Adds S'rendmarr and Ma'ta'ke versebooks to the game. Thanks to Tajara
Lore (especially @WilliamMurdoch) for the lore bits
Versebooks were added to loadout and now replaces the previous bible for
Tajaran priests.
In the future it might be best to merge the capabilities of bible with
versebooks (so religious versebooks can make holy water)
### Example Verses
S'rendmarr: _There is always hope beneath the light of the suns. Do not
fret at the horrors of this world, o child! Your guardians watch from
above._
Ma'ta'ke: _At that moment the king boasted of his victory and Mata’ke
quickly drew his sword, stabbing the king in his black heart who fell to
the floor. “One’s temper dictates the battle,” said Mata’ke as he wept
for his fallen battle-brother._
<img width="338" height="269" alt="image"
src="https://github.com/user-attachments/assets/da5311b6-e69a-4201-b268-099384f20f59"
/>
---------
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Adds soundplayer functionality to earphones, headphones and earbuds.
They can now play music, loaded via music cartridges with preset
playlists.
Heavily based off CMSS13's Walkmans and our Audioconsoles.
Current Features:
- All earphones have a cartridge slot. Cartridges can be inserted by
clicking an earphone, and removed via an eject_music_cartridge() verb.
- Inserting a cartridge will load a playlist containing /datum/tracks,
where track names and sound files are loaded.
- Shift+Clicking or will Start/Stop a playlist, creating or deleting an
active sound_player token.
- Alt+Clicking with Pause/Unpause the current track, preserving an
active sound_player token.
- Attack_self will eject the music cartridge. Ejecting a music cartridge
also terminates the sound_player token.
- Volume controllable via verb.
Missing features i am too weak to figure out:
- There is no auto—next song, and a user must manually use next_song()
or previous_song() verbs to iterate through a playlist.
- Part and parcel with no auto-next: Tracks automatically loop due to
using the PlayLoopingSound() proc. Ideally, tracks should not loop.
- There is no accomodation for user-uploaded sound files.
- There are no UI implementations of earphone controls, which could be
more user friendly.
Music Cartridge CoderIcons:
<img width="430" height="106" alt="aaa"
src="https://github.com/user-attachments/assets/5c15d5f4-b2e1-4ece-8076-2e93a5853168"
/>
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| sound/music/regional/venus/all_night.ogg | Rollergirl
(https://rollergirl.bandcamp.com/album/rollergirl) | CC BY-NC-SA 3.0 |
| sound/music/regional/venus/billy_ocean.ogg | Rollergirl
(https://rollergirl.bandcamp.com/album/rollergirl) | CC BY-NC-SA 3.0 |
| sound/music/regional/venus/artificially_sweetened.ogg | Stevia Sphere
(https://steviasphere.bandcamp.com/album/artificially-sweetened-single)
| CC BY 3.0 |
|sound/music/regional/venus/real_love.ogg | Stevia Sphere
(https://steviasphere.bandcamp.com/album/artificially-sweetened-single)
| CC BY 3.0 |
| sound/music/regional/venus/dance.ogg | ウナチャンUNACHAN
(https://unachan.bandcamp.com/track/dance) | CC BY 3.0 |
| sound/music/regional/venus/love_sensation.ogg | ウナチャンUNACHAN and
bedroomtheft (https://unachan.bandcamp.com/track/love-sensation) | CC BY
3.0 |
| sound/music/regional/venus/funky_girl.ogg | B~mO9000
(https://bmo9000.bandcamp.com/album/v-i-n-t-a-g-e) | CC BY-NC-SA 3.0 |
| sound/music/regional/venus/break_the_system.ogg |
(https://bmo9000.bandcamp.com/album/wanted-in-80s [Download Only]) | CC
CC BY-SA 3.0 |
| sound/music/regional/xanu/xanu_rock_3.ogg | Swara Sutra
(https://swarasutra.bandcamp.com/album/indulgence) | CC BY-SA 3.0 |
All sound files compressed to 20K sample rate. No
transformations/remixing
This PR adds a pair of new "BioAugs" as loadout options for Galatean
characters, called Mind Blanker. They come in two variants, and both are
