


![image](https://github.com/user-attachments/assets/006e78bf-bfe6-4003-a88d-7b26d6cf2e80)

![image](https://github.com/user-attachments/assets/ac365c3d-bd55-4de5-bd9f-95c7c629462a)

---------

Signed-off-by: naut <55491249+nauticall@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-07-28 18:11:58 +00:00
BatrachophrenoandGitHub 0851144182 Area definitions cleanup (Horizon/Runtime) (#20914)
**Goals:**
1. Delete area definitions no longer used in any map or file.
2. Update area definitions such that everything used in mapping the
Horizon exists in 'maps\sccv_horizon\areas' with the parent
'area\horizon\'.
3. Reorganize/rename/restructure those Horizon area definitions to make
future mapping easier and code that hooks into area properties easier.
4. Present area names and blurbs in the status panel.

This PR only handles Horizon and Runtime areas, for digestibility/ease
of reviewing. Offsite areas for another PR.

Naming convention reference:
The /area/ 'name' variable no longer contains either 'Horizon' or the
Deck# of the area or its approx location on the ship. All Horizon areas
now have several new variables as metadata-- area names now need only be
strictly descriptive, and the appropriate constants used in the area
definition, and a new function generates the display name with
consistent formatting for us.

Detailed documentation to follow after any adjustments are made to
mappers' preferences.

This also adds area blurbs to most areas- if not bespoke, then general
department-wide blurbs to parents. I know feature creep always sucks,
but while some areas having pre-existing blurbs, the overwhelming
majority of areas don't, and while testing it was very distracting to
see them randomly appearing and disappearing. Most blurbs are pretty
basic but I feel are entirely presentable- more clever individual ones
can follow in a separate PR.
2025-07-25 19:16:33 +00:00
SleepyGemmyandGitHub 727c37fa82 Wallet and Lanyard Fixes (#20929)
this PR fixes wallets and lanyards having a stray mob overlay and cleans
up the code a bit.

tested and made sure that ID cards still appear when worn by themselves
and that lanyards still appear with or without an ID card inside.

fixes #18678. fixes #20926.
2025-07-03 10:52:20 +00:00
hazelratandGitHub 88efc25026 Diona magboots 2.0 (#20744)
This is a continuation of
https://github.com/Aurorastation/Aurora.3/pull/18875, full credit goes
to Matt for the original PR.

This adds an ability allowing Dionae to access the functionality of
magboots. As the only spaceborne species in the setting, they should
have more abilities allowing them to excel in their natural environment.

A slowdown has been added to using the ability that wasn't in the
original PR to establish a downside to using it, hopefully addressing
the feedback to the original PR. It can also now be toggled in space,
since I found it pretty frustrating having to find a floor turf every
time I was scrambling about on lattices wanting to toggle my roots.
2025-07-02 20:33:45 +00:00
CometBlazeandGitHub 18b2d76516 Bishop Screens! + Other Bishop related fixes (#20898)
Breaks the monopoly baselines had over changeable screens by letting
Bishops do it as well. Currently there are only two options asides from
the default, an exclamation mark and a cross, but adding more is fairly
simple.
Also fixes the default face being layered on top of the alternative
heads by restricting what screens are available to each head.
Removes the markings that related to the lights in the alternative heads
as this implementation renders them obsolete. As a bonus, Siseyo and
Sienna lights are now animated!

The new screen options:

![image](https://github.com/user-attachments/assets/68c4a2eb-13f5-4ddb-8afb-9953e599b89d)
2025-06-30 18:02:53 +00:00