464 Commits
Author SHA1 Message Date
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
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 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
ccbfbdc50a Ported the Microlathe from Bay, and began autolathe refactor: Take II (#21668)
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>
2026-01-14 19:29:32 +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
FyniandGitHub debef28eef Changes the Comet Expulsion sound effect to a voiced line (#21629)
See title.

Yes I feel a little dumb changing it and then changing it again but here
we are.

---------

Signed-off-by: Fyni <itsfyni@gmail.com>
2025-12-02 10:53:47 +00:00
KanoandGitHub aec06bc427 Adds an interactive away site: Outpost Nemora PART I (#20993)
## About PR

Adds an interactive away site. Full of evil, traps, point-defense horde
cleaning and story. This is part 1 of the changes. Currently incomplete
on some mechanics mostly pertaining north-east section of the ruin but I
believe this has enough content as is and a good step for the next
changes to come!


## Detailed Changelog
<details><summary>Contains spoilers, click to expand!</summary>
<p>

- `A revivable mob type`. If this mob wasn't burned or deleted by any
means within a 3 minutes period, it will revive.
- `Abominations`, a subtype of revivable mob. This type can spawn with a
chance to split into smaller creatures in death, if someone approaches
close enough. These mobs are also able to mimic appearance of humans,
being completely pacifist until it reaches to its unsuspecting prey or
gets attacked before it could.
- `Mob tracking console`, tracks any mobs/objects that exists in the
same Z level as the console itself, and included in a global list.
Displays its data in a TGUI screen.
- `Rigged (trapped) vents`, if it detects a player passing by within 1
tile radius from an unwelded rigged vent, it'll spawn up to 2 mobs. The
chances of triggering varies on following coniditons: running (100%),
walking (medium chance), throwing items near it (very small chance).
- `Storytelling holopads`, core logic is ported from Paradise Station,
made by Qwertytoforty. I did minimal modifications to make it work with
our codebase and do some additional things.
- `Footprint mapping helper`, allows mapping footprints of any type.
- `A light fixture subtype`, has a 50-50 chance to spawn as broken or
functional after Initialize.
- `An extraction mini game`, special to this ruin. It entails finding 5
canisters scattered randomly in the ruin and killing every creature
that's lurking around. If these conditions are met players are required
to hold off an extraction device and protect it from the waves of
creatures, while swapping said canisters. Modified from phoron deposit
ruin.

</p>
</details> 

---

### What's the overall story this ruin tries to convey, and where it's
allowed to spawn at?

This isn't final and a subject open for change where deemed fit. This
ruin is a remnant dating back to pre-Interstellar War. Solarian Alliance
Science Facility (SSF) Nemora, is a failed experiment/expedition
co-conducted by Department of Colonization. I believe it'd make sense to
find this ruin in the old Solarian frontiers far from the Core Worlds,
even so if the sector in question was colonized, nothing would've
stopped a department of a desperate nation in search for their gold in
blind hope. But not too close to an inhabited space.

***This needs to be evaluated by a lore nerd!***
**Possible Sectors:** 
- Valley Hale
- Badlands
- Weeping Stars
- Light's Edge
- Lemurian Sea (still up in the air for this one, but I like to think
Solarian suveyors took a swing at it at the time)
- All Crescent Expanse Sectors (east, west, far).

<details><summary>Details on story. I'd advise to skip this bit to not
spoil the experience if you're not reviewing this PR. Spoilers alert,
click to expand!</summary>
<p>

Shortly before the Second Great Depression, when the upcoming crisis had
begun to be felt within the nation's departments, some surveyors from
the Department of Colonization encountered an anomolous signal,
incalculable energy levels in deep space. When they decided to
investigate its source, small expedition teams went missing after a
while.

This drew the attention of the department, as seeing multiple expedition
teams went radio silent. A third-party incursion was suspected here,
pirates or worse. This led to the deployment of sufficiently armed Navy
corvettes to the last known coordinates of the expedition.

To no avail, all that was found was the vacant shuttles of the
surveyors, drifting in orbit around an anomolous asteroid. This gave
room for further discussion in the smaller parts of relevant
departments, after hearing what the inital expedition members had left
behind. The department conceded to pursue this further, funding a
thorough investigation to unearth what was hidden and to see if this was
a threat to demolish or an unexpected resource to exploit.

In time, an outpost was constructed and a researcher, eminent in their
field was commissioned to oversee operations on behalf of the
department. A majority of the attempts didn't go far enough beyond to
bear any fruit. As the progress was too slow and unsatisfactory in the
eyes of funders, this led to a review of the project and therefore
forced Nemora's hand to commence an experimental approach, which proved
a success, _so to say_.

Following this incident, the outpost crumbled under the weight of the
crises that had befallen it. All subsequent requests and communications
fell on the deaf ears of the nation in the midst of a large scale
economic crisis, forced Nemora to join the caravan of "low priority"
demands along with many other pressing nation affairs. In the end, the
facility remained forgotten, burried beneath the many rubble inflicted
by the inevitable storm of change Spur has known, Interstellar War. But
this may yet change, now the same Spur has turned their gaze back to
those uncharted heights, in a desperate attempt to exhaust what is
little known.

</p>
</details> 

---

### What does "interactive" part entail exactly?

This ruin contains some coded elements (traps, objectives, consequences
of some choices made), attempting to imitate a gameplay loop what a
player would expect from an admin controlled event. While this may not
go further than some coded/scripted events, I think this ruin has some
fun content for security/engineering/medical departments.

