22450 Commits
Author SHA1 Message Date
Casper3667andGitHub b19a33e601 Updates the commissary and quikpay receipts (#21812)
Also fixes the quikpay working incorrectly after my last PR.

<img width="452" height="532" alt="image"
src="https://github.com/user-attachments/assets/97f818a4-9ff1-4de4-892c-c74b4e14b480"
/>
2026-02-08 20:21:08 +00:00
AcetreaandGitHub 985e34f125 Changes Perconol's Recipe to Not Be Watered Down Mortaphenyl (#21801)
Perconol's previous recipe was 1 Mortaphenyl, 1 Water, and 1 Sugar,
which would make it a watered-down mortaphenyl despite its very
different mechanics and classifications. Though they are both
painkillers, Perconol is classified as non-addictive (like a real-life
equivalent to acetaminophen), whereas Mortaphenyl is an addictive opioid
(comparable to tramadol). It would make more sense for 2 medications
with different effects to not be separated by simply water and sugar. In
terms of logistics, a reaction mechanism for turning mortaphenyl into
perconol with hydrazine could be that the hydrazine might steal a
functional group or two from mortaphenyl (such as the **phenyl**
winkwink) and then evaporate (into a fume hood that's definitely in the
pharmacy and chemistry... right? ;-;). Anyways, without the functional
group(s), perconol would be an entirely different chemical from
mortaphenyl. The reason this isn't really probable with water and sugar
is because our blood has free-floating water and sugar (glucose), so
mortaphenyl would be "becoming" perconol in the bloodstream,
technically. Same goes for the stomach.
2026-02-08 20:05:41 +00:00
Greenjoe12345andGitHub 30d4de6da8 New Tajara hairstyles (#21334)
Adds several new Tajara hairstyles, copied from existing human ones.
2026-02-07 03:20:56 +00:00
VMSolidusandGitHub 7fc9f27eeb Fix Various Movement Bugs (#21823)
This PR fixes a variety of bugs related to smooth movement. See the
changelog for more details. I have actually tested this PR.

Mechs and Mobs:


https://github.com/user-attachments/assets/77cd6d92-2616-409f-a909-d19565dfc718

Trains:


https://github.com/user-attachments/assets/0a12bc9a-6c45-471b-98fa-a91717cd85be

Pulling stuff in general:


https://github.com/user-attachments/assets/e2a7cdaa-2fcd-443c-bd76-bcd74e696c72

Rollerbeds:


https://github.com/user-attachments/assets/d0d35153-f406-45e9-afaf-ad19499098fe
2026-02-06 23:24:22 +00:00
FearTheGabbyandGitHub 14a0083e88 Fixes missing accents on accented softcaps (#21749)
Title
2026-02-06 20:27:52 +00:00
Casper3667andGitHub c4c589fc05 Fixes some psi receiver bugs (#21810)
fixes https://github.com/Aurorastation/Aurora.3/issues/21799

I was also informed the icon was wrong, so that is fixed too.
2026-02-06 20:26:33 +00:00
Casper3667andGitHub 255f742a6e Fixes the francisca ammo ordering from operations (#21816)
It was set to give grau ammo. Simply a fix for that.
2026-02-06 20:26:17 +00:00
Casper3667andGitHub 078badbd89 Add hammers to the autolathe (#21813)
They should have been there, they were not. Now they are.
2026-02-06 20:25:55 +00:00
VMSolidusandGitHub 16724e956c Fix Silicons See Offship (#21798)
It was possible for a player to incorrectly be able to view the
ghostroles in the Off-ship Manifest by entering any sort of camera, then
opening the manifest. This was most trivial to do with Borgs and AI, but
was also possible for player characters in some situations. This fixes
that by making it so that Eyes (a type of abstract mob used for cameras
and borgs), are specially excluded from viewing the Off-ship manifest.
Other types of observers should remain unaffected.
2026-02-06 20:25:05 +00:00
FyniandGitHub f6e4c08fcb The Eye Opens - Part 1 (#21790)
- Add new flags for the Outer Eyes. Only available to mappers, ST and
modmins.
- Add new paperwork logo for the Outer Eyes. Available to anyone, if you
want to be scrawling random unknown icons onto your SCC paperwork.

