Commit Graph

33305 Commits

Author SHA1 Message Date
AlaunusLux
4697e7b347 Reduces vision while in closet or trash pile and fixes closet teleporter camera update (#21154)
This started out as an update to reduce vision while inside closets.
While I was testing that, I noticed closet teleporters weren't updating
the camera properly, so I fixed that, as well as a bug with an early
`return` causing closets to have 0 density while a closet teleporter was
on cooldown.


Reduce vision inside locker:
<img width="1354" height="1345" alt="image"
src="https://github.com/user-attachments/assets/5f581031-51c0-4502-bddd-21045329c754"
/>
2025-08-15 13:58:31 +00:00
UltraBigRat
86d2f868ac gear loadout price standardization (#21159)
* "Lowers higher than usual prices of NT, Imperial army and TCAF
gearloadouts."

Some of the gear loadouts had higher than usual prices of 50 per group
and 15 per single compared to the standard 35 and 10. Some of these like
TCAF even were just straight up the same items as the single crate but
at less bang per buck.

Overall none of these kits are strong enough when compared to others, to
justify a higher price that makes it hard for mercs to budget it for
their gimmick. While the NT kit has a hardsuit, it should be noted it is
an empty one that has online slowdown unlike other combat rigs, similar
to the TCFL rigs.

Co-authored-by: Big Rat <lienesica@gmail.com>
2025-08-15 13:57:33 +00:00
courierbravo
d6dd9f35dc Title Screen - Your Good Pal, Hazel! (#21164)
Adds a new title screen to the IPC rotation depicting Hazel IPCs.
<img width="1920" height="1920" alt="hazelchibi"
src="https://github.com/user-attachments/assets/9ab9d825-f798-4939-92bb-d5a5b4f790c3"
/>
2025-08-15 13:52:32 +00:00
Batrachophreno
6662c8bd0f Space heater crash safety (#21182)
Space heaters, when spawned via admin panel, will crash if if their TGUI
is accessed immediately. This is because var/env is only initialized on
process(), and if not initialized, the game will be very sad when the UI
tries to display the current temperature by rounding a null value.

Sets env on Initialize() and cleans up /ui_act() logic to prevent crash.

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2025-08-14 14:45:00 +00:00
maxspells
a38a1fc36a Alcohol makes you drunk again. (#21165)
I'll be honest I can't test this because I'm not on windows but I am 90%
sure this fixes #21097 and fixes #21153

The issue was caused by some refactoring of liver code in #21013 that
wasn't accounted for here

---------

Co-authored-by: Cory <cory@mejtra>
2025-08-14 13:31:58 +00:00
Snowy1237
e4c329f074 Adds the loadout hoplan clothing to diplomatic bodyguards. (#21137)
See title, pretty much.

Pretty sure this is an oversight from the addition of bodyguards.
2025-08-12 16:30:55 +00:00
Geeves
d8e05c16c8 Portal Fix (#21158)
* Fixes telescience portals not working correctly, causing an infinite
loop.
2025-08-12 16:30:44 +00:00
Geeves
ca693d0bc1 Falcata Fixes (#21144)
* Fixes Falcata sprite handling and emissives.

Fixes https://github.com/Aurorastation/Aurora.3/issues/21141
2025-08-12 16:29:52 +00:00
Ben
ceb492cee0 Tajara and Unathi mobs now display properly on UIs (#21161)
Fixes https://github.com/Aurorastation/Aurora.3/issues/16943

Adds missing parameter to getFlatIcon() calls by UIs to properly display
Tajara and Unathi mobs on UIs such as records and late join

<details>

**Before Fix** 
<img width="321" height="239" alt="image"
src="https://github.com/user-attachments/assets/19382e23-10ba-4a89-bfb7-bf700c931aca"
/>
<img width="251" height="127" alt="image"
src="https://github.com/user-attachments/assets/1f4527ba-a455-4f0a-b546-59e0fc783ea4"
/>

**After Fix**
<img width="321" height="275" alt="image"
src="https://github.com/user-attachments/assets/408a4f16-41f4-4ee4-8198-f6eb02a68469"
/>
<img width="1648" height="458" alt="image"
src="https://github.com/user-attachments/assets/dedb0ecd-6fa5-4d77-8fc0-f8b2853268d8"
/>
</details>

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2025-08-12 16:23:06 +00:00
Matt Atlas
34f92b1237 Removes attack animations from various scanners. (#21155)
The reason is that they look mega silly, especially when you're rapidly
scanning the same person.

Also improves the legibility of the price scanner output.

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-08-12 16:22:30 +00:00
CatsinHD
9a4d866bef KOG Uniforms (#21119)
Adds KOG uniforms for Security and Medical, along with jacket for
Officers, Wardens, Heads of Security, and Medical.
Adds shoulder tab accessories for PRA, ALA/DPRA, and NKA employees of
the KOG to designate their division.
<img width="150" height="105" alt="medical_preview"
src="https://github.com/user-attachments/assets/570a7ffe-aaeb-440e-bcde-13ead2262045"
/>
<img width="198" height="113" alt="Secoff Preview"
src="https://github.com/user-attachments/assets/def27546-038b-4b7b-94c3-040d01d88e54"
/>
<img width="71" height="77" alt="warden_preview"
src="https://github.com/user-attachments/assets/348046bd-76d6-4900-82ed-b128f2e78d70"
/>
<img width="72" height="71" alt="commander Preview"
src="https://github.com/user-attachments/assets/1f62d843-3cf9-410d-9125-a7ef552060e6"
/>
<img width="61" height="63" alt="tabs_preview"
src="https://github.com/user-attachments/assets/fc1b53e5-5bce-460a-a1e0-0eceb4441322"
/>
2025-08-11 15:14:52 +00:00
beepbopbeepbop
8ee63db4b9 Adds Offworlder HOS (#21088)
as the title says.

in my long contemplation of adding this, people have offered arguments
that an offworlder hos would be unable to fit the requirements for a
security job. i disagree here because not only do they have a lower
brute modifier than M'sai Tajara (who are the only tajara species
allowed to be HOS), but the negatives which would prevent them from
fitting any requirements can easily be made up with the various items
available to offworlders which pretty much alleviate any concerns here.
additionally, given off-worlders are currently allowed to be other
physically strenuous jobs which require even more exertion than HOS
would, such as paramedic, atmos tech, miner, or even security officers
(while i understand some think the final job is also undesirable, as far
as i am aware it has created no issues in the past), there seems to be a
massive inconsistency in the standards applied on offworlders.

so, i think that allowing offworlders to be HOS on the ship does make
sense, as they are adapted for work in space, and allows for a few cool
potential character concepts, with any drawbacks being pretty
inconsequential.
2025-08-11 15:13:03 +00:00
Batrachophreno
af6c74d917 Verb organization stuff (#21131)
Currently, only Preferences Verbs use subcategories. As a result, all
other Verb tabs are only organized alphabetically, meaning that a single
mechanic (ie. languages) has its governing Verbs scattered rather than
grouped together.

Verb organization by Tab handles broad organization - IC, OOC, Objects,
etc.- highly effectively but requires the user to click-navigate to
other Tabs to access any other verbs.

Verb organization within a Tab can be handled by A.) subcategories and
B.) Verb name prefixes (such as Earphones - *****). The first option is
the clearest and cleanest, but consumes additional vertical space. The
second option conserves vertical space at the cost of visual clarity.

This PR attempts to reorganize Verbs by their Tabs, Subcategories, and
prefixes with the following priorities in mind:
- Minimal disruption; any radical change must be justified (don't move
shit around just for the sake of moving shit around.)
- Verbs which share common functions (such as Languages) should be
grouped together.
- Maintainability. Contributors should not need to memorize an
excessively convoluted Subcategories list; Subcategories must be
intuitive and simple.
- Subcategories should be used judiciously when grouping Verbs to
conserve vertical space. Example: Instead of creating a Subcategory for
Emotes, just rename Audible Emote and Visual Emote to Emote (Audible)
and Emote (Visual).
- Subcategories should highlight uncommon or unusual verbs when
reasonable. Example: There are several animal husbandry-related Verbs,
and because most characters will not have access to those verbs
regularly, we can be less conservative with space (because they'll be
gone most of the time) for the sake of emphasizing their availability.

This PR covers the IC, OOC, and Object Tabs.

Subcategories:
OOC.Chat (Chat functions)
- AOOC
- LOOC
- Devsay (moved from Special Verbs)
- Dsay (moved from Special Verbs)
- OOC

OOC.Debug (Fix shit)
- Fit viewport
- Fix chat
- Refresh TGUI

OOC.Round (Round information)
- Check Gamemode Probability
- Check Round Info
- Custom Event Info
- Vote

IC.Antag (Antag verbs w/o their own tab)
- Invite to the Loyalists
- Invite to the Revolutionaries
- Set Ambition

IC.Critters (More critter stuff than you'd expect there to be)
- Befriend Carp (Previous name 'Become Friends')
- Befriend Cat (Previous name 'Become Friends')
- Befriend Dog
- Befriend Ives
- Name Alien Species
- Name Animal

IC.Language (Language-related stuff)
- Check Default Language
- Check Known Languages
- Set Default Language

IC.Maneuver (Movement, positioning, etc.)
- Adjust walk speed
- Do Pushup
- Face Direction
- Look Down
- Look Up
- Move Downwards
- Move Upwards
- Rest

Object.Equipped (Equipped object stuff, mostly for drip)
- Adjust Badge
- Adjust Bag Straps (Backpacks)
- Adjust Goggles
- Adjust Mask
- Adjust Welding Goggles
- Adjust Welding Mask
- Change Glasses Layer
- Change Pants Layer
- Change Wrist Radio Layer
- Change Wristwear Layer
- Check Time
- Flip Badge
- Flip Belt
- Flip Eyepatch
- Flip Hat
- Flip ID card (ID card)
- Flip Radio (Clip-on radio)
- Flip Wristwear
- Fold Collar
- Lock Antenna(e)
- Point At Watch
- Raise Shroud
- Roll Up Cape Mantle
- Roll Up/Down Jumpsuