Commit Graph
6866 Commits
Author SHA1 Message Date
87848fbdc3 Adds skill based upgrades to modular lasers. (#22425)
**Modular laser changes**

- tl:dr Shooting mod laser at a mob counts up an improvement potential
variable, which when the gun is disassembled, gets spread across the
components.
- When the components are repaired, by someone with high skill, there is
a chance to increase a variable, such as damage, shot count, accuracy.
- Players give the biggest increase, followed by non-player humans
(protohumans & mechs fall in this catagory), then simple mobs and
finally monkeys. Non combat modlasers improve slowly when used for their
intended task (betarays slowly tick up when shooting hydroponics bays)

The philosophy for these changes is that research should continue to be
involved with the equipment they give out.
It should also be difficult (but not impossible) for research to upgrade
their weapons without support from other departments.
Xenobio slimes, protohumans, medical help to keep the protohuman alive
while you shoot it, security help to actually use the guns on real
targets (this gives the biggest increases).

The more powerful a weapon is the harder it is to upgrade, as it'll kill
it's targets quicker. The more upgraded a weapon is the more difficult
it is to upgrade further, improvement potential will get wasted on
components that have already hit their cap.

On their own, by the time the 5 monkeys research start with are dead,
it's possible for a max skill scientist to improve one gun's worth of
components by ~25%.

The weapons research can now make at roundstart (with max tech) are
significantly worse than what spawns in the armoury.
The weapons research can make with gold, silver, uranium and phoron are
equal to what spawns in the armoury.
The weapons research can make with diamonds are better than what spawns
in the armoury.

Major nerfs to heat vents, auxiliary capacitor and capacitor overcharge,
these were the problem children.
It is now impossible to make a weapon that does not take damage through
use. Safe designs will only break with heavy use, by people who don't
bring them back to research for repairs.
Powerful designs break quickly and need repeated repairs.

Adds two side grade capacitors that can be made at roundstart (with max
tech), one higher damage and fewer shots. One lower damage and more
shots.

High skill characters get much more information when examining modular
lasers and a chance to throw the gun away before it explodes.

Adds some defines to help balance these changes:
Improvement cap (the total percent a component can increase) Currently
100%.
Increase & Decrease Cap, how much an individual variable can be
increased or decreased. Currently 2x and 0.2x.
Improvement multiplier, multiplies all improvement gains. Currently 1x.

**Firing Pin fixes & changes**
Fixed ID locked firing pins and adds them to R&D.

Adds the inner research department to the firing range locked pins. This
is so xenobotanists, xenobiologists & xenoarchs can use the modular
lasers. Freeze rays for slimes, betarays for xenobotanists, laser
activation for artifacts for xenoarch.

It is still impossible for a scientist to make a weapon they can use
anywhere, but they can give them to security who can use them freely.

**Misc bug fixes**
The weapon analyzer UI now updates and only shows relevant statistics,
instead of displaying every variable even when they do nothing.
Replaces the buggy tesla zap with just electrocuting the holder.
Fixes a few broken visual messages.
Fixes the vermin modulator not killing anything, now it also works on
grems.
Fixes click delay on malfunction.
Fixes radiation damage numbers.
Fixes the temperature modulator.
Fixes the report printout showing the wrong numbers.

---------

Co-authored-by: Copilot <copilot@github.com>
2026-05-27 15:51:37 +00:00
hazelratandGitHub e9f1bb5709 Area-based Horizon lighting (#22511)
This adds unique lighting palettes to different areas of the SCCV
Horizon. It does this by tying randomized_lighting variable for light
fixtures to the department variable of the area they are in. This
solution is intended to save a lot of time and effort, both now and
later, which would otherwise be spent mapping down each colour of
lighting into every department manually.

Notable points:
- This shifts the parent colour for light bulbs from LIGHT_COLOR_HALOGEN
(#C0C0CA) to the new LIGHT_COLOR_OFFWHITE (#efe5bb), and shifts the
randomized_colors variable to the according list. This shifts them from
a slightly murky blue-tinted white to a slightly brighter yellow-tinted
white. Slightly warm lighting will now be the default for every map.
Warmer lighting communicates the age of a ship or station, the worsening
economic prospects of the setting, and it's also a bit cosier.
- Stark white lighting is retained for medical and the bridge. Research
has been given purple-tinted lighting.
- Command offices are also under blue lighting currently, to visually
differentiate them from the rest of their departments.
- To avoid too much player-facing bloat, only a box for pale purple has
been added so janitors can replace the lighting in research. Otherwise,
yellow can be used for engineering, white for public areas, and blue for
high-security areas.
- Offsites and offships shouldn't be hugely changed by the shift in
default lighting - it's a slight change in hue.

