334 Commits

Author SHA1 Message Date
FabianK3 50eb01db6e Lobby track and background machine ambience (#22789)
# Summary

This PR adds a new grim spatial sound track to the lobby track list +
lemurian sea sector and adds an ambience loop tracks to vents+scrubbers
as well as SMES's.

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

| Path | Original Author | License |
| --- | --- | --- |
| sound/music/lobby/spatial_audio.ogg | [spatial audio 2 by
BadWolf23/freesound.org](https://freesound.org/people/BadWolf23/sounds/723957/)
| CC BY 4.0 |
| sound/machines/ventilation_humming.ogg | [humming machinery by
Lewooz/freesound.org](https://freesound.org/people/Lewooz/sounds/545952/)
| CC0 1.0 |
| sound/machines/electrical_humming.ogg |
[SFX_GEOFON-HUM-ELECTRICAL-BOARD_4824_01 by
pblzr/freesound.org](https://freesound.org/people/pblzr/sounds/785942/)
| CC0 1.0 |

**Changes made to original sounds:**

- Added fadein/out to spatial_audio, reduced volume, corrected file
metadata (author, trackname, comment).
- Cut background noise in ventilation_humming, shortened soundfile,
corrected file metadata (author, trackname, comment).
- Shortened electrical_humming soundfile, corrected file metadata
(author, trackname, comment).
2026-07-09 21:04:01 +00:00
runecap 441ef5805d Splits Pilot: SpaCecRaft intO three levelS and Adds Piloting Education BacKgrounds (#22673)
These were some of the first given feedback for skills, so I may as well
implement it.

Piloting is now split into three levels like other skills which note
what pilot class of vessel you may comfortably pilot.
(Familiar) **Shuttle Pilot** is for all landables: Spark, Canary,
Intrepid, the Quark, and the like are all equal under it.
(Trained) **Class II Pilot** covers most ships, which are "overmap-only"
and unable to land or dock.
(Professional) **Class IV Pilot** covers only the Horizon normally, but
design-wise extends to whatever is the main player ship, or for anything
massive

**Antags get Professional Pilot, so they can always do ship hijack
gimmicks without worry.**

As a convenience to make Bridge personnel stand out, Professional/Class
IV Pilots can deduce their current overmap coordinate from examining
space on help intent for 3s. There's no way to directly link to the
overmap, so on the backend, this ability briefly references an existing
ship console.

### Design

Class II and IV are pre-existing terms in-lore, used on the Interstellar
Travel page to refer to civilian size classes.
With how important each level of piloting is, they cost _+4 points_ each
instead of going 2 -> 4 -> 8. This lets there exist the occasional pilot
character from any background, but it's _always_ an investment and
piloting the Horizon stays hard without training.
As Familiar currently costs 6 points, this is effectively a 2-point buff
for most cases as you'll rarely have to pilot non-shuttles.
(**EDIT**: Piloting levels are now 4 -> 8 -> 10 so there's a bit of
flexibility to have an extra skill for Professional Pilots from
Expeditionary Trade)

#### The _**real meat**_ of this PR...
is that you can now attempt to pilot vessels a level higher than you
with penalties, so there's now a failure spectrum should you manage to
access an adjacent-class ship rather than always being hard-locked. The
penalties affect acceleration, slowing, turning, and rolling. They're
most extreme for Shuttle and Class IV to represent how clueless an
unlicensed pilot would be and how complex the Horizon realistically is
to operate.

With smart usage of autopilot, you can actually find a way to travel
normal-ish. I think this is a fun interaction to have for underskilled
characters, and makes autopilot actually have a use as it otherwise
kills you. Maybe Bridge personnel can give lessons to Class II pilots
with it.

### Piloting Education Backgrounds

Coming are THREE piloting education backgrounds: Flight Academy, Fleet
Training, and Expeditionary Trade.

#### ALL GET _Familiar Electrical Engineering,_ _Familiar Atmospheric_

(EDIT: Flight Academy is now the only background that gets Familiar
Mechanical Engineering, this makes them stand out as being notably
handy/utility-ready for emergencies, but other backgrounds can still
easily match them with points.
Fleet Training has Tenacity down to Trained for character variety,
though tenacity is very slight buffs and hard to notice.
Expeditionary Trade now uses Familiar Firearms over Familiar Armed
Combat as it's more immediately important.)