Currently this PR contains some core functionality for actual "choices
matter™" stuff for part 2 (if this gets approved).

Also most of the functions used in this ruin was made so it could be
used in any maps.

## Images

this:
https://discord.com/channels/157516682288562176/1162868440814600232/1393057047443931197

and this:
https://discord.com/channels/157516682288562176/1162868440814600232/1395312791925166160

<img width="4736" height="6144" alt="image"
src="https://github.com/user-attachments/assets/9526d40d-4da3-44b6-9220-80cf48ff2c72"
/>

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

| Path | Original Author | License |
| --- | --- | --- |
| /environmental_storytelling_holopad | Qwertytoforty (Paradise Station)
| CC BY-SA 3.0 |
| icons/obj/structure/bluespace_portal.dmi | Paradise Station | CC BY-SA
3.0 |
| icons/obj/structure/urban/bunk_beds.dmi | TGMC | CC BY-SA 3.0 |
| hospitalcurtain in icons/obj/structure/urban/tailoring.dmi | TGMC | CC
BY-SA 3.0 |
| roadbarrierwood in icons/obj/barricades.dmi | TGMC | CC BY-SA 3.0 |
| icons/obj/flora/rocks_brown.dmi and icons/obj/flora/rocks_grey.dmi |
TGMC | CC BY-SA 3.0 |
| the_thing and the_thing_chitin in icons/mob/npc/human.dmi | TG | CC
BY-SA 3.0 |
| sound/music/quarantined_outpost.ogg | Betrayer by Karl Casey --
https://karlcasey.bandcamp.com/track/betrayer | CC BY 3.0
| sound/effects/earthquake_rumble.ogg | Digging.wav by prozaciswack --
https://freesound.org/s/82722 | CC0 1.0 |
| sound/effects/robot_talk_1.ogg & sound/effects/robot_talk_2.ogg |
Robot Talk SFX by TheEndOfACycle -- https://freesound.org/s/674306/ |
CC0 1.0 |
| sound/effects/light_heavy_on.ogg | Light - Heavy lights turned on by
TILIADESIGN -- https://freesound.org/s/486536/ | CC0 1.0 |
2025-10-19 10:21:12 +00:00
KanoandGitHub 2d9d4ce4b6 Cargo elevator overhaul (#21430)
## About PR

Implements an animation logic heavily inspired from CM-SS13 elevators.
Elevator hatch and shaft sprites are courtesy of @KingOfThePing!

Currently if something is standing on the hatches when the elevator is
arriving, they'll be sent to CC level, fall, get paralyzed and severely
injured enough to have broken bones/arterial bleeding.

This PR also fixes cargo announcement screens not displaying elevator
ETA.

## Images

<details><summary>Elevator arriving</summary>
<p>



https://github.com/user-attachments/assets/34879994-d10b-4cb6-959e-314ec20411b8

</p>
</details> 

<details><summary>Elevator departing</summary>
<p>


https://github.com/user-attachments/assets/c345fd3b-07eb-4922-9b28-31cf40842da1

</p>
</details> 

<details><summary>Unfortunate victims falling to the pit</summary>
<p>



https://github.com/user-attachments/assets/98feac04-5d65-4383-8abc-363ce51a028a


</p>
</details> 

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

| Path | Original Author | License |
| --- | --- | --- |
| icons/effect/224x192.dmi | KingOfThePing | CC BY-SA 3.0 |
| icons/obj/doors/retractable_railing.dmi | CM-SS13 | CC BY-SA 3.0 |
| sound/machines/industrial_lift_raising.ogg | CM-SS13 | CC BY-SA 3.0 |
| sound/machines/industrial_lift_lowering.ogg | CM-SS13 | CC BY-SA 3.0 |
| sound/machines/warning-buzzer-2.ogg | Unknown -
https://pixabay.com/sound-effects/incorrect-buzzer-sound-147336/ |
Pixabay Licence |
2025-10-05 14:26:49 +00:00
BatrachophrenoandGitHub f06bdc8b3c Alt-click lock toggle functionality, APC SFX upgrade (#21310)
Updated objects whose behavior when an ID was used on them was strictly
toggling lock/unlock status to use Alt-click functionality, with
associated pop-up messages for the clicking player. Mechanics hints for
all affected objects updated.

Fixed APC sprite's status lights for each power channel (general messy
alignment).

Updated APC sprite's lock status light to be brighter/clearer for better
visual feedback of lock status.

Added a lot of nice clicky beepy sounds to APCs. They all came from here
on TG, and they seem oooooold so I wasn't able to find credit. [So,
credit to TG for sounds/machines/terminal sounds until we track down an
actual
name!](https://github.com/tgstation/tgstation/tree/master/sound/machines/terminal)

Updated dmdocs as I passed by them.
2025-10-03 15:56:32 +00:00
KingOfThePingandGitHub a1e9684752 More Ballistic Gun Sounds, Part II (#21198)
## About PR
This PR adds a few new sounds to ballistic guns. The number of sounds is
way less than I thought initially because in the second and third pass I
found many to be not adequate. It also replaced one of the rifle reload
sounds that was of subpar quality (you know exactly which one).
My life for cool gun reloading sounds. More for a special project will
be added soon. For now, please enjoy.