Screenshots below!
<details>
<img width="1077" height="1080" alt="image"
src="https://github.com/user-attachments/assets/1987e29f-c34c-44ea-865f-5f81c0e5c47f"
/>
<img width="1080" height="1080" alt="image"
src="https://github.com/user-attachments/assets/79279c6c-da56-4676-a0e9-7e5db43002cd"
/>
<img width="1083" height="1080" alt="image"
src="https://github.com/user-attachments/assets/621589b5-ada6-4d80-9f8f-8cf13a47df39"
/>
<img width="1085" height="1080" alt="image"
src="https://github.com/user-attachments/assets/09284700-8408-4a86-86c5-7575e7c94a27"
/>
<img width="1081" height="1080" alt="image"
src="https://github.com/user-attachments/assets/8246585c-f437-437a-8d32-9997fae05298"
/>
<img width="1078" height="1080" alt="image"
src="https://github.com/user-attachments/assets/a34841dd-3f49-4010-b2e0-d2e9a748e617"
/>
<img width="1084" height="1080" alt="image"
src="https://github.com/user-attachments/assets/55e89703-8ac7-4fa7-9775-19818c10c119"
/>
<img width="1080" height="1080" alt="image"
src="https://github.com/user-attachments/assets/684dea04-90c5-4877-b2bf-08a2146efb5e"
/>
<img width="1078" height="1080" alt="image"
src="https://github.com/user-attachments/assets/6ce42ac1-0f4b-49eb-8f2c-c6fb1830877e"
/>
<img width="1083" height="1080" alt="image"
src="https://github.com/user-attachments/assets/bc41a4f4-8d5c-4348-b9fe-a41d7950ce37"
/>
<img width="1081" height="1080" alt="image"
src="https://github.com/user-attachments/assets/48c4b733-a375-482b-9f70-e2aa6d0b3e27"
/>
<img width="1083" height="1080" alt="image"
src="https://github.com/user-attachments/assets/52e0041a-602d-4f4b-9d6c-7d0a0946f90b"
/>
</details>
2026-05-27 15:37:50 +00:00
BatrachophrenoandGitHub 4ecb0bc21c Repath obj/machinery to obj/structure/machinery [MDB Ignore] (#22500)
Repaths obj/machinery to obj/structure/machinery. **Note for
reviewers:** the only meaningful changed code exists within
**code/game/objects/structures.dm** and
**code/game/objects/structures/_machinery.dm**, largely concerning
damage procs. With the exception of moving airlock defines to their own
file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES.

Objects, _categorically_, are largely divided between those you can hold
in your hand/inventory and those you can't. Machinery objects are
already subtypes of Structures behaviorally, this PR just makes their
pathing reflect that, and allows for future work (tool actions, more
health/destruction functionality) to be developed without unnecessary
code duplication.

I have tested this PR by loading up the Horizon and dismantling various
machines and structures with tools, shooting guns of various types
throughout the ship, and detonating a bunch of explosions throughout the
ship.
2026-05-26 19:35:48 +00:00
14b6339d5c TGUI Migration (for everything remaining except the hardsuit) (#22404)
```
  - refactor: "Updates the Computer Fabricator to TGUI"
  - refactor: "Updates the Instruments to TGUI"
  - refactor: "Updates the Geo Scanner to TGUI"
  - refactor: "Updates the Stacking Machine to TGUI"
  - refactor: "Updates the Robotics Console to TGUI"
  - refactor: "Updates the Requests Console to TGUI"
  - refactor: "Updates the Synthesizer/Instrument main panel to TGUI"
  - refactor: "Updates the Nuclear Bomb control panel to TGUI"
  - rscadd: "Requests Console messages are now typed (Assistance Request, Supply Request, Information, Reply); the type is shown in the recipient's log, audible alert, and PDA notification."
  - rscadd: "Reconstructs the Synthesizer's Virtual Environment Editor (was broken since added — its NanoUI template never existed). The Custom environment preset that depends on it is gated behind a new musical_config.can_use_custom flag (default off, matching prior behavior)."
  - bugfix: "Fixes the Autolathe UI re-opening after every print job."
  - bugfix: "Fixes the Song Editor's currently-playing line indicator not advancing during playback."
  - bugfix: "Fixes a class of bugs where TGUI windows for the Air Alarm, Portable Turret, Mining Vendor, Mineral Processor, Tank Dispenser, Helm Console, all Chemistry machines, and Suit Cycler would force themselves back open after every action, even when the player had closed them."
  - bugfix: "Fixes the spatial sound system silently dropping every sound that used the 'None' (-1) environment id or a 23-element custom environment list. The validator was rejecting both as invalid, so synthesizer notes played with Custom or None mode produced no audible output at all."
  - admin: "Adds two requests consoles and two fax machines to the bridge on the runtime test map."