Electrical Engineering now lets you use a power cell on an unpowered
ship console to give it emergency battery life based on the charge. This
helps with cases of being stranded from an APC broken by a meteor, a
high-capacity cell can give 10m or more based on Electrical level. I may
expand this bypass mechanic to all consoles in the future.
Atmospherics skill has no implementation currently, but dealing with
breaches or cycling on shuttles is too important.

Flight Academy - BC, XO, Captain
*Professional Piloting, Trained Leadership, Familiar Mechanical
Engineering*
> "You are at least 25 years of age, with the best navigation training
the Spur can offer, vessel handiness in a pinch, and the know-how for
reining in or assuring passengers for the voyage."

Flight Academy has Leadership honestly just because I didn't want Fleet
Training to look too good, and because I think they can rock the "this
is your pilot speaking" in a cool way. Bridge personnel are usually the
ones that have to wraggle people on away sites, especially during
events.
Mechanical Engineering allows them to make machine frames of ship
consoles in emergencies.


Fleet Training - BC, XO, Captain 
*Professional Piloting, Trained Firearms, Trained Tenacity*
> "You are at least 25 years of age, with the most extensive navigation
training possible and military discipline to back it up. You're a steady
shot in emergencies and, damn it-- You. Go. Down. With. The. Ship."

This was made because a player informed me many BC and XOs choose
military backgrounds, and the +4 points design would prevent that. Fleet
Training isn't the same as Military Training, but having all of Piloting
gives you 6 points free to match MT if wanted. The high Tenacity is
primarily for surviving in ship combat, where you'll probably
bleed/suffocate to death.

Expeditionary Trade - Miners, Xenology roles, OM, RD
*Familiar Piloting, Familiar Firearms, Familiar Medicine*
> "You've developed trade skills for a career of expeditions. You are at
home in a shuttle piloting to and from for an average day's work. You
can even hit a shot or tend to wounds when things eventually get
unsafe."

This is for Miner and Xenoarch primarily. An expedition is just any
journey with an objective, all roles revolving around piloting shuttles
to an objective needs to be able to hold their own if they ever find
carp or have an accident, especially since they'll likely be alone.

#### MISC stuff

corrected shaper gear comments I left wrong

Hotwiring piloting consoles now checks for Familiar in Electrical
Engineering. Its visible emote also now looks identical to attempting an
emergency bypass at first glance, so you can sneakily attempt one with
an unpowered console.

The Doctor of Psychology education background now gives Trained in
Leadership. This was intended to be uncommented, but the person forgot
to do it.

Research Directors now need to have Familiar/Shuttle Pilot. According to
the Guide to Piloting wikipage, they're supposed to be able to fly the
Intrepid and Quark for expeditions, and likely mirroring how the OM can
fly the Spark, but an RD can spawn completely incapable of piloting
currently.

---------

Signed-off-by: runecap <43975590+runecap@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2026-07-08 17:13:18 +00:00
Batrachophreno fd0935eb5a Radio Stations (#22760)
Radio station configuration for several sectors
2026-07-01 10:31:51 +00:00
c#min7 60d09f31b1 TCAF expansion/rework stuff (#22717)
- renames/redescs/etc existing stuff to fit new TCAF lore
- lots of 4 years defunct TCFL stuff has been deleted or
repathed/renamed
- the tcfl peacekeeper ship that was soft-removed has been deleted
- the uniforms has also been modified and have had the necessary amount
of blue added. essentially i kitbashed the old TCFL uniforms with the
new TCAF uniforms

i probably missed a lot of tcfl stuff still.

---------

Signed-off-by: c#min7 <sadkermit01@gmail.com>
Co-authored-by: Kano <89972582+kano-dot@users.noreply.github.com>
2026-06-22 13:53:32 +00:00
Batrachophreno f1ac588b71 Lemurian Sea hotfixes (#22731)
changes:
- rscadd: "Adds some additional grates to the Horizon's D2 Medical for
traction in zero-g."
  - rscdel: "Removes ADPI sound effects."
  - bugfix: "Fixes inflated Gravity Anomaly timing values."
  - bugfix: "Fixes ADPI line retrieval."
  - qol: "Reduces screenshake strength globally by 33%."
2026-06-19 12:51:12 +00:00
Batrachophreno 62d3ee304b Lemurian Sea Hotfixes (#22694)
Tunes overmap spawns, hazard weighting, away site and offship exceptions
for the 8th time, admin logging, grav anom safeties for shuttles, etc.