---------

Signed-off-by: Fyni <itsfyni@gmail.com>
2026-02-06 19:57:01 +00:00
AlaunusLuxandGitHub 24adc2268b Various player greimorian fixes, gives greimorian queen an attack reach of two (#21166)
Most of these are self explanatory. Servants should be able to see in
the dark. They should not speak TCB. The user should get feedback if a
skill fails. The icon state shouldn't be set to resting if the simple
mob AI will take back over (which it does), though I'm not a huge fan of
the way I solved that one - should it be a more generic var like
`should_not_sleep` on simple mobs? Then it would need a typecast as
well.

The first big change here is removing `environment_smash` from the
`attack_generic` proc. As far as I can tell, this variable is almost
entirely deprecated. I only saw one check relying on it, in
`/obj/structure/closet/statue/attack_generic(var/mob/user, damage,
attacktext, environment_smash)`, but when I tried to spawn one it was
invisible, so I assume that is also something that is mostly deprecated.
As such, I removed the variable from the function call, lining its
arguments back up with what the function is expecting. Maybe I should've
done named arguments here, but given that there's only that one function
that expects it, I just removed it.

The second big change is giving the Greimorian Queen reach on its melee
attacks. I was mostly trying to fix the case where the queen can't
attack a mob to its north, due to the mob being covered by the queen's
icon. Attacking two tiles away looks fine when the queen is facing
north, but facing south it looks not great. Directly East and West are
usually okay, though it depends exactly which tile is being attacked.

I did also duplicate a function, which I'm not a fan of. Perhaps
`attack_can_reach` should be made more generic. Let me know the best
place to do that, if so.

I'm not completely sold on adding the reach in its current form: Aside
from the top center 3 and the two furthest east and west, it reaches way
too far without good visual feedback that it can/is doing so, especially
the bottom ones and corners.


https://github.com/user-attachments/assets/a2b95cee-fe2d-4bc6-bf43-2e5b6e2e8f86
2026-02-05 11:33:56 +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
VMSolidusandGitHub 883aa972c1 Narrate Panel Hotfixes (#21785)
The new Narrate Filters worked great, except that the filters also
stopped the storyteller from seeing their own narrates (Since the
Storyteller's ghost will never be psychic lol). This PR fixes that issue
by making it so that Observers of all types (Including Storytellers) are
always included in a Narrate, regardless of the selected filter.
2026-02-04 12:12:47 +00:00
VMSolidusandGitHub 7af4b58c85 Fix Admin Bomb (#21786)
This fixes admin bombs dropping at the location they were standing when
first clicking the command, rather than the location they are when
accepting the prompt to drop it.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
2026-02-04 12:12:44 +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
Greenjoe12345andGitHub 269c29a790 Tajaran loadout addons (#21768)
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.
2026-02-03 19:00:53 +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
Casper3667andGitHub d002b8bd51 Various changes to black gloves (#21778)
- 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.
2026-02-03 10:10:21 +00:00
VMSolidusandGitHub 4d43d53c6f Ghostroles In Lobby Manifest (#21772)
This PR makes it so that player characters who are active in the
ghostrole list will show up on the Crew Manifest, but only if you the
player are not currently in-round. Any type of Observer, including
ghosts, aghosts, and actually being in the lobby, all allow the user to
view Off-ship characters in the manifest. If you are not any kind of
observer, the Crew Manifest will only show Horizon characters.