> [!IMPORTANT]
> Please merge after
https://github.com/Aurorastation/Aurora.3/pull/21193. Thank you 🙂

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
```dm
> ATTRIBUTION SECTION START
> sound/weapons/reloads/pistol_metal_slide 7-9.ogg - Gary Guns Mixed.wav by GaryQ | License: Creative Commons 0. Obtained from www.freesound.org (not available anymore)
> sound/weapons/reloads/pistol_metal_slide 10.ogg - PistolReloadSound.wav by MaximBomba | License: Creative Commons 0. Obtained from https://freesound.org/people/MaximBomba/sounds/432139/
> sound/weapons/reloads/pistol_metal_slide 11.ogg - Browning Hi-Power handgun being reloaded while empty. Full sequence by serøtōnin | License: Creative Commons 0. Obtained from https://freesound.org/people/ser%C3%B8t%C5%8Dnin/sounds/674569/
> sound/weapons/reloads/pistol_polymer_slide 4.ogg - M9 Reload.wav by oneshotofficial | License: Creative Commons 0. Obtained from https://freesound.org/people/oneshotofficial/sounds/616758/ 
> sound/weapons/reloads/pistol_polymer_slide 5.ogg - Gary Guns Mixed.wav by GaryQ | License: Creative Commons 0. Obtained from www.freesound.org (not available anymore) 
> sound/weapons/reloads/shotgun_pump 7-8.ogg - pump shotgun.WAV by shaana | License: Attribution NonCommercial 4.0. Obtained from https://freesound.org/people/shaana/sounds/222131/
> sound/weapons/reloads/rifle_slide 3.ogg - Uzi submachine gun being reloaded while empty. Full sequence by serøtōnin | License: Creative Commons 0. Obtained from https://freesound.org/people/ser%C3%B8t%C5%8Dnin/sounds/677160/
> sound/weapons/reloads/rifle_slide 10.ogg - AK-47 Assault Rifle being unloaded and reloaded by serøtōnin | License: Creative Commons 0. Obtained from https://freesound.org/people/ser%C3%B8t%C5%8Dnin/sounds/674742/
> sound/weapons/reloads/rifle_slide 11-12.ogg - AK-47 assault rifle being cocked 3x by serøtōnin | License: Creative Commons 0. Obtained from https://freesound.org/people/ser%C3%B8t%C5%8Dnin/sounds/675008/
> ATTRIBUTIONS SECTION END 
```

All of these have been modified. These can also be found in
attributions.txt in Aurora.3/sounds.
Here is a video showcasing all of the **raw** sound files. The endings
of some appear a bit cut-off, but with the reverb in-game it is not not
the case:


https://github.com/user-attachments/assets/9ee9d7d4-b678-49d4-bbfd-b3dd71adb07a
2025-08-22 22:22:05 +00:00
smellieandGitHub 2df7b1fc5c Europa Earphones Cartridge + Misc. Music Tweaks/Fixes (#21053)
- Adds a Europa music cartridge, with 4 new sound tracks added for this
cartridge.
- Reduces the volume of all tracks I've added in prior PRs.
- Cannibalises the `lobby/crescent_expanse` tracks as — in hindsight — a
generic sector getting its own lobby tracks is a bit much and would mean
generic lobby tracks are never heard. saving it for major
systems/uncharted zones/special places. 1 sound file removed; 1 now used
in the Europa cartridge

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

| Path | Original Author | License |
| --- | --- | --- |
| sound/music/regional/europa/casting_faint_shadows.ogg | "casting faint
shadows" by Ikaiora
(https://ikaiora.bandcamp.com/track/casting-faint-shadows-2) | CC
BY-NC-ND 3.0 |
| sound/music/regional/europa/where_the_dusks_rays_leap.ogg | "where the
dusk's rays leap" by Ikaiora
(https://ikaiora.bandcamp.com/track/where-the-dusks-rays-leap) | CC
BY-NC-ND 3.0
| sound/music/regional/europa/deep_beneath-.ogg | "Deep Beneath the
Solemn Waves a Vast Underwater Landscape, Brimming With Bizarre, Eerily
Gleaming Cyclopean Structures of, What Must Surely Be, Non​​​​-​​​​Human
Origin, Stretched Out Across the Ocean Floor" by Unknown
Oceanographer/Under Jorden
(https://under-jorden.bandcamp.com/album/deep-beneath-the-solemn-waves-a-vast-underwater-landscape-brimming-with-bizarre-eerily-gleaming-cyclopean-structures-of-what-must-surely-be-non-human-origin-stretched-out-across-the-ocean-floor)
| CC BY-NC-ND 3.0
| sound/music/regional/europa/instrument_park.ogg | "Instrument Park" by
Little Bradley
(https://myprivateunderground.bandcamp.com/track/little-bradley-instrumental-park)
| CC BY-NC 3.0
| sound/music/regional/europa/way_between_the_shadows.ogg | "Way Between
The Shadows" by Mokusei No Maguro
(https://mokuseinomaguro.bandcamp.com/track/way-between-the-shadows) |
CC BY-SA 3.0 |

All sound files compressed to 20K. No transformation or remixing done.


dredging bandcamp for decent, copyright permissive songs by non—mass
production artists has been soul-draining lol. this is the last music pr
from me
2025-08-03 16:16:24 +00:00
VMSolidusandGitHub 3aa2869f9d More Hardsuit Sounds (#21075)
This PR adds three new variations for hardsuit stepping sounds, which I
had comissioned a sound artist by the name of majormoth to make for me.
I've also set some of the game's hardsuits to use these variations where
apropriate.