<img width="425" height="245" alt="image"
src="https://github.com/user-attachments/assets/405a9887-9daf-4781-a9c3-2b837db09fbb"
/>

^ LOOKING AT YOU, TRAMP FREIGHTER
2026-06-13 22:18:36 +00:00
Batrachophreno 0c7ab8baa7 Lemurian Sea (#22686)
changes:
  - refactor: "Refactors Gravity Generator UI from HTML to TGUI."
- rscadd: "Adds sector-based modifier var 'overmap_hazards_multiplier'
for generating total overmap hazard count."
  - soundadd: "Adds new Lemurian Sea 'welcome' announcements."
- rscadd: "Added Lemurian Sea gravitic anomalies as overmap hazards and
random events."
  - rscadd: "Adds ADPI/The Voices."
- rscadd: "Adds ADPI Panel for modmins to send ADPI messages to a single
character or all characters from their respective pools, or custom
messages."
- balance: "Vaurca Hivenet communication, the Hivenet Manifest, and
Hivenet Echoes are now disabled while the ship is in Lemurian Sea
sectors."
2026-06-13 16:25:49 +00:00
Casper3667 0c08e73820 Fixes education age restriction and max skill level in educated skills (#22645)
The education age restriction now applies to tajara and unathi as well.
The max skill level was supposed to be unlocked in educated skills, but
was being accidentally locked to only the skill level the education
gave. This meant someone uneducated could sometimes get even higher
skill than an educated person, by spending skill points.
The three combat skill ranks were reduced to trained level as their max.
It was not possible for players to get higher before, and 3 was already
the baseline. If a professional is ever implemented for antags or
similar, it can be set back again then.
Doctor of Pharmacy was reduced to only need 25 years old, due to both
the description and that the pharmacist job has that age requirement
too.

fixes https://github.com/Aurorastation/Aurora.3/issues/22376
fixes https://github.com/Aurorastation/Aurora.3/issues/22286
fixes https://github.com/Aurorastation/Aurora.3/issues/22232 kinda. It
was already fixed, but more fixing on restrictions also reported on it.
fixes https://github.com/Aurorastation/Aurora.3/issues/22610
2026-06-08 10:49:03 +00:00
Fyni 4e77c34f64 Adds more accents for ZH owned IPCs (#22463)
Adds 3 previously available accents to ZH megacorporate owned IPCs,
after a quick chat with synth lore. These are:

- Assunzione
- Aemaq
- Valkyrie

---------

Signed-off-by: Fyni <itsfyni@gmail.com>
2026-05-18 21:45:51 +00:00
runecap bcac7f7567 Adds Hivenet echoes for Vaurcae (#22140)
First PR. Adds mechanical representation of faint Hivenet echoes for
Vaurcae. Like the lore, only they can pick them up.

It's designed for a lot of variety so as to trigger every 3-5 minutes
without boring players. All together, there's 500 different echoes.
There are three categories of broadcasts (gossip, happy, tense) split
between "starter" and "response" messages to imitate two vaurcae
talking. These make up 380/500.

Gossip can occasionally have a singular, joined echo to represent only a
single vaurcae talking for extra variety. Happy is less common and tense
is the rarest, implying possible danger.

There's also echoes of projections, on a separate 4-8m timer with 120
different sensations for the remaining echoes.

Hivenet should never feel empty again and echoes extend past being
fluff, they can prompt roleplay since they'd ICly be just as valid as an
in-round broadcast. Echoes are automatically disabled in the Lemurian
Sea to represent the Fog there and can be manually toggled by Admins &
Storytellers for gimmicks or events.