I have tested this PR. Behold.


https://github.com/user-attachments/assets/76ffb40a-bb67-4719-a2e7-df04f38b929e
2026-02-03 10:09:49 +00:00
EvandorfandGitHub 720bd37bdc Change's Mortaphenyl's Description in Cargo to Label it as a Weak Opioid (#21755)
This was created to help @Acetrea as they were having technical issues
publishing a PR. I don't see any other clear distinction to it being an
opioid or non-opioid in code or the wiki so I'll let them make the case
for the designation change below.
2026-02-02 17:09:13 +00:00
Casper3667andGitHub d9aeb0aca9 Stops the cargo tug from running over people leaning on walls (#21777)
as the title says, before I get a canon security charge from this bug.
2026-02-02 17:09:09 +00:00
Greenjoe12345andGitHub d0d0b3ce14 Tajaran Diplomatic Bodyguard uniform replacements (#21770)
The Tajaran diplomatic bodyguards now have uniforms to better fit with
their lore.
<img width="131" height="125" alt="image"
src="https://github.com/user-attachments/assets/aaaaf03a-d61a-406a-8f3a-0e84b40595f7"
/>
The PRA consular now gets a National Police Department officer as their
guard.

<img width="133" height="141" alt="image"
src="https://github.com/user-attachments/assets/46eb859a-6d94-44b9-98d3-833297a612ca"
/>

The DPRA consular now gets a Adhomai Joint Intelligence Committee agent
as their guard, who uses a surplus ALA dress uniform and beret.

<img width="133" height="136" alt="image"
src="https://github.com/user-attachments/assets/ff73dada-d7bb-4d38-814d-73191f53557a"
/>

The NKA Consular now gets a member of the Imperial Adhomai Army as their
guard.
2026-02-02 15:41:05 +00:00
VMSolidusandGitHub cc0a809b4c Storyteller Narration Filters (#21767)
This PR adds a feature requested of me by @Fyniiy , adding optional
Filters to the Narrate panel that allow Storytellers to narrate only to
people that meet a set condition. The conditions themselves were
specifically requested to be "Psi Narrates" and "Synth Narrates", with
optional variations on Synth narrates that include people with cranial
implants. While I was touching these files, I've also fixed the improper
message sanitization bug with admin messages in general.

<img width="926" height="536" alt="image"
src="https://github.com/user-attachments/assets/08dcfd2a-5399-48b0-a13d-2bfd3a2c88f0"
/>

Here's a breakdown of the filter options.

1. **Skrell-like Psi-sensitives**: Anyone with a Psi-sensitivity score
of "At least 1". This will include Skrell, anyone with a Psi-receiver,
and people with the High Psi-sensitivity trait. It will exclude people
who are blocked from receiving telepathy for any reason, such as having
a mindshield, mindblanker, or having the psi-suppression power active.
Skrell with the Low Psi-sensitivity trait are counted as "Human-like
Psi-sensitives", and so won't be caught by this filter.
2. **Human-like Psi-sensitives**: Anyone who isn't blocked from
receiving telepathy, and also has a Psi-sensitivity score of "At least
0". This will basically catch "Most people who aren't a Vaurca,
Synthetic, or Diona". It will ignore Humanoids with the Low
Psi-sensitivity trait.
3. **Silicons**: Basically all of the possible robots/IPCs.
4. **Silicons + Implants**: It's fairly common practice during Hivebot
related events for Storytellers to also include characters with brain
implants. This filter automates that by including said brain implant
owners in the "Are you a synthetic?" check.
5. **Hivenet**: Pretty simple, people with the Vaurca language. This
would be Vaurca, plus anyone with the hivenet implants.
2026-02-02 15:40:30 +00:00
HanSolo1519andGitHub 308224e473 Sankt Frederick Flags (#21747)
Adds Sankt Frederick flags and banners as a standalone feature.

<img width="214" height="140" alt="image"
src="https://github.com/user-attachments/assets/eb871bfd-a863-454f-84fd-c098cfea578f"
/>

Cool tank-top not included.

### Asset Licenses
| icons/obj/structure/flags.dmi | the_ill_fated | CC-BY-SA-3.0 |

---------

Signed-off-by: HanSolo1519 <72716882+HanSolo1519@users.noreply.github.com>
2026-02-01 23:40:51 +00:00
Casper3667andGitHub 306206f542 Operations delivery app fixes and improvements (#21720)
A small bundle of fixes with what is displayed, as mentioned in the
changelog.