```

Claude Opus 4.7 has been used during the creation of this PR

---------

Signed-off-by: Arrow768 <1331699+Arrow768@users.noreply.github.com>
Co-authored-by: Werner <Arrow768@users.noreply.github.com>
Co-authored-by: Claude Opus 4.7 <noreply@anthropic.com>
Co-authored-by: Batrachophreno <Batrochophreno@gmail.com>
2026-05-26 17:57:26 +00:00
hazelratandGitHub 1190e6d46b Adds a second shaker to the bar (#22470)
So bartenders don't have to share a shaker. Also moves them to a more
prominent spot, now that shakers are a lot more mechanically pertinent
with the recent morale changes.
2026-05-23 23:26:12 +00:00
KanoandGitHub c9f6cc623c Remaps casino.dmm (#22460)
## About PR

Changes:

- Remapped casino ship map and turned it into a station instead
- Coatracks now can hold mapped in clothings
- Removed a duplicate type of lattice (dark grate and gunmetal grate
were the same thing)
- Added beige coloured light type

It doesn't have much in it as is, but I believe this will be good
candidate when we have smarter npcs that players can fight against, one
day

## Images

Before:
<img width="2016" height="1856" alt="img-1"
src="https://github.com/user-attachments/assets/3f6b9146-67db-449e-ab35-3f2bb4b3aa26"
/>

After:

<img width="2560" height="2656" alt="img-2"
src="https://github.com/user-attachments/assets/77de31ab-43d2-4a14-b396-a142c3b755da"
/>
2026-05-18 21:46:05 +00:00
hazelratandGitHub ad97d32011 Horizon starlight bandaids (#22471)
Applies a bandaid to fix up the two most egregious lighting bugs on the
Horizon. Ideally we wouldn't need to use area lighting to get these
cases functional, space turfs should be enough, but this gets them
looking not-awful tentatively until the behaviour of space turfs and of
open turfs can be looked at more thoroughly.

**Old & new SM radiator lighting.**
<details>
<img width="966" height="894" alt="image"
src="https://github.com/user-attachments/assets/5bf633d0-06ae-42e6-9f2c-b2fa797daa30"
/>
<img width="978" height="975" alt="image"
src="https://github.com/user-attachments/assets/7e450b41-eba0-4a04-a2e0-084aa8ecf713"
/>

**NOTE:** this fix comes at the price of slightly odd lighting below. It
seems like open turfs currently get confused if they belong to a starlit
area while being above a non-lit area, hence the weird patchiness. The
ideal solution here is either to simply not map things like this, or to
fix up open turfs so they accurately reflect their area's lighting even
while above non-lit turfs.

<img width="974" height="972" alt="image"
src="https://github.com/user-attachments/assets/8e6eaded-2fe1-452b-b357-d10cf284c1ae"
/>
</details>

**Old & new diagonal wall lighting.**
<details>
<img width="996" height="805" alt="image"
src="https://github.com/user-attachments/assets/a2c101bb-7d92-4a68-880b-5d9237137291"
/>
<img width="835" height="539" alt="image"
src="https://github.com/user-attachments/assets/b25022ad-3fc4-4a81-86b8-900e78f01735"
/>
</details>
2026-05-18 19:19:03 +00:00
Casper3667andGitHub 6738b91576 Hangar lockdown changes (#22452)
The hangar now announces when the lockdown is initiated, to make it less
confusing for crew and to make it more official it is active.
The pilot lounge lockdown button was moved to the OM office, as
operations are in charge of fuelling the shuttles and hangar
maintenance.
The security checkpoint now also got a separate button for the shutters
by the entrance, instead of it sharing a button with the window
shutters.

<img width="458" height="115" alt="image"
src="https://github.com/user-attachments/assets/0d3f1479-9992-4d31-8868-27827bf297db"
/>
2026-05-18 19:18:21 +00:00
fc991d3d62 Warehouse access reduction (#22434)
Reduces warehouse access to cargo and paramedic.

Co-authored-by: Werner <Arrow768@users.noreply.github.com>
2026-05-15 17:13:29 +00:00
BatrachophrenoandGitHub 8b282f3027 Supply warehouse hotfixes (#22447)
Hotfixes for supply warehouse- missing disposal line segment and cams.
2026-05-11 18:13:48 +00:00
BatrachophrenoandGitHub 4e5c6a53af Ship Supply Warehouse (Arc support) (#22401)
Replaces a section of D2 starboard maints with a thirty-slot warehouse
for ship supplies, for Lemurian Sea arc. Additional minor touchups.

changes:
- rscadd: "Updates a chunk of D2 starboard maintenance to be ship supply
warehousing space for the Lemurian Sea arc."
- bugfix: "Fixes 'restricted' random canister spawners inadvertently
spawning rare/valuable gases."
2026-05-10 20:28:29 +00:00
328c56be11 Arc feature - Persistent supplies (#22368)
# Summary

This PR adds persistent supply packages and a specialized charge card
for lore arcs.
Both can only be created using admin permissions and are not intended
for general availability.