---------

Signed-off-by: runecap <43975590+runecap@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2026-05-18 19:21:31 +00:00
VMSolidus 3b6d0f20ec Light Sensitivity Refactor (#22386)
The last time the Light Sensitivity code was changed, I remarked in a
review that "This should probably be a component so that its code isn't
being run on every mob forever". Well I've gotten around to doing that
myself, except I figured out it's even better off as an Element in this
situation rather than a Component. So this is now my first time adding
Elements to the repo. It turns out they're really awesome when paired
with signals.

This PR removes the hardcoded check for the light senstivity and dark
phobia traits from the Life() path, replacing them instead with two
Elements which hook into the pre-existing signal used to handle vision
updates for human mobs. I've mainly done this to help cut down on the
overwhelmingly high cost of the Life() codepath, which is currently one
of the most expensive paths we have.

While I was at it with refactoring these two, I noticed that there
wasn't a trait selection for either of them, so I added selections for
both traits to the disabilities tab so that players can opt-in to being
light sensitive or afraid of the dark!

<img width="318" height="336" alt="image"
src="https://github.com/user-attachments/assets/a1e60e83-d899-44df-8ea3-0cd5a87c231c"
/>
2026-05-18 19:21:19 +00:00
c#min7 62593e66de Reade and New Gibson Origin Updates (#22415)
a bunch of changes to Reade and New Gibson origin stuff following lore
expansions
2026-05-11 18:13:04 +00:00
c#min7 6d56134174 Brings back representative objectives (#22396)
fixes representative objectives not being sent after dual representative
offices were added. they now appear in-hand, instead of being faxed, bc
i am not adding a claim system to the offices

additionally, reformats the objectives letter and includes a
confidential notice

while I was here, I also re-did all of the Megacorp / Biesel objectives

---------

Signed-off-by: c#min7 <sadkermit01@gmail.com>
Co-authored-by: FabianK3 <21039694+FabianK3@users.noreply.github.com>
2026-05-07 00:16:17 +00:00
Cody Brittain 149d4205d3 Remove light sensitivity from Gadpathurians (#22342)
<img width="556" height="81" alt="image"
src="https://github.com/user-attachments/assets/bf5ef9e3-9c83-4aea-a2a4-de04a78b4c59"
/>
This shouldn't have been added in the first place. This resolves it
since Gadpathurians don't make sense to have it.
2026-04-28 23:42:16 +00:00
Batrachophreno aaea5d8a57 Assunzione & Port Volturno (#22258)
Contains assets, code, maps, etc. for Assunzione and Port Volturno. This
is something like v0.9 for live unit testing, etc. Do not merge yet.

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

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/structure/urban/arches.dmi |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/structure/urban/assunzione_neon.dmi |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/structure/urban/assunzione_signs.dmi (stafylia_sign) |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/structure/urban/billboard.dmi (sign_assunzione1 & 2) |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/structure/urban/poles.dmi (radial_floodlight) |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/structure/urban/restaurant.dmi (menu_gyro) |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/structure/urban/statues.dmi (aec_small) |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/pottedplants_big.dmi (luce-vine-plant) |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/pottedplants_small.dmi (luce-vine-plant) |
[Fyni](https://github.com/Fyniiy) | CC-BY-SA |
| icons/obj/structure/urban/billboard.dmi (sign_assunzione3) | Minzeyes
| CC-BY-SA |
| icons/obj/structure/urban/assunzione_96x110.dmi | Minzeyes | CC-BY-SA
|
| icons/turf/smooth/composite_brick.dmi |
[nauticall](https://github.com/nauticall) | CC-BY-SA |

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: Kano <89972582+kano-dot@users.noreply.github.com>
2026-04-19 19:50:20 +00:00
VMSolidus 260f744906 Skills System Revival: The Things She Remembered Had Never Been Her Own (#21853)
This PR is a revisit to the previously derelict PR #20159 that has been
unfinished for sometime now. More details about it in general can be
found here:
https://github.com/orgs/Aurorastation/projects/2?pane=issue&itemId=53167153

For awhile I've been talking about "Things I've been doing but it would
be really nice to do them with a skills system", or "And here's how I
would put this into the skills system when it's done". The main thing
that was stopping me from building it myself was having poor real life
skills in UI code and in DB code. However, I've gotten permission to
resume this PR, which has already completed the steps I would not have
been able to do myself. The rest of the PR fits well into my skillset as
a dev.