Notable changes:
- It is now possible to charge department accounts directly using it.
The one doing it is logged in the transaction log for that account so
command can still go and check it. This was a feature I have been
requested repeatedly to make by operations member, to help encourage
people to buy more things for their department. Only a hangar tech
should be able to change the account that is charged as well.
- The delivery and pay buttons are now separate in the delivery app,
permitting someone to pay without having it delivered, or have it
delivered without paying. This also fixes a bug that paying before it
gets shipped to the Horizon could get an order permanently stuck as
being shipped & paid but not delivered.

<img width="575" height="700" alt="image"
src="https://github.com/user-attachments/assets/f14c9c0d-39fb-41b1-b3e9-aa479ccc0804"
/>
<img width="575" height="700" alt="image"
src="https://github.com/user-attachments/assets/7e33b8ef-caff-4e11-9e02-7c0ab3b4dba9"
/>
<img width="452" height="532" alt="image"
src="https://github.com/user-attachments/assets/413d8097-1379-432a-91ec-cd7ed13f0832"
/>
<img width="452" height="532" alt="image"
src="https://github.com/user-attachments/assets/8b73ddc0-3dfa-4503-bfcc-972a32687f97"
/>
<img width="575" height="700" alt="image"
src="https://github.com/user-attachments/assets/93663ba7-e443-45f4-8b87-cc04de35faf7"
/>
<img width="452" height="532" alt="image"
src="https://github.com/user-attachments/assets/8d4a1ba7-fbd5-40c9-a5ef-592c2067074e"
/>
2026-02-01 23:29:38 +00:00
VMSolidusandGitHub a802b48e2a Psi Rework Part 2: Scenes From A Memory (#21736)
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"
/>
2026-02-01 23:29:21 +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 9b5f89a717 Ports Turf Fires (#21659)
Adds turf fires (ported from Baystation, which ported them from
Shiptest), which are now used instead of ZAS fires for fuel decals and
flamethrowers. They also supplement ZAS fires in especially bad atmos
fires.

This makes flamethrowers and related objects more suitable for AOE
denial, rather than cooking the room (including yourself). They still do
the latter, but less so than a gaseous fire.

To make flamethrowers actually useful against them, simple mobs now take
brute damage when on fire.

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

| Path | Original Author | License |
| --- | --- | --- |
| sound/weapons/flamethrower/flamethrower1.ogg |
[rye-rice](https://github.com/rye-rice) (Shiptest) | CC-BY-SA 3.0 |
| sound/weapons/flamethrower/flamethrower2.ogg |
[rye-rice](https://github.com/rye-rice) (Shiptest) | CC-BY-SA 3.0 |
| sound/weapons/flamethrower/flamethrower3.ogg |
[rye-rice](https://github.com/rye-rice) (Shiptest) | CC-BY-SA 3.0 |
| sound/weapons/flamethrower/flamethrower_empty.ogg |
[rye-rice](https://github.com/rye-rice) (Shiptest) | CC-BY-SA 3.0 |
| icons/effects/particles/smoke.dmi |
[rye-rice](https://github.com/shiptest-ss13/Shiptest/commits?author=rye-rice)
(Shiptest) | CC-BY-SA 3.0 |
| icons/effects/turf_fire.dmi | CM Dev (cmss13) | CC-BY-SA 3.0 |
2026-01-31 01:41:11 +00:00
BatrachophrenoandGitHub 2fa2c731ea Update Access/Airlock Controller NanoUI to TGUI (#21732)
PR for conversion of various NanoUI windows to TGUI.
**Access Controller**
<img width="758" height="252" alt="image"
src="https://github.com/user-attachments/assets/3263cc86-2e5f-4285-af39-25665a187a3c"
/>
**Airlock Controller (includes Advanced Airlock Controller)**
<img width="950" height="330" alt="image"
src="https://github.com/user-attachments/assets/1c636673-ec34-4ab2-a33d-1293fe20087b"
/>
2026-01-30 19:28:09 +00:00
0884b27691 [BUG FIX] adds new plant type to the seed vendors (#21751)
Adds cucumbers to the seed vendors since I neglected to do that,
apparently.

