<img width="209" height="212" alt="image_2026-02-18_163749448"
src="https://github.com/user-attachments/assets/dd40e552-6752-41bc-8c1f-1d6759ed19e5"
/>
-Adds Cytherian cuisine to the game with 4 specifically cytherian dishes
as well as some popcorn flavors.
-Adds Adhomian cheese and two new Adhomian cuisine dishes for everyone
who has been asking for more Tajaran foods.
-Adds an alternate, vegan way to make dough that doesn't require eggs.
-Adds cheese-less omelettes.
-Adds a few other miscellaneous dishes such as Poutine, Churros, and
chocolate pizzas.
-Adds trays of clams casino now dispense individual clams that can be
eaten seperately.
-Adds a new kitchen bounty for some of the new desserts and added the
new tajaran dishes to the adhomian cuisine bounty.
-Changes North Sixty seafood platters to include regular clams instead
of R'sval clams since R'sval clams are Adhomian and I suspect regular
clams were the intention for this dish all along.
-Renames the old tossed salad to 'apple salad', now that there's a
newer, less fruit-based tossed salad.
-Makes it so onion rings can be placed freely like every other food
instead of being locked to one spot.
-Fixes some food description typos.
---------
Signed-off-by: tomixcomics <11053204+tomixcomics@users.noreply.github.com>
Co-authored-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
Reworked how napalm works to make it more powerful with the new turf
fires. Instead of directly creating a turf fire, it'll instead process a
slower burning, but deadly turf fire.
Also added a military-grade flamethrower, which can use the new napalm.
This will create napalm pools on the ground and ignite them, instead of
directly creating turf fires.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/item/military_flamethrower.dmi | electricpants#6824
([Shiptest](https://github.com/shiptest-ss13/Shiptest)) | CC-BY-SA 3.0 |
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 |
Resprites 3 Tajaran rifles, expanding them to use a 48x32 canvas, and
brings them in-line with lore as written in terms of weapon design
history. Additionally, adds 6.8mm in the form of the Tajaran Z33
Tamparii cartridge to further separate Tajara and Human history and arms
development.
All weapon sprites are made by me, except the ba and ss sling which was
borrowed from the Dominian rifle sprites. Special thanks to Elorg for
help in making these not look awful.
<details><summary>Z33 Tamparii</summary>
<p>
<img width="331" height="332" alt="image"
src="https://github.com/user-attachments/assets/f9892dc8-9c6d-45c6-8779-3ad3e39abaed"
/>
An old caliber that continues to show its usefulness. The compromise
between weight and firepower, as well as room to change the powder load
has seen the cartridge remain in service across Adhomai.
</p>
</details>
<details><summary>Tsarrayut Rifle (PRA)</summary>
<p>
<img width="572" height="387" alt="image"
src="https://github.com/user-attachments/assets/53327f3b-4b87-415e-8215-b1c2ccc08c9c"
/>
Redesigned to a general magazine-fed rifle. Not meant to be flashy or
cool, simply easy to mass-produce and train conscripts. Additionally,
still takes old bolt action rifle clips.
</p>
</details>
<details><summary>Hotaki Marksman Rifle (ALA)</summary>
<p>
<img width="586" height="400" alt="image"
src="https://github.com/user-attachments/assets/c08986ec-1134-4869-8dc2-36b981a211f9"
/>
Carries many of the same lines and design from the Tsarrayut, especially
in the receiver. However, it was modified to be a bullpup for a longer
barrel. Higher bullet velocity for a similar overall length; perfect for
a marksman harassing down an enemy.
</p>
</details>
<details><summary>Mrrazhak Assault Rifle (ALA)</summary>
<p>
<img width="483" height="332" alt="image"
src="https://github.com/user-attachments/assets/3f0a2885-49bb-418b-b956-4d2f89a60b40"
/>
Pretty much a shortened Hotaki. Intended to have a similar barrel length
to the Tsarrayut, but a shorter overall gun.