I'm opening this PR as a draft so as to enable my dev environment to
locally track all the previously modified files. I'll take this PR out
of draft and give this a full writeup when I have more work to show for
the PR this weekend.

### TODO

- [x] Rework a decent chunk of the currently existing skills to no
longer require hardcoded inserts into other systems. EG, converting from
classical ss13 methods, to modern /tg/-style ECS coding methods that
work off of component-signal patterns.
- [x] Make sure all of the existing skills have actual game
functionality (I won't PR a 2016 Baystation12 situation where 90% of the
skills are fluff only)
- [x] Add the various skills not yet made but are necessary for
completion sake, EG: Pilot (Spacecraft), Gunnery, Pilot (Walkers).
- [x] Examine each existing job in the game and assess whether it should
have a skill made with it in mind, or if it's covered by an existing
skill.
- [x] TO DISCUSS, BUT NOT ESSENTIAL: Additional skill proposals not
currently in the pre-existing TODO list, proposing subcategories.
- [x] Ensure that the previous TODO list is completed.

### Current Skills
The current list of skills, checkmarked for if I've completed them/they
have actual game mechanics. Or if we're just relegating them to separate
PRs. Originally this list was going to be forced to visit for a bare
minimum "does at least one thing" requirement, but now that is being
forgone due to this PR ballooning out of control and in complexity, as
well as development time overruns.

- [x] Bartending
- [x] Cooking
- [x] Gardening
- [x] Entertaining
- [x] Electrical Engineering
- [x] Mechanical Engineering
- [x] Atmospherics Systems
- [x] Reactor Systems
- [x] Medicine
- [x] Surgery
- [x] Pharmacology
- [x] Anatomy
- [x] Forensics
- [x] Robotics
- [x] Pilot: Spacecraft
- [x] Pilot: Exosuits
- [x] Research
- [x] Xenobotany
- [x] Xenoarchaeology
- [x] Xenobiology
- [x] Unarmed Combat
- [x] Armed Combat
- [x] Firearms
- [x] Leadership

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: FabianK3 <21039694+FabianK3@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2026-04-18 14:33:48 +00:00
Batrachophreno 3a24560dcf Callistean/Europan Origins Fix (#22151)
Adds missing new singletons from Sol origins list

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2026-04-05 17:12:41 +00:00
Batrachophreno 5644bb4a74 Split Jupiter Origins, Add Origin Traits (Europa, New Gibson) (#22136)
Approved by lore (Schwann, Sammy).

changes:
- refactor: "Splits the Jupiter origin into three: ('Jupiter', 'Jupiter,
Callisto', 'Jupiter, Europa')."
- balance: "Characters with the Europa origin gain the Cold Resistance
and Light Sensitivity traits."
- balance: "Characters with the New Gibson origin gain the Cold
Resistance trait."

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2026-04-04 22:24:02 +00:00
Batrachophreno 9e9808ab8a Light's Edge (#22103)
changes:
- rscadd: "Adds additional configuration data to the Light's Edge
sector."
  - soundadd: "Adds a Welcome AI voiceline for the Light's Edge sector."
  - imageadd: "Adds Light's Edge sector skybox."
  - imageadd: "Adds Light's Edge sector state to the Stargazer."
- balance: "Slightly decreases default light brightness, slightly
increases night mode light range."
  
(Light changes before and after for reference. It's a weird inclusion
for a sector PR, but I found the lights on the Horizon were washing out
the starlight, and after I stopped trying to modify starlight and
instead modified the actual light machinery, I found that the values I
landed on actually looked really nice across the ship and offsites
tested.)

Before
<img width="1346" height="1342" alt="before"
src="https://github.com/user-attachments/assets/f3d1389f-26bd-4649-a5fd-049fbee8358b"
/>
After
<img width="1347" height="1341" alt="after"
src="https://github.com/user-attachments/assets/d3109ba7-4603-47c5-83f6-5b3caa136d76"
/>
2026-03-26 20:45:31 +00:00
Greenjoe12345 4c239c7f69 Allows Adhomian tajara to select Biesel citizenship. (#21958)
To represent those who immigrated there as an adult. Note the important
information.
2026-03-07 08:35:29 +00:00
Greenjoe12345 924b94e195 Little Adhomai origin alterations (#21936)
This allows Little Adhomai tajara to take Biesel citizenship, and gives
them some heat resistance to represent them being more used to warmer
climates then Adhomai.
All tajara ethnicities are able to be Biesel consulars.
2026-03-02 06:56:08 +00:00
Cody Brittain 7709489602 Updated Tajara job restrictions to reflect ethnicity overhaul. (#21929)
For the upcoming Tajara ethnicity overhaul.

