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.
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>
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.
-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
This remaps the commissary and library, increasing the size of the
former at the cost of the latter.
Several vending machines have been touched onboard the Horizon only. The
idris refresh and getmore vending machines have been merged into the
getmore, with the available items strongly reduced. The cigarette
vending machine also had their options lowered. All of the options and
some extra was moved to the restock packs the commissary gets now, so it
can be sold from there.
The nanopharm in the commissary is now free to vend, containing only
drugs and over the counter meds, intended to be paid for at the
commissary desk.
New restock packs were made, which are intended similarly to vending
machine restocks except they work on the shelves in the commissary and
gives them a set of items based on the pack, after which the pack can be
folded into cardboard.
All the new restock packs are also available to order from operations,
should more stock be necessary or other reasons.
For mapping I was aided by Kaizr, with helpful suggestions from RHG and
Noble Row.
Commissary:
<img width="635" height="617" alt="billede"
src="https://github.com/user-attachments/assets/bc16d9e1-dd58-4de8-b6d9-5dfdf67c17dc"
/>
<img width="605" height="601" alt="billede"
src="https://github.com/user-attachments/assets/4078656e-9cef-47ff-999c-685356647389"
/>
Library:
<img width="669" height="485" alt="billede"
src="https://github.com/user-attachments/assets/6984b56f-1236-494b-8c93-01a9b2aa9716"
/>
the nanopharm in the commissary, alongside how the getmore and cigarette
vending machines look around the horizon now.
<img width="1267" height="446" alt="billede"
src="https://github.com/user-attachments/assets/a7611dd8-1131-4616-92cf-ec99f1c9fa87"
/>
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>

-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.
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>
**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."
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.
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>
Before, trying to clean a bowl with a rag would fill it with water,
preventing it from being cleaned. This stops the water from being moved
to the bowl.
- adds a new hostile_events check to prevent hostile events from
spawning in maintenance areas that are crew-facing, so far just the deck
3 crew lounge maintenance and bar maintenance.
- deletes errant holopad under the bartender scrubber
- relocates smartfridge interaction point so it's next to all the other
machines
---------
Signed-off-by: Mnemeory <227217321+Mnemeory@users.noreply.github.com>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
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>
-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>
1. Look up now follows your mob (no more auto-removal when you move,
only when you go below a solid tile). Maybe add a hotkey?
2. Made the codebase work with the latest version of spacemandmm lint.
3. Advanced kits don't work on robotic limbs.
4. Density shifting should now always use set_density. Ported
TRAIT_UNDENSE from CM to better control the density of living mobs.
Fixes weird shifting behaviour with wall leaning -- what was happening
is that mob density was getting reset to TRUE because the mob wasn't
lying down.
5. TGUI say light prefs actually save.
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
- Readds microwaves, and most of their old recipes where applicable.
- Resprites the small oven. It was small and ugly and I hated it.
Now, you may be asking, Wezzy - some of these recipes are an affront to
god. Microwaves can't do that.
And to that I say, It's mostly there to be a decent stand-in for small
rinky-dink maps and ships where you can't particularly fit the whole
kitchen suite in a convenient place. It's nice to have a bit of an
asspull in places like these, so.
Also, donk pockets actually become hot and cool down properly again,
now. It only took 15 years. (jesus christ)
Ported from Bay which ported from us.

### 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.
Extends and reworks how various extended information text (desc_info,
desc_build, desc_upgrades) are handled to make object interactions and
mechanics A.) much more clearly documented in-game and B.) much easier
to support from the back-end.
Almost certainly a candidate for test merge.
Assembly/Disassembly instructions are noticeably sporadic, largely due
to our current lack of a unified framework. That's a future thing I'd
like to attack so that it can be handled programmatically, but for now I
only targeted the biggest culprits as I came across them.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
## About PR
- Introduces a dropship-esque Intrepid, making it feel more like a
public transport in a overpopulous city, while trying to avoid
chokepoints.
- Ports the CM's double seats.
- Removes access restriction from Intrepid's side airlocks, to be in par
with the main airlock.
- Deletes some rogue pipes near hangar bay.
- Re-adds a small oven which was introduced in #16449. With slight
tweaks and different colour palette.
This is probably an awful way to port CM's vehicle seats, but in testing
only issue I've found is: when the chair occupant punches someone, their
own buckle off-set will get reset. I am not sure why.
The way the double seats work is, it'll let anyone pass through as long
as both of the seats aren't occupied at the same time.
## Images
<details><summary>Details</summary>
<p>

</p>
</details>
---------
Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
Items 1.) and 2.) of [this bug
report](https://github.com/Aurorastation/Aurora.3/issues/20768), with
the blessing of Alberyk in tajara-questions on the lorecord.
Dirtberries and Sugar Trees, as well as products containing them and
recipes referencing them, are to all consistently use their TCB names
mechanically instead of a scattered mix of TCB and Siik'maas. The
descriptions of these items, in cases where it fit nicely, have been
updated to reference their Siik'maas names (in many the items already
did so).
Other species' foods may have this issue (where they have both a native
name and a TCB name used interchangeably in game mechanics like the
cooking codex etc., but I believe if identified they should also have
this basic standard enforced.
https://github.com/Aurorastation/Aurora.3/issues/18299
Original bug report was for Air Alarms always displaying their wiring
interface when interacted with, even when the maintenance panel was
still closed.
I found a few other objects which also did not correctly check if wires
were accessible before displaying the interface.
There also remains some inconsistency: some objects will always display
the wire interface when clicked on with panel open, but others require
you to have certain tools in hand too (wirecutter, multitool, etc.).
Without them in-hand, they won't give you the wire UI. I'm indifferent
to which option is better, but it should be made consistent. If someone
feels at all strongly about having tools in-hand vs. not to see the
interface, then I can also make that change with whatever the prevailing
opinion is.
-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>
Refactored mousedrag procs, added signals, some safeguards, did some
cleanups around, renamed them to make a little more sense. Mostly put in
line with TG's code.
Fast clicking and releasing with a drag, depending on the grace period
and how fast it is done, can be counted as clicks, to aid in combat
scenarios where you spamclick.
This update adds:
-6 new food dishes (elotes, steak tartare, biscuits and gravy, and 3
fancy grilled cheeses) (4 of which were special requests made by other
players)
-Gravy and gravy boats
-New sprites for mashed potatoes and schnitzels that had gravy poured on
top of them.
-2 new drinks (dyn boba tea, chocolate soda)
-New sprite for blizzard ear flour boxes because it was really confusing
they had the same sprite as regular flour.
All created and sprited by me.
---------
Signed-off-by: tomixcomics <tomi.lifelesslosers@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Runtime map now has a bunch of new areas / items with often-tested
stuffs, and some hard-to-put-at-runtime stuffs.
Runtime map jobs now are positioned to make it faster to reach the
aforementioned often-tested stuffs.
Runtime map doesn't generate an overmap anymore by default, which speeds
up the process.
Runtime map now loads in ~11 seconds instead of ~40 seconds as it was
before.
Updated the maploader to be faster in parsing maps.
Bapi is not engaged anymore if we're only measuring the map size, which
speeds up the process.
In fastboot we do not generate the codexes anymore, which speeds up the
process.
In fastboot and if exoplanets and away sites are not enabled, we do not
parse the map templates anymore, which speeds up the process.
Updated the icon smoothing to be faster.
Optimized cargo area code.
Other optimizations.
Refactored the attack proc signature.
Added signals and components for the attack proc.
Added signals and components for the attackby proc.
Adjusted some leftover attackby procs signatures.
Added grep test to ensure people don't keep adding attack/attackby procs
with the wrong signature.
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.