</p>
</details>
WIP for the following items:
- [x] Golden Mrrazhak
- [x] Cartridge balancing
- [x] Addition/clean-up with uplink items
- [x] Addition/clean-up with ghost roles
---------
Signed-off-by: CatsinHD <31459154+CatsinHD@users.noreply.github.com>
Signed-off-by: Wildkins <john.wildkins@gmail.com>
Co-authored-by: Wildkins <john.wildkins@gmail.com>
pant.
How I forgot how pants should look like: the PR.
From the changelog:
> - imageadd: "Resprited all jeans, black pants and colorable dress
pants."
> - rscdel: "Removed tan, khaki, red, white pants due to the existance
of colorable dress pants. All maps and outfits where these were used now
use black pants (I did not want to put in the effort)."
Images, as always, in the details below.
Old (current) sprites on the top, new on the bottom unless stated
otherwise.
<img width="2560" height="1024" alt="jeans"
src="https://github.com/user-attachments/assets/9290ec78-638d-4c8a-871b-e74022188749"
/>
Do yell at me if these don't look like jeans. Also imagine these but
shorter, now you have jean shorts, which were also resprited.
It always bothered me how the webbings (is that a proper plural form for
them?) poked out from under suit items. But then I remembered that I am
a spriter (allegedly) and can change that, so I did. Hello.
From the changelog:
> - imageadd: "Resprited engineering, medical and security webbings
(which are now thinner to not poke out from under suit clothing) and
drop pouches."
> - imageadd: "Added a proper colorable sprite for the colorable drop
pouches."
Images, as always, in the details below.
Old (current) sprites on the top, new on the bottom unless stated
otherwise.
<details>
<summary> Webbings: </summary>
<img width="2304" height="1536" alt="webbings"
src="https://github.com/user-attachments/assets/03942dff-2deb-4071-992d-f42531d753cb"
/>
</details>
<details>
<summary> Drop pouches: </summary>
<img width="2304" height="1536" alt="drop"
src="https://github.com/user-attachments/assets/8ab8f5f7-2f29-4cc7-babb-e845b9ee1d44"
/>
</details>
As far as attributions go, I referenced the medical webbing from
Shiptest, and modified it for for engineering, security and medical. I
do not know which PR in particular that webbing was added added in, but
I will link the PR which I _believe_ did it:
https://github.com/shiptest-ss13/Shiptest/pull/2748
Adds a pink and a red heart balloon, for valentine's decorations! Also
added them to the random balloon pool so they may show up at random now
and again.
---------
Signed-off-by: Fyni <itsfyni@gmail.com>
Co-authored-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
Passive vents, as the name suggests, passively interact with the
atmosphere. Basically think of them as an open pipe.
This makes them useful to vent a pipe network to a vacuum, or equalize
the atmospheres of two otherwise unconnected rooms. Being passive
however, they are just as capable of intaking air as they are outputting
air, with no way to control it. If you want to guarantee that air only
goes -out-, use an injector or a pump vent.
- The right side of the large flag, when played to the east, was upside
down. Flips it the right way up!
- Correctly capatalize and space the object name.
---------
Signed-off-by: Fyni <itsfyni@gmail.com>
- 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>
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.
This has zero reason to exist in our code base. We have no procs or
variables tied to this. I removed it to make future modifications
cleaner.
---------
Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
Adds 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 |
Adds two tajaran teas to the game, Messa's Tear and ras'nif. These can
be found in the loadout and the bar, as well as random warehouse spawns.
Adds solar salve, a legal herbal substance from Adhomai, found in the
loadout and warehouse spawns.
Also performs some tweaks to the Konyang teas in order to make brewing
teas with them easier.
---------
Signed-off-by: Greenjoe12345 <33647525+Greenjoe12345@users.noreply.github.com>
-Adds 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
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"
/>
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>
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>
Ramen vending machine 'vending' icon_state was missing a hyphen, causing
it to briefly disappear while vending items. This PR adds that missing
hyphen.