Zhan-Khazan can now be Operations Managers and Chief Engineers. M'sai
can now be Executive Officers.

Putting this up now for code review purposes. Full retcon will be
announced soon (and then this can be merged).
2026-03-01 06:40:50 +00:00
Greenjoe12345 6650b9f745 More consular guard outfits (#21804)
A new wave of bodyguard outfits:

<img width="139" height="138" alt="image"
src="https://github.com/user-attachments/assets/05bd4d24-ca2b-42cc-9d6d-81a13bee786b"
/>

Tau Ceti consulars now get a BSSB agent as their bodyguard.


<img width="133" height="137" alt="image"
src="https://github.com/user-attachments/assets/b1d1495c-881b-4ace-a6b6-a16a673b9228"
/>

Sol consulars now get an enlisted member of the Solarian army as their
bodyguard.


<img width="134" height="138" alt="image"
src="https://github.com/user-attachments/assets/349013ee-632b-4d80-bdff-b05c5ac318df"
/>

Elyran consulars now get a Elyran navy infantry member as their
bodyguard.


<img width="138" height="137" alt="image"
src="https://github.com/user-attachments/assets/a55e1f2d-8f0b-4fdc-835a-e6a780efa8e1"
/>

Golden Deep consulars now get a Hoplan as their bodyguard


<img width="131" height="137" alt="image"
src="https://github.com/user-attachments/assets/1d441640-9c85-4268-b3d7-78497f94be2f"
/>

Nralakk consulars now get a qukala as their bodyguard.
2026-02-14 08:53:04 +00:00
Wildkins a7f6cab456 Fix cultures not firing on_remove if they're replaced by the same culture (#21842)
see title

the better option would be for set_culture to only fire once when
spawning in, but i am not refactoring that mess
2026-02-11 16:54:45 +00:00
Casper3667 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
Greenjoe12345 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
Cody Brittain 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
Batrachophreno 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
ElorgRHG 5e69ccbd6a Resprites all Tajaran consular clothing (they also now have coats) (#21688)
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.
2026-01-14 19:29:11 +00:00
FearTheGabby 39cda82437 Allows Wasteland Dionae to have no citizenship (#21683)
Per the existence of trading/slavery lore for some Dionae cultivated in
the Moghesian Wasteland. Approved by GrandMasterChief, Diona maintainer.
2025-12-30 11:35:29 +00:00
Casper3667 3541ce57fd Slight rework of how tajaran watches work and new papercode for taj time (#21582)
This does a few times, after the scope got bigger than I originally
planned:
- Watches now have an action button top left to check time.
- Taj time checking code was moved over to the time helper file to not
be watch exclusive.
- The taj wrist watches now shows the time on adhomai.
- Papercode now has the ability to show taj time and date, and to insert
the credit symbol.
2025-11-30 11:17:14 +00:00
Wildkins bad60b2f67 Revert new lobby ui. (#21494)
Reverts #20467

For some reason, if you put a png into icon() and then show that to a
client, it uses a colossal amount of GPU. No idea.

Reverts to our older lobby system pending TGUI update.

Fixes #21489
2025-10-14 23:04:18 +00:00
Ben b93068200a Liberty's Cradle Sector Improvements (#21254)
- Adds cargo price coefficent for all suppliers with help from lore (for
most it is +20% if non-megacorp, -20% if megacorp)
- Refactors Xanu to be child of Liberty's Cradle, this should be what is
done for the other major systems in the region
- Removes port of call days for liberty's cradle

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2025-09-15 12:12:18 +00:00
Ben 532a9f7819 Crescent Expanse Price Adjustments (#21327)
With https://github.com/Aurorastation/Aurora.3/pull/20956 implemented
and a review of cargo pricing, lore believes that the current settings
for Crescent Expanse (price *200!) is too high, and significantly
brought it down

