Commit Graph

1250 Commits

Author SHA1 Message Date
ElorgRHG 2defc856ed Cargo pants (#22488)
Aurora needs pockets (visually at least).

From the changelog:
>  - rscadd: "Added colorable cargo pants to the loadout."

<img width="1280" height="1280" alt="cargopants"
src="https://github.com/user-attachments/assets/788d14be-baa3-4305-bcab-0a90e63a8c2d"
/>

Imagine these are colored.
2026-05-23 20:09:47 +00:00
VMSolidus be6b35485d Psi-Protect Pills (#22449)
requires #22442 

This PR adds the new Psi-Protect pills required by the current Lemurian
Sea lore arc. They can be obtained exclusively via the psychiatric
medicine selection, and are a new prescription drug marketed by Zeng-Hu
Pharmaceuticals as a solution for ADPI exposure that doesn't require a
more invasive implant.

When taken, these pills provide 10 minutes of temporary protection from
telepathy, as well as a reduction in psi-sensitivity.

In the loadouts:

<img width="312" height="72" alt="image"
src="https://github.com/user-attachments/assets/2dc3a0bd-1d8e-4913-819b-b30fd5718d27"
/>

Spawning in:

<img width="914" height="98" alt="image"
src="https://github.com/user-attachments/assets/79223fe0-56f3-4fbc-9a1f-7afdaa87baa8"
/>

Messages playing when taking the pill
 
<img width="602" height="55" alt="image"
src="https://github.com/user-attachments/assets/2175b5bd-3b7f-47ee-957d-54154bc27197"
/>

Verifying in testing that the component correctly attaches

<img width="504" height="278" alt="image"
src="https://github.com/user-attachments/assets/f65a2d48-0337-47d2-ad79-fce548a07ab9"
/>

And verifying that component TTD is set, as well as Signals are being
correctly registered.

<img width="512" height="692" alt="image"
src="https://github.com/user-attachments/assets/31416703-1c59-47f7-bc80-36329d43905a"
/>
2026-05-18 19:18:23 +00:00
SierraKomodo f8d967ddf9 Add colorable tajara fancy uniforms (#22332)
Adds loadout entries for colorable variants of the tajaran fancy uniform
and fancy uniform with skirt.

<img width="320" height="1000" alt="kWG2Cynbbm"
src="https://github.com/user-attachments/assets/49d030b9-7bd5-4598-b3df-6139f5c45911"
/>
<img width="320" height="1000" alt="0OiS9w55Mm"
src="https://github.com/user-attachments/assets/3167f319-e89e-48d5-b418-82f5abbd3965"
/>

Sprites are just recolored/grayscaled versions of the existing sprites.

Also, I had to change the default option for the loadout entry because
the accent color button only shows up if the default option has accent
colors.

Also has variants for gold buttons vs silver buttons. I'm told
apparently there's a way to have a third colorable option but I couldn't
find it and I've already spent 5+ hours today working on a character
then PRing this for that character.

I just want blue. I'm sorry (Not really).
2026-04-30 00:59:50 +00:00
SleepyGemmy 9aed55959f Double Armband (#22316)
adds a colourable double armband.

<img width="128" height="128" alt="image"
src="https://github.com/user-attachments/assets/2ece5e39-5017-4758-af87-ed4dfa5cc75b"
/>
2026-04-26 10:56:58 +00:00
Batrachophreno 8ac9666c11 Fixes invisible black shorts (#22345)
Fixes https://github.com/Aurorastation/Aurora.3/issues/22291

changes:
  - bugfix: "Fixes black shorts being invisible."
- bugfix: "Removes old grey jean obj defs (no sprites and not used in
server)."
- bugfix: "Removes two empty unused sprite icon_states from shorts.dmi"
2026-04-26 10:56:09 +00:00
SleepyGemmy 0e60f00038 Tajaran Cigarettes Fix (#22292)
fixes the tajaran cigarettes being named differently in the loadout.
also makes the menthol variant more clearly named.
2026-04-23 00:35:04 +00:00
SleepyGemmy 59de569705 Armbands Contained Sprites (#22266)
moves the armbands sprites into a contained spritesheet and cleans up
the code and spritesheet.
2026-04-20 11:33:11 +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 fbcaf7168d Bioaug Hard Del Fix (#22273)
This PR fixes a hard del related to any kind of direct organ replacement
via loadouts, which it turns out all of them were doing. But it was most
commonly showing up with bioaugs because the boosted heart and boosted
liver are the only organs besides custom items that replace an internal
organ during loadouts spawning.
2026-04-19 05:28:15 +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
Arrow768 03f313a19d Moves various things to the new DBCore (#21544)
```
- server: "Changed the synthsprites to use the new DBCore"
- server: "Changed the MalfAI to use the new DBCore"
- server: "Changed the Alien Whitelists to use the new DBCore"
- server: "Changed the Requests Console to use the new DBCore"
- server: "Changed the Contracts Uplink to use the new DBCore"
- server: "Changed the Admin Ranks to use the new DBCore"
- server: "Changed the Job Bans to use the new DBCore"
- server: "Changed the Tickets to use the new DBCore"
- server: "Changed the Create Command Report to use the new DBCore"
- server: "Changed the WebInterface interconnect to use the new DBCore"
- server: "Changed the CCIA Recorder to use the new DBCore"
- server: "Changed the IPCTags to use the new DBCore"
- server: "Changed the Main Menu Poll-Check to use the new DBCore"
- server: "Changed the Client-Procs to use the new DBCore"
```

---------

Co-authored-by: Werner <Arrow768@users.noreply.github.com>
2026-04-13 22:45:29 +02:00
VMSolidus 04234f70d0 Revenge Of The Pants (#22205)
I have actually tested this PR to verify it. Thanks to Sentry for
finally giving me the data point needed to figure out where the hell the
bug was coming from. It turns out the culprit for The Pants Hard Delete
was people accidentally saving Abstract Pants in their loadout, which
would immediately produce a runtime error when the game attempts to add
them to the chargen dummy.

<img width="655" height="560" alt="image"
src="https://github.com/user-attachments/assets/6b4028a2-0661-4479-a9a5-03cc7157e5f7"
/>
2026-04-12 22:19:40 +00:00
Fyni f65412bc9c Adds the PRA Submariner Coat (#22094)
Adds the PRA submarine coat, available in the loadout for Tajara
characters under the "tajara coat" category.

Sprites taken from shiptest and modified by @CatsinHD, with an extra
modification by me.

---------

Signed-off-by: Fyni <itsfyni@gmail.com>
Co-authored-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
Co-authored-by: Fyniiy <=>
2026-04-07 21:54:33 +00:00
ArbiterAmbrose fd1c4ead05 Adds Xanan Passcards (#22057)
This adds two passcards to represent xanan pride across the spur on the
horizon to the loadout as accessories.
Ill-fated is the creator of the sprites and descriptions, I am the
implementor by her request!

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR: xanu_passcard, nationa_militia, the item
descriptions in full. All by the_ill_fated on discord.
<img width="302" height="203" alt="image"
src="https://github.com/user-attachments/assets/39e66093-2730-4d84-8534-37c6058f3471"
/>

---------

Signed-off-by: ArbiterAmbrose <n22don2009@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2026-03-24 17:02:03 +00:00
Casper3667 07ea1ab294 Adds a tea set box to the loadout and reduces the point cost of cigs (#22067)
Adds a 2 point box to the loadout that allows one to have a tin of tea,
teapot and 4 cups to properly share tea with people. Inspired after I
saw similar elsewhere and thought how annoying it was to use 3 points
just to get the tea, teapot and 1 (potentially full) cup.
Tea tins were made a bit smaller as it seemed weird they were box sized,
and so that it would actually fit in the tea set box.

The point cost of cigs were reduced to 1 point, down from 2, as it seem
to make more sense. We have entire lunchboxes and augs for 2 points,
while cigs are more an aesthetic choice.
2026-03-23 09:16:03 +00:00
Stev-the-third 5c05ae8c28 Recolourable slippers and SCC-branded slippers and a sleep mask (#22008)
What the title says, really. Adds generic recolourable slippers to the
load-out and the recovery ward (couldn't think of anywhere else to put
them), and SCC-branded slippers and a sleep mask. Fyni mentioned these
offhandedly once, like how some airlines will hand out branded sleep
masks and slippers to first class travelers, so I thought it'd be kinda
funny. Might add them to more places if people have suggestions of where
to, however I'm probably not going to add the SCC-branded stuff to the
load-out.

<img width="1280" height="960" alt="Export"
src="https://github.com/user-attachments/assets/eef5c383-77fb-451a-b96e-a818ef4d9d95"
/>
2026-03-14 16:27:07 +00:00
VMSolidus 8bafeb0fb8 Zeng-Hu Mind Shielding (#21996)
This PR was requested by @Fyniiy and @nauticall for the _A Dream for
Tomorrow_ lore arc, as one of two new options for the crew to take when
dealing with ADPI in the Lemurian Sea. As a new lore development,
Zeng-Hu Pharmaceuticals has begun offering their own take on Mind
Blankers (previously a bioaug invented by the Federal Technocracy of
Galatea) as a commercial product marketed towards SCC employees
traveling into the Lemurian Sea. These implants were previously
restricted only to Galatean Humans and Offworlders, but are now expanded
in availability to any Psi-sensitive species (So not including Diona,
Vaurca, and IPCs).

https://wiki.aurorastation.org/index.php/Lemurian_Sea

<img width="1616" height="765" alt="image"
src="https://github.com/user-attachments/assets/ff16606d-acfb-4c84-b06a-2ab4d97e3138"
/>
2026-03-13 16:28:26 +00:00
Casper3667 33278949b1 Renames Engineer & Re-Introduction of Alt-Titles: Merge attempt (#22011)
https://github.com/Aurorastation/Aurora.3/pull/21195 is having some
weird merge issues, so this is put up to try to get it merged. No actual
changes from the other PR atm aside from merged master.

---------

Signed-off-by: KingOfThePing <43940569+KingOfThePing@users.noreply.github.com>
Co-authored-by: KingOfThePing <cb.back@gmx.de>
Co-authored-by: KingOfThePing <43940569+KingOfThePing@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Co-authored-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: JohnWildkins <john.wildkins@gmail.com>
2026-03-11 17:34:00 +00:00
ElorgRHG 6f63831667 Pants, skirt and shirt-ifies tajaran summer clothing (#21960)
Changes:
> - rscadd: "Added two new tajaran loadout options: pants and skirts +
shirts. Summer pants and dress (renamed to skirt) have been put there."
> - bugfix: "The tajaran summer dress and pants have been made into
pants slot items and should now display properly."

In the effort to fix the summer dress and pants not displaying properly
in the loadout selection they have been split up to their own respective
loadout options.
2026-03-11 16:38:30 +00:00
Fyni 9eb93ace0b Add three more Dominian Banners (#21964)
Adds three new banners, for House Kaneko, von Sinzendorf and Seok. Yes I
am making a Seok character, how could you tell?

<img width="292" height="101" alt="image"
src="https://github.com/user-attachments/assets/2a95c5cc-b419-4625-8abe-63cc15a35277"
/>

All sprites by me.

Descriptions by Schwann / Human Lore.

---------

Signed-off-by: Fyni <itsfyni@gmail.com>
Co-authored-by: Kano <89972582+kano-dot@users.noreply.github.com>
2026-03-07 08:35:59 +00:00
ElorgRHG ac06801f51 Loadout citizenship restrictions (#21963)
Changes:
>  - rscadd: "Added citizenship loadout restrictions to the loadout."
> - rscadd: "Dominian Consular loadout items are now citizenship
restricted to the Empire of Dominia."
> - bugfix: "Religion loadout restrictions now actually restrict items
to religions."

Could prove useful and actually restricts what should be allowed to be
taken in the loadout if characters don't fit certain criteria. Proof of
concept presented the Empire of Dominia and their consular clothing.
2026-03-07 08:35:45 +00:00
c#min7 9867fc3f0f Loosens Custom Bioaugs Restrictions (#21903)
Unrestricts custom fluff bioaugs to all humans/skrell/diona. Does not
touch Galatean bioaugs.

**Unrestricting Human Origins:**
- Bioaugs/genetic modifications among [Zeng-Hu
employees](https://wiki.aurorastation.org/index.php/Zeng-Hu_Pharmaceuticals#Augmentation_and_Veterancy)
is described as 'prolific'. Probably lots of wacky neural bioaugs and
medical-related augs? The psionic receiver is an example of a non-fluff
Zeng bioaug.
-
[Geneboosting](https://wiki.aurorastation.org/index.php/Empire_of_Dominia#Geneboosting)
is a large feature of Dominian society. Primaries can have a custom aug.
as some 'growth hormone gland' or w/ever to complement any flavour
geneboosts they've received.
- [Cytherean
Venus](https://wiki.aurorastation.org/index.php/Venus#Cytherean_Culture)
has a 'booming' genetic engineering field centred around the
'biomodification' of Stars/Idols. Beyond appearance: muscoskeletal
augmentations for performance dexterity, maybe
- not exclusive, these are just the ones that spring to mind

Besides other specific genetic/bioaugging origins, virtually anyone can
be employed by Zeng and access genetic/bioaugs. Or just be interested in
bio/genetic transhuman instead of the cybernetic transhuman currently
dominating character design options. Seems odd having fluff bioaugs be
restricted to Galateans only, and they have their fancy-schmancy ones
anyway that go beyond fluff (and represent them focusing on more
advanced/practical bioaugs).

**Unrestricting Skrell/Diona/Vaurca/Unathi Species:**
- Biological augmentations are ['commonplace' in the Nralakk
Federation](https://wiki.aurorastation.org/index.php/Skrell_Technology#Augmentations).
Examples given on wiki: fertility treatments, ambidexterity augments,
sensory enhancements.
- Dionae are all about wacky bioengineering shenanigans. Custom bioaugs
can be flavoured as weird quirks/organs they have.
- Vaurca have a [K'laxane
brood](https://wiki.aurorastation.org/index.php/Vedhra,_Princess_of_Configurations)
that specialises in bioaugs. I imagine the C'thur probably benefit from
Nralakk's bioaugging too.
- Unathi have the Aut'akh commune.
- Tajara remain exempt due to 1) technological deficits, 2) cultural
aversion, 3) no major Zeng-Hu presence. PRA have their tesla augments.
2026-02-26 18:37:48 +00:00
Casper3667 b4464ab474 Adds stickynote pads in a bunch of places and to the loadout (#21893)
"Added stickynote pads to the following locations: Command offices,
bridge, rep and liasion offices, journalist office, eng, medical and
operations lobby, invest office and lab, galley, vacant office on D3,
all three custodial closets, security meeting room, HR meeting room,
machinist workshop and tool storage."

yeah. Apparently they weren't added properly in the original PR to a lot
of places. So I went wide with it.

This also adds them to the loadout.

---------

Signed-off-by: Casper3667 <8396443+Casper3667@users.noreply.github.com>
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2026-02-22 12:43:36 +00:00
Casper3667 1f715c6789 Renames the native tajaran footwear and makes them the default shoes for taj instead of sandals (#21892)
Done on the request of taj lore and a bit of a personal one to have
anything but sandals as their default.
2026-02-21 17:21:27 +00:00
Casper3667 09955a8c5e Adhomian surgeon garb fixes (#21883)
- The adhomian surgeon garb now offers protection equal to a surgical
gown and surgery mask.
- The adhomian surgeon garb can now be selected by machinists again.

The suit is equal to a surgeon outfit, the headwear part is equal to
wearing a surgical mask and covers the face as it should according to
taj lore.
2026-02-19 01:45:12 +00:00
ElorgRHG 2a2d0798b9 Pants (but mostly jeans) resprite (#21863)
pant.
How I forgot how pants should look like: the PR.

From the changelog:
> - imageadd: "Resprited all jeans, black pants and colorable dress
pants."
> - rscdel: "Removed tan, khaki, red, white pants due to the existance
of colorable dress pants. All maps and outfits where these were used now
use black pants (I did not want to put in the effort)."

Images, as always, in the details below.
Old (current) sprites on the top, new on the bottom unless stated
otherwise.
<img width="2560" height="1024" alt="jeans"
src="https://github.com/user-attachments/assets/9290ec78-638d-4c8a-871b-e74022188749"
/>
Do yell at me if these don't look like jeans. Also imagine these but
shorter, now you have jean shorts, which were also resprited.
2026-02-17 15:35:34 +00:00
FabianK3 9bb1d61c64 Add Foreign Service Officer alt title to consular role (#21822)
# Summary

This PR adds the alt title "Foreign Service Officer" to the consular
role. The alt title can only be selected if the citizenship is set to
"Sol Alliance".

PR is a commission for the_ill_fated and has been pre-approved by human
lore.

## Changes

- Added logic to allow alt titles to be locked to citizenship. It
follows the same logic as faction locking.
- Added "Foreign Service Officer" to the consular role, locked to "Sol
Alliance" citizenship.

## Preview

<img width="874" height="40" alt="Screenshot 2026-02-06 211249"
src="https://github.com/user-attachments/assets/8a017db9-38af-4f57-a9bb-54d8aa5b6c59"
/>
2026-02-16 21:08:21 +00:00
Casper3667 d0da59a72e Fixes journals, quik-pay and credit symbol use (#21844)
Three for one.

- The ability to write in journals held in ones hand was restored.
- The quik-pay quick-input now works properly.
- The credit symbol use was standardised to use 5电 and inserted into a
few places where it used credit instead.
2026-02-11 23:58:45 +00:00
Casper3667 c75421a28e Adds a new music cartridge to the loadout: Adhomai vibes (#21808)
As the title says, based on a request I received.
2026-02-08 20:21:27 +00:00
Greenjoe12345 269c29a790 Tajaran loadout addons (#21768)
Adds the Adhomian instrument, p'rrama to the game. Turns out it has had
an icon sitting around in the tajara items dmi for years but no actual
code.
Adds the shillelagh (now renmaed to Maikahar) (Adhomian walking stick)
and Tajaran dogtags to the Tajaran loadout section.
Adds the Adhomian hunting coat to the Taj coat selection.
2026-02-03 19:00:53 +00:00
Casper3667 d002b8bd51 Various changes to black gloves (#21778)
- Leather gloves, black gloves and workboots now have unique names for
taj and unathi variants
- Updated the description of the leather and black gloves

The above was done so they can be recognized on sight, particularly in
the wardrobe machines where they otherwise looked identical.

- Renamed the black gloves to work gloves

This is effectively what they are. They have unique stats compared to
other colored gloves and as such, they should stand out a bit more aside
from just their description.

- Added taj and uanthi variants of the work gloves, leather gloves and
workboots to the wardrobe machines

The drobes had the human versions already, so this permits taj and
unathi to get their versions too.

- Made hangar techs spawn with work gloves and workboots

They already had access to these in the drobes, and it make sense for
their warehouse work that they got proper gear when spawning. The
workboots replace the sneakers they used to spawn.
2026-02-03 10:10:21 +00:00
HanSolo1519 308224e473 Sankt Frederick Flags (#21747)
Adds Sankt Frederick flags and banners as a standalone feature.

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

Cool tank-top not included.

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

---------

Signed-off-by: HanSolo1519 <72716882+HanSolo1519@users.noreply.github.com>
2026-02-01 23:40:51 +00:00
VMSolidus a802b48e2a Psi Rework Part 2: Scenes From A Memory (#21736)
The next step in the Psi Reworks is here, this time adding all of the
remaining sources and applications of Psi-sensitivity and Psi-protection
that were on my To-Do list. Aside from a variety of tweaks and bugfixes
to powers, the most player-facing addition is the new Psi-sensitivity
related traits, which are High Psi-sensitivity, and Low Psi-sensitivity.
These traits modify the character's psi-sensitivity, which messes with
their interactions with psionics in a variety of ways.

All of these new sources and interactions with psionics are handled
entirely through components, which operate on the previously added
COMSIG_PSI signals.

Check the changelog file for more specific details on what all was
fixed. I've fixed quite a lot of bugs and issues with the various psi
powers.

I have actually tested this PR and verified that it works as advertised.
<img width="1902" height="1015" alt="image"
src="https://github.com/user-attachments/assets/e922593c-0595-4b63-bee4-36080d9cb8b4"
/>
2026-02-01 23:29:21 +00:00
Cody 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
Greenjoe12345 d6653ee3aa Tajaran tea and drug expansion (#21651)
Adds two tajaran teas to the game, Messa's Tear and ras'nif. These can
be found in the loadout and the bar, as well as random warehouse spawns.
Adds solar salve, a legal herbal substance from Adhomai, found in the
loadout and warehouse spawns.
Also performs some tweaks to the Konyang teas in order to make brewing
teas with them easier.

---------

Signed-off-by: Greenjoe12345 <33647525+Greenjoe12345@users.noreply.github.com>
2026-01-28 06:43:44 +00:00
SabreML ec22fccc6a TGUI Faction Select (#21737)
## Description
Hello! First PR here so I figured I'd do a big one ~~and stress out the
maintainers as quickly as possible~~. :)

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

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

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

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

## Screenshots

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

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

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

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

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

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

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

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

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

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

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

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

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

</details>
<hr>
</details>

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

---------

Signed-off-by: SabreML <57483089+SabreML@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2026-01-26 23:39:22 +00:00
CatsinHD 5561356136 Winter Quest (#21721)
Adds the Winter Quest rulebook as a item in the Toy section of the
loadout. It is not species restricted.

Text implementation is a bit cumbersome. If it is possible to pull from
a txt file onto paper then changes can be made to do so. Otherwise,
based on the implementation of the ZAT instruction file.

A minor change, but a variable for the journal has been added to check
for closed overlays. Added for if future journal-like books are added
that do not use the default journal overlay.

Sprite made by me.

---------

Signed-off-by: CatsinHD <31459154+CatsinHD@users.noreply.github.com>
Co-authored-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
Co-authored-by: Casper3667 <8396443+Casper3667@users.noreply.github.com>
2026-01-25 18:58:07 +00:00
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
Casper3667 1751548025 Reorganizes the taj loadout options (#21670)
Reorganizes the tajaran loadout. Mostly condensing it heavily, as there
is no need for 5 shoe selections and so on.
The golden sun pin was clarified what it was for, as it was unclear in
the loadout.
The archaeology set was also job restricted, as per request from Catsin.
2025-12-24 11:22:54 +00:00
Matt Atlas 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
Casper3667 034d0e4cb1 Fixes the uniform hiding button in character setup (#21675)
The hide uniform, suit and hat buttons now work in character setup. I
changed it slightly so it will work regardless of it being a loadout or
job item in the specific slot, mainly because that was easier but also
because sometimes you want to change the uniform but the suit is in the
way.
2025-12-19 20:21:33 +00:00
ElorgRHG 045020fbfa Sandals with socks PR: colorable repalette (#21650)
Changes:  
> - imageadd: "Made sandal sprites use a standardised colorable
palette."
> - rscdel: "Removed flip flops due to the sprite being identical to
geta sandals."
>  - bugfix: "Fixes caligae (sock) sprite for Unathi."

The Unathi caligae (sock) sprite had its directional variants done
wrong, so all directions but the front facing used only the accent
color.
Changes are not substantial enough for any images of changes.
2025-12-19 20:21:17 +00:00
FabianK3 2e5141df0f Colorable high visibility clothing (#21635)
# Summary

This PR introduces colorable high visibility jackets and pants. They are
available in the character loadout.
**[Breaking change]**  
Existing high visibility clothing received its own category in the
loadout and breaks current loadouts using said clothing.
The currently worn clothes need to be re-selected from the new group.

## Changes

- Added a colorable version of high visibility jackets and pants.
- Moved existing high visibility clothing to their own selection in the
loadout out of the generic jackets/pants group.
- Fixed a bug that prevents the usage of accents/part-building for
pants.
- Added a dedicated code file for high visibility jackets and pants
along some refactoring.
- Introduced minor protection values for high visibility clothing.
- Removed duplicate jacket emissive sprites and fixed jackets getting
the right pattern for their type.

## PR Notes

Any mapping-tag is due to the changes in the high visibility clothing
type names, no map has been changed aside a global type name
replacement.

## Preview

A combination of colored jacket and pants. Selected was green for the
base color and yellow for the accent color.

<img width="93" height="96" alt="Screenshot 2025-11-30 023923"
src="https://github.com/user-attachments/assets/5162608e-b325-4d8c-8691-9d23ada1641d"
/>
2025-12-04 07:55:53 +00:00
Casper3667 f3b7db5fd1 Add PRA national police uniforms (#21519)
Adds a set of both city and rural uniforms for the PRA. All sprites are
by me.
The uniforms are only available through the chameleon kits and
admins/events.
The jackets are available in the loadout, alongside the woolen hat, but
not the other hats.
The raakti shariim uniform was removed to make it more consistent.

In order below:
PRA city uniform & pilotka
PRA city jacket & woolen hat
PRA rural uniform
PRA rural jacket & hat
<img width="320" height="989" alt="image"
src="https://github.com/user-attachments/assets/c1d84eff-b1cc-4d42-af44-0bc04c6fdfea"
/>
<img width="320" height="989" alt="image"
src="https://github.com/user-attachments/assets/39a77050-f6f8-429f-92fb-596cb87608ee"
/>
<img width="320" height="989" alt="image"
src="https://github.com/user-attachments/assets/a7013f82-36ba-447b-821e-99d8f1be22e2"
/>
<img width="320" height="989" alt="image"
src="https://github.com/user-attachments/assets/1cb9d288-3358-4c5d-bba2-85c678ca0664"
/>
2025-11-22 21:40:06 +00:00
Greenjoe12345 e0bd9bd219 Medical gown in loadout + sprite replacement (#21516)
Adds the medical patient gown to the loadout, locked to offduty and
passenger only, intended to be used for characters staying in the
medical ward. The sprites are also replaced with ones from Bay,
alongside adding 2 new preset colored versions.

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

Replacement icons are by [AtomicWorm](https://github.com/AtomicWorm)
from Baystation https://github.com/Baystation12/Baystation12/pull/25436
2025-11-17 19:23:31 +00:00
VMSolidus 31e2d57c35 Gravity Adaptations Bioaug (#21532)
From the list of bioaugments requested by Schwann.
https://docs.google.com/document/d/1SLbll969PyJ_H9J1LP8cmdso9OMozUc8MGOVZkY4HbE/mobilebasic

Gravity Adaptations are a bioaugment that serves as an implanted
alternative to legbraces, which grant the same effect. These are unique
to Galatean Offworlders in the same vein as legbraces being unique to
offworlders. They also essentially have the same effect, making the
offworlder immune to the effects of "Gravity Weakness". To make this
work, I refactored the gravity weakness mechanic to operate via a
signal, which has a shared response between legbraces and gravity
adaptations. This "Cancelable signal" pattern is going to be fairly
common going forwards as I refactor a variety of systems to allow far
greater degrees of unique interactions, without the need of hardcoding
said interactions at the source.

<img width="797" height="84" alt="image"
src="https://github.com/user-attachments/assets/01622f2b-56a1-4fb8-ae43-d78afd35f3b5"
/>

<img width="935" height="91" alt="image"
src="https://github.com/user-attachments/assets/309bbc66-d6aa-44b1-9a59-64f7fc800c90"
/>

<img width="617" height="259" alt="image"
src="https://github.com/user-attachments/assets/81a1f973-b1af-45c1-8373-05549fde286a"
/>

I have tested this PR and have verified in my dev environment that it
works as advertised.
2025-11-06 09:16:06 +00:00
Greenjoe12345 9b53900a94 Adds MREs and Tajaran field rations to the loadout (#21426)
MRE packs are added to the general section of the loadout, and Tajaran
field rations to the Tajaran section.

---------

Signed-off-by: Greenjoe12345 <33647525+Greenjoe12345@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2025-11-03 19:27:15 +00:00
ElorgRHG 964738d7b3 Woolen hat sprite uplift (#21464)
Yeah I don't really have anything special to say about this one
> - imageadd: "Resprited woolen hats."
> - imageadd: "The colorable woolen hat now has an accent color."
> - rscadd: "An uncolorable, generic woolen hat has been added to the
loadout."

I trust you will be able to tell which one is the new sprite.

<img width="2049" height="1025" alt="woolen"
src="https://github.com/user-attachments/assets/462c765d-ed1c-4c52-a0c7-cdaf96c138e8"
/>
2025-10-31 09:39:50 +00:00
Batrachophreno 088a71aacd Bugfixes (#21460)
Fixes https://github.com/Aurorastation/Aurora.3/issues/14594
Fixes https://github.com/Aurorastation/Aurora.3/issues/19524
Fixes https://github.com/Aurorastation/Aurora.3/issues/19525
Fixes https://github.com/Aurorastation/Aurora.3/issues/19554
Fixes https://github.com/Aurorastation/Aurora.3/issues/19565
Fixes https://github.com/Aurorastation/Aurora.3/issues/19669
Fixes https://github.com/Aurorastation/Aurora.3/issues/19739
Fixes https://github.com/Aurorastation/Aurora.3/issues/19751
Fixes https://github.com/Aurorastation/Aurora.3/issues/20323
Fixes https://github.com/Aurorastation/Aurora.3/issues/20530
Fixes https://github.com/Aurorastation/Aurora.3/issues/21008
Fixes https://github.com/Aurorastation/Aurora.3/issues/21370
Fixes https://github.com/Aurorastation/Aurora.3/issues/21375
Fixes https://github.com/Aurorastation/Aurora.3/issues/21438
Fixes https://github.com/Aurorastation/Aurora.3/issues/21456

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

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2025-10-30 18:14:42 +00:00
HanSolo1519 e7d81e399a Solarian Passcard Tweaks (#21507)
Made on request of the_ill_fated

Adds updated sprites to solarian passcards, centering them to make them
more in-line with the other cards. Thanks ill_fated
Re-adds the old Idris commemorative silversun passcard, now in the
factions loadout menu.
Removes old/redundant passcards. (Cytherian, Jintarian, and Jovian
cards)

<img width="994" height="362" alt="image"
src="https://github.com/user-attachments/assets/4100aa45-3543-4777-bef3-edf541369875"
/>
<img width="927" height="513" alt="image"
src="https://github.com/user-attachments/assets/16b8d455-5f79-4e31-8779-4b09e0fb82aa"
/>
<img width="893" height="110" alt="image"
src="https://github.com/user-attachments/assets/1a4b7e8b-9509-4161-8072-3c3d7ab64c8d"
/>

---------

Signed-off-by: HanSolo1519 <72716882+HanSolo1519@users.noreply.github.com>
2025-10-30 16:55:27 +00:00