This PR aims to revive the Solarian Light coilgun from #20094 and
replaces the SSRM Corvette's Grauwolf with said Coilgun. Credit goes to
TheDanseMacabre for the sprites and code.
Continued from #19839
> Part 1 of a refactor to try and make our various fabricators use the
same system and basic code. This adds the microlathe as a proof of
concept to the whole refactor, ported from Baystation. Currently not
mapped anywhere.
> This also ports over Nebula's autolathe working sound, however it is
adapted to fit our code. As such, I went to the original sound and
re-cut it, now including start and stop sounds.
Plan is overall to make it much easier to add new types of fabricators.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/machinery/fabricators/microlathe.dmi |
[BloodyMan](https://github.com/BloodyMan) (Baystation 12) | CC-BY-SA |
| sound/machines/fabricators/autolathe/ |
[pencilina](https://freesound.org/people/pencilina/) | CC-0 |
---------
Co-authored-by: Cody Brittain <cbrittain10@live.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.
Updated crate and locker sprites and icon overlay code to use a new
standalone 'securitypanel' overlay to lay the groundwork for, in the
future, being able to install/uninstall access-code locks on containers
just like you can in airlocks. For lockers, little visual change at all.
For crates, the security panel is now an overlay within the 'handle'
section of the crate rather than being a chunky box off to the side on
front. Locked/unlocked/emag sprites also updated for the new panel
location.



Moved closet.dmi, crate.dmi, guncabinet.dmi, safe.dmi, and
walllocker.dmi to a new subfolder /icons/obj/containers, and updated all
references to them in code, for sake of organization. Ideally (IMHO),
we'd differentiate structure-based storage containers from item-based
storage containers, but that's a larger organizational task and outside
of scope- this just moves storage structures into one common location.
Deleted sciguncabinet.dmi, as its contents had already been migrated to
guncabinet.dmi and it was no longer referenced anywhere in the codebase.
Medscans can now be attached to a rollerbed and viewed up to 2 tiles
away. Currently, it only allows for medscans specifically, so no records
or misc papers.
Due to the number of attachments, rollerbeds now use a radial menu to:
- Remove scans
- Remove vitals monitors
- Remove IVs
- Set IV transfer rate
This is to avoid the shuffle of sequentially removing each attachment
until you either collapse the bed or remove the attachment you want.
Additionally, if the rollerbed is collapsed with attachments still on,
it removes them to hand/ground.
Starting an IV on a patient remains the same (click drag onto patient).
Locking the wheels is still alt+click.
https://github.com/user-attachments/assets/496e310c-8d34-4031-88c1-ab0414f85d76
## About PR
Adds an industrial themed away site for Odyssey scenarios. The map
starts with a shuttle, broken by a randomized destruction feature.
Actors or the crew may choose to repair it to make it fly once more
### Detailed Changelog
<details><summary>Details</summary>
<p>
- Added a new map_effect, randomized destruction. It comes with two
varieties and different impact ranges. The way it work is the effect
chooses a random amount of turfs in the area it's placed on, and calls
`ex_act` on applicable contents in the turf.
- Added unused sprites for low railing and documented relevant functions
in the existing code.
- Made it so when a railing has an open end that doesn't connect to
anywhere, it'll apply an end cap, making it look more smooth.
- Added ceiling lattices.
- Adjusted unit tests to avoid conflicts that may occur with ceiling
lattices.
- Fixed a bug where the Odyssey subsystem repeatedly added lastly loaded
z-level to the scenario z-levels, instead of all relevant levels to the
site. This was causing issues in Odyssey maps with shuttles.
- Fixed hydrogen tank not using its sprite. Also recoloured the tank to
match modern hydrogen canister colour.
- Fixed `/obj/machinery/door/airlock/maintenance` not using its intended
appearance.
</p>
</details>
## Images
<img width="4128" height="2528" alt="StrongDMM-2025-11-10 21 33 47"
src="https://github.com/user-attachments/assets/09d8b671-457c-4ec5-88ac-e503641a0531"
/>
<img width="3424" height="2016" alt="StrongDMM-2025-11-10 21 34 27"
src="https://github.com/user-attachments/assets/943b8529-7f2a-41db-a7be-e57d5d30ead7"
/>
<img width="1312" height="800" alt="StrongDMM-2025-11-10 21 34 52"
src="https://github.com/user-attachments/assets/f665800a-367b-466e-a16e-a6f0b122e3bd"
/>
<img width="997" height="999" alt="Screenshot_54"
src="https://github.com/user-attachments/assets/c06667c6-0dfc-4dc4-af67-821f36ad2933"
/>
<img width="997" height="1001" alt="Screenshot_55"
src="https://github.com/user-attachments/assets/848a2847-9eb0-450a-87e9-08c371aaf78a"
/>
<img width="998" height="992" alt="Screenshot_61"
src="https://github.com/user-attachments/assets/e6174cb5-d4d6-4afc-82ab-bbf412eda607"
/>
<img width="998" height="990" alt="Screenshot_63"
src="https://github.com/user-attachments/assets/cc838bdc-9e22-4aed-ad16-0f8722442b8a"
/>
It's unfortunate that the only way to get most of the toys is through
the loadout. This essentially restricts players to either roleplaying as
diehard fans, arranging games in advance, or not bothering to do this at
all.
This ports a games vending machine from bay, and places it in the
library. This supplements the battle monsters machine already present.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/vending.dmi |
[nearlyNonexistent](https://github.com/Baystation12/Baystation12/commits?author=nearlyNonexistent)
(Baystation12) | CC-BY-SA 3.0 |
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>
## About PR
Adds some building/planning mechanics typically seen in
base-building/survival games such as Grounded. Hopefully this will ease
the away base construction process. Happy base buildings!
Currently, this allows placing blueprint objects that players can click
on with the required materials to build whatever the blueprint
represents. You can place templates, edit them or build your own
glorious base from ground.
Sprites for `blueprints` and `blueprints_unfolded` inside
`base_planning_blueprints.dmi` are ported from SS20 Russian Paradise
Station.
## Images
https://youtu.be/FCrZn8BkISU?si=Fst0ksAgi47D_wN7
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/item/base_planning_blueprints.dmi | vovakons (SS20 Russian
Paradise Station) | AGPLv3 |
Changes:
> - imageadd: "Made sandal sprites use a standardised colorable
palette."
> - rscdel: "Removed flip flops due to the sprite being identical to
geta sandals."
> - bugfix: "Fixes caligae (sock) sprite for Unathi."
The Unathi caligae (sock) sprite had its directional variants done
wrong, so all directions but the front facing used only the accent
color.
Changes are not substantial enough for any images of changes.
## About PR
- Fixes#21487
- Fixes#21634
- Fixes#21639
- Fixes#21640
- Also turns some comments into dmdocs in touched files, documents some
missing stuff
# Summary
This PR introduces colorable high visibility jackets and pants. They are
available in the character loadout.
**[Breaking change]**
Existing high visibility clothing received its own category in the
loadout and breaks current loadouts using said clothing.
The currently worn clothes need to be re-selected from the new group.
## Changes
- Added a colorable version of high visibility jackets and pants.
- Moved existing high visibility clothing to their own selection in the
loadout out of the generic jackets/pants group.
- Fixed a bug that prevents the usage of accents/part-building for
pants.
- Added a dedicated code file for high visibility jackets and pants
along some refactoring.
- Introduced minor protection values for high visibility clothing.
- Removed duplicate jacket emissive sprites and fixed jackets getting
the right pattern for their type.
## PR Notes
Any mapping-tag is due to the changes in the high visibility clothing
type names, no map has been changed aside a global type name
replacement.
## Preview
A combination of colored jacket and pants. Selected was green for the
base color and yellow for the accent color.
<img width="93" height="96" alt="Screenshot 2025-11-30 023923"
src="https://github.com/user-attachments/assets/5162608e-b325-4d8c-8691-9d23ada1641d"
/>
Adds the medical patient gown to the loadout, locked to offduty and
passenger only, intended to be used for characters staying in the
medical ward. The sprites are also replaced with ones from Bay,
alongside adding 2 new preset colored versions.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
Replacement icons are by [AtomicWorm](https://github.com/AtomicWorm)
from Baystation https://github.com/Baystation12/Baystation12/pull/25436
Pretty simple, this make the price scanner yellow/gold so it is easier
to spot at a glance from the export scanner.
The destination tagger is also added to the toolbelt, similarly to the
export, price and crate scanners.
The new sprite is by me.
Some cans did not have a crushed sprite so they just dissappeared.
From the changelog:
> - bugfix: "Fixes some Zo'ra soda cans not having a crushed can
sprite."
Adds the **Orion Miner** (officially the **Orion Mining Skiff**), an
all-in-one mining mega-shuttle with landing capability. Yes, the entire
ship can land. There is no secondary shuttle to get into.
<img width="704" height="1408" alt="image"
src="https://github.com/user-attachments/assets/b58d1305-2dbd-4c20-9305-f88535522af2"
/>
The Orion Miner is intended to be a lowpop (or solo, if necessary)
mining experience for people to try their hand at mining and exploration
without being critically dependent on other departments for
functionality. If you like mining, often go on low-pop and/or dislike
having to rely on other staff (medical/engineering/etc) for basic
necessities, this ship is for you!
Miners have their own supplies, access to thrust, navigation, and
equipment slightly better than that of the Horizon to compensate for
lack of support. This includes medical equipment and lifesaving
medication, in theory making solo miners on this shuttle statistically
less likely to die of preventable causes like blood loss or lung
ruptures.
While this ship can be crewed by a single person if necessary, it has
space for 4 crew total: 3 fully-equipped miners, plus 1 crewmember or
technician. (They are also provided an EVA suit and can use extra
equipment as necessary). This ship does not come with an explicit
captain.
Ore redemption consoles and mining equipment vendors are also present to
give crew the full mining gameplay loop. Minus the sales, at least -
though you could absolutely sell off or give away your spoils to the
Horizon or other offships if you so desired.
## Ship Features
- Full docking and landing capability. The ship _is_ the shuttle.
- An ore smelting plant and cargo bay.
- Ore redemption consoles and mining vendors, for the full miner's
gameplay loop.
- A Grauwolf for hazard clearing and (secondary) self-defense.
- A canteen and kitchen with adequate supplies.
- A hydroponics bay.
- Three atmosphere-rated airlocks. The rear one (north of the shuttle)
is a docking port.
- Emergency treatment-capable medical bay with adequate medical
supplies. It's no Horizon, but it is capable of saving people from
otherwise ruinous injuries.
- Technical storage and main engineering.
- Full SCC corporate affiliation. As a ship of Orion Express, this ship
can and should be able to interact (and possibly partner) with the
Horizon without a hitch.
## Additionally...
This PR also comes with a minor refactor to the way ore processing
machinery works: code has been streamlined, redundancies have been
eliminated, and machines should now work properly even when moved in
space (for example if it is on a shuttle).
<img width="991" height="351" alt="image"
src="https://github.com/user-attachments/assets/8f99dc29-8927-40e0-9856-b8ad5b2d35cb"
/>
This PR also comes with a minor resprite to the `sleekstab` sleek
stabilization kit. It is basically a recolor of the "small first aid
kit" combined with the stabilization kit's rainbow pattern. See
IconDiffBot for the raw sprite.
And last but definitely not least, this PR expands Odyssey landing zones
to accomodate larger shuttles and expands shuttle standards to be bigger
(45 tiles long).
## Notes
<img width="1292" height="936" alt="image"
src="https://github.com/user-attachments/assets/dbcb0f3e-6509-4ff4-a53c-90f1255e6152"
/>
This is an **oversized** shuttle, about 30% larger than the Intrepid by
size and 20% larger than the Lone Spacer. While tested with many, many
different away sites, stations, and exoplanets, including the Horizon
(which it _can_ dock with), it's not guaranteed to be able to land at
_every_ site nor is it guaranteed to do so safely.
_Do note that this size comparison picture uses an old version of the
ship._
## Pictures
_Pictures may not be fully representative of the final design. See
MapDiffBot or the attached map screenshot at the top of the PR for the
final design._
<details>
<summary>Details</summary>
<img width="1316" height="1310" alt="image"
src="https://github.com/user-attachments/assets/fc58c3a8-6c61-41d7-9e69-9852986c76ca"
/>
<img width="1172" height="1111" alt="image"
src="https://github.com/user-attachments/assets/eb3d9d38-b7e5-42a4-88b1-310ff08a1c5d"
/>
<img width="1209" height="1151" alt="image"
src="https://github.com/user-attachments/assets/d1b1842e-f2f7-4525-a5e5-8d6f8c26f9be"
/>
<img width="1251" height="1253" alt="image"
src="https://github.com/user-attachments/assets/cd2b7a40-cb3f-4151-9057-7dc9dfe69ddd"
/>
<img width="1105" height="1198" alt="image"
src="https://github.com/user-attachments/assets/1ae5a5e3-ba73-433f-8186-0c24a77dcade"
/>
</details>

-Adds cream cheese to the game because I'm tired of committing the
atrocity of making foods out of blocks of cheese and cream.
-Adds 5 new food dishes to the game including a few commissioned dishes
from Sankt Frederick (The new dishes: Belinas, Bierocks, Cream cheese
bagels, Cream cheese toast, and smoked salmon bagels)
-Adds 2 new beers to the game, a Xanan one and one from Sankt Frederick
-Adds the new beers as well as multiple existing beer bottles to the
Booze-O-Mat because currently there is no place to get any bottles of
beer on the station which is more than a little weird.
It hasnt been jargon for years, and the code still had a few references
I noticed. Most of these are just icon names, which arent at all visible
on the player side, but one description for specifically the cargo order
of a item still mentioned it. Funnily enough, the actual item itself had
a correct description.
Yeah I don't really have anything special to say about this one
> - imageadd: "Resprited woolen hats."
> - imageadd: "The colorable woolen hat now has an accent color."
> - rscadd: "An uncolorable, generic woolen hat has been added to the
loadout."
I trust you will be able to tell which one is the new sprite.
<img width="2049" height="1025" alt="woolen"
src="https://github.com/user-attachments/assets/462c765d-ed1c-4c52-a0c7-cdaf96c138e8"
/>
The shelves function similarly to a smartheater, but store various
things that can be found in the commissary. The current shelf types are
food & drinks, toys, cigarettes & lighters and clothing.
A cash register was also added, which can store credits and handle
transactions same way that a quik-pay can.
The quik-pay also got a small upgrade, in that it can add items to it by
clicking on the items.
Smartfridges also got an upgrade, so they can have different amounts of
overlay displays by only changing one list and one var.
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/machinery/smartfridge.dmi | Tomixcomics (Aurora Station) |
CC-BY |
<img width="586" height="458" alt="image"
src="https://github.com/user-attachments/assets/1fad54c6-b708-489c-9616-950271facc89"
/>
Example of what the shelves look like.
Adds two new recipes, one cocktail and one snack item, with a particular
focus on the frontier.
<img width="305" height="389" alt="new food"
src="https://github.com/user-attachments/assets/633b7efc-5cf4-487c-8a22-cd6e14eecf32"
/>
Voidman's Stew - Fishballs in sauce from Sun Reach
Carian Strogonoff - Mushroom strogonoff! (I wanted ot make this slightly
glow but could not get it to work)
Witch-spirit - The trendiest new cocktail, using Reach wine as a base
Algae Chips - Fried and crispy algae from Sun Reach. Available in
Getmore! vendors until somewhere more suitible can be created.
All sprites by myself.
---------
Signed-off-by: Fyni <itsfyni@gmail.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>