Many, many, many items have inhand sprites in their .dmis but for
whatever reasons do not display them in-game. This PR:
1. Updates many item definitions to point to their already-existing
inhands correctly. This consists largely of held tools, but also gas
tanks and jetpacks mounted in the suit storage slot.
2. Adds a few codersprites made by me for objects with either missing
inhands or poorly matching mishands (IE, the tape recorder, which has a
black case, reused the white inhand sprites of the health analyzer). The
new sprites are modified or recolored variations of other inhand sprites
from our repo, except for circuitboards which are new.
<img width="444" height="400" alt="image"
src="https://github.com/user-attachments/assets/7f107b9a-fe24-4e31-8f16-4d34768ee117"
/>
3. Adds inhand sprites for Inflatables and Inflatable Boxes made by
Tomixcomics.
<img width="424" height="101" alt="image"
src="https://github.com/user-attachments/assets/434107c4-8577-49a2-a58e-d6b014c03933"
/>
4. Ports inhand sprites for the Hydraulic Rescue Tool from tg's Jaws of
Life.
<img width="224" height="94" alt="Screenshot 2026-02-07 172931"
src="https://github.com/user-attachments/assets/070c7956-f6a8-4fb5-870f-10c64afcc8b3"
/>
5. Some additional cleanup while in the area. The 'analyzer' has been
renamed the 'gas analyzer' to be consistent with the other analyzer
objects, standardized icon_state naming conventions where I saw
oddballs, updated code docs to use DMDocs when in the area, etc.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/item/hydraulic_rescue_tool.dmi | [SomeAngryMiner (bee
station)](https://github.com/BeeStation/BeeStation-Hornet/pull/2487),
[maxymax
(/tg/station)](https://github.com/tgstation/tgstation/pull/58616) |
CC-BY-SA |
| icons/obj/item/inflatables.dmi |
[Tomixcomics](https://github.com/tomixcomics) | CC-BY-SA |
I spent the entirety of today's event looking at hard dels with my new
digital minions. This was *nearly* every Hard Del that came up during
2/7/2026's event. It turns out that AI is extremely well suited to
hunting down circular references like this across an entire repo. This
PR was made with Antigravity-Gemini3Pro.
I have not yet tested this PR.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Wildkins <john.wildkins@gmail.com>
Adds a pink and a red heart balloon, for valentine's decorations! Also
added them to the random balloon pool so they may show up at random now
and again.
---------
Signed-off-by: Fyni <itsfyni@gmail.com>
Co-authored-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
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.
The in-hand sprites of a lot of handheld lights now exist again.
Torches, flares and marshal wands also now correctly give a light all
around, instead of directional.
You're an antag, you spawn a toolbox expecting to have all the tools.
Nope. No gloves for you because you're a taj or unathi.
This is just the quick fix solution to this since they got separate
insulated gloves.
I had a brief discussion about Goto statements, then on a whim checked
to see if we had any. We had some Gotos that are legally old enough to
apply for a learner's permit in my state. I was bored so I decided to
put them out of their misery.
Revives https://github.com/Aurorastation/Aurora.3/pull/17215 with the
needed species changes.
As I said last time this was tried, the key issue is that our walkspeed
is a lot lower than any other server's. Even if we add atom gliding as
is, it would just look like gliding through molasses and would give you
motion sickness, because it takes a half-second to finish a glide to
another tile. Meaning that to compensate the movement speed has now been
significantly buffed for everyone. Yes, even dionae, G2, simple mobs,
everyone.
As compensation, m'sai/bishop/unathi sprint were especially nerfed
because otherwise they'd go lightspeed.
https://github.com/user-attachments/assets/7ba07389-b874-4a7d-8dd5-b5d3bfe611e4
---------
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Batrachophreno <Batrochophreno@gmail.com>
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"
/>
This has zero reason to exist in our code base. We have no procs or
variables tied to this. I removed it to make future modifications
cleaner.
---------
Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
Adds turf fires (ported from Baystation, which ported them from
Shiptest), which are now used instead of ZAS fires for fuel decals and
flamethrowers. They also supplement ZAS fires in especially bad atmos
fires.
This makes flamethrowers and related objects more suitable for AOE
denial, rather than cooking the room (including yourself). They still do
the latter, but less so than a gaseous fire.
To make flamethrowers actually useful against them, simple mobs now take
brute damage when on fire.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| sound/weapons/flamethrower/flamethrower1.ogg |
[rye-rice](https://github.com/rye-rice) (Shiptest) | CC-BY-SA 3.0 |
| sound/weapons/flamethrower/flamethrower2.ogg |
[rye-rice](https://github.com/rye-rice) (Shiptest) | CC-BY-SA 3.0 |
| sound/weapons/flamethrower/flamethrower3.ogg |
[rye-rice](https://github.com/rye-rice) (Shiptest) | CC-BY-SA 3.0 |
| sound/weapons/flamethrower/flamethrower_empty.ogg |
[rye-rice](https://github.com/rye-rice) (Shiptest) | CC-BY-SA 3.0 |
| icons/effects/particles/smoke.dmi |
[rye-rice](https://github.com/shiptest-ss13/Shiptest/commits?author=rye-rice)
(Shiptest) | CC-BY-SA 3.0 |
| icons/effects/turf_fire.dmi | CM Dev (cmss13) | CC-BY-SA 3.0 |
Adds two tajaran teas to the game, Messa's Tear and ras'nif. These can
be found in the loadout and the bar, as well as random warehouse spawns.
Adds solar salve, a legal herbal substance from Adhomai, found in the
loadout and warehouse spawns.
Also performs some tweaks to the Konyang teas in order to make brewing
teas with them easier.
---------
Signed-off-by: Greenjoe12345 <33647525+Greenjoe12345@users.noreply.github.com>
For a robust crafting system, I need a new materials framework.
For a new materials framework, I need to clean up reagents.
To clean up reagents, I need to pare down foods from reagent holders.
To pare down foods from reagent holders, I need to port edibility
components.
To port edibility components, I need to port processing components.
To port processing components, I need to port tool behaviors.
This is all back-end code, no new features or functionality from this.
As title; dedicated computer/security objs now launch the same Camera
Monitoring app as modular computers do- same interface but in TGUI.
Removes old NanoUI version.
Currently, all "outsider" jobs (that is, journalist, consular, liason,
aides and bodyguards) if set to a clip on radio would spawn with the
default one (no command access, or no service in the case of the
journalist)
This adds a clip on for the consular, liason, aides and bodyguards and
makes sure the journalist gets their service clip on.
---------
Signed-off-by: Fyni <itsfyni@gmail.com>
Adds the Winter Quest rulebook as a item in the Toy section of the
loadout. It is not species restricted.
Text implementation is a bit cumbersome. If it is possible to pull from
a txt file onto paper then changes can be made to do so. Otherwise,
based on the implementation of the ZAT instruction file.
A minor change, but a variable for the journal has been added to check
for closed overlays. Added for if future journal-like books are added
that do not use the default journal overlay.
Sprite made by me.
---------
Signed-off-by: CatsinHD <31459154+CatsinHD@users.noreply.github.com>
Co-authored-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
Co-authored-by: Casper3667 <8396443+Casper3667@users.noreply.github.com>
V2 of [previous music playing
PR](https://github.com/Aurorastation/Aurora.3/pull/21466). TLDR no
longer uses the connect_range component for implementation because it
turned out a bit too inflexible for overlapping music players.
Removes a NanoUI template for the [TGUI
update](https://github.com/Aurorastation/Aurora.3/pull/21046).
New changelog:
- refactor: "Ported Jukebox's NanoUI interface to TGUI."
- refactor: "Ported Jukebox audio playing functionality to a component."
- refactor: "Sound keys refactored from singletons to datums, along with
larger breakout of sound.dm to allow for easier SFX updates in future."
- code_imp: "Expanded track datums to include track lengths."
- code_imp: "Reorganized music file folders for more intuitive access."
- rscadd: "Earphone status feedback text now includes track length."
- rscadd: "Added autoplay functionality to earphones."
- bugfix: "Fixed earphones' 'Previous Song' verb not sending you to the
end of the playlist when used while the first track is selected."
- bugfix: "Fixed gain adjustment for 'Konyang-1' (-23 dB -> standard
-9.8 dB)."
- bugfix: "Fixed y-offset of audioconsole-running overlay animation to
line up with the actual screen."
---------
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Continued from #19839
> Part 1 of a refactor to try and make our various fabricators use the
same system and basic code. This adds the microlathe as a proof of
concept to the whole refactor, ported from Baystation. Currently not
mapped anywhere.
> This also ports over Nebula's autolathe working sound, however it is
adapted to fit our code. As such, I went to the original sound and
re-cut it, now including start and stop sounds.
Plan is overall to make it much easier to add new types of fabricators.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/machinery/fabricators/microlathe.dmi |
[BloodyMan](https://github.com/BloodyMan) (Baystation 12) | CC-BY-SA |
| sound/machines/fabricators/autolathe/ |
[pencilina](https://freesound.org/people/pencilina/) | CC-0 |
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
They had the same sound as a backpack before, which did not make sense
for something made of metal. This simply fixes that so it sounds
metallic, similar to toolboxes and the crime scene kit.
https://www.youtube.com/watch?v=9mPvZ96pHJI
A pull request commissioned by the Synthetic Lore Team to
comprehensively rework synthetics (read: IPCs) and how they work in
Aurora. The objective is to make IPCs as unique as possible from humans,
upgrading the robotic feel and atmosphere, while also preserving a good
sense of balance in-game.
Key features:
- A comprehensive expansion of synthetic organs, all of which now
fulfill a purpose: hydraulics, cooling units, power systems, actuators,
diagnostics units.
- Customizable organs with benefits and drawbacks, such as with cooling
units and power systems.
- Unique ways to repair the organs and more involved steps.
- Unique damage mechanics - every organ has wiring and electronics which
affect its functioning, and they are defended by plating which provides
natural armour.
- Improved and immersive diagnostics.
- Unique features, benefits, and drawbacks for every IPC frame.
- A rework of the positronic brain, which can be either destroyed or
shut down, alongside effects caused by low integrity.
- A rework of how EMPs affect IPC organs.
- Non-binary damage states for each organ.
To-do:
- [x] Finish the unique features for each frame.
- [x] Look into if mechanical synthskin is possible.
- [x] Power system.
- [x] Posibrain mechanics.
- [ ] Passive cooling expansion.
- [x] EMP mechanics.
- [x] Repair mechanics.
- [x] Mob weight mechanics.
- [ ] Gurney for heavy mobs.
- [x] New augments.
- [ ] IPC tag scanning and flashing.
---------
Signed-off-by: Werner <1331699+Arrow768@users.noreply.github.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: Geeves <22774890+Geevies@users.noreply.github.com>
Co-authored-by: Werner <1331699+Arrow768@users.noreply.github.com>
## About PR
Adds some building/planning mechanics typically seen in
base-building/survival games such as Grounded. Hopefully this will ease
the away base construction process. Happy base buildings!
Currently, this allows placing blueprint objects that players can click
on with the required materials to build whatever the blueprint
represents. You can place templates, edit them or build your own
glorious base from ground.
Sprites for `blueprints` and `blueprints_unfolded` inside
`base_planning_blueprints.dmi` are ported from SS20 Russian Paradise
Station.
## Images
https://youtu.be/FCrZn8BkISU?si=Fst0ksAgi47D_wN7
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/item/base_planning_blueprints.dmi | vovakons (SS20 Russian
Paradise Station) | AGPLv3 |
This PR includes several changes to bring our wound code up to date with
baystation, nebula, and modern standards. Highlights include:
- The usage of integers between 0 and 100 for ratios (expressed as a
percentage), instead of 0.0 to 1.0. Small decimal values are prone to
floating point precision errors, but by moving to a percentage instead,
we can reduce the impact of this.
- The untangling of damage flags and injury flags, which were used
interchangably in the code. This could have caused issues should we
expand any of these.
- Larger embedded objects now halt bleeding in wounds, until they are
pulled out. In exchange however, embedded objects will halt healing in
wounds (it is difficult to close an open wound that currently has a rod
stuck in it)
- A lot of data, such as implanted objects and organs, are now stored in
amputated limbs.
changes:
- balance: "Dirty bomb cleanable 'greenglow' decal left behind is now
actually radioactive to make it more persistently hazardous."
- balance: "'Radioactive waste' rare Warehouse spawn submap now uses
low-radioactivity variants for some of its contents and also been given
a radioactive gear crate."
- balance: "Adds increased taste_mult values to radioactive waste,
napalm, and nitroglycerin; it should be noticeable if your drink is
spiked with any of them."
- balance: "Both uranium and radioactive waste reagents will create
radioactive pools on the floor if spilled (uranium weak, radioactive
waste medium/strong)."
- balance: "Bombs are now allowed to be planted on any mob type except
for carbons."
- balance: "Increases the numbers of assemblies (signalers, igniters,
etc.) stocked in vending machines."
- rscadd: "Adds a radioactive waste chemical canister to the Uplink (5
tc)."
- code_imp: "Adds additional variants of greenglow/radioactive decal and
radioactive_waste/hazardous obj that are more or less radioactive for
mapping and ST use."
- code_imp: "Cleans up bomb timer setting code and admin logging."
- qol: "Adds more examine hints to reagent dispensers."
- qol: "Adds more examine hints to bombs."
The 'radioactive waste chemical canister' item cost was set to 5 tc to
match the other 'hazardous chemical' antag item, the Chlorine Tank.
<img width="1701" height="292" alt="image"
src="https://github.com/user-attachments/assets/db1dbc50-1a6a-4549-b9e5-b838ec62f849"
/>
**This is but one of several PRs as part of Project Anabasis, and is a
necessary building-block for a Traits System and a Skills System**
This PR was essentially prompted by recent lore changes to Skrell that
weren't yet existing in the game, so I'm kicking off this as a PR to
start a series of more meaningful psionic reworks. With a focus on
Components and Signals as a way of dramatically increasing the systems
interactivity of psionics. With this PR, mobs have an effective
"Psi-Sensitivity" that can be checked by psionic effects, and influence
a wide variety of interactions.
Psi-Sensitivity is calculated based on a Signal interaction, whereby
multiple responding sources have a chance to respond to the signal and
influence the end result of the calculation. For now there still remains
a cutout specifically for owners of a Psi-Complexus(Which is just Skrell
and Antag Psions), who have a bonus to the psi-sensitivity check equal
to their PSI-RATING. That being 1 for Skrell, and 2 for antag psions.
But eventually in the future this should be replaced with a standalone
component separate from the concept of "Sending"
The other common sources of sensitivity currently are the Psionic
Receiver implant, MindShield, and Mind Blanker implants. With Psionic
Receivers giving a bonus to psi-sensitivity, and the latter two giving a
penalty to psi-sensitivity. Both MindShields and Mind Blankers are now
unified in how they interact with psionics, both using the same system
of Signals without a hardcoded check for the mindshield.
As an important distinction to make, Psi-Sensitivity is NOT the same
thing as being Psionic. Actually Psionic characters like Skrell have a
big bonus to their sensitivity. It's more a measurement of how receptive
a character is to Receiving (separate from Sending) psionic influences.
You can actually be capable of using psionic abilities, but have a
sensitivity of 0, effectively meaning such a character can "Send but not
Receive" psi influences.
- [x] I have tested this PR and have verified that it works, you're
welcome.
## About PR
- Fixes#21487
- Fixes#21634
- Fixes#21639
- Fixes#21640
- Also turns some comments into dmdocs in touched files, documents some
missing stuff
Fixes https://github.com/Aurorastation/Aurora.3/issues/21509
**Summary:**
Cleans up a lot of old Greimorian egg implantation code- rewrote the
actual worker injection behavior to use the organ/internal/parasite code
we have, instead of creating effects with their loc set to the organ
itself.
This largely means that not only is Greimorian implantation able to be
treated pharmaceutically (as you'd expect, with them being parasitic and
medicine including antiparasitics), but it also means that 'greimorian
eggs' also get the same treatment as nerve flukes, etc. That is to say,
antags can now purchase Greimorian Clade Kits from the uplink and inject
people or monkeys with them to cause Unhappy Tidings.
This code is also fairly easy to modify, if one wanted to create more
implantable parasites that burst out of people, unrelated to
Greimorians.
**Changes:**
- refactor: "Refactors the egg injection of Greimorian Workers to use
parasite code; it can now be treated with anti-parasitic medicines in
addition to amputation of the affected limb. Works on all playable
species, and monkeys."
- rscadd: "New reagent 'Greimorian Eggs' creates an egg cluster parasite
in a random organ when metabolized in the bloodstream. It also has very
mild soporific effects."
- balance: "Greimorian Workers and playable Greimorian Servants/Queen
now inject Greimorian Eggs instead of Soporific."
- rscadd: "Greimorian Clade Kit now available in Uplink under Bioweapons
section (Greimorians now able to be introduced to ship by egg cluster or
injectable reagent)."
- balance: "All parasite kit bioweapons have had their vial reagent
count increased from 2 -> 5."
- balance: "Helmizole no longer treats K'ois Mycosis, Black K'ois
Mycosis, Zombification, or Tumors (Benign or Malignant)."
- code_imp: "Updates a lot of code documentation to dmdocs."
This PR updates Agent ID cards to use TGUI instead of NanoUI and
introduces some addtional qol features. Comparison image in following
comments.
- Extended examine information: mechanics hints and antagonist hints
both for standard ID cards and Agent ID cards (explains things like how
Agent ID cards EW suites recharge over time, how to imprint biometrics,
etc.
- Silent warning message added to Agent ID cards for when power starts
getting low.
Removes a NanoUI template for the [TGUI
update](https://github.com/Aurorastation/Aurora.3/pull/21046).
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.
OpenDream's `EmptyBlock` pragma had a bug that prevented it from firing
in certain cases of empty `for()` loops. That has been resolved and it's
uncovered a few issues with your code.
Please merge this ASAP as it has no impact on current behavior (besides
saving CPU cycles) and the bad code is currently blocking OpenDream CI
for the linked PR.
Pretty simple, this make the price scanner yellow/gold so it is easier
to spot at a glance from the export scanner.
The destination tagger is also added to the toolbelt, similarly to the
export, price and crate scanners.
The new sprite is by me.
- Fixes hull beacons, radial lights and decal light sources not emitting
light. Thunderdome is no longer dark, fixes#21565
and fixes#21567
- Fixes radial lights not drawing any power from the powernet it's
connected to. Also refactors its toggle logic, since it never stopped
processing despite `STOP_PROCESSING` macro
Adds the **Orion Miner** (officially the **Orion Mining Skiff**), an
all-in-one mining mega-shuttle with landing capability. Yes, the entire
ship can land. There is no secondary shuttle to get into.
<img width="704" height="1408" alt="image"
src="https://github.com/user-attachments/assets/b58d1305-2dbd-4c20-9305-f88535522af2"
/>
The Orion Miner is intended to be a lowpop (or solo, if necessary)
mining experience for people to try their hand at mining and exploration
without being critically dependent on other departments for
functionality. If you like mining, often go on low-pop and/or dislike
having to rely on other staff (medical/engineering/etc) for basic
necessities, this ship is for you!
Miners have their own supplies, access to thrust, navigation, and
equipment slightly better than that of the Horizon to compensate for
lack of support. This includes medical equipment and lifesaving
medication, in theory making solo miners on this shuttle statistically
less likely to die of preventable causes like blood loss or lung
ruptures.
While this ship can be crewed by a single person if necessary, it has
space for 4 crew total: 3 fully-equipped miners, plus 1 crewmember or
technician. (They are also provided an EVA suit and can use extra
equipment as necessary). This ship does not come with an explicit
captain.
Ore redemption consoles and mining equipment vendors are also present to
give crew the full mining gameplay loop. Minus the sales, at least -
though you could absolutely sell off or give away your spoils to the
Horizon or other offships if you so desired.
## Ship Features
- Full docking and landing capability. The ship _is_ the shuttle.
- An ore smelting plant and cargo bay.
- Ore redemption consoles and mining vendors, for the full miner's
gameplay loop.
- A Grauwolf for hazard clearing and (secondary) self-defense.
- A canteen and kitchen with adequate supplies.
- A hydroponics bay.
- Three atmosphere-rated airlocks. The rear one (north of the shuttle)
is a docking port.
- Emergency treatment-capable medical bay with adequate medical
supplies. It's no Horizon, but it is capable of saving people from
otherwise ruinous injuries.
- Technical storage and main engineering.
- Full SCC corporate affiliation. As a ship of Orion Express, this ship
can and should be able to interact (and possibly partner) with the
Horizon without a hitch.
## Additionally...
This PR also comes with a minor refactor to the way ore processing
machinery works: code has been streamlined, redundancies have been
eliminated, and machines should now work properly even when moved in
space (for example if it is on a shuttle).
<img width="991" height="351" alt="image"
src="https://github.com/user-attachments/assets/8f99dc29-8927-40e0-9856-b8ad5b2d35cb"
/>
This PR also comes with a minor resprite to the `sleekstab` sleek
stabilization kit. It is basically a recolor of the "small first aid
kit" combined with the stabilization kit's rainbow pattern. See
IconDiffBot for the raw sprite.
And last but definitely not least, this PR expands Odyssey landing zones
to accomodate larger shuttles and expands shuttle standards to be bigger
(45 tiles long).
## Notes
<img width="1292" height="936" alt="image"
src="https://github.com/user-attachments/assets/dbcb0f3e-6509-4ff4-a53c-90f1255e6152"
/>
This is an **oversized** shuttle, about 30% larger than the Intrepid by
size and 20% larger than the Lone Spacer. While tested with many, many
different away sites, stations, and exoplanets, including the Horizon
(which it _can_ dock with), it's not guaranteed to be able to land at
_every_ site nor is it guaranteed to do so safely.
_Do note that this size comparison picture uses an old version of the
ship._
## Pictures
_Pictures may not be fully representative of the final design. See
MapDiffBot or the attached map screenshot at the top of the PR for the
final design._
<details>
<summary>Details</summary>
<img width="1316" height="1310" alt="image"
src="https://github.com/user-attachments/assets/fc58c3a8-6c61-41d7-9e69-9852986c76ca"
/>
<img width="1172" height="1111" alt="image"
src="https://github.com/user-attachments/assets/eb3d9d38-b7e5-42a4-88b1-310ff08a1c5d"
/>
<img width="1209" height="1151" alt="image"
src="https://github.com/user-attachments/assets/d1b1842e-f2f7-4525-a5e5-8d6f8c26f9be"
/>
<img width="1251" height="1253" alt="image"
src="https://github.com/user-attachments/assets/cd2b7a40-cb3f-4151-9057-7dc9dfe69ddd"
/>
<img width="1105" height="1198" alt="image"
src="https://github.com/user-attachments/assets/1ae5a5e3-ba73-433f-8186-0c24a77dcade"
/>
</details>
Fixes https://github.com/Aurorastation/Aurora.3/issues/18504
Fixes https://github.com/Aurorastation/Aurora.3/issues/21064
Fixes https://github.com/Aurorastation/Aurora.3/issues/21267
Fixes https://github.com/Aurorastation/Aurora.3/issues/21455
Fixes https://github.com/Aurorastation/Aurora.3/issues/21535
Miscellaneous bugfixes, code cleanup, etc. Smaller batches this time.
changes:
- spellcheck: "Renames 'gibber' to 'autobutcher'."
- code_imp: "Cleans up a lot of old autobutcher code."
- code_imp: "Simplifies and unifies a lot of circuit board naming code."
- code_imp: "Updates various code comments to DMDocs format."
- balance: "Slightly increased damage of beating someone with a ladder."
- bugfix: "Fixes foreign speech displaying the translated versions in
langchat for non-fluent listeners."
- bugfix: "Fixes whispered speech langchat; whispers are now correctly
italicized."
- bugfix: "Fixes shouted speech langchat; shouts are now correctly
biggified."
- bugfix: "Adds missing Omni Gas Mixer, Gas Meter options from RFD-P."
- bugfix: "Adds missing circuit boards for bioballistic delivery system,
lysis-isolation centrifuge, and autobutcher to allow for construction
and deconstruction."
- bugfix: "Fixes empty algae chips bag having description set for its
name."
- bugfix: "Adds fallback_specific_heat values to several reagents that
were missing them."
- bugfix: "Fixes antimateriel projectiles being erroneously
damage-capped when hitting walls."
- bugfix: "Fixes laser beam effects not using the base colors of their
beam VFX."
- qol: "Added helpful feedback hint to move closer when someone speaks
aloud within 4 tiles while you're in vacuum (as features go, this one
felt more like a bug to experience)."
- qol: "Updated various examine hints."
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Papers no longer have double text shown when examining them.
The slide projector projections can now be examined again, and papers
and photos can be looked at properly through it.
It hasnt been jargon for years, and the code still had a few references
I noticed. Most of these are just icon names, which arent at all visible
on the player side, but one description for specifically the cargo order
of a item still mentioned it. Funnily enough, the actual item itself had
a correct description.
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.
**Overview:**
The first huge fuckoff mapping PR for giving the Horizon enough extra
space to be able to comfortably map on it for the duration before NBT2
and not be super cramped (extends aft by 6 turfs).
Includes a SECOND vault to heist at the back of the ship and a lot of
maint area people can repurpose. Notably, this also removes the Xenobio
Hazardous Containment room and the Medical Emergency Storage room
(contents of the latter have been moved). Otherwise, y'all got more
ship.
**Map Images (OUTDATED NOW):**
<img width="2453" height="868" alt="Screenshot 2025-10-16 141649"
src="https://github.com/user-attachments/assets/be9a540d-af92-46b4-b59f-e298204a678a"
/>
<img width="2450" height="940" alt="Screenshot 2025-10-16 141702"
src="https://github.com/user-attachments/assets/b96f3f3e-dd4b-4457-9c5c-1f09f8bb7a00"
/>
<img width="2452" height="895" alt="Screenshot 2025-10-16 141714"
src="https://github.com/user-attachments/assets/9a16e55d-8386-46d9-a3d3-d4e5a0ff6ec0"
/>
**Misc Features:**
<img width="1069" height="685" alt="Screenshot 2025-10-16 141727"
src="https://github.com/user-attachments/assets/89c14f85-f476-4f91-bd02-7c36f36a4418"
/>
<img width="983" height="825" alt="Screenshot 2025-10-16 141736"
src="https://github.com/user-attachments/assets/6b20da20-982c-4ec1-b252-3507f1211e94"
/>
<img width="1382" height="951" alt="Screenshot 2025-10-16 141743"
src="https://github.com/user-attachments/assets/fdfd683d-33a4-47e3-9df8-dec1f9286598"
/>
<img width="2405" height="863" alt="Screenshot 2025-10-16 141803"
src="https://github.com/user-attachments/assets/c539c4bd-4a8f-4326-a30b-5a1d09eca26b"
/>
**changes:**
- qol: "Hugely expands the Horizon's maints and adjusts/expands much of
the aft of the ship."
- rscadd: "Adds a new Vault to Horizon (Deck 3 aft, behind the Gym)."
- rscdel: "Removes Xenobiology Hazardous Specimens compartment."
- rscdel: "Removes Medical Emergency Storage compartment."
- spellcheck: "Replaces a few mentions of 'room' with 'compartment.'"
- spellcheck: "Renames the Bridge Break Room to Bridge Wardroom."
- spellcheck: "Renames the Kitchen to the Galley."
- spellcheck: "Renames the Dining Hall to the Mess Hall."
- spellcheck: "Renames each Washroom to the Head."
Adds two new recipes, one cocktail and one snack item, with a particular
focus on the frontier.
<img width="305" height="389" alt="new food"
src="https://github.com/user-attachments/assets/633b7efc-5cf4-487c-8a22-cd6e14eecf32"
/>
Voidman's Stew - Fishballs in sauce from Sun Reach
Carian Strogonoff - Mushroom strogonoff! (I wanted ot make this slightly
glow but could not get it to work)
Witch-spirit - The trendiest new cocktail, using Reach wine as a base
Algae Chips - Fried and crispy algae from Sun Reach. Available in
Getmore! vendors until somewhere more suitible can be created.
All sprites by myself.
---------
Signed-off-by: Fyni <itsfyni@gmail.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>