The goal with the changes is allow cheaper goods to still be
purchasable, but more specialized equipment (positronic + SM crystal for
example) like requiring delving into department accounts

---------

Signed-off-by: Ben <91219575+Ben10083@users.noreply.github.com>
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2025-09-15 12:05:56 +00:00
Ben 859b936cc1 Adds missing cargo coefficents to Crescent Expanse (#21257)
Title

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2025-08-31 15:30:55 +00:00
Fyni 3dbef51651 Slightly tweak Zhurong accent to fix apostrophe bug (#21237)
Removes the apostrophes from the flavour text by slightly tweaking the
wording, since they throw up an unpleasant looking error.

---------

Signed-off-by: Fyni <itsfyni@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-08-28 10:36:49 +00:00
Fyni e25484b6a7 Adds the Zhurong Accent (#21212)
Adds the Zhurong accent, available to Dominian Core World and Dominian
Exile.

Made with approavl of lore team.

Special thanks to Shimmer and Yonnimer for helping me with my first PR!

---------

Signed-off-by: Fyni <itsfyni@gmail.com>
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2025-08-22 22:36:41 +00:00
FearTheGabby 0b63d06521 Adds the Clockwork Stave, a Trinarist null rod variant (#21194)
Title. No special mechanics for it unless requested by synthetic lore
<img width="608" height="608" alt="image"
src="https://github.com/user-attachments/assets/bf3e2afe-b5c5-473c-8fba-8437d7107f31"
/>
<img width="77" height="76" alt="image"
src="https://github.com/user-attachments/assets/46570b24-ab02-4486-896c-34e67507c7c5"
/>

Noble Row is credited with the on-mob sprites!

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2025-08-22 12:30:42 +00:00
FearTheGabby 1adaa17a28 Renames "Orepit" citizenship/origin to "Ecclesiarchy of Orepit" (#21186)
Requested by synthetic lore to be in line with [this lore canonization
app](https://forums.aurorastation.org/topic/21610-rename-orepit-in-an-official-capacity-to-the-ecclesiarchy-of-orepit)

---------

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
2025-08-22 12:00:51 +00:00
Casper3667 89ca6b1cda Small raskariim overhaul (#21189)
This PR is intended to make raskariim more playable on the station. It
accomplishes this in two ways: First by allowing raskariim the choice of
fake religion, so they are not bound to always be fake ma'ta'ke, but can
also fake being for the suns.
The second thing is the addition of 3 new charms. These charms can only
be selected by raskariim in the loadout, and is intended as being
related to one of the three sects. If a character who is a raskariim
examines the charm, they get an extra message as shown in the images,
that the owner is also a raskariim. This would allow them to have a
chance to interact, without awkwardly forcing it OOC or through out of
game talking. This message doesn't show for non-raskariim, who should IC
be unable to identify that the charms belong to raskariim instead of
just being another kind of charm.
To accomplish the above, the religion check in the loadout was also
rewritten to permit multiple religions to be listed, so that both
raskariim types can select the charms.

<img width="325" height="334" alt="image"
src="https://github.com/user-attachments/assets/751832b9-89e3-4f0f-82ef-01206bbf09d9"
/>

Sprites (all by me):
<img width="196" height="153" alt="image"
src="https://github.com/user-attachments/assets/d8e93f0f-710e-450e-9629-d37558dcc519"
/>

Examine text if raskariim:
<img width="793" height="356" alt="image"
src="https://github.com/user-attachments/assets/b75eea3d-294f-4615-b2f0-bd10bf60c103"
/>

Examine text if not raskariim:
<img width="778" height="307" alt="image"
src="https://github.com/user-attachments/assets/24b64a1f-197f-44f0-9249-e93a9ce2bffe"
/>

---------

Signed-off-by: Casper3667 <8396443+Casper3667@users.noreply.github.com>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
2025-08-17 13:32:18 +00:00
FearTheGabby 0b372a0852 Nukes the Orepit origin blurbs (#21151)
Requested by the synthetic lore team, as Orepitters are now permitted to
travel and work freely as they please.

---------

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
2025-08-15 13:58:39 +00:00
courierbravo d6dd9f35dc Title Screen - Your Good Pal, Hazel! (#21164)
Adds a new title screen to the IPC rotation depicting Hazel IPCs.
<img width="1920" height="1920" alt="hazelchibi"
src="https://github.com/user-attachments/assets/9ab9d825-f798-4939-92bb-d5a5b4f790c3"
/>
2025-08-15 13:52:32 +00:00
smellie 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
Ben 206f3ec318 Tajaran Religious Versebooks (#21063)
Adds S'rendmarr and Ma'ta'ke versebooks to the game. Thanks to Tajara
Lore (especially @WilliamMurdoch) for the lore bits

Versebooks were added to loadout and now replaces the previous bible for
Tajaran priests.

In the future it might be best to merge the capabilities of bible with
versebooks (so religious versebooks can make holy water)

### Example Verses
S'rendmarr: _There is always hope beneath the light of the suns. Do not
fret at the horrors of this world, o child! Your guardians watch from
above._
Ma'ta'ke: _At that moment the king boasted of his victory and Mata’ke
quickly drew his sword, stabbing the king in his black heart who fell to
the floor. “One’s temper dictates the battle,” said Mata’ke as he wept
for his fallen battle-brother._

<img width="338" height="269" alt="image"
src="https://github.com/user-attachments/assets/da5311b6-e69a-4201-b268-099384f20f59"
/>

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2025-08-01 19:51:55 +00:00
Wowzewow (Wezzy) f57278ad5a Head loadout debloat v2 (#20600)
**JUST BECAUSE IT SAYS "DELETED" IN ICONDIFFBOT DOESN'T MEAN IT'S BEEN
REMOVED. IT CAN BE RENAMED OR MOVED SOMEWHERE ELSE. PLEASE STOP
SPREADING MISINFORMATION THAT I'M DELETING EVERYTHING. JESUS CHRIST.**

- **The only hats removed are from budg's hat bloat (except the newsboy
hat, which has been touched up)**

- Human origin lore hats have been moved to Human - Xenowear. **NOT
REMOVED. MOVED.**
(It was kind of strange anyway they got special treatment. They aren't
restricted in any way, though, so essentially no difference.)

- Vysokan hats all rolled together into one selection.
- Beanies rolled into one selection.
- Miscellaneous, colorable hats rolled into one selection.
- Miscallaneous hats rolled into one selection.
- Dominian consular clothing items moved to be jobspawn items, like
every other consular. (Alt uniform outfits should be out from the
loadout anyway.)
- Pilotka caps, and whatever else they're called are all now named as
sidecaps.
- Renamed the Visegradi Nyakas to ear-flap cap. (I understand the
sentiment of blending lore into stuff, but putting it in the name isn't
helpful. I tried looking up Nyakas and all I'm getting is an obscure
brand of wine.) (Description unchanged.)
- Renamed padded cap to tanker cap.
- Bucket hats rolled together into one selection. (Removed pre-colored
boonies because it's just a clone of recolorabled ones.)
- And anything else I can't remember.

**Please don't spread misinformation after me and send the goon squad
after me.**
**Please just fucking message me and ask. Oh my god.**

---------

Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
2025-07-15 17:49:34 +00:00
TheDanseMacabre 2cb1576d0c Liberty's Cradle Starlight (#20996)
It doesn't currently has a starlight color. This fixes that by matching
it with Arusha's.

Co-authored-by: DanseMacabre <rsurname1212@gmail.com>
2025-07-15 10:11:23 +00:00
Greenjoe12345 6bb40a86e9 Diplomatic Bodyguards (#20733)
Adds diplomatic bodyguards, similar to aides, the consular can open this
role. The consular's gun has been given to the guard.
2025-07-12 23:16:05 +00:00
smellie 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
smellie 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
FearTheGabby 8b7cc4ec67 Allows Queenless K'lax Vaurcae to select the Si'akh religion (#20910)
Requested by Lent23, current lore dev for Unathi, to be in line with the
existence of the Ssup'vihtal Queenless group as shown
[here](https://wiki.aurorastation.org/index.php?title=Si%27akh#The_Ssup%E2%80%99vihtal)

---------

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
2025-07-06 21:47:49 +00:00