## Changes

- Added a new package type, persistent supplies.
- Abstracted existing orion deliveries for shared code.
- Added a new persistent charge card variant.
- Added exceptions and specific logging for new card variant.

## Notes

Depends on PR #22367. Specific merge order not relevant.

Icons by @Fyniiy.

Relevant information for the current arc can be found on the forum
thread [Operation Deep
Dive](https://forums.aurorastation.org/topic/22921-all-crew-thread-operation-deep-dive/).

---------

Signed-off-by: FabianK3 <21039694+FabianK3@users.noreply.github.com>
Co-authored-by: Copilot <copilot@github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2026-05-05 01:25:06 +00:00
Casper3667andGitHub d717a9e8eb Adds EFTPOS devices to a large amount of away sites and away ships (#22367)
Also fixed a couple of outdated item paths.

The intent of this being so they can have the ability to charge cards
and the like. Primarily so admins won't have to spawn or set them up.
2026-05-05 01:25:04 +00:00
4e3d5c42a5 Ops restock pack changes (#22351)
- rscadd: "Added several new restock packs avaiable from the operations
ordering console."
  - balance: "Rebalanced the prices of the restock packs."
  - rscadd: "Made the restock packs come with cargo access locks."
  - rscadd: "Restock packs are now actual boxes that can be opened."
- rscadd: "The commissary restock crate was moved to the operations
loading bay."
- rscadd: "The toy shelf can now also hold cap gun mags, card packs,
card boxes and music cartridges."

---------

Signed-off-by: Casper3667 <8396443+Casper3667@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2026-04-29 20:08:49 +00:00
SleepyGemmyandGitHub e1dc8228c4 Firing Range Fixes (#22372)
fixes the security firing range not having practice shells- and
speedloaders.

fixes #22363.
2026-04-29 19:55:52 +00:00
20780b3502 Voidtamer ship additions + Tamed Carp (#22318)
Does primarily three things:

- Adds a new dock to the voidtamer ship so ships like the spark can
actually dock
- Adds a new armored carp, basically a reskinned dog that voidtamers can
have
- Minor fixes in the voidtamer ship

---------

Signed-off-by: Yonnimer <31339047+Yonnimer@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2026-04-27 00:13:29 +00:00
VMSolidusandGitHub 2f3276ba0d Remove Unused Circuit Boards (#22322)
Removes a bunch of unused circuit boards that corresponded to machinery
that didn't exist in the game anymore. These would turn up in spawners
on offsites and in random contents crates regularly, essentially
"wasting" the spawns.
2026-04-27 00:13:03 +00:00
KanoandGitHub c4ce0da8f4 Runtime 2.0 (#22338)
## About PR

Remaps runtime, the debugging map so it hopefully now has less ancient
layout and provides a more thorough testing space

Known issues:

- Due to a race condition in between the overmap z-level and overmap
object initialization, runtime's overmap object won't be tranferred to
overmap properly, meaning not being able to test away site docking
process with the runtime and its shuttle is still a present issue

## Images

<img width="1376" height="1792" alt="image1"
src="https://github.com/user-attachments/assets/31b069af-7cbb-4199-bc6f-925d6d6f1223"
/>
<img width="1376" height="1792" alt="image2"
src="https://github.com/user-attachments/assets/0d5dc182-036b-4cea-b66a-3dd588f53e5d"
/>
2026-04-27 02:11:39 +02:00
BatrachophrenoandGitHub 35cb04c48e Port Volturno Pool (#22362)
Adds a public pool to Port Volturno.
<img width="1503" height="1180" alt="image"
src="https://github.com/user-attachments/assets/c5892a20-03fa-4de4-87b0-36782c3ac849"
/>
2026-04-26 15:01:06 +00:00
BatrachophrenoandGitHub 912b4a9982 Ho'taki rifle in raider prep now has correct ammo caliber available (#22346)
Fixes https://github.com/Aurorastation/Aurora.3/issues/22216

Ammo on the table next to it were two magazines of 10 rounds of 7.62.
Replaced with same of 6.8.