---------

Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2026-01-30 19:27:47 +00:00
BatrachophrenoandGitHub b64cb2a1c6 Fixes Camera Monitoring Console UI restricted network access (#21758)
Fixes https://github.com/Aurorastation/Aurora.3/issues/21757.

Changes made in https://github.com/Aurorastation/Aurora.3/pull/21734
allowed for camera monitoring consoles to launch their own headless
versions of the Camera Monitoring app, but the Horizon's mapped
consoles, unlike Runtime's, have some dedicated network restrictions.

This PR adds a var to the camera_monitor program that can hold the src
of the UI, which in the case of camera monitoring consoles, will
restrict the available networks displayed to those set on the console
obj itself.

changes:
- bugfix: "Dedicated camera monitoring console UIs now display only that
console's predefined networks, not all networks to which the user has
access (as is the case with regular use of the camera monitoring app.)"
- bugfix: "Removes an unnecessary process() func from camera monitoring
consoles."
2026-01-30 19:27:26 +00:00
f797eb05c0 Mousetrap fix (#21759)
Fixes https://github.com/Aurorastation/Aurora.3/issues/21744

Mousetraps were missing the loc_connection element on initialization.
They now trigger appropriately when mobs (mouse, human, or otherwise)
step onto their location.

changes:
  - bugfix: "Mousetraps now trigger when mobs move onto their location."
- code_imp: "Updates affected assemblies to use feedback_hints() instead
of get_examine_text(), improves clarity."

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
2026-01-30 19:26:47 +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
VMSolidusandGitHub ecd88fee14 Fix GPS Test Fail (#21760)
Fixes this test fail. One of our unit tests is randomly spawning a GPS
in a null location, which causes a runtime error when the GPS attempts
to print the coordinates of said null location. I've added sanity
checking to prevent this obnoxious test fail.

<img width="1379" height="759" alt="image"
src="https://github.com/user-attachments/assets/d5c15892-7272-4d24-886b-5c30432a35e5"
/>
2026-01-28 23:04:09 +00:00
Greenjoe12345andGitHub d6653ee3aa Tajaran tea and drug expansion (#21651)
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>
2026-01-28 06:43:44 +00:00
BatrachophrenoandGitHub 5277251959 Tool behaviors port (#21663)
For a robust crafting system, I need a new materials framework.
For a new materials framework, I need to clean up reagents.
To clean up reagents, I need to pare down foods from reagent holders.
To pare down foods from reagent holders, I need to port edibility
components.
To port edibility components, I need to port processing components.
To port processing components, I need to port tool behaviors.

This is all back-end code, no new features or functionality from this.
2026-01-27 08:44:49 +00:00
ec22fccc6a TGUI Faction Select (#21737)
## Description
Hello! First PR here so I figured I'd do a big one ~~and stress out the
maintainers as quickly as possible~~. :)

While going through the process of creating a character the 'faction
select' UI stuck out to me as *functional*, but difficult to parse
visually and pretty dated looking by modern SS13 standards. (Not too
bad, but you know what I mean)
The new version is realistically *bit* too flashy for what it is (a
single-use interface hidden away in the character creation menu), but it
was very good practise for me to get back into DM/TGUI programming so it
works out either way.

I'm very happy to implement any feedback or suggested changes that could
help improve it.

## Actual Description
This PR replaces the old HTML 'faction select' interface with a new TGUI
one, and also cleans up and fixes some adjacent code I bumped into while
working on it.

A couple of notes about the current version:
* The 'Citizenship Check' line is currently non-functional and will
always show a checkmark. I know a lot of the corporations have specific
backgrounds/origins they won't hire people from, but I wasn't sure where
exactly that's enforced in code, if at all.
(I noticed `/datum/faction` has a `blacklisted_citizenship_types`
variable, but it's currently unused.)
* De-adminning or changing species doesn't immediately update the UI to
reflect the changes, you have to click on something new to trigger an
update manually. This doesn't have any actual consequences since I made
sure to sanitise everything, but it is a visual thing.

