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 |
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>
- 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.
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 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>
-Adds cucumbers as produce
-Adds a few new food dishes (mostly cucumber based and 1 Adhomian dish)
-Returns the randomly generated ingredients spawning in the fridge at
the start of shifts such as condiments, syrups, etc. to spawn in like
they did before the scarcity arc.
-Adds handheld icons to kitchen trays
-Fixed sugar-tree fruit not showing up properly
As title. Adds several mechanics/assembly/disassembly hints to several
gun types, and also handles some minor code cleanup where I found
issues. No mechanical changes.
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

-Adds cream cheese to the game because I'm tired of committing the
atrocity of making foods out of blocks of cheese and cream.
-Adds 5 new food dishes to the game including a few commissioned dishes
from Sankt Frederick (The new dishes: Belinas, Bierocks, Cream cheese
bagels, Cream cheese toast, and smoked salmon bagels)
-Adds 2 new beers to the game, a Xanan one and one from Sankt Frederick
-Adds the new beers as well as multiple existing beer bottles to the
Booze-O-Mat because currently there is no place to get any bottles of
beer on the station which is more than a little weird.
**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>
EDIT: This is complete and no longer a work in progress. I've tried to
make sure that everything is tested and working properly but if there
are issues please let me know.
This away site is intended to be a high risk, high reward, encounter.
I'm also attempting to increase its replayability by incorporating a
number of sections and submaps that will be newly generated each time.
Things added or changed:
- Additional traps and environmental hazards.
- Lava is now more deadly. It used to only set you on fire, now it will
burn you appropriately.
- Minor sprite fixes for uncommon elements for easier mapping; throwers,
step triggers.
- Map and associated files, submap json, landmarks, areas, ect.
---------
Signed-off-by: Evandorf <ej_denton@msn.com>
Co-authored-by: Kano <89972582+kano-dot@users.noreply.github.com>
Fixes https://github.com/Aurorastation/Aurora.3/issues/18951
Fixes https://github.com/Aurorastation/Aurora.3/issues/19447
Fixes https://github.com/Aurorastation/Aurora.3/issues/20283
Fixes https://github.com/Aurorastation/Aurora.3/issues/21395
Overhauls a wide variety of INDRA behaviors and related gas/material
properties.
changes:
- balance: "Fusion reaction modifications. Higher radiation and
temperature output, comparable power output."
- balance: "Increased rad resistance modifier of Borosilicate Windows
from 1 -> 4 and (closed) Blast Doors from 1 -> 6."
- balance: "INDRA Field Strength minima/maxima changed from 1-100 ->
20-120. Power costs increased significantly."
- balance: "INDRA instability increase per tick now limited, similar to
Supermatter (prevents sudden instability spike from instantly nuking
it)."
- balance: "APC cell charge rate increased 10x."
- balance: "Rebalanced contents of INDRA hard storage compartment."
- balance: "SMES coils capacities halved, throughputs doubled."
- balance: "SMES unit maximum coil capacity increased from 6 -> 8."
- balance: "TEG maximum power output increased from 500000 -> 2500000."
- balance: "Power wasted from exceeding TEG maximum power output
decreased from 50% to 33%."
- balance: "Portable generators of all types have had their power
generation capacity doubled."
- rscadd: "New 'Fusion Codex' app added for all crew with ACCESS_ENGINE
that details all available nuclear fusion chains."
- rscadd: "Boron added as a singleton/reagent. Poisonous to vaurca,
still usable in nuclear fusion as fuel assembly rods."
- rscadd: "INDRA Field Strength now scales plasma temperature entropy,
power output from temperature multiplier, and instability increase per
tick."
- refactor: "'Boron' gas renamed to 'Helium-3'. Boron is not a gas. Deal
with it."
- refactor: "'Steam' gas renamed to 'Water Vapor'."
- code_imp: "Descriptions added to gas singletons for future use."
- qol: "Minor remap of INDRA control room for usability."
- qol: "Standardized gas canister naming conventions."
- qol: "INDRA and APC TGUI interfaces now use use kW, MW abbreviations
for high wattages."
- bugfix: "INDRA Kinetic Harvester no longer rapidly deselects materials
for harvest when too many are being generated at once."
- bugfix: "INDRA EM Field effect no longer considers the camera within
its reactor chamber a destabilizing influence."
- bugfix: "INDRA reactor core now produces radiation as intended."
- bugfix: "Deuterium and Tritium canisters no longer contain 50%
standard hydrogen (inheritance issue)."
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Geeves <22774890+Geevies@users.noreply.github.com>
-Added many new food dishes and ingredients (many of them pizzas).
-Added some of the new ingredients to the Cargo order form.
- Added 2 new drinks and a drink bottle for one of them.
-Nerfed a few dishes that require cooking seafood or frying so that you
can no longer make them with the microwave
-Created new vending machine that sells microwave/instant foods to make
up for it and give Microwaves some variety.
-Added shrimp to the required ingredients for North 60 squid.
-Renamed empty Shakshouka pan to be something more generic so it can be
used for other dishes.
-Adjusted the contents of Dyn Pozole so it doesn't take five years to
finish eating.
-Defined a color for S'th berry juice.
-Created new pages and files for microwave foods.
If/when suggesting fixes please be mindful that my knowledge of code is
very limited and many of the more complicated funcitons have been copy
pasted form elsewherein the code and edited to fit, so coommit
suggestions are appreciated.
---------
Signed-off-by: tomixcomics <11053204+tomixcomics@users.noreply.github.com>
Co-authored-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Ports the snake from Baystation over to Aurora.
No snakes have been placed ingame, but they're on the Technomancer
"Summon Creature" list and the Random Animal Crate object has a chance
to spawn a snake crate.
All credit for the snake, snake_m, and snake_dead sprites goes to
Baystation. I modified the original sprite to create the snake_rest
sprite.
---------
Signed-off-by: ASmallCuteCat <neofelisnebulosa128@gmail.com>
Co-authored-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
### What does this achieve?
This overhauls hydroponics to integrate atmospherics mechanics more
heavily, with the hope of establishing the foundations of much more
significant mechanical depth to what has been a very shallow job for a
very long time.
Currently, this is limited to the preferences and tolerances system -
hydroponics is now comprised of five 'reservoirs' of segmented portions
of the pipe system connected to trays, with a gas heater and cooler to
change temperature across the entire system, and you can cut off each
reservoir with valves to separate it from the rest and maintain its
current temperature.
Five tiers, each with a trait, have been implemented for the different
heat ideals of different plants. Plants from Adhomai and Moghes are the
most environmentally extreme, and cannot be grown outside of drastically
low and high temperatures respectively, limiting them to hydroponics
proper, whereas colder and warmer terrestrial plants can be grown at
room temperature but will grow much slower than if they were within
their preferences. **This means there will be plants that outright
cannot be grown in the garden.**
With this, hydroponics becomes an atmos puzzle. If you need to grow
nothing but mushrooms you'll probably send every tray cold, but if you
need a diversity of different temperature ranges you'll have to
fine-tune your setup and routine to have everything within their
preferences. Once you're done growing mushrooms off one reservoir, you
may turn the heat in it up so you can grow citrus, etc etc.
This also solves several bugs and makes a lot of QoL changes, the full
changelog will list everything.
<img width="608" height="320" alt="image"
src="https://github.com/user-attachments/assets/12e53224-d9be-4e69-9c48-6185d3303a14"
/>
<img width="384" height="608" alt="image"
src="https://github.com/user-attachments/assets/1a0c2b0c-8ad6-4f5c-b992-2e78035ab52d"
/>
<img width="640" height="512" alt="image"
src="https://github.com/user-attachments/assets/1cf837d1-3db5-440a-a465-071841febaea"
/>
### What about the mapping?
Atmos has been integrated into every hydroponics tray in the mapping
changes, rather than only on D1 like at present, to support the new
mechanics. I've moved as much stuff up to D2 as I could fit, in the
interest of getting players to the more visible and socially viable spot
rather than hiding in their basement. D1 is now exclusively intended as
a storage area, laboratory, and now has an expanded Hazardous Specimens
unit.
### To-do before review
- [x] Ensure that chefs can still do alien-specific menus without a
hydroponicist, now that they can't necessarily grow their stuff in the
garden - loadout produce box, maybe?
- [x] Remap xenobotany
- [x] Review whether every alien crop can still grow on its respective
in-game exoplanet - Adhomai might be okay? (Adhomai is essentially fine,
Moghes will need work before we go back into the sector)
- [x] Make sure the yield_mod interactions aren't explosive.
### Known issues
1. Yes, the examine on hydroponics trays is huge. In the long-term, IMO
this should probably be a TGUI.
2. The TGUI on seed storage units is clunky, this is also on the to-do
list for the future.
3. The logic for calculating growth is bad, it's very RNG-skewed.
Another thing for later.
4. Atmos mechanics like these can be pretty opaque to players, so this
will certainly require a wiki update shortly after merge describing
exactly what steps you should take to operate the new atmos equipment.
**JUST BECAUSE IT SAYS "DELETED" IN ICONDIFFBOT DOESN'T MEAN IT'S BEEN
REMOVED. IT CAN BE RENAMED OR MOVED SOMEWHERE ELSE. PLEASE STOP
SPREADING MISINFORMATION THAT I'M DELETING EVERYTHING. JESUS CHRIST.**
- **The only hats removed are from budg's hat bloat (except the newsboy
hat, which has been touched up)**
- Human origin lore hats have been moved to Human - Xenowear. **NOT
REMOVED. MOVED.**
(It was kind of strange anyway they got special treatment. They aren't
restricted in any way, though, so essentially no difference.)
- Vysokan hats all rolled together into one selection.
- Beanies rolled into one selection.
- Miscellaneous, colorable hats rolled into one selection.
- Miscallaneous hats rolled into one selection.
- Dominian consular clothing items moved to be jobspawn items, like
every other consular. (Alt uniform outfits should be out from the
loadout anyway.)
- Pilotka caps, and whatever else they're called are all now named as
sidecaps.
- Renamed the Visegradi Nyakas to ear-flap cap. (I understand the
sentiment of blending lore into stuff, but putting it in the name isn't
helpful. I tried looking up Nyakas and all I'm getting is an obscure
brand of wine.) (Description unchanged.)
- Renamed padded cap to tanker cap.
- Bucket hats rolled together into one selection. (Removed pre-colored
boonies because it's just a clone of recolorabled ones.)
- And anything else I can't remember.
**Please don't spread misinformation after me and send the goon squad
after me.**
**Please just fucking message me and ask. Oh my god.**
---------
Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Removes the fruits from taking up valuable space in the produce boxes.
Pastries and cakes are pretty much a luxury item for the most part - and
it isn't too hard to grow them in the minor amounts that they're
actually needed in recipes.
Moves rice from the produce box to just normal-ass bags beside flour.
They're basically as important as flour at this point.
Adds a bunch of stuff to the bio-generator, remaps the garden and
hydroponics, adds some new magazines, modifies the plushies selection to
include more plushies, adds a few new bounties, and throws the kitchen a
bone by giving them soy sauce on round start.
Most controversial changes are likely to be:
- I removed back access to lower hydroponics for the cook/chef, and
added a windoor and table to discourage them accessing hydroponics.
- I made the garden smaller and made the vending machine now cost money
to get fertilizer and tools. The amount of credits should be fairly
reasonable, allowing most characters to still use the garden without
issue.
---------
Signed-off-by: courierbravo <73250577+courierbravo@users.noreply.github.com>
Co-authored-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Resolves several missing icon states for some random/ objects and traps.
Nothing user-facing, just makes them appear properly in StrongDMM.
Deleted several sprites we weren't using from punji.dmi.
-Adds 8 new food dishes, among them 6 Asian/Konyanger from cuisine (Moss
burger, moss big bite burger, sweet chili chicken, crimson lime,
vegetable eggrolls, and meat eggrolls) and 2 other dishes (dodo ikire
and mozzarella sticks)
-Adds sweet chili sauce
-Adds Macarons to the custom foods you can make with the oven
-Waffles and fries now visually change based on specific syrups or
condiments you pour onto them much like pancakes already do.
-Removed the aspect of batter that makes people nauseous after consuming
it because it was breaking a lot of fried foods.
-Rearranges a bit of code so things are in the right category
-Makes produce boxes more likely to have onions and garlic in them since
there are a lot of recipes that require them.
(NOTE: If/when giving feedback please keep in mind my knowledge of code
is very limited, I may not know some terms you refer to, and some of the
code for more advanced mechanics has been copied and edited from other,
pre-existing bits in the code.)
---------
Signed-off-by: tomixcomics <11053204+tomixcomics@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
- TCAF Corvette given GPS tags and posters for recruitment
- In process ballooned into major poster refactoring, replacing global
list with singletons and adding defined poster subtypes for mappers
- All defined posters switched to subtype equivalent
Held of on placing any posters in Horizon, as that would be best for a
seperate PR if I ever do that
We also might need better names for some of these posters.
---------
Signed-off-by: Ben <91219575+Ben10083@users.noreply.github.com>
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
Don't let the large file size scare you, it's just mostly splitting
stuff into contained sprites and putting them in the correct place.
Anyway, resprites most non-resprited devices in devices.dmi, and puts
them in contained sprites.
Also puts any related /obj/item/device into contained sprites too.
That's basically the long and short of it.
Adds more drugs (in more varieties) to the maintenance tunnels,
including:
"Smart Pills"
All the cocaine variants, as opposed to just two (available in
individual pills and pill bottles)
Joy (available as a pill and a bottle)
Heroin pill bottle and syringe (not autoinjector, normal syringe)
Krok Juice as an autoinjector
Snowflake as an autoinjector
Raskara dust as a normal syringe and as an inhaler
Pills and pill bottles were also moved into a further random contraband
subtype to make it a little less common to find them and keep the loot
spawns more diverse
i wanted to add red nightshade but the last PR that tried got told to
remove it 😔
Certain law modules swapped from AI Upload into vault loot pool
Some modules added to AI Upload (such as safeguard, tried to do modules
that are dangerous but SCC can imagine a reason to enact it)
Adjusted random law board options and weights
Increased vault loot pool slightly, with additional weapons, rig module,
and law board
---------
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Added new sprites for random objects for everything in random/clothing,
/food, /loot, /medical, and /misc.
Also got distracted and changed how the corn oil/cooking oil tank looks
and how much reagent it holds. Now looks like the rest of the reagent
tanks and holds the same amount of liquid, 1000u.
This PR brings back the more accurate title for First Responders, of
Paramedic, to bring it in line with some snippets of the SOP and to be
more accurate to the role itself, as both Security Officers and the rare
and elusive Firefighting Atmospherics Technician can be considered first
responders.
also I just like it better.
Changes any mentions of first responder in gear/access/etc to Paramedic
or PARAMEDIC where applicable.
* Added power cores, a type of large battery cell that get used by
exosuits. The nuclear and phoron variants are self-charging.
* Combat mechs now start with nuclear power cores, allowing them to
sustain themselves indefinitely, so long as they stay out of the action
for a bit.
* Removed basic power cells from the mechfab, replaced with the mech
powercores.
* Mech cell statuses now instantly update as soon as the cell charges or
discharges.
* Added a stack of 10 uranium to the machinist's workshop, which can
print two nuclear power cores.
This PR does the following.
- Removes Heroin, Cocaine (and it's subtypes), Raskara dust, and all
other Tier-1 drugs in our drug list (excpet from the Cargo reagent
spawner.
- Adds more contraband to the contraband loot table. For example -
- Cocaine, Heroin, 9mm pistol, derringer revolver, sawn off shotgun
(improvised), paralysis pen, and the poison pen. I also added auto
injectors for drugs that are not in pill form, like imprednezene(?),
stimpack, beserk, and nightlife.
- Adds more contraband map spawns in maintenance areas. I believe it
adds 5 or 6 across all three z-levels in areas like the abandoned bar,
the poker table, a table in maintenance by science, the maintenance
under the bar, etc. The map diff bot will show. These are not always
guaranteed to spawn either upon my testing. I'm not sure why, but it
works better this way imo.
- Removes ambrosia and other non-contraband drugs from the loot table
for now.
If requested, I am open to adding one or two custom contraband spawners
for the brig. Just ask in the PR's comments.
---------
Signed-off-by: Avery Marie <98699252+Eyeveri@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Adds several pre-contact Unathi gun designs, some of which currently
accessible through antag gear crates and the Unathi pirate ghost ships.
All gun sprites done by Gecko.
Additionally buffs the generic Unathi armor and Hegemony armor to be
more on par with standard plate carriers instead of just being good at
melee and terrible at everything else, as well as respriting the generic
armor and rewriting flavor text. Armor resprites done by Dronz.
This is part 1 of a project to, eventually, bring the render planes
system from /tg/ and bay into Aurora. This is a prerequisite and blocker
for many things the development team and community want to have, and
this was long overdue.
Many objects have been re-assigned layers, which are now thoroughly
defined. Maps have had their custom layer defines purged, as we should
be moving away from this in favor of saner definitions in the base
items.
This should be a test-merge due to the sheer amount of layers changed,
which will very likely create issues that I cannot possibly discover and
debug in a reasonable amount of time myself.
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
* so many theengs!
* Let's commit!
because I haven't in a while!
* final commit fo rnow
* added changelog
* Update TOMIXCOMICS-PR.yml
* ugh
i should've known it was a jinx to refer to a commit as 'final'. bleh.
* added new ramen dish to the ramen vending machine in PV
meant to do that before submitting but had issues with it.
* a
* j
* o
* 21
* we are so back
* i
* o
* aaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
* 447534575478u564u8
* areas
* air alarms
* AIRLOCKS
* a
* h
* c
* cc
* 6
* tests rerun please
* k
* 8
* a
* 756832
* 6845783578
* 85864354632463
* 2
* kills geeves
* a
* tests rerun please
---------
Co-authored-by: DreamySkrell <>