available exclusively to Galateans. The basic version of the mind
blanker makes its user immune to mind-affecting psionic powers.
The advanced version of it inflicts lethal biofeedback on any psychic
that attempts to enter the user's mind, while also providing the user
with the same protection as the basic version. The advanced version is
more expensive, and is exclusively available to Galatean Consulars.
This PR was requested by Human Lore for their "Galatean Bioaugments"
list.
<img width="739" height="334" alt="image"
src="https://github.com/user-attachments/assets/8dd0e65c-2834-4949-8a03-8966f22eeca4"
/>
---------
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Adds five new songs for Aurora lobby music - no more baseline SS13
stuff!
Also backports the original Title3 for that OG SS13 goodness.
Taken mostly from CCMixter.
Information in licensing_information.txt.
Also, updates the lobby music toggle to be a volume input. Set to 0 to
mute.
---------
Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
* Please describe the intent of your changes in a clear fashion.
* Please make sure that, in the case of mapping changes, you include
images of these changes in the PR's description.
* Please make sure to mark your PR as wip or review required by making a
comment with !wip or !review required
* If you include sprites/sounds/... (assets) that you have not created
yourself specify the license and original author below.
* Ensure that you also credit them in the appropriate location /
changelog as specified in the contributor guidelines
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/example.dmi | ExamplePerson (Example Station) | CC0 |
**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>
(DISCLAIMER: I currently mostly play an engineer!)
Sightlights are currently only available to Medical, Science, and Bridge
personnel- but arguably (strongly arguably) Engineering is actually the
department most likely to be regularly walking through very dark areas
(see: areas with power outages, and maintenance tunnels). Certainly more
commonly than Med and Bridge in almost any given shift!
I don't think this is particularly balance-breaking, and I think it
makes a lot of sense, so here it is.
Also minor cleanup to description.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Changes the Positronic-Implanted Brain to Pseudoneuron-Assisted Brain.
The current name causes confusion and creates a link to IPCs that
synthlore does not want. This shouldn't affect the concepts that can
currently be explored by the implant as is.
This was discussed with and approved by NM.
This PR makes small adjustments to the code for the cyborg analyzer
tool, making it so that it also provides the description given for
augments taken as part of a character's loadout. Additionally, this sets
loadout flags for most generic augments (anything not explicitly tied to
a specific corporation) to allow for custom names and descriptions.
Lastly, I've extended the analyzer in its human-mode to also display
assisted implants. While I can't imagine a machinist would have much to
do with a pacemaker, it is a metal implant. I actually mainly had in
mind that I was annoyed with the positronic brain implant not showing up
on cyborg analyzers, and wanted to correct the injustice.
Adds a forearm crutch to the game, as well as the ability to select a
pair of crutches in the loadout.
The sprites for it are made by Plyushsune, and altered by me.
This PR adds a human lore item, "Fatesayer" cards(name may be subject to
change).
These are used by the people of the Lyod to tell your fate.
They are a religious item for the loadout, intended for believers of the
shamanism interpretation of the Tribunal.
Could also maybe be added as a small addition to the wiki. The deck
description explains how to use them. The cards description explain what
they mean.
The cards in question:

Adds unique coverings for Dominian Unathi.
Created in conjunction with @CaptainGecko. Adding him to the
conversation in case there are any questions; lore or otherwise.
- rscadd: "Adds Lavatory vendors to the public bathrooms, that dispense
hygiene goods."
- refactor: "Migrates bartender's supply of 6 pack beers and Sencha teas
to the cargo database."
- refactor: "Migrates impact wrenches to the cargo database."
- balance: "Removes the extraneous dylovene, kelotane, bicaridine and
coagzulug in medical. Migrates medication to the medication closet."
- balance: "Removes the unused Nanomed Minis in medical. Replaces the
surgery side Nanomed Plus with a Nanomed Mini."
- balance: "Removes the two large medical kits from medical storage, and
the kit in the exam room. Moves the wheelchairs from the morgue lift to
medical storage."
- rscadd: "Adds cranberries to the game. Now you can actually make
cranberry juice!"
- refactor: "Juices found in soda machines, booze dispensers and the
booze-o-mat have been migrated to the cargo database."
- rscadd: "Cream and fatshouters milk cartons can be ordered from
cargo."
- balance: "Certain juices are now cartons when separated in a
CondiMaster."
- balance: "Removed coffee, milk and sugar from soda machines, as they
are made redundant by CoffeeMasters."
- balance: "Non-CoffeeMaster coffee machines now just dispense coffee
instead of espresso."
TL;DR
- Juices aren't free anymore - get them from supply, the botanist, or
alternative means.
- Soda machines don't dispense coffee, milk and sugar anymore. Since we
have coffee machines already.
- Migrates the stuff in the bar that just got shoved in through mapping
that shouldve been a cargo order in the first place.
- Adds lavatory vendors, which helps to replace manually mapped in
toiletries.
- Removes the extra medical supplies from medical that end up basically
unused for most rounds.
- Adds more things that can be ordered from supply.
- Un-powercreeps the impact wrench. It's made screwdrivers and wrenches
obsolete. Imagine if all of Medical's hyposprays were the CMO hypospray.
That's how it basically is right now.
It's going to be mildly inconvenient, sure. But I have full faith that
people will get used to it in a month. I feel kind of vindicated after
the suit sensors removal PR that the mass-complaints have ceased to be
an issue, and I feel it's going to be the same case here.
Anyway, yes, it's rather silly that the Big Ass Flagship doesn't
immediately have the latest and greatest stuff, but this is thinking
towards long term towards NBT2, where we'll definitely be running a lot
more slim.
**Also, please. Don't brigade this pull request. Just ping me in the
general Discord if you have anything to bring up. I'll try respond to
you if I'm available.**
This PR does the following changes:
It changes the name of the 'Smoking' tab in the loadout to 'Drugs and
Medicines'
It moves the psychiatric medicines from the Utility tab to this newly
renamed Drugs and Medicines tab
It adds a few basic OTC medicines, the same ones found in the OTC vendor
in the medical lobby (except for dexalin and dylovene)
It adds some legal recreational drugs that can be selected in the
loadout.
IMPORTANT: You will have to re-select items that you previously had in
the Smoking tab, and re-select your psychiatric medication.
Look at this exemplary sinta employee, ~~poached~~ given a better chance
at life with our parent guild Hephaestus Industries. Yet, due to the
frigid temperatures of 20C (68F) in their workplace, they are required
to wear a winter coat, but thankfully it is such a good looking one,
right?