## Screenshots

<details><summary><b>Collapsed so it doesn't take up so much
room:</b></summary>

### Before
<img width="752" height="482" alt="xziPCYXbkn"
src="https://github.com/user-attachments/assets/334e0609-c2e3-4a33-92ad-15120b78ab35"
/>

### After
<img width="900" height="645" alt="NT"
src="https://github.com/user-attachments/assets/476702c7-c83c-4fee-a2cd-34d912468903"
/>

### Unathi attempting to join Zeng-Hu (Button disabled)
<img width="900" height="645" alt="Unathi fail"
src="https://github.com/user-attachments/assets/c5a256c1-5531-4cbe-8198-27411c1aab9a"
/>

### Faction Pages
<details><summary><b>Stellar Corporate Conglomerate</b></summary>
<img width="900" height="645" alt="SCC"
src="https://github.com/user-attachments/assets/6e8bdb64-a220-41d4-a503-1268f9f93a30"
/>

</details>
<details><summary><b>Nanotrasen</b></summary>
<img width="900" height="645" alt="NT"
src="https://github.com/user-attachments/assets/1ff107b5-7b3e-40e2-8f86-390ce29e165b"
/>

</details>
<details><summary><b>Hephaestus Industries</b></summary>
<img width="900" height="645" alt="HI"
src="https://github.com/user-attachments/assets/6fc23159-990d-4de2-9745-827e11ca0442"
/>

</details>
<details><summary><b>Idris Incorporated</b></summary>
<img width="900" height="645" alt="II"
src="https://github.com/user-attachments/assets/366a9824-81f1-4dd1-b385-4fa3968e39e0"
/>

</details>
<details><summary><b>Orion Express</b></summary>
<img width="900" height="645" alt="OE"
src="https://github.com/user-attachments/assets/5588f0fe-d6c3-44b4-8297-cca4ed991bd8"
/>

</details>
<details><summary><b>Private Military Contracting Group</b></summary>
<img width="900" height="645" alt="PMCG"
src="https://github.com/user-attachments/assets/a3dc6540-bfde-4fb2-939d-11e066b1e316"
/>

</details>
<details><summary><b>Zavodskoi Interstellar</b></summary>
<img width="900" height="645" alt="ZI"
src="https://github.com/user-attachments/assets/a8c2c33d-7138-4164-a9f1-6a2dc3eb3e61"
/>

</details>
<details><summary><b>Zeng-Hu Pharmaceuticals</b></summary>
<img width="900" height="645" alt="ZHP"
src="https://github.com/user-attachments/assets/4535ba80-efcb-4e50-9396-299bc16db2b5"
/>

</details>
<details><summary><b>Independent</b></summary>
<img width="900" height="645" alt="Independent"
src="https://github.com/user-attachments/assets/dcf7b46c-edce-4104-a4f5-000479a9f963"
/>

</details>
<hr>
</details>

## Changelog
- rscadd: "Revamped the 'Faction Select' UI in the occupation menu of
character setup."
- bugfix: "Fixed changing species in character setup not resetting your
faction if it became invalid."
  - Not player-facing:
- Fixed the TGUI dev server not working by bumping up the 'source-map'
version. You still have to manually refresh the interface with Ctrl+R or
Ctrl+F5 but it actually links now.
- Added a `wiki_page` variable to each faction to allow for it to be
manually set rather than being exclusively based on the name. (Mostly
just futureproofing)
- Added some line breaks to the faction descriptions to make them more
easily readable.