I don't know why StrongDMM decided that there's no longer a definition
for tile ydS according to changed files, but nothing has been modified
on the main Horizon map.
2026-04-26 10:55:54 +00:00
Casper3667andGitHub acf5e04320 A bunch of ops mapping changes (#22277)
A bunch of overlapping wall objects, primarily cameras and lights, were
moved to avoid overlap within operations.
Tool storage was put on the civilian grid instead of the operations
grid.
Hangar techs have been given a blue toolbox in their locker. This is
because they need tools for taking care of the shuttles, such as for
refueling.
A sheet snatcher was added to ops near the mining output.
Miners and OM now spawn in the ops break room, so there is a bit more
team to the starting instead of them being separate, and to match some
of the other department starts. Machinists were not moved due to the
distance to their workshop.
The conveyor on the cargo elevator was made one shorter so it stops
overspilling loose items behind the elevator.
Mapping sprites for two random spawn objects were fixed, alongside the
sprite for the doors to the ship ammunition storage. This only affects
mapping and was not visible ingame.
2026-04-23 00:35:17 +00:00
BatrachophrenoandGitHub 44bb1d5c82 Port Volturno Bar (#22308)
Replaces the top floor of WITCH HAND with a small bar, several other
minor fixes/cleanup in the area.
<img width="1237" height="1217" alt="Screenshot 2026-04-21 130646"
src="https://github.com/user-attachments/assets/fd89d713-9686-4b2f-9df8-aac5a44bda7c"
/>

Also, a minimap and portable map readers distributed at the spaceport
and ghost role spawns.
<img width="553" height="289" alt="image"
src="https://github.com/user-attachments/assets/3b15998f-e0be-4db2-bc82-3e50dc457549"
/>
2026-04-22 20:33:55 +00:00
BatrachophrenoandGitHub 98d00638ce Horizon maint access rights and contents variety (#22262)
Two major changes to Horizon maints:
1. Updated maint door access to actually be consistent across the ship.
That is to say, you should have access to the maints behind your own
department, you should be able to make meaningful use out of them (no
random useless dead ends), but you shouldn't automatically get free
access to the entirety of the ship maints due to lack of hatch access
control. This was a non-issue until the Horizon expansion that greatly
increased maint interconnectivity. Now, everyone has consistent maint
access, and free access remains for Code Blue (or manually Command
disabling access controls).

2. Maint loot should be more interesting. Static contraband spawns were
reduced but a large number of new spawners were added that should make
loot, contraband, tools, trash, etc., spawn in more varied places. This
should make maint travel involve more Happy Surprises rather than
strictly being a rote process of 'lets see what spawned in XYZ room this
time).

Miscellaneous other bugfixes and spawn tweaks based on my observation;
on repeatedly re-loading the Horizon, the numbers chosen seemed to
repeatedly give me the most satisfying results. See file changes.
2026-04-21 14:19:40 +00:00
SleepyGemmyandGitHub c128191726 Custodial Airlock (#22268)
adds a custodial airlock and maps it in. it's the same colour as the
service airlock but with purple stripes.

<img width="160" height="128" alt="image"
src="https://github.com/user-attachments/assets/d897736c-497d-4ba7-900b-09b77691f7c2"
/>
2026-04-21 14:19:37 +00:00
33b8164013 Radiation Damage Rebalance (#22238)
Adds: 
- Dosimeter, keeps track of how many rads a person has absorbed as well
as showing the dose after armour.
- Adds a message to shelter in maint to the supermatter explosion.
- Adds a flag that makes damage not apply to robotic limbs, useful for
preventing radiation burns to metal parts. Should also be added to
chemicals that deal brute damage, such as arithrazine and the the burns
from chemical exposure to chlorine, but that's another PR.
- Added radiation resistance values to makeshift armour. As it only
covers the chest, this isn't very useful, but better than nothing.

Balance:

- Re-scaled radiation damage.
- Radiation now maxes out at 1000, from the previous 100.
- Radiation damage when at maximum rads is converted directly into burn
damage.
- Radiation sources decay slowly, so all the old numbers were maxing
people's radiation values instantaneously.
- Re-scaled organ damage from radiation. Previously you would take no
organ damage till 75% rads, then lose your liver almost immediately. Now
organ damage ramps up from 500-1000, with 750-1000 being about 1/3rd the
organ damage of 75-100.
- Added debilitating, but not lethal, effects to moderate and high
radiation levels. Lots of pain events instead of straight damage.
- Reduced speed and stamina for high radiation doses.
- Hyronalin and Arithrazine both remove much more radiation.


The intent: People should now be able to work in low radiation zones,
without using the radiation suit for short periods of time.

The geiger counter is no longer an 'if this is ticking you are at max
rads' detector.

With the engineering voidsuit, 75% rads, I could stand next to a charged
supermatter ~50rads a second, for about 2 minutes before I hit lethal
radiation levels.

If people stay in a radiation zone, or are exposed to extreme radiation
100+ rads a second, radiation is much more lethal, but not by just
killing your organs. Conventional medicine will help a lot.

