2229 Commits

Author SHA1 Message Date
Batrachophreno 8111a8489b Restore many missing inhand sprites for items, add/port others (#21831)
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 |
2026-02-17 17:51:22 +00:00
CatsinHD a1e55d0958 Right Arms of the Broken World - Tajara Gun Resprites (#21743)
Resprites 3 Tajaran rifles, expanding them to use a 48x32 canvas, and
brings them in-line with lore as written in terms of weapon design
history. Additionally, adds 6.8mm in the form of the Tajaran Z33
Tamparii cartridge to further separate Tajara and Human history and arms
development.

All weapon sprites are made by me, except the ba and ss sling which was
borrowed from the Dominian rifle sprites. Special thanks to Elorg for
help in making these not look awful.
<details><summary>Z33 Tamparii</summary>
<p>
<img width="331" height="332" alt="image"
src="https://github.com/user-attachments/assets/f9892dc8-9c6d-45c6-8779-3ad3e39abaed"
/>

An old caliber that continues to show its usefulness. The compromise
between weight and firepower, as well as room to change the powder load
has seen the cartridge remain in service across Adhomai.
</p>
</details> 
<details><summary>Tsarrayut Rifle (PRA)</summary>
<p>
<img width="572" height="387" alt="image"
src="https://github.com/user-attachments/assets/53327f3b-4b87-415e-8215-b1c2ccc08c9c"
/>

Redesigned to a general magazine-fed rifle. Not meant to be flashy or
cool, simply easy to mass-produce and train conscripts. Additionally,
still takes old bolt action rifle clips.
</p>
</details> 
<details><summary>Hotaki Marksman Rifle (ALA)</summary>
<p>
<img width="586" height="400" alt="image"
src="https://github.com/user-attachments/assets/c08986ec-1134-4869-8dc2-36b981a211f9"
/>

Carries many of the same lines and design from the Tsarrayut, especially
in the receiver. However, it was modified to be a bullpup for a longer
barrel. Higher bullet velocity for a similar overall length; perfect for
a marksman harassing down an enemy.
</p>
</details> 
<details><summary>Mrrazhak Assault Rifle (ALA)</summary>
<p>
<img width="483" height="332" alt="image"
src="https://github.com/user-attachments/assets/3f0a2885-49bb-418b-b956-4d2f89a60b40"
/>

Pretty much a shortened Hotaki. Intended to have a similar barrel length
to the Tsarrayut, but a shorter overall gun.
</p>
</details> 

WIP for the following items:

- [x] Golden Mrrazhak
- [x] Cartridge balancing
- [x] Addition/clean-up with uplink items
- [x] Addition/clean-up with ghost roles

---------

Signed-off-by: CatsinHD <31459154+CatsinHD@users.noreply.github.com>
Signed-off-by: Wildkins <john.wildkins@gmail.com>
Co-authored-by: Wildkins <john.wildkins@gmail.com>
2026-02-17 16:30:22 +00:00
VMSolidus 8998842f7a Large Variety Of Hard Dels (#21834)
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>
2026-02-17 15:57:11 +00:00
ElorgRHG 2a2d0798b9 Pants (but mostly jeans) resprite (#21863)
pant.
How I forgot how pants should look like: the PR.

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

Images, as always, in the details below.
Old (current) sprites on the top, new on the bottom unless stated
otherwise.
<img width="2560" height="1024" alt="jeans"
src="https://github.com/user-attachments/assets/9290ec78-638d-4c8a-871b-e74022188749"
/>
Do yell at me if these don't look like jeans. Also imagine these but
shorter, now you have jean shorts, which were also resprited.
2026-02-17 15:35:34 +00:00
Fyni 486b89cece Outer Eyes Bugfix (#21824)
- The right side of the large flag, when played to the east, was upside
down. Flips it the right way up!
- Correctly capatalize and space the object name.

---------

Signed-off-by: Fyni <itsfyni@gmail.com>
2026-02-07 05:47:53 +00:00
VMSolidus 71b3da219b Hotfix Closets and Crates (#21825)
Hotfix for closets, crates, and lockers opening themselves when dragged.
2026-02-07 03:17:29 +00:00
VMSolidus 7fc9f27eeb Fix Various Movement Bugs (#21823)
This PR fixes a variety of bugs related to smooth movement. See the
changelog for more details. I have actually tested this PR.

Mechs and Mobs:


https://github.com/user-attachments/assets/77cd6d92-2616-409f-a909-d19565dfc718

Trains:


https://github.com/user-attachments/assets/0a12bc9a-6c45-471b-98fa-a91717cd85be

Pulling stuff in general:


https://github.com/user-attachments/assets/e2a7cdaa-2fcd-443c-bd76-bcd74e696c72

Rollerbeds:


https://github.com/user-attachments/assets/d0d35153-f406-45e9-afaf-ad19499098fe
2026-02-06 23:24:22 +00:00
Casper3667 c4c589fc05 Fixes some psi receiver bugs (#21810)
fixes https://github.com/Aurorastation/Aurora.3/issues/21799

I was also informed the icon was wrong, so that is fixed too.
2026-02-06 20:26:33 +00:00
Casper3667 c098caad87 Fixes the fluff maint panel names (#21815)
As per the title. Removes the _ that was in the name.
2026-02-06 20:26:06 +00:00
Fyni f6e4c08fcb The Eye Opens - Part 1 (#21790)
- Add new flags for the Outer Eyes. Only available to mappers, ST and
modmins.
- Add new paperwork logo for the Outer Eyes. Available to anyone, if you
want to be scrawling random unknown icons onto your SCC paperwork.