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

| sound/machines/rig/rigstep_chonk.ogg | majormoth (discord) |
CC-BY-SA-3.0 |
| sound/machines/rig/rigstep_heavy.ogg | majormoth (discord) |
CC-BY-SA-3.0 |
| sound/machines/rig/rigstep_medium.ogg | majormoth (discord) |
CC-BY-SA-3.0 |
2025-08-03 16:15:44 +00:00
smellieandGitHub d438053ddd Earphone Soundplayers (#20964)
Adds soundplayer functionality to earphones, headphones and earbuds.
They can now play music, loaded via music cartridges with preset
playlists.

Heavily based off CMSS13's Walkmans and our Audioconsoles.

Current Features:

- All earphones have a cartridge slot. Cartridges can be inserted by
clicking an earphone, and removed via an eject_music_cartridge() verb.
- Inserting a cartridge will load a playlist containing /datum/tracks,
where track names and sound files are loaded.
- Shift+Clicking or will Start/Stop a playlist, creating or deleting an
active sound_player token.
- Alt+Clicking with Pause/Unpause the current track, preserving an
active sound_player token.
- Attack_self will eject the music cartridge. Ejecting a music cartridge
also terminates the sound_player token.
- Volume controllable via verb.

Missing features i am too weak to figure out:

- There is no auto—next song, and a user must manually use next_song()
or previous_song() verbs to iterate through a playlist.
- Part and parcel with no auto-next: Tracks automatically loop due to
using the PlayLoopingSound() proc. Ideally, tracks should not loop.
-  There is no accomodation for user-uploaded sound files.
- There are no UI implementations of earphone controls, which could be
more user friendly.

Music Cartridge CoderIcons:
<img width="430" height="106" alt="aaa"
src="https://github.com/user-attachments/assets/5c15d5f4-b2e1-4ece-8076-2e93a5853168"
/>

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

| Path | Original Author | License |
| --- | --- | --- |
| sound/music/regional/venus/all_night.ogg | Rollergirl
(https://rollergirl.bandcamp.com/album/rollergirl) | CC BY-NC-SA 3.0 |
| sound/music/regional/venus/billy_ocean.ogg | Rollergirl
(https://rollergirl.bandcamp.com/album/rollergirl) | CC BY-NC-SA 3.0 |
| sound/music/regional/venus/artificially_sweetened.ogg | Stevia Sphere
(https://steviasphere.bandcamp.com/album/artificially-sweetened-single)
| CC BY 3.0 |
|sound/music/regional/venus/real_love.ogg | Stevia Sphere
(https://steviasphere.bandcamp.com/album/artificially-sweetened-single)
| CC BY 3.0 |
| sound/music/regional/venus/dance.ogg | ウナチャンUNACHAN
(https://unachan.bandcamp.com/track/dance) | CC BY 3.0 |
| sound/music/regional/venus/love_sensation.ogg | ウナチャンUNACHAN and
bedroomtheft (https://unachan.bandcamp.com/track/love-sensation) | CC BY
3.0 |
| sound/music/regional/venus/funky_girl.ogg | B~mO9000
(https://bmo9000.bandcamp.com/album/v-i-n-t-a-g-e) | CC BY-NC-SA 3.0 |
| sound/music/regional/venus/break_the_system.ogg |
(https://bmo9000.bandcamp.com/album/wanted-in-80s [Download Only]) | CC
CC BY-SA 3.0 |
| sound/music/regional/xanu/xanu_rock_3.ogg | Swara Sutra
(https://swarasutra.bandcamp.com/album/indulgence) | CC BY-SA 3.0 |

All sound files compressed to 20K sample rate. No
transformations/remixing
2025-07-22 10:08:40 +00:00
Wowzewow (Wezzy)andGitHub 5006e41347 New Lobby Music + Adjust Volume (#20965)
Adds five new songs for Aurora lobby music - no more baseline SS13
stuff!
Also backports the original Title3 for that OG SS13 goodness.

Taken mostly from CCMixter.
Information in licensing_information.txt.

Also, updates the lobby music toggle to be a volume input. Set to 0 to
mute.

---------

Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
2025-07-21 10:33:51 +00:00
4000daniel1andGitHub 08fe54baf7 Phoron Deposit Away Site (#20730)
This site is something of an experiment. It features a special mineral
deposit with lots of phoron. When the deposit is drilled, it'll activate
four mob spawners some distance away that'll send fauna towards it.
There can be a total of 20 active fauna on the map at once (5 per
spawner.) There's no limit on how many mobs can spawn in total (for
now.)

The idea is to make an away site with a clear goal and challenge, which
requires multiple people across different departments to accomplish
safely. Security to defend against the waves of fauna, engineering to
construct and maintain barricades/other defenses (very important),
mining to handle the drill, and of course medical in case something goes
wrong. You can't do it solo, trust me I've tried.

Once the deposit has been fully depleted, (takes about 15 minutes or so)
the team will have to sally out of their barricades and fight their way
back to their shuttle. Cause again, the mobs won't stop coming. I think
it's more interesting that way. But it ends with LOTS of fauna corpses,
of which the performance impact on a populated server might be too
severe to justify? I've no clue.

I also added some atmospheric sound and music which plays once the
deposit is drilled. Hopefully sets the tone without being too
overbearing.

This required a lot of code. I do not know how to code. I've tried to be
thorough, but may still want to review it under some extra scrutiny.

See the changelog for some other small tweaks.