---------

Signed-off-by: FenodyreeAv <fenodyree.av@gmail.com>
Co-authored-by: Batrachophreno <Batrochophreno@gmail.com>
2026-04-21 12:43:25 +00:00
KanoandGitHub 87a59a4fd9 Slightly tweaks deck 3 security hallway and interrogation room (#22240)
## About PR

Addition to title, also adds a portable whiteboard to investigators
office, and adds the missing camera monitor to interrogation, fixes
#22227

## Images

<img width="704" height="672" alt="image"
src="https://github.com/user-attachments/assets/16117f98-ccf4-44c9-bc7b-998e85ded8fc"
/>

(the monitor and the intercom is under the window in the middle...!)
2026-04-20 11:33:33 +00:00
SleepyGemmyandGitHub 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
Casper3667andGitHub b18442c14c Fixes some missing objects on the SFA patrol ship (#22281)
The objects in question had been removed, so I changed them to their
closest parent type for now.
2026-04-20 11:31:53 +00:00
BatrachophrenoandGitHub d85ee048a9 Assunzione Hotfixes & QoL (#22297)
Based on feedback and observations from event round. Contains many many
many little changes like QuikPays and tool distribution, signage,
expanded seating in some places, more ATMs, some bugfixes, better doors,
different doors, etc.
2026-04-20 00:18:05 +00:00
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
Casper3667andGitHub deab6b4e99 A large set of ops program fixes + elevator ghost sound fix (#22278)
- bugfix: "Fixed the operations status display screens not showing the
elevator status."
- bugfix: "Fixed the cargo delivery program not displaying the account
that was used to pay for an order with."
- bugfix: "Fixed the cargo delivery program not displaying shipped
orders regardless of payment status."
- bugfix: "Fixed the ghostly ambience on the operations lift and the
lift near security."
- bugfix: "The operations program now displays the elevator time in
seconds instead of minutes, given the minutes would always show 0."
2026-04-19 05:28:40 +00:00
FabianK3andGitHub 9c6a643997 Engineering washroom, maint fixes, area rename (#22226)
# Summary

This PR adds a washroom to the engineering department - *Why does the
dirtiest department not have a washroom?*
Refactoring of nearby maints.

## Changes

- Engineering washroom
- Refactore fore maint, added vents (the maint is too large to not have
them, multi-level Z too)
- Signs
- Renamed "EVA storage" to engineering "Equipment"
- Fixed wrong camera network in SM monitoring
- Removed left-over vents in sec meeting room.
2026-04-19 05:24:24 +00:00
d5931c5ffe Adds an universal object health system. (#21266)
https://www.youtube.com/watch?v=ZpUYjpKg9KY

As per title. The goal is to add health to most objects in the game and
thus allow them to be dynamically destructible, while also avoiding
shitcode like each structure having its own snowflake health update
proc.

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2026-04-16 23:22:08 +00:00
SleepyGemmyandGitHub 857fe5318d Spark Shutters Access Fix (#22229)
fixes the shuttles' access shutters not allowing Spark and Canary
accesses and the Spark's access shutters not having mining access.

fixes #22222.
2026-04-15 15:06:43 +00:00
BatrachophrenoandGitHub 17721ddae4 Warehouse submap tuneup (#22187)
Makes several small changes to the warehouse submaps; primarily, this
reworks the 'radioactive waste' submap such that the radiation it
produces does not fill the rest of the warehouse. In future, more
hazardous submap content should be restored with some changes made to
the warehouse itself to both improve signalling and workarounds, but for
now, we'll be nice to the hangar techs.

While working in the submaps, some that were not very interesting were
removed (such as the ship gun and cars), and others were added or
modified, largely based on feedback from TheGreyWolf. Examples of such
modifications were the inclusion of a crate of music cartridges in the
'entertainment electronics' submap, which hadn't existed before.

changes:
- qol: "Warehouse submap compartment shutter now spawns closed by
default."
- qol: "Warehouse submap compartment walls are now reinforced walls for
radiation blocking."
- qol: "Modifies several warehouse submaps; removes static objs like
ship weapon and cars, increase variety of existing content, removes a
few lore-unfriendly items, tunes radiatioactive waste submap, etc."
  - bugfix: "Acid barrel now spawns with acid in it."
2026-04-13 18:35:03 +00:00
Casper3667andGitHub 8bc224d453 Enforces that the tesla rig requires a military tesla spine to work (#22154)
Done after talks with Catsin/taj lore.

The tesla rig has been removed from the golden deep submap and replaced
with more available rigs, and the rig now requires a military grade
tesla spine to function.
2026-04-08 15:55:26 +00:00
FabianK3andGitHub 411a4a362d Maintenance connection from aft starboard to chapel/medical/ops (#22148)
# Summary

This PR extends the maint between medical and operations into the public
hallway.
This drastically shortens the path to starboard-aft maint areas
resulting in quicker travel time and more navigation options for antags.

## Preview

<img width="846" height="695" alt="image"
src="https://github.com/user-attachments/assets/8192c5e1-b248-4a44-b557-b56a104c1b48"
/>
2026-04-07 14:52:19 +00:00
KanoandGitHub 3043bf536d Adds whiteboards and gives a new UI to barsigns and its subtypes (#22133)
## About PR

Sprites made by @KingOfThePing! 
Adds whiteboards to following areas:

- CE and RD office (portable)
- Expedition EVA storage (portable)
- Intrepid flight deck (portable)
- Xenoarcheology presentation room
- Engineering breakroom
- Kitchen (as an alternative to holo-menu)

Whiteboards are also available in cargo console in the recreation tab
As an addition whiteboards can be mapped in with preset overlays and
written contents
This PR also changes sign selection list menu for barsigns and its
subtypes with a tgui image menu

## Images

<img width="699" height="534" alt="image"
src="https://github.com/user-attachments/assets/7b3de94c-76e4-491d-802c-ae9a31501805"
/>

<details><summary>video sample</summary>
<p>


https://github.com/user-attachments/assets/24de419c-e155-4623-9d08-0ff6c0b7d228

</p>
</details> 

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

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/whiteboard.dmi & icons/obj/whiteboard_portable.dmi |
KingOfThePing | CC BY-SA 3.0 |
| sound/effects/whiteboard_scribble_1.ogg,
sound/effects/whiteboard_scribble_2.ogg,
sound/effects/whiteboard_scribble_3.ogg | freesound_community
(https://pixabay.com/sound-effects/film-special-effects-marker-whiteboard-squeak03-83059/)
| Pixabay Licence |
2026-04-06 19:03:01 +00:00
Casper3667andGitHub 829fb83254 Fixes some mapped in disruptors (#22135)
I forgot that I hide map stuff by default. There should really be a test
or something for this.
2026-04-04 22:24:08 +00:00
eacff5e1eb Voidtamer ship fixes and tweaks (#22144)
Fixes a missing cable and some access to a vendor and door

Tweaks the SM growthtray to be slightly radioactive, about as much as
the small cannisters.

---------

Signed-off-by: Yonnimer <31339047+Yonnimer@users.noreply.github.com>
Co-authored-by: Kano <89972582+kano-dot@users.noreply.github.com>
2026-04-04 22:23:59 +00:00
KanoandGitHub e9e1a0fc18 Adds legal multi-z wires to the wiring guidelines (#22117)
Wiring guidelines now includes the cross z-level wires, happy mappings!
2026-04-01 10:12:57 +00:00
Casper3667andGitHub c89f4fb977 Combines the quikpay system into a datum, adds categories and more commissary things (#22055)
This fixes a couple of issues with the quikpay program, and makes it
into a datum that can be put into anything.
The ordering terminal the galley has now uses the quikpay program as
well.
The commissary now has a wall terminal they can enable and disable at
need to allow people to purchase things while the shop is unattended.
Also a small expansion to the commissary.
Food and drink fridges can be renamed with a pen.
All commissary shelves now have a message when an item are taken from
them.
The frozen meal vending machine was also readded behind the café.

<img width="550" height="550" alt="image"
src="https://github.com/user-attachments/assets/9217d942-47f1-4ec8-a459-0e94107bcebe"
/>
<img width="210" height="201" alt="image"
src="https://github.com/user-attachments/assets/fc7ad3df-7e96-49ae-83ec-df5c4a956cb4"
/>

<img width="451" height="556" alt="image"
src="https://github.com/user-attachments/assets/9126477e-7058-429e-a0e4-264d9c59f9ed"
/>

<img width="684" height="628" alt="image"
src="https://github.com/user-attachments/assets/fc95aa5c-eab1-414b-8491-2b1bbc156763"
/>

<img width="447" height="452" alt="image"
src="https://github.com/user-attachments/assets/c136840c-867c-4ea3-b61a-03aa3e5cd99d"
/>

<img width="160" height="224" alt="image"
src="https://github.com/user-attachments/assets/63e2add4-ce41-4920-bd91-1038f9661a85"
/>
2026-03-26 20:57:43 +00:00
c#min7andGitHub c2b61db164 Splits the Bluespace Drive Control Console into Jump and Control Consoles (#22032)
1.  Splits Bluespace Drive Control Console:
i) Control Console: Controls energisation/deenergisation of the BSD, can
purge gas contents, monitors power/phoron levels. Located in Bluespace
Drive Control Room.
ii) Jump Console: Controls direction and can engage the actual jump.
Also monitors power/phoron levels. Located in Bridge.

I always found it weird that Engineering ultimately set the direction
and engaged the jump, depriving Bridgies of interacting with FTL transit
short of just going 'yeah, theres no hazards east'. This splits it so
that Engineering can still configure and monitor the BSD, but the Bridge
gets handed the reins for the final steps of the jump sequence.

also, with Bridgies actually have a direct role in the BSD jump sequence
now, it may actually see the BSD get used more, 'cause its a bit 'out of
sight, out of mind'. probably not, cause just using normal propulsion is
still quicker 9 times out of 10, oh well.