---------

Signed-off-by: Fyni <itsfyni@gmail.com>
2026-02-06 19:57:01 +00:00
VMSolidus 69648b4a67 Kill Ancient Goto Statements (#21781)
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.
2026-02-05 10:24:00 +00:00
Casper3667 1050177b02 Fixes janitorial carts (#21782)
fixes https://github.com/Aurorastation/Aurora.3/issues/21754
2026-02-02 23:27:49 +00:00
HanSolo1519 308224e473 Sankt Frederick Flags (#21747)
Adds Sankt Frederick flags and banners as a standalone feature.

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

Cool tank-top not included.

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

---------

Signed-off-by: HanSolo1519 <72716882+HanSolo1519@users.noreply.github.com>
2026-02-01 23:40:51 +00:00
Cody Brittain 3f62424312 [MDB Ignore] [IDB Ignore] Kills off /obj/item/device (#21774)
This has zero reason to exist in our code base. We have no procs or
variables tied to this. I removed it to make future modifications
cleaner.

---------

Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
2026-02-01 05:14:26 +00:00
Greenjoe12345 d6653ee3aa Tajaran tea and drug expansion (#21651)
Adds two tajaran teas to the game, Messa's Tear and ras'nif. These can
be found in the loadout and the bar, as well as random warehouse spawns.
Adds solar salve, a legal herbal substance from Adhomai, found in the
loadout and warehouse spawns.
Also performs some tweaks to the Konyang teas in order to make brewing
teas with them easier.

---------

Signed-off-by: Greenjoe12345 <33647525+Greenjoe12345@users.noreply.github.com>
2026-01-28 06:43:44 +00:00
Batrachophreno 5277251959 Tool behaviors port (#21663)
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.
2026-01-27 08:44:49 +00:00
tomixcomics e97a1c547d Food buffs for the food buffs (#21731)
-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
2026-01-26 14:00:54 +00:00
Kano e6854d61aa Fixes lattice duplicate check (#21740) 2026-01-25 19:04:01 +01:00
Batrachophreno 7d058fc613 Jukebox TGUI update, Earphones autoplay, sound keys refactor (#21630)
V2 of [previous music playing
PR](https://github.com/Aurorastation/Aurora.3/pull/21466). TLDR no
longer uses the connect_range component for implementation because it
turned out a bit too inflexible for overlapping music players.

Removes a NanoUI template for the [TGUI
update](https://github.com/Aurorastation/Aurora.3/pull/21046).

New changelog:
  - refactor: "Ported Jukebox's NanoUI interface to TGUI."
- refactor: "Ported Jukebox audio playing functionality to a component."
- refactor: "Sound keys refactored from singletons to datums, along with
larger breakout of sound.dm to allow for easier SFX updates in future."
  - code_imp: "Expanded track datums to include track lengths."
- code_imp: "Reorganized music file folders for more intuitive access."
  - rscadd: "Earphone status feedback text now includes track length."
  - rscadd: "Added autoplay functionality to earphones."
- bugfix: "Fixed earphones' 'Previous Song' verb not sending you to the
end of the playlist when used while the first track is selected."
- bugfix: "Fixed gain adjustment for 'Konyang-1' (-23 dB -> standard
-9.8 dB)."
- bugfix: "Fixed y-offset of audioconsole-running overlay animation to
line up with the actual screen."

---------

Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2026-01-22 16:54:40 +00:00
Batrachophreno 142862c8bc Container cleanup, standalone security panel (#20909)
Updated crate and locker sprites and icon overlay code to use a new
standalone 'securitypanel' overlay to lay the groundwork for, in the
future, being able to install/uninstall access-code locks on containers
just like you can in airlocks. For lockers, little visual change at all.
For crates, the security panel is now an overlay within the 'handle'
section of the crate rather than being a chunky box off to the side on
front. Locked/unlocked/emag sprites also updated for the new panel
location.
![Screenshot 2025-06-28
130646](https://github.com/user-attachments/assets/4b4469e7-5d62-42e0-9d9b-27c2f70a4239)
![Screenshot 2025-06-28
130944](https://github.com/user-attachments/assets/5741094f-9214-435a-8ef1-97e5c06b1c61)
![Screenshot 2025-06-28
130951](https://github.com/user-attachments/assets/3d9563b5-a89c-407d-9f8b-190d6382fb8b)

Moved closet.dmi, crate.dmi, guncabinet.dmi, safe.dmi, and
walllocker.dmi to a new subfolder /icons/obj/containers, and updated all
references to them in code, for sake of organization. Ideally (IMHO),
we'd differentiate structure-based storage containers from item-based
storage containers, but that's a larger organizational task and outside
of scope- this just moves storage structures into one common location.

Deleted sciguncabinet.dmi, as its contents had already been migrated to
guncabinet.dmi and it was no longer referenced anywhere in the codebase.
2026-01-14 17:38:00 +00:00
CatsinHD 3c433a18a2 The Rollerbed Revolution Reborn - Attaching medscans to rollerbeds (#21655)
Medscans can now be attached to a rollerbed and viewed up to 2 tiles
away. Currently, it only allows for medscans specifically, so no records
or misc papers.

Due to the number of attachments, rollerbeds now use a radial menu to:

- Remove scans
- Remove vitals monitors
- Remove IVs
- Set IV transfer rate

This is to avoid the shuffle of sequentially removing each attachment
until you either collapse the bed or remove the attachment you want.
Additionally, if the rollerbed is collapsed with attachments still on,
it removes them to hand/ground.
Starting an IV on a patient remains the same (click drag onto patient).
Locking the wheels is still alt+click.


https://github.com/user-attachments/assets/496e310c-8d34-4031-88c1-ab0414f85d76
2026-01-14 17:01:50 +00:00
Batrachophreno d1a8832da7 Remove janicart world debug lines (#21700)
Removes janicart world debug lines accidentally left in from
https://github.com/Aurorastation/Aurora.3/pull/21522; my bad for
overlooking these.

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2026-01-14 06:58:26 +00:00
Kano 22e1d93b39 Adds a new Odyssey map: Decrepit Shipyard (#21500)
## About PR

Adds an industrial themed away site for Odyssey scenarios. The map
starts with a shuttle, broken by a randomized destruction feature.
Actors or the crew may choose to repair it to make it fly once more

### Detailed Changelog
<details><summary>Details</summary>
<p>

- Added a new map_effect, randomized destruction. It comes with two
varieties and different impact ranges. The way it work is the effect
chooses a random amount of turfs in the area it's placed on, and calls
`ex_act` on applicable contents in the turf.
- Added unused sprites for low railing and documented relevant functions
in the existing code.
- Made it so when a railing has an open end that doesn't connect to
anywhere, it'll apply an end cap, making it look more smooth.
- Added ceiling lattices.
- Adjusted unit tests to avoid conflicts that may occur with ceiling
lattices.
- Fixed a bug where the Odyssey subsystem repeatedly added lastly loaded
z-level to the scenario z-levels, instead of all relevant levels to the
site. This was causing issues in Odyssey maps with shuttles.
- Fixed hydrogen tank not using its sprite. Also recoloured the tank to
match modern hydrogen canister colour.
- Fixed `/obj/machinery/door/airlock/maintenance` not using its intended
appearance.

</p>
</details> 

## Images

<img width="4128" height="2528" alt="StrongDMM-2025-11-10 21 33 47"
src="https://github.com/user-attachments/assets/09d8b671-457c-4ec5-88ac-e503641a0531"
/>
<img width="3424" height="2016" alt="StrongDMM-2025-11-10 21 34 27"
src="https://github.com/user-attachments/assets/943b8529-7f2a-41db-a7be-e57d5d30ead7"
/>
<img width="1312" height="800" alt="StrongDMM-2025-11-10 21 34 52"
src="https://github.com/user-attachments/assets/f665800a-367b-466e-a16e-a6f0b122e3bd"
/>
<img width="997" height="999" alt="Screenshot_54"
src="https://github.com/user-attachments/assets/c06667c6-0dfc-4dc4-af67-821f36ad2933"
/>
<img width="997" height="1001" alt="Screenshot_55"
src="https://github.com/user-attachments/assets/848a2847-9eb0-450a-87e9-08c371aaf78a"
/>
<img width="998" height="992" alt="Screenshot_61"
src="https://github.com/user-attachments/assets/e6174cb5-d4d6-4afc-82ab-bbf412eda607"
/>
<img width="998" height="990" alt="Screenshot_63"
src="https://github.com/user-attachments/assets/cc838bdc-9e22-4aed-ad16-0f8722442b8a"
/>
2025-12-24 13:17:24 +00:00
Casper3667 4021f161d8 Adds a notepad to the investigator locker and removes the labcoat from it (#21671)
Pretty much what it says in the title. Investigators need somewhere for
all their active note taking after all.
2025-12-23 20:05:52 +00:00
VMSolidus 3dd51fffaf Checking For Signs Hotfix (#21680)
<img width="480" height="450" alt="image"
src="https://github.com/user-attachments/assets/58229801-c12b-4caa-9a38-b7195b3d482e"
/>

Fixes this
2025-12-23 20:05:49 +00:00
Matt Atlas e0aa218843 Shell May Cry: A comprehensive rework of synthetics. (#20721)
https://www.youtube.com/watch?v=9mPvZ96pHJI

A pull request commissioned by the Synthetic Lore Team to
comprehensively rework synthetics (read: IPCs) and how they work in
Aurora. The objective is to make IPCs as unique as possible from humans,
upgrading the robotic feel and atmosphere, while also preserving a good
sense of balance in-game.

Key features:

- A comprehensive expansion of synthetic organs, all of which now
fulfill a purpose: hydraulics, cooling units, power systems, actuators,
diagnostics units.
- Customizable organs with benefits and drawbacks, such as with cooling
units and power systems.
- Unique ways to repair the organs and more involved steps.
- Unique damage mechanics - every organ has wiring and electronics which
affect its functioning, and they are defended by plating which provides
natural armour.
- Improved and immersive diagnostics.
- Unique features, benefits, and drawbacks for every IPC frame.
- A rework of the positronic brain, which can be either destroyed or
shut down, alongside effects caused by low integrity.
- A rework of how EMPs affect IPC organs.
- Non-binary damage states for each organ.

To-do:

- [x] Finish the unique features for each frame.
- [x] Look into if mechanical synthskin is possible.
- [x] Power system.
- [x] Posibrain mechanics.
- [ ] Passive cooling expansion.
- [x] EMP mechanics.
- [x] Repair mechanics.
- [x] Mob weight mechanics.
- [ ] Gurney for heavy mobs.
- [x] New augments.
- [ ] IPC tag scanning and flashing.

---------

Signed-off-by: Werner <1331699+Arrow768@users.noreply.github.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: Geeves <22774890+Geevies@users.noreply.github.com>
Co-authored-by: Werner <1331699+Arrow768@users.noreply.github.com>
2025-12-21 16:26:23 +00:00
Kano 58570e035a Adds base planning blueprints (#21626)
## 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 |
2025-12-19 23:26:56 +00:00
Batrachophreno 8ebc0b5213 Janicart NanoUI replacement, misc code improvement (#21522)
This PR updates Janitorial Carts to use radial menus for inventory
management (just like Engineering and Parcel carts). It also expands
mechanics hints and includes some general cleanup.

Removes a NanoUI template for the [TGUI
update](https://github.com/Aurorastation/Aurora.3/pull/21046).
2025-12-19 20:21:11 +00:00
FabianK3 2e5141df0f Colorable high visibility clothing (#21635)
# Summary

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

## Changes

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

## PR Notes

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

## Preview

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

<img width="93" height="96" alt="Screenshot 2025-11-30 023923"
src="https://github.com/user-attachments/assets/5162608e-b325-4d8c-8691-9d23ada1641d"
/>
2025-12-04 07:55:53 +00:00
Greenjoe12345 e0bd9bd219 Medical gown in loadout + sprite replacement (#21516)
Adds the medical patient gown to the loadout, locked to offduty and
passenger only, intended to be used for characters staying in the
medical ward. The sprites are also replaced with ones from Bay,
alongside adding 2 new preset colored versions.

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

Replacement icons are by [AtomicWorm](https://github.com/AtomicWorm)
from Baystation https://github.com/Baystation12/Baystation12/pull/25436
2025-11-17 19:23:31 +00:00
Casper3667 a41b9ccd06 Fixes crate scanners working on crates stored on the crate shelves (#21579)
It caused some issues when a crate scanner was used on a crate on the
crate shelves. This prevents that behavior.
2025-11-17 19:18:37 +00:00
Casper3667 a608689ff6 Fixes glass panes and windoors (#21591)
fixes https://github.com/Aurorastation/Aurora.3/issues/20418

After testing way too many ways to fix it, this was the only way I could
find that did not cause other issues. It should probably be testmerged
just to ensure it doesn't break something else.
2025-11-15 23:15:23 +01:00
Matt Atlas 94d92803b4 Replaces our lighting system with CM's. (#21465)
Depends on #21458.

Ports https://github.com/cmss13-devs/cmss13/pull/4229, with the original
authors as:

- https://github.com/tgstation/TerraGov-Marine-Corps/pull/1964 for the
lighting controller (A-lexa)
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/4747 and
https://github.com/tgstation/TerraGov-Marine-Corps/pull/7263 for the
lighting (TiviPlus)
- https://github.com/tgstation/tgstation/pull/54520 for the dir lighting
component
- https://github.com/tgstation/tgstation/pull/75018 for the out of
bounds fix in lighting
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/6678 for the
emissives (TiviPlus)

The main driving reason behind this is that current lighting consumes
way too much processing power, especially for things like odysseys/away
sites where a billion light sources are processing/moving at once and
the game slows down to a crawl. Hopefully this improves the situation by
a good margin, but we will need some testmerging to confirm that.
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/1059ba2b-c0c5-495a-9c76-2d75d0c42bf2"
/>
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/9704b0f6-4cf6-4dfd-a6cb-5702ad07d677"
/>


- [x] Resolve todos
- [x] Look into open space fuckery (border objects)

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: JohnWildkins <john.wildkins@gmail.com>
2025-11-04 21:27:42 +00:00
Batrachophreno 8ebd7c9ad5 SCCV Horizon Aft Extension & Partial Remap (#21495)
**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."
2025-11-04 09:52:40 +00:00
hazelrat 17ffc47c64 Bar fine-tuning and bugfixes (#21531)
Slightly reorganises the new bar's mapping, inclusive of a less
cluttered western wall, the re-addition of a navigation console, moving
the arcade somewhere more accessible, and a few other small things. Also
adds a few missing firedoors, and adds mouthwash and toothpaste to the
exotic drinks crate to bartenders don't have to buy these things out of
their own pocket to make drinks for Vaurcae.

<img width="320" height="864" alt="image"
src="https://github.com/user-attachments/assets/b74c78d2-6d0c-492f-97c9-cfdeb909e531"
/>
2025-11-03 08:10:48 +00:00
Casper3667 ca66627f32 Add crate shelves (#21493)
Ports https://github.com/shiptest-ss13/Shiptest/pull/2374
The warehous has been redesigned to incorporate new shelves that can
each carry up to 3 crates. The warehouse now spawns with the crates
already on the shelves and the related code has been updated to account
for this and still spawn things inside of them.
The back room in the warehouse also lost its camera, to give a chance
for antags and other shenanigans to occur back there.

<img width="595" height="971" alt="image"
src="https://github.com/user-attachments/assets/3cf8bd17-e91b-4d32-9ae8-5e461eceee42"
/>
<img width="282" height="556" alt="image"
src="https://github.com/user-attachments/assets/100f02b0-9165-4c35-a24b-f20d9bdda30e"
/>
2025-11-03 08:09:08 +00:00
Casper3667 8bc317a5c9 Adds new shelves and a cash register to the commissary (#21492)
The shelves function similarly to a smartheater, but store various
things that can be found in the commissary. The current shelf types are
food & drinks, toys, cigarettes & lighters and clothing.
A cash register was also added, which can store credits and handle
transactions same way that a quik-pay can.
The quik-pay also got a small upgrade, in that it can add items to it by
clicking on the items.

Smartfridges also got an upgrade, so they can have different amounts of
overlay displays by only changing one list and one var.

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/machinery/smartfridge.dmi | Tomixcomics (Aurora Station) |
CC-BY |

<img width="586" height="458" alt="image"
src="https://github.com/user-attachments/assets/1fad54c6-b708-489c-9616-950271facc89"
/>

Example of what the shelves look like.
2025-10-31 09:39:00 +00:00
Batrachophreno 088a71aacd Bugfixes (#21460)
Fixes https://github.com/Aurorastation/Aurora.3/issues/14594
Fixes https://github.com/Aurorastation/Aurora.3/issues/19524
Fixes https://github.com/Aurorastation/Aurora.3/issues/19525
Fixes https://github.com/Aurorastation/Aurora.3/issues/19554
Fixes https://github.com/Aurorastation/Aurora.3/issues/19565
Fixes https://github.com/Aurorastation/Aurora.3/issues/19669
Fixes https://github.com/Aurorastation/Aurora.3/issues/19739
Fixes https://github.com/Aurorastation/Aurora.3/issues/19751
Fixes https://github.com/Aurorastation/Aurora.3/issues/20323
Fixes https://github.com/Aurorastation/Aurora.3/issues/20530
Fixes https://github.com/Aurorastation/Aurora.3/issues/21008
Fixes https://github.com/Aurorastation/Aurora.3/issues/21370
Fixes https://github.com/Aurorastation/Aurora.3/issues/21375
Fixes https://github.com/Aurorastation/Aurora.3/issues/21438
Fixes https://github.com/Aurorastation/Aurora.3/issues/21456

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

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2025-10-30 18:14:42 +00:00
Kano 601f395b73 Small console layering fix (#21524)
Makes the consoles compatible to be positioned next to
railings/platforms, and hopefully doesn't break something I didn't
check. I broke this by accident in an earlier away site PR

Fixes #21502

---------

Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
2025-10-30 16:57:39 +00:00
Kano ae68667372 Ports large object transparency from TGMC (#21508)
Ports https://github.com/tgstation/TerraGov-Marine-Corps/pull/3528
Credit goes to original coders. This PR makes large objects transparent
when something important is behind it.

For now the list of large objects and the things make them transparent
by using this component as follows:

Large objects:

- Trees
- Cranes
- Old shipping containers (new ones doesn't allow anything to go behind
it)

The things make them transparent:
- Mobs
- Carts
- Portable generators
- Nuke

## Images


https://github.com/user-attachments/assets/a4f8ddfc-0fde-4b2d-8bd8-d15e1c6e8e0b

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

| Path | Original Author | License |
| --- | --- | --- |
| code/datums/components/large_object_transparency.dm | nemvar (TGMC) |
AGPLv3 |
2025-10-30 16:57:04 +00:00
Kano aec06bc427 Adds an interactive away site: Outpost Nemora PART I (#20993)
## About PR

Adds an interactive away site. Full of evil, traps, point-defense horde
cleaning and story. This is part 1 of the changes. Currently incomplete
on some mechanics mostly pertaining north-east section of the ruin but I
believe this has enough content as is and a good step for the next
changes to come!


## Detailed Changelog
<details><summary>Contains spoilers, click to expand!</summary>
<p>

- `A revivable mob type`. If this mob wasn't burned or deleted by any
means within a 3 minutes period, it will revive.
- `Abominations`, a subtype of revivable mob. This type can spawn with a
chance to split into smaller creatures in death, if someone approaches
close enough. These mobs are also able to mimic appearance of humans,
being completely pacifist until it reaches to its unsuspecting prey or
gets attacked before it could.
- `Mob tracking console`, tracks any mobs/objects that exists in the
same Z level as the console itself, and included in a global list.
Displays its data in a TGUI screen.
- `Rigged (trapped) vents`, if it detects a player passing by within 1
tile radius from an unwelded rigged vent, it'll spawn up to 2 mobs. The
chances of triggering varies on following coniditons: running (100%),
walking (medium chance), throwing items near it (very small chance).
- `Storytelling holopads`, core logic is ported from Paradise Station,
made by Qwertytoforty. I did minimal modifications to make it work with
our codebase and do some additional things.
- `Footprint mapping helper`, allows mapping footprints of any type.
- `A light fixture subtype`, has a 50-50 chance to spawn as broken or
functional after Initialize.
- `An extraction mini game`, special to this ruin. It entails finding 5
canisters scattered randomly in the ruin and killing every creature
that's lurking around. If these conditions are met players are required
to hold off an extraction device and protect it from the waves of
creatures, while swapping said canisters. Modified from phoron deposit
ruin.

</p>
</details> 

---

### What's the overall story this ruin tries to convey, and where it's
allowed to spawn at?

This isn't final and a subject open for change where deemed fit. This
ruin is a remnant dating back to pre-Interstellar War. Solarian Alliance
Science Facility (SSF) Nemora, is a failed experiment/expedition
co-conducted by Department of Colonization. I believe it'd make sense to
find this ruin in the old Solarian frontiers far from the Core Worlds,
even so if the sector in question was colonized, nothing would've
stopped a department of a desperate nation in search for their gold in
blind hope. But not too close to an inhabited space.

***This needs to be evaluated by a lore nerd!***
**Possible Sectors:** 
- Valley Hale
- Badlands
- Weeping Stars
- Light's Edge
- Lemurian Sea (still up in the air for this one, but I like to think
Solarian suveyors took a swing at it at the time)
- All Crescent Expanse Sectors (east, west, far).

<details><summary>Details on story. I'd advise to skip this bit to not
spoil the experience if you're not reviewing this PR. Spoilers alert,
click to expand!</summary>
<p>

Shortly before the Second Great Depression, when the upcoming crisis had
begun to be felt within the nation's departments, some surveyors from
the Department of Colonization encountered an anomolous signal,
incalculable energy levels in deep space. When they decided to
investigate its source, small expedition teams went missing after a
while.

This drew the attention of the department, as seeing multiple expedition
teams went radio silent. A third-party incursion was suspected here,
pirates or worse. This led to the deployment of sufficiently armed Navy
corvettes to the last known coordinates of the expedition.

To no avail, all that was found was the vacant shuttles of the
surveyors, drifting in orbit around an anomolous asteroid. This gave
room for further discussion in the smaller parts of relevant
departments, after hearing what the inital expedition members had left
behind. The department conceded to pursue this further, funding a
thorough investigation to unearth what was hidden and to see if this was
a threat to demolish or an unexpected resource to exploit.

In time, an outpost was constructed and a researcher, eminent in their
field was commissioned to oversee operations on behalf of the
department. A majority of the attempts didn't go far enough beyond to
bear any fruit. As the progress was too slow and unsatisfactory in the
eyes of funders, this led to a review of the project and therefore
forced Nemora's hand to commence an experimental approach, which proved
a success, _so to say_.

Following this incident, the outpost crumbled under the weight of the
crises that had befallen it. All subsequent requests and communications
fell on the deaf ears of the nation in the midst of a large scale
economic crisis, forced Nemora to join the caravan of "low priority"
demands along with many other pressing nation affairs. In the end, the
facility remained forgotten, burried beneath the many rubble inflicted
by the inevitable storm of change Spur has known, Interstellar War. But
this may yet change, now the same Spur has turned their gaze back to
those uncharted heights, in a desperate attempt to exhaust what is
little known.

</p>
</details> 

---

### What does "interactive" part entail exactly?

This ruin contains some coded elements (traps, objectives, consequences
of some choices made), attempting to imitate a gameplay loop what a
player would expect from an admin controlled event. While this may not
go further than some coded/scripted events, I think this ruin has some
fun content for security/engineering/medical departments.

Currently this PR contains some core functionality for actual "choices
matter™" stuff for part 2 (if this gets approved).

Also most of the functions used in this ruin was made so it could be
used in any maps.

## Images

this:
https://discord.com/channels/157516682288562176/1162868440814600232/1393057047443931197

and this:
https://discord.com/channels/157516682288562176/1162868440814600232/1395312791925166160

<img width="4736" height="6144" alt="image"
src="https://github.com/user-attachments/assets/9526d40d-4da3-44b6-9220-80cf48ff2c72"
/>

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

| Path | Original Author | License |
| --- | --- | --- |
| /environmental_storytelling_holopad | Qwertytoforty (Paradise Station)
| CC BY-SA 3.0 |
| icons/obj/structure/bluespace_portal.dmi | Paradise Station | CC BY-SA
3.0 |
| icons/obj/structure/urban/bunk_beds.dmi | TGMC | CC BY-SA 3.0 |
| hospitalcurtain in icons/obj/structure/urban/tailoring.dmi | TGMC | CC
BY-SA 3.0 |
| roadbarrierwood in icons/obj/barricades.dmi | TGMC | CC BY-SA 3.0 |
| icons/obj/flora/rocks_brown.dmi and icons/obj/flora/rocks_grey.dmi |
TGMC | CC BY-SA 3.0 |
| the_thing and the_thing_chitin in icons/mob/npc/human.dmi | TG | CC
BY-SA 3.0 |
| sound/music/quarantined_outpost.ogg | Betrayer by Karl Casey --
https://karlcasey.bandcamp.com/track/betrayer | CC BY 3.0
| sound/effects/earthquake_rumble.ogg | Digging.wav by prozaciswack --
https://freesound.org/s/82722 | CC0 1.0 |
| sound/effects/robot_talk_1.ogg & sound/effects/robot_talk_2.ogg |
Robot Talk SFX by TheEndOfACycle -- https://freesound.org/s/674306/ |
CC0 1.0 |
| sound/effects/light_heavy_on.ogg | Light - Heavy lights turned on by
TILIADESIGN -- https://freesound.org/s/486536/ | CC0 1.0 |
2025-10-19 10:21:12 +00:00
Mnemeory 5a1bd08d69 Bar Remodel; Control Hub; and Idris Smart Switch (#21437)
This PR does the following:
1. Creates a control hub variant to eliminate the need for using
multiple buttons (mostly so the bar wouldn't have like 5 of them, and i
could make it prettier, but it's extendable for other button
types/locations).
2. Creates a light switch variant which controls the color and
brightness of the lights in the area it's placed in.
3. Creatures a secure safe variant which relies on an ID, instead of an
access code.
4. Remodels the Bar

###IMAGES/VIDEO
<details>
**<summary>Control Hub/Idris Smart Switch</summary>**


https://github.com/user-attachments/assets/8b16698a-df50-444e-8428-d85ac07ddbbf
</details>

<details>
<summary> Bar Remodel (Final as of Oct. 17, 2025) </summary>
<img width="652" height="649" alt="finalbar1"
src="https://github.com/user-attachments/assets/3f8a9a47-ebb6-447d-906a-695dd3f200ce"
/>
<img width="977" height="952" alt="finalbar2"
src="https://github.com/user-attachments/assets/f09e48a3-8d3c-4922-9e2b-0e65f5ac2540"
/>
<img width="590" height="548" alt="finalbar3"
src="https://github.com/user-attachments/assets/923e0763-fe6c-4428-9556-9d98b869327b"
/>
<img width="655" height="596" alt="finalbar4"
src="https://github.com/user-attachments/assets/13ce66af-6e6e-4b93-b9b3-b21d5290d0f8"
/>
<img width="499" height="465" alt="finalbar5"
src="https://github.com/user-attachments/assets/98d54f51-1422-4a50-9806-aa9d20ee112e"
/>
<img width="727" height="482" alt="finalbar6"
src="https://github.com/user-attachments/assets/b16c12bf-91e1-4668-930b-db2fd0dbaf31"
/>
<img width="692" height="638" alt="finalbar7"
src="https://github.com/user-attachments/assets/c994ea1c-d46d-4988-b5d8-5ac465b4bee9"
/>
<img width="432" height="877" alt="finalbar8"
src="https://github.com/user-attachments/assets/765a451c-e88a-4f19-a40c-716aa376d7c2"
/>

</details>
2025-10-19 10:19:06 +00:00
Matt Atlas cca0dfe7b6 Ports /tg/ and CM planemasters to replace our renderers. (#21458)
Part one of our nefarious plans to destroy lag forever, and also
accomplish some cool shit.

This replaces our renderer system with plane masters, this will also be
used to turn skyboxes into backdrops and thus totally remove skybox
updating lag. Additionally, this will let us manipulate entire planes
very easily to do all sorts of zany shit. All credit goes to the
original coders, this is some seriously cool stuff.

Also fixes some bizarre smoothing behaviour, reduces updateoverlays
calls since now not every single structure in the game tries smoothing
with nothing.

<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/9b7cecd7-3c47-448b-9dd8-9b904640bf82"
/>
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/647d75a2-1bff-45ca-ab92-0aea10631afd"
/>

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-10-16 11:39:15 +00:00
Casper3667 67f4b2b981 Custodial Cart Fixes (#21480)
When crafted from steel, the custodial cart previously started with
several custodial supplies. This should fix that and should replace
existing variants around the map with filled versions.
2025-10-16 11:36:35 +00:00
Casper3667 231daa308c Crates now take half the time to put on tables and have a message (#21483)
As per the title.
2025-10-16 11:35:58 +00:00
Batrachophreno 4d41b0595f Horizon mapping cleanup and bugfixes (#21450)
Fixes https://github.com/Aurorastation/Aurora.3/issues/21289
Fixes https://github.com/Aurorastation/Aurora.3/issues/15779

Handles a lot of mapping cleanup, container definitions for the Horizon,
and several bugfixes found along the way.

changes:
- code_imp: "Added set definitions for several Horizon-specific
containers."
- code_imp: "Updated 'full' material stacks on the Horizon from sneaky
var-edited singles to properly defined full stacks"
- code_imp: "Cleaned up all Air Alarms, Fire Alarms, and APCs on the
Horizon that were directional children with their dir var edited."
- code_imp: "Cleaned up all Power Cables on the Horizon that had d1 or
d2 var edited instead of just icon_state."
- code_imp: "Adjusted pixel shifts for 'south' (north-facing) Air
Alarms, Fire Alarms, APCs, and Extinguisher Cabinets to address layering
issues when standing vs. leaning."
- code_imp: "Minor refactor of shuttle/* Air Alarms and APCs to reduce
excess children; req_one_access perms now assigned based on
/area/horizon/shuttle/*."
  - qol: "Adds feedback hint for uses remaining to Emag cards."
- qol: "Added Tip about the shift-click behavior of the 'up-hint'/'Look
Up' button."
- bugfix: "See-through turfs (like lattices/catwalks over open space)
can now be Looked Up through from below."
- bugfix: "Fixed the shift-click behavior of 'up-hint'/'Look Up' button,
allowing you to see nearby turfs that can be Looked Up through."
- bugfix: "Maintenance Panels located on the floor have had their
layering issues fixed."
- bugfix: "Borg eye emissive effects MAYBE no longer visible through
higher z-levels."
- bugfix: "Added missing leanable component to window/shuttle obj type."
2025-10-07 22:12:03 +00:00
naut dfe57a310f New boxes (#21439)
* Thoroughly resprites boxes. They're now more modular and, importantly,
colorable.
* Resprites cardboard, as a material.
* Repaths boxes behind the scenes to be more object-oriented, with boxes
being resorted into their own subtypes. You might notice this in the
gargantuan amount of files this PR changes.

Part of a bigger (yet modestly-sized still) resprites project. Atomized
the boxes bit into this PR specifically so that any conflicts don't
destroy any other spriting PRs.

<img width="652" height="273" alt="image"
src="https://github.com/user-attachments/assets/5590b22d-c9d7-49b5-9adf-0b6e01a6962b"
/>

<img width="383" height="345" alt="image"
src="https://github.com/user-attachments/assets/aab83040-2d5d-4283-b019-3d6bed2e3e47"
/>

<img width="142" height="343" alt="image"
src="https://github.com/user-attachments/assets/75a98d36-0171-4e48-9dec-de5511f35d39"
/>

<img width="127" height="225" alt="image"
src="https://github.com/user-attachments/assets/a1ff8b1b-bd2a-4c0d-b538-32fe401724c3"
/>

<img width="334" height="399" alt="image"
src="https://github.com/user-attachments/assets/e41330ac-ed4a-4e81-a87a-5ba901b47b5c"
/>
2025-10-07 16:59:55 +00:00
Batrachophreno b3b4f4b9c6 INDRA, general nuclear fusion update (#21285)
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>
2025-10-05 20:13:06 +00:00
Casper3667 80b638aedc Drobe re-arrangement part two (#21416)
After a discussion a little while ago, it was agreed drobes should not
have storage objects in them aside from jackets, or anything that is
mechanically job related pretty much, just fluff and decorative stuff.
As a result, all bags, holsters, webbings and the janitor's galoshes
were removed from them as they belong in their respective lockers. This
does throw a bundle of things into certain lockers to permit selecting
it, such as the officers having various holsters and engineers having
the alt toolbelt.
Also hangar techs aren't getting their insulated gloves anymore, as that
was apparently a mistake.
Engineering lockers as a result of this do have insulated gloves now, as
it is relevant work equipment. No more raiding the electrical lockers.
2025-10-05 14:26:57 +00:00
Kano 2d9d4ce4b6 Cargo elevator overhaul (#21430)
## About PR

Implements an animation logic heavily inspired from CM-SS13 elevators.
Elevator hatch and shaft sprites are courtesy of @KingOfThePing!

Currently if something is standing on the hatches when the elevator is
arriving, they'll be sent to CC level, fall, get paralyzed and severely
injured enough to have broken bones/arterial bleeding.

This PR also fixes cargo announcement screens not displaying elevator
ETA.

## Images

<details><summary>Elevator arriving</summary>
<p>



https://github.com/user-attachments/assets/34879994-d10b-4cb6-959e-314ec20411b8

</p>
</details> 

<details><summary>Elevator departing</summary>
<p>


https://github.com/user-attachments/assets/c345fd3b-07eb-4922-9b28-31cf40842da1

</p>
</details> 

<details><summary>Unfortunate victims falling to the pit</summary>
<p>



https://github.com/user-attachments/assets/98feac04-5d65-4383-8abc-363ce51a028a


</p>
</details> 

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

| Path | Original Author | License |
| --- | --- | --- |
| icons/effect/224x192.dmi | KingOfThePing | CC BY-SA 3.0 |
| icons/obj/doors/retractable_railing.dmi | CM-SS13 | CC BY-SA 3.0 |
| sound/machines/industrial_lift_raising.ogg | CM-SS13 | CC BY-SA 3.0 |
| sound/machines/industrial_lift_lowering.ogg | CM-SS13 | CC BY-SA 3.0 |
| sound/machines/warning-buzzer-2.ogg | Unknown -
https://pixabay.com/sound-effects/incorrect-buzzer-sound-147336/ |
Pixabay Licence |
2025-10-05 14:26:49 +00:00