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

| sound/music/phoron_deposit.ogg | Reitanna Seishin & Zander Noriega
|CC0 & CC-BY 3.0 | https://creativecommons.org/publicdomain/zero/1.0/
https://creativecommons.org/licenses/by/3.0/
2025-07-12 17:21:49 +00:00
smellieandGitHub bfb076eea5 Uncharted Space (#20937)
Adds 3 Crescent Expanse regions due to how large a region it is:
- Crescent Expanse (West): Nralakk and Solarian heavy region.
- Crescent Expanse (East): Coalition and Solarian heavy region.
- Crescent Expanse (Uncharted): Deep Crescent expanse, independents and
certain surveyors only.

Also adds a Lemurian Sea (Uncharted) sector if we ever go there.

Adds a `ccia_link` variable for sectors. Only usage is to block outbound
faxes to Central Command. For uncharted sectors. EBS remains an option
due to necessary CCIA functions (eg. scuttling), per Bear's wishes.

Adds `low_supply` variants of most vending machines and dispensers. For
later use, none mapped in.

Removes the `TEMPLATE_FLAG_SPAWN_GUARANTEED` flag from the sensors
array, because it meant it wasn't affected by `sectors_blacklist`. The
sensors array isn't so important it needs to be in every sector anyway.

Removes Burzsia from the `ALL_DANGEROUS_SECTORS` list, as the crisis has
passed and humanitarian relief efforts completed.

Adds the `ALL_EVENT_ONLY_SECTORS` for limited usage during event
arcs/similar where canon odysseys or certain thirdparties may infringe
upon an arc's narrative. Allows selective enabling/disabling of canon
odysseys or third parties for said arcs. Not intended for liberal
application.

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
sound/music/lobby/crescent_expanse/crescent_expanse_1.ogg | "Lüüü -
Weedance" by Lüüü, Obtained from
https://myprivateunderground.bandcamp.com/track/lu-u-u-weedance | CC
BY-NC-SA 3.0.
sound/music/lobby/crescent_expanse/crescent_expanse_2.ogg | "Little
Bradley - Sunset Drive" by Little Bradley, Obtained from
https://myprivateunderground.bandcamp.com/track/little-bradley-sunset-drive
| CC BY-NC 3.0
sound/music/lobby/dangerous_space/dangerous_space_1.ogg | "You Can't
Kill The Boogeyman" by Karl Casey. Obtained from
https://karlcasey.bandcamp.com/track/you-can-t-kill-the-boogeyman | CC
BY 3.0
sound/music/lobby/dangerous_space_2.ogg | "Prison Planet" by Karl Casey,
Obtained from https://karlcasey.bandcamp.com/track/prison-planet | CC BY
3.0
sound/music/lobby/lights_edge/lights_edge_1.ogg | "Is Anyone Left?" by
Karl Casey. Obtained from
https://karlcasey.bandcamp.com/track/is-anyone-left | CC BY 3.0
sound/music/lobby/lights_edge/lights_edge_2.ogg | "Running From The
Wendigo" by Karl Casey. Obtained from
https://karlcasey.bandcamp.com/track/running-from-the-wendigo | CC BY
3.0
2025-07-12 12:12:40 +00:00
smellieandGitHub 7b865b9f2e Adds the Xanu System & Xanu Prime (#20917)
Adds a Xanu region for Xanu Prime to spawn in. Ice/barren asteroids as
possible spawns for mining operations.

Adds Xanu Prime as a visitable planet, with 2 regions: the arid
grasslands of Naya-Khyber; the tundra of Himavatia.

Only basic, super generic planet ruins included.

Random ground survey data available for scientific investigations.

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

| Path | Original Author | License |
| --- | --- | --- |
| /html/images/scans/exoplanets/xanu_prime.png | Kyres1 (Sourced from
our own wiki) | CC BY-SA 4.0 |
| /sound/music/regional/xanu/xanu_rock_1.ogg | Swara Sutra
(https://swarasutra.bandcamp.com/album/indulgence) | CC BY-NC-SA 3.0 |
| /sound/music/regional/xanu/xanu_rock_2.ogg | Swara Sutra
(https://swarasutra.bandcamp.com/album/indulgence) | CC BY-NC-SA 3.0 |
2025-07-10 17:27:38 +00:00
b52a5c8e49 Himeo Ship (#20835)
Adds a Himean Patrol Corvette, along with all of its associated
features. Also adds the Nephilim blaster repeater cannon.

D1

![image](https://github.com/user-attachments/assets/b1693a9f-e095-4cf0-b2f8-4c53f0c3698d)
D2

![image](https://github.com/user-attachments/assets/4521c1fe-d542-411b-bc15-e332ab34fa97)
Submaps

![image](https://github.com/user-attachments/assets/0d8e290d-cd09-43d1-9d58-3027871cdc7c)


- [x] Fix the merge conflict
- [x] Role descriptions
- [x] Remember to delete the gold marker tiles
- [x] Door names
- [x] Deck 2 Atmos

---------

Co-authored-by: steviii <cormallenfield123@gmail.com>
2025-07-01 15:51:52 +00:00
Matt AtlasandGitHub 3837112bd1 Revert "Fix missing pixels in new hairstyle" (#20854)
bad merge
2025-06-17 02:33:31 +02:00
KingOfThePingandGitHub 7a939ec31f (Re)Adding Soul: Title3 (#20811)
This PR (re?)adds Title3 as possible server music and to the jukebox
(not the audiconsoles).
This song is as old as the game. Personally I like it a lot and think we
can have it for the approx. 3 people who have the lobby music not muted.
I used an improved, remixed version of the classic Title3 (originally
"Tintin On The Moon", composed by Jeroen Tel), that is better quality
and not grating on your ears. Some of you may know this version from
SS14.
Tested and working locally.

All appropiate attributions have been made. It is all marked under
(YouTube's) CC BY (reuse allowed) license.

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

| Path | Original Author | License |
| sound/music/lobby/title3mk2 | Jeroen Tel (original)/PinkBlossom6
(remix) | CC0 (free reuse) |
2025-06-16 22:21:56 +00:00
hazelratandGitHub 3bf8379ba2 Adds a new Skrell audible emote (#20823)
Adds the *peep emote, ported from
[Baystation](https://github.com/Baystation12/Baystation12/blob/dev/sound/skrell/peep1.ogg),
available for Skrell, at request of Stripes in froglore.

Original source is
[here!](https://freesound.org/people/Lauraforero0921/sounds/586009/)
2025-06-16 22:18:48 +00:00
BatrachophrenoandGitHub 156620ad4f Fix missing pixels in new hairstyle (#20828)
See title- the new haircuts leave two pixels of the head uncovered, this
fixes that. My bad, know better testing now... :(
2025-06-16 22:16:59 +00:00
KingOfThePingandGitHub d548cbb89f Adds Lyod Fatesayer Cards (#20782)
This PR adds a human lore item, "Fatesayer" cards(name may be subject to
change).
These are used by the people of the Lyod to tell your fate. 
They are a religious item for the loadout, intended for believers of the
shamanism interpretation of the Tribunal.

Could also maybe be added as a small addition to the wiki. The deck
description explains how to use them. The cards description explain what
they mean.

The cards in question:

![image](https://github.com/user-attachments/assets/1cbd5a82-8244-4d95-b706-78082ab5fc69)
2025-06-11 14:25:35 +00:00
Wowzewow (Wezzy)andGitHub 305038f064 Joker Poker, feat. You have UNOOOO (#20598)
<img width="125" alt="dreamseeker_Ipg96rH5Bq"
src="https://github.com/user-attachments/assets/9da6e048-a33c-4198-90ee-e47a05fc85a0"
/>


![dreamseeker_z2UllenFYc](https://github.com/user-attachments/assets/2f6791fe-3a23-4534-9f40-9758eb62dd7d)

- rscadd: "Streamlines card mechanics. Click on others to deal to them,
yourself to draw. Ctrl-click to draw, Alt-click to shuffle."
- rscadd: "Adds KOTAHI, the shedding type card game fun for the whole
family."
  - rscadd: "Tweaks throw sound volume."
  - bugfix: "Fixes some runtimes with cards."
  - imageadd: "New sprites for playing cards."

Also seperates picking cards into it's own verb, and no more tooltips
when concealed. No more cheating.

(Also changes the throw sound volume, so it doesn't horribly spike the
volume when you're dealing normally)

KOTAHI sprites by CevUI, modified by myself.
2025-04-13 10:14:05 +00:00
ASmallCuteCatandGitHub 4192ab80a4 This tweak makes Crusher meow less loudly. (#20668)
Small nerf to the volume of Crusher's meows (should theoretically affect
all cats as well)
2025-04-07 12:03:50 +00:00
e3f2b7de80 Engineering Fluff - Maintenance Panels (#20334)
* Added maintenance and large maintenance panels to various areas around
the ship. These are fluff objects that have no mechanical impact, but
serve as RP tools engineers can use to go to and interact with
departments.



https://github.com/user-attachments/assets/52d49e82-ba98-411f-901e-d9210f0ad6d0

---------

Co-authored-by: Hazelrat <ric.whe.don@gmail.com>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
2025-03-27 11:22:41 +00:00
5db905615d Re-added the Turbine (#19828)
![image](https://github.com/user-attachments/assets/8cf5c42a-0f36-49ae-b34e-19567c747a28)

This is intended for future use.

This is a direct port from Paradise, modified to work with our code.

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

| Path | Original Author | License |
| --- | --- | --- |
| sound/effects/electheart.ogg | tigercat2000 (Paradise) | CC-BY-SA |
| icons/obj/pipeturbine.dmi |
[PestoVerde322](https://github.com/PestoVerde322) (Beestation) |
CC-BY-SA |

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-12-28 18:30:31 +00:00
hazelratandGitHub 6968e0d55a Adds a rattling emote for Attendants (#20007)
At request of bug lore, adds a *rattle audible emote available
exclusively to Vaurca Attendants.

[Sound
origin.](https://uppbeat.io/sfx/rattlesnake-tail-shake-aggressive/6100/21239)
As far as I know this shouldn't require attribution.
2024-10-10 17:48:10 +00:00
FluffyandGitHub 9acce89e2a Weapons Racks (#19338)
Added weapons racks, can be locked/unlocked with an ID card.
Added weapons racks sprites, from Wezzy.
Refactored some circuitboard code, moved the defines, applied the
defines, DMDocs.
Moved mutable appearance appearance flag set to the mutable appearance
file.
Reorganized the Horizon armory with the weapons racks, moved things
around, put down markers on lockers depending on the danger level of
their content, reorganized content of the remaining lockers.
Made weapons racks constructable with circuitboards.


![image](https://github.com/Aurorastation/Aurora.3/assets/65877598/8b4ec7ae-40c4-4cd7-b338-76120d468b90)

![image](https://github.com/Aurorastation/Aurora.3/assets/65877598/a69d1f85-c4b2-4643-af2b-6832e3ea2c43)

![image](https://github.com/Aurorastation/Aurora.3/assets/65877598/11c1afe4-0fa1-4708-8eb4-64e1f5594913)

sound/items/metal_shutter.ogg -
https://freesound.org/people/bruno.auzet/sounds/524695/ (CC0, sound was
edited)
2024-06-09 17:07:52 +00:00
FluffyandGitHub 37c49194b3 Added an initial implementation of field howitzers (#18977)
Added an initial implementation of field howitzers

Howitzer and projectile sprites are from TGMC
Powder sprites are from NSV13
Firing sound is from https://freesound.org/people/qubodup/sounds/161341/
(CC0)
Clanking sound is from
https://freesound.org/people/simone_ds/sounds/366084/ (CC0)

---------

Signed-off-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2024-05-12 19:01:02 +00:00
RustingWithYouandGitHub f3f802b372 Uueoa-Esa, Part 7 - The Wasteland (#19014)
Adds several ruins for the Wasteland.
2024-05-06 14:56:24 +00:00
AlberykandGitHub dd136a25ac Adhomai Soul Injection: radio and lobby music (#18966)
This pr adds some minor soulful additions to Adhomai, including radio,
lobby music, and custom survey results for the planets.
2024-05-05 13:58:48 +00:00
CrosariusandGitHub edd0376490 Bare-clawed Unathi footstep sounds. (#18975)
This PR will add barefoot walking sounds for Unathi. Their claws will
make a clicky sound when they walk around. The sound files are
lightweight, and should be less than 75 kilobytes total.

The claw clicks are bespoke, sourced from a family dog and edited for
clarity and noise reduction.
The footstep noises beneath are from walk_indoor_barefoot.mp3 by
dragonmin -- https://freesound.org/s/554592/ -- License: Creative
Commons 0



https://github.com/Aurorastation/Aurora.3/assets/30341877/322a9767-ba2c-41df-82ae-21a7f80816ac
2024-04-20 10:25:59 +00:00
RustingWithYouandGitHub a066384247 Uueoa-Esa, Part 1: Sector & Planets (#18941)
Adds the Uueoa-Esa system, its skybox and stargazer, and its lore
planets, currently without ruins for ease of review.
2024-04-18 14:03:05 +00:00
RustingWithYouandGitHub 52cd17a872 Moghresian & Ouerean Animals (#18691)
* moghresian animals

* otzek to crate, changelog

* cl

* the refactoring

* no xenomeat

* use_check_and_message, booleans

* more use_check

* oops

* armor components

* get_blocked
2024-03-25 22:17:46 +00:00
57067892d8 Ports the weather system from Nebula. (#18706)
* part 1

* compiles?

* IT WORKS

* vis contents

* fixes

* umbrelloid

* umbrella 2

* dsasdd

* stuff

* lmao

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-03-24 14:05:00 +00:00
82beece3db Backports the new zombification mechanics from the Konyang zombie event. (#18710)
* Reorder parasites

* sounds

* organ defines, dmdocs

* maiming stuff

* undead changes, abilities

* hylemnomil, undead sprites

* antibodies

* antibody extractor code

* icons

* antibody fixes

* antibodies vial, rock break sfx

* You're all going to die down here.

* hylemnomilz eta vial and attributions

* zombified organs can't be removed

* hylemnomil zeta edits

* fixes

* lmao

* easier check

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-03-24 14:04:52 +00:00
b7b62cfcc7 Adds custom Konyang lobby music. (#18478)
* Adds custom Konyang lobby music.

* fix the credits before the police kills my ass

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-02-24 00:16:30 +00:00
a16fce4b71 Konyang: The Infected (#18301)
* ipc zombies

punch sounds & corpses

jungle map & icon fix

sounds

zombie village

glowing screen: you should kill yourself, now

light

ship 1

da wreck

infected outpost

ok ok ok

globs & templates

* changelog

* Update code/modules/mob/living/simple_animal/hostile/ipc_zombie.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>

* Update code/modules/mob/living/simple_animal/hostile/ipc_zombie.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>

* dmdoc & parent call

* unspeakable its patterns laid

* yeah

* glob

* Update code/modules/mob/living/silicon/robot/items/robot_tools.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>

* Update code/modules/mob/living/silicon/robot/items/robot_tools.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>

* Update code/modules/mob/living/simple_animal/hostile/ipc_zombie.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>

* Update code/modules/mob/living/silicon/robot/items/robot_tools.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>

* dmdoc

---------

Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2024-02-03 00:18:05 +00:00
RustingWithYouandGitHub 4e264f02b7 Konyang: Welcome Voiceover & Cargo Prices (#18199)
* welcome & cargo prices

* cl fix bc it broke

* formatting
2024-01-15 14:00:05 +00:00
2f1b2973ba Bomb (and traps) detector (#17959)
* sdfa

* sdf

* Apply suggestions from code review

Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>

* sfda

---------

Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2024-01-11 11:52:24 +00:00
FluffyandGitHub 51a96cb43e sfad (#18021) 2023-12-24 11:18:41 +00:00
0b8ec5726a Adhomian typewriter and camera (#17999)
* things

* paper

* oh the misery

* fixes

* stuff

* aaa

* Fixes

* more fixes

* more fixes

* final fixes i hope

* Fixes

* destroy fix

* more destroy

* white space

* Update code/modules/paperwork/typewriter.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

* Update code/modules/paperwork/typewriter.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

* Update code/modules/paperwork/typewriter.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

* Update code/modules/paperwork/typewriter.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

* Update code/modules/paperwork/typewriter.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

* Update code/modules/paperwork/typewriter.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

* Update code/modules/paperwork/typewriter.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

* Update code/modules/paperwork/typewriter.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

* Update code/modules/paperwork/typewriter.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

* Update code/modules/paperwork/typewriter.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

* Update code/modules/paperwork/typewriter.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

---------

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2023-12-24 03:36:05 +00:00
ee5812da63 Suit Cyclers now store voidsuits on the SCCV Horizon (#17815)
* Suit Cyclers now store voidsuits on the SCCV Horizon, and can also store and disinfect masks and magboots

* CL

* Fix CL

* Don't use `return_own_image` for mask and boots

* Cut out the mask and boot overlay code entirely

* Update tgui

* Re-add prepared cycler to deck 3

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2023-12-18 00:11:19 +00:00
PirouetteandGitHub 2880d7098b Ported surgery sounds from /vg/station (#17531)
* Ported surgery sounds from /vg/station

Source: https://github.com/vgstation-coders/vgstation13/pull/31850

* Requested changes

* accidentally a line

* Moves cautery sound
2023-10-13 08:01:21 +00:00
f18d4128ad [WORK IN PROGRESS] Konyang and Point Verdant (#16714)
* starting point verdant

* major progress

* PAIN

* test

* zlevels AAGHHH OH NO

* im scream

* kawnyang

* dam thats good

* Biff Largehuge

* Look Gordon, ropes!

* wawagh

* rgrhgrhrgrh

* Gordon, you're alive! Thank God for that hazard suit.

* help

* frownie face

* wegh

* Gordon! Get away from the beams!

* Good morning, Gordon.

* Signs

* fix multiple proc definition

* initial ambience

* gay rain

* beach and some pebbles literally

* fixing conflicts aUGH

* generation

* guh?

* sewers and beach additions

* maping

* map

* womp womp

* landing zone

* fixing missing shit

* buddha

* ass

* major map updates

* implemented key doors, fixed baloon alert and tasks

* mineral color, adds ozone layer

* real fake walls

* vending subtypes for the regional market

* mooooar

* minimart pt 1

* haneunim skybox

* station mapping progress

* minimart and roboclinic

* offices progress

* bar work

* size change, some polishing of the office + police station

* map size update. Also a fuckton

* tunnels

* more work

* Why doesnt the map initialize

* broke shit

* fixing point verdant spawning, also ocean landing zone

* finishing some buildings

* mapping, village, not finished

* village, main road

* village stuff

* village stuff

* village stuff

* village stuff

* anchoring

* village stuff

* random space tiles fix

* random space tiles fix

* bin fixes

* missing initialize hint on new floors

* fix open space on basement level

* idk

* missing initialize hint

* tests again please

* tests rerun please

* oven/small be gone

* remove shuttle landmarks idk

* bad stairs fix maybe

* fix missing open space above stairs

* tests rerun please

* CircularRandomTurfAround fix

* spaces to tabs

---------

Co-authored-by: atteria <tarkona@protonmail.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: DreamySkrell <107256943+DreamySkrell@users.noreply.github.com>
2023-09-23 21:23:38 +02:00
1b51600ca6 Kitchen Resprites (#17311)
* Kitchen Resprites

* for ata

* Update code/modules/cooking/machinery/cooking_machines/container.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

* Update code/modules/cooking/machinery/cooking_machines/container.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

* Update code/modules/cooking/machinery/cooking_machines/container.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

* Update code/modules/cooking/machinery/cooking_machines/container.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

* admiral ackbar cereal

* walter j hartwell

* for real?

* hank schrader

---------

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2023-09-19 09:58:22 +00:00
FluffyandGitHub 784a08ea1d Fix computer looping sounds and minor refactor of looping sounds (#17319)
* sdfas

* sdf
2023-09-12 10:38:18 +00:00
nautandGitHub 52e705d6d0 Removes computer idle & airlock 'failure-to-close' sounds (#17261)
* removes the idle sound from computers

* soul crushing

* also removes door close failure sound

* changeloog

* addresses changes and delay
2023-09-10 16:43:33 +00:00
cc8eab09ef Reagent Containers : The 3/4thening & Contained Spritening (and other related food things) (#17231)
* food and drink

* sabrage

* kanpai and blasted on grain alcohol

* beakers

* Update code/modules/reagents/reagent_containers/food/cans.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>

* Update code/modules/reagents/reagent_containers/food/cans.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>

* Update code/modules/reagents/reagent_containers/food/cans.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>

* Update code/modules/reagents/reagent_containers/food/cans.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>

* Update code/modules/reagents/reagent_containers/food/cans.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>

* Update code/modules/reagents/reagent_containers/food/drinks/bottle.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>

* Update code/modules/reagents/reagent_containers/food/drinks/bottle.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>

* changelog

* the contained sprite-ening....

* deletes old file

* teapot

* aaaaahhhh

* AAAGH INHANDS

* volume = 30

* fixes invalid icon state

* is this really that fucking esoteric

* Revert "is this really that fucking esoteric"

This reverts commit 5b238c7821.

* this should fix it maybe

* fixes 2

* the simple solution

* skibidi toilet

* god dammit

* jyalra

* redundancy

---------

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2023-09-06 18:54:20 +00:00