2) LateInit code for connecting consoles to BSD changed to allow
consoles to be outside of the BSD's Area.
3) Minor remapping of Bridge done to accomodate BSD Jump Computer. See
image.
4) Minor Lore: just sets the UI themes for the consoles to NanoTrasen,
considering the C-Goliath is an NT-exclusive product.

Bridge Remapping: 
<img width="480" height="416" alt="StrongDMM-2026-03-13 17 35 44"
src="https://github.com/user-attachments/assets/b3dbad35-9bd0-4a7d-a5dd-e66db48a259a"
/>
2026-03-26 10:04:19 +00:00
55b2740cdb Voidtamer ship (#21162)
**WIP**
Adds a new voidtamer awayship.
<img width="871" height="1032" alt="voidtamer"
src="https://github.com/user-attachments/assets/aa1f6568-10f8-4812-8e48-2bb7b59192f8"
/>

I have not done a ship in a long, long time at this point, especially
with working power and atmos, if there's any issues or feedback on it
i'd absolutely appreciate it lol
(Image is a bit out of date)

---------

Signed-off-by: Yonnimer <31339047+Yonnimer@users.noreply.github.com>
Signed-off-by: ArbiterAmbrose <n22don2009@gmail.com>
Co-authored-by: Kano <89972582+kano-dot@users.noreply.github.com>
Co-authored-by: ArbiterAmbrose <n22don2009@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2026-03-25 16:12:04 +00:00
Cody BrittainandGitHub 23789d4113 Sorts out existing projectile weapons (#22059)
This PR is intended to sort out our existing guns into something
resembling organization. In addition, ancient decrepit guns are removed,
and abstract paths are labeled as such.

In addition, all guns are now standardized to refer to their model.
Considering the huge number of weapons we have, a `pistol` is not
descriptive enough.

NOTE: At over 200 files touched, this is being split. Not everything was
sorted, but this is already a monster to sort through. The rest can
wait.
2026-03-25 15:37:50 +00:00
BatrachophrenoandGitHub 6463e60949 Makes it clear in-game that extremely high combat risk away sites are high combat risk. (#22060)
Guys sometimes you have to metagame a LITTLE for the sake of a smooth
round.
2026-03-24 01:03:53 +00:00
Cody BrittainandGitHub 77aca119d9 Added screen alerts (#22051)
Ports screen alerts from CM13. This enables an immediate reference to
whether you are cuffed or buckled. It also provides an easy way to get
out of said situation by simply clicking on the alert.

<img width="430" height="454" alt="image"
src="https://github.com/user-attachments/assets/0c20abf2-0901-49e0-ac29-492ba7c6dbe5"
/>


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

| Path | Original Author | License |
| --- | --- | --- |
| icons/mob/screen_alert.dmi (buckle, succumb) | CM13Devs (CM-13) |
CC-BY-SA 3.0 |
2026-03-23 09:16:23 +00:00
a1ac4015ef Adds a Luceian Chapel setting to the holodecks (#22072)
Decided to revive and revamp this a little bit before the Horizon gets
to Light's Edge since I never followed through with the previous PR.

<img width="916" height="550" alt="image"
src="https://github.com/user-attachments/assets/478507a7-fae9-42b0-b5b8-2b7e6aa434ea"
/>

So that the Star may someday return.

---------

Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
Co-authored-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
2026-03-23 09:15:55 +00:00
ASmallCuteCatandGitHub 32de4e30b8 Small reduction to the damage and armor penetration of Husked Creatures (#22061)
The Husked Creatures in the Quarantined Outpost away site dealt 30
damage per hit, with an armor penetration rating of 15. For comparison,
the Plains Tyrant does 40 damage per hit and has 20 armor penetration.

This PR changes Husked Creatures to deal 15-25 damage, with an armor
penetration rating of 10. Still dangerous, still frightening, but not
nearly as likely to give you an arterial every time it hits you.

(i dont know what the numbers mean, let me know if they need tweaked
again)
2026-03-19 22:53:19 +00:00
1219db2f74 Ranger Rework, attempt three (#22047)
<img width="611" height="35" alt="image"
src="https://github.com/user-attachments/assets/844ddd6b-8881-44d0-85f3-8bda726686ac"
/>

**_LOUD INCORRECT BUZZER_**


This PR aims to fix several errors made by the Ranger rework PR,
including the fact that the autocannon shoots itself whenever fired. ID
restrictions was also added because that wasn't a thing when the gunboat
was made apparently.

---------

Signed-off-by: mynameasjeff <55303178+mynameasjeff@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2026-03-17 16:35:13 +00:00