---------

Signed-off-by: SabreML <57483089+SabreML@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2026-01-26 23:39:22 +00:00
VMSolidusandGitHub 40eeef9ef4 Psi Awakener Tweaks (#21718)
This makes the Psionic Awakener actually give the user points to spend
in the psionic power shop. This item is strictly limited to the
crew-psionics, so to make it a bit more interesting it gives 3 points
instead of the standard 2. It did not previously give any points,
essentially meaning the user only had telepathy and nothing interesting.
2026-01-26 14:12:45 +00:00
Cody BrittainandGitHub 05a576167d Ported Taro hair from Citadel Station. (#21709)
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:

| Path | Original Author | License |
| --- | --- | --- |
| icons/mob/human_face/hair_multiply.dmi (hair_taro) |
[zeroisthebiggay](https://github.com/zeroisthebiggay)
([Citadel-Station-13-RP](https://github.com/Citadel-Station-13/Citadel-Station-13-RP))
| CC-BY-SA 3.0 |
2026-01-26 14:00:58 +00:00
tomixcomicsandGitHub e97a1c547d Food buffs for the food buffs (#21731)
-Adds cucumbers as produce
-Adds a few new food dishes (mostly cucumber based and 1 Adhomian dish)
-Returns the randomly generated ingredients spawning in the fridge at
the start of shifts such as condiments, syrups, etc. to spawn in like
they did before the scarcity arc.
-Adds handheld icons to kitchen trays
-Fixed sugar-tree fruit not showing up properly
2026-01-26 14:00:54 +00:00
Casper3667andGitHub f65792207b Reduces vending machine stock to put it in the commissary instead (#21717)
This remaps the commissary and library, increasing the size of the
former at the cost of the latter.
Several vending machines have been touched onboard the Horizon only. The
idris refresh and getmore vending machines have been merged into the
getmore, with the available items strongly reduced. The cigarette
vending machine also had their options lowered. All of the options and
some extra was moved to the restock packs the commissary gets now, so it
can be sold from there.
The nanopharm in the commissary is now free to vend, containing only
drugs and over the counter meds, intended to be paid for at the
commissary desk.
New restock packs were made, which are intended similarly to vending
machine restocks except they work on the shelves in the commissary and
gives them a set of items based on the pack, after which the pack can be
folded into cardboard.
All the new restock packs are also available to order from operations,
should more stock be necessary or other reasons.

For mapping I was aided by Kaizr, with helpful suggestions from RHG and
Noble Row.

Commissary:
<img width="635" height="617" alt="billede"
src="https://github.com/user-attachments/assets/bc16d9e1-dd58-4de8-b6d9-5dfdf67c17dc"
/>
<img width="605" height="601" alt="billede"
src="https://github.com/user-attachments/assets/4078656e-9cef-47ff-999c-685356647389"
/>

Library:
<img width="669" height="485" alt="billede"
src="https://github.com/user-attachments/assets/6984b56f-1236-494b-8c93-01a9b2aa9716"
/>

the nanopharm in the commissary, alongside how the getmore and cigarette
vending machines look around the horizon now.
<img width="1267" height="446" alt="billede"
src="https://github.com/user-attachments/assets/a7611dd8-1131-4616-92cf-ec99f1c9fa87"
/>
2026-01-25 18:59:22 +00:00
5561356136 Winter Quest (#21721)
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>
2026-01-25 18:58:07 +00:00
8c7464d0ba Adds Tulkir's custom item and changes the machete draw/sheath message (#21725)
Implements Tulkir's custom item as per
https://forums.aurorastation.org/topic/22812-tulkir-zarkiirrans-amohdan-ritual-dagger/

As part of it, holsters were modified so that holstering and
unholstering messages can be defined per item, which is implemented for
machetes, and that there can be custom sprites for filled holsters,
currently only implemented for Tulkir's new item.

Sprites made by ElorgRHG.

---------

Signed-off-by: Casper3667 <8396443+Casper3667@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2026-01-25 18:56:22 +00:00
BatrachophrenoandGitHub edd8698ffe Bugfixes (#21741)
Fixes https://github.com/Aurorastation/Aurora.3/issues/20990
Fixes https://github.com/Aurorastation/Aurora.3/issues/21730
Fixes https://github.com/Aurorastation/Aurora.3/issues/21735

changes:
- bugfix: "Mechatronic fabricator no longer needs to be manually synced
on round start to populate all available parts."
  - bugfix: "Freebooters can now pilot their own subshuttle."
- bugfix: "Greimorian eggs toxin can no longer infest synthetic limbs."
- qol: "Vintage rifle mechanical feedback text has been clarified for
ease of use (before it wouldn't tell you how to rack it properly)."
- rscdel: "Removes pause/unpause functionality from earbuds due to
general bugginess in favor of play/stop."
2026-01-25 18:06:48 +00:00
Cody BrittainandGitHub b07d54ad06 Added additional sanity checking to remove wounds that reach zero or less damage. (#21739)
This should resolve weird edge cases.
2026-01-25 18:04:38 +00:00
af9565bc06 Auth System Changes (#21698)
Changes the Auth System to use the new login server to fetch the
users/groups instead of the deprecated forumuserapi.

Removes the ForumUserAPI and moves the admin authorization processes to
a auth subsystem

---------

Co-authored-by: Werner <Arrow768@users.noreply.github.com>
2026-01-23 18:43:28 +00:00
7d058fc613 Jukebox TGUI update, Earphones autoplay, sound keys refactor (#21630)
V2 of [previous music playing
PR](https://github.com/Aurorastation/Aurora.3/pull/21466). TLDR no
longer uses the connect_range component for implementation because it
turned out a bit too inflexible for overlapping music players.

Removes a NanoUI template for the [TGUI
update](https://github.com/Aurorastation/Aurora.3/pull/21046).

New changelog:
  - refactor: "Ported Jukebox's NanoUI interface to TGUI."
- refactor: "Ported Jukebox audio playing functionality to a component."
- refactor: "Sound keys refactored from singletons to datums, along with
larger breakout of sound.dm to allow for easier SFX updates in future."
  - code_imp: "Expanded track datums to include track lengths."
- code_imp: "Reorganized music file folders for more intuitive access."
  - rscadd: "Earphone status feedback text now includes track length."
  - rscadd: "Added autoplay functionality to earphones."
- bugfix: "Fixed earphones' 'Previous Song' verb not sending you to the
end of the playlist when used while the first track is selected."
- bugfix: "Fixed gain adjustment for 'Konyang-1' (-23 dB -> standard
-9.8 dB)."
- bugfix: "Fixed y-offset of audioconsole-running overlay animation to
line up with the actual screen."

---------

Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2026-01-22 16:54:40 +00:00
BatrachophrenoandGitHub f8c325666c Miscellaneous minor Horizon map improvements (#21716)
Fixes https://github.com/Aurorastation/Aurora.3/issues/21682
Fixes https://github.com/Aurorastation/Aurora.3/issues/21719

changes:
- bugfix: "Fixes shield diffusers no longer diffusing targeted shield
segments (used for mass driver ejection paths)."
- bugfix: "Moves air alarm hidden behind D3 starboard central hallway
shutters to visible free spot on opposite wall."
  - rscadd: "Adds tintable window control to the Horizon's exam room."
- rscadd: "Adds tintable window controls for both the interior and
exterior windows of the Horizon's recovery room."
- rscadd: "Adds an additional light to a particularly dark corner of the
Horizon's d2 hard storage room."
2026-01-19 10:37:08 +00:00
mynameasjeffandGitHub 1cb25b71d6 Sol frigate fixes + Spawnweight adjustments (#21704)
Fixes several bugs and errors on the Sol Frigate after playing on it for
a round. This PR also increases the odds of the Frigate spawning in the
Valley Hale and Badlands from .75 to 1. Since the Frigate already has to
compete with 17 other offships for a chance to spawn in these two
sectors. The spawn weight remains the same in the Western Crescent
Expanse.
2026-01-18 13:42:25 +00:00
Casper3667andGitHub f433e1ba77 Removes some LRP sound files and where they are used (#21712)
Yeah, pretty much the title. Honestly I thought we did it years ago.
2026-01-18 13:42:22 +00:00