Okay, but what if the winter coat looked like this instead?

Now imagine this sinta in colors of other corporations (beside Idris
Incorporated and Zeng-Hu Pharmaceuticals due to ~~institutionalised
sintaphobia~~ very strict hiring practices)
Okay but funny descriptions aside, this PR resprites winter coats,
corporate and departmental, also it adds an alt-click to winter coats to
pull the hood up. Yet I have a caveat to that, I have decided to
standardise these with the corporate/departmental jackets, as such, two
winter coats have been removed, which ones? The Hephaestus alt and
Nanotrasen alt winter coats have been removed.
Also, I forgot that vaurca bulwarks also have winter coat sprites, so I
have not resprited them here, maybe in a follow-up PR sometime later.
_(Inspired, but not 1:1 ported, by:
https://github.com/tgstation/tgstation/pull/72983)_
---------
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
!!! Please merge AFTER #20723 for migrate version (this PR is set up to
seamlessly be merged after that PR) !!!
Adds a new option to character preferences determining whether a shell
is a hidden shell or not. Right now this is a Yes/No toggle that solely
makes records display as "Human" instead of "Shell Frame".
The previous iteration of this was icky.

I hope this is better.
My rationale for this is twofold:
Right now, you can only play a hidden shell "correctly" if you're
untagged. Firstly, this isn't explained anywhere, so people might miss
this by playing a tagged shell that's playing human. Someone might do
this because a tag can be a potent story tool, especially for specific
brands or lines of shells. Imagine tag scanning a runaway you've found
and getting presented with `HLTD-S07U24`, suddenly you get a huge amount
of storytelling there that wouldn't be present without the tag. <sub>any
similarities to persons living or dead is purely coincidental.</sub>
Secondly, it also means you can't play a shell who doesn't try and hide
it, but also has no tag, because that'll automatically show as human,
which is problematic in many ways.
Also, I moved the "species" field in records to the top with the rest of
the public info, and took it out of employement records, because
security and medical would definitely also get that info, logically
speaking.
In the future (with lore team approval) i would like to enable certain
human citizenships for shells with this preference enabled (likely just
Sol, but i mean if lore team wants we can get wacky with Dominia too),
but that's out of scope for this PR.
I'm like literally the only person who uses this item on one of my
characters. It's embarassed the crap out of Farida a few too many times
for a round to start and her head being not covered in front of all her
coworkers.
<img width="125" alt="dreamseeker_Ipg96rH5Bq"
src="https://github.com/user-attachments/assets/9da6e048-a33c-4198-90ee-e47a05fc85a0"
/>

- rscadd: "Streamlines card mechanics. Click on others to deal to them,
yourself to draw. Ctrl-click to draw, Alt-click to shuffle."
- rscadd: "Adds KOTAHI, the shedding type card game fun for the whole
family."
- rscadd: "Tweaks throw sound volume."
- bugfix: "Fixes some runtimes with cards."
- imageadd: "New sprites for playing cards."
Also seperates picking cards into it's own verb, and no more tooltips
when concealed. No more cheating.
(Also changes the throw sound volume, so it doesn't horribly spike the
volume when you're dealing normally)
KOTAHI sprites by CevUI, modified by myself.
So Zeng-Hu, a medical and science company has gloves right? But they're
not on par with neither latex nor nitrile gloves, now that didn't make
sense to me so here's a buff, now they're on par with nitrile gloves.
(I don't know if glove powergaming happens but can reduce them to latex
if _nitrile_ is too strong)
Adds a generic Idris dress to the loadout, exclusive to Idris
Incorporated characters, sprited by the very talented Comet Blaze on
discord! I'd mostly see this being worn by service staff, including
ICSUs and IAUs, which currently don't have a very good generic uniform
to wear.

Mapping changes are adding the same dress to the Idris Cruiser offship.
Adds a new item to the smoking loadout tab, an empty metal cigarette
case that can hold 14 cigarettes. Intended to be filled up by rolling
people or those who prefer to keep all of their poison-in-a-stick within
a cute, convenient package.
Fixes an issue wherein the in-hand mob sprites would not display for
cigarette packets and cigar cases, they now do so properly. Modified the
north facing sprites so they don't look out of place (appear BEHIND the
player sprite)
Fixes an issue wherein you could place cigars into smaller cigarette
packets, which became relevant because that meant you could stuff the
cigarette case full of oversized cigars. Now you can only hold cigars in
cigar cases, as you should.
Built for modularity, it should be easy for contributors to add their
own cigarette cases design, and to tweak the existing cigar cases code
to allow for the same handling of open icon states, where multiple
closed icon sprites change to one single batch of open icon sprites,
reducing bloat. Courtesy of Geeves.
While currently out of scope of the P-R, this is intended to be improved
later down the line by allowing you to select which kinds of cigarettes
can spawn in the case in addition to allowing it to start empty, kind of
like how lunch boxes work. Was too complex for me to figure out and
would've taken far longer than needed, but is a planned project for the
future.
Title. Noble Row said that their passports would likely be electronic,
so I went with that. Humans can also take them, as some humans are
mentioned as having citizenship through marrying an IPC on the wiki, but
this can be removed if requested.
!!Requires synth lore team input!! @NobleRow
Sprite preview (subject to change):

---------
Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
Title. 4 loadout points is crazy for an item meant for roleplay value
and doesn't disincentivize anyone who would use the item for nefarious
purposes anyway.
More wheelchair changes to come whenever I figure out the code better,
including the ability to retain the name, description and color when
putting it down or picking it back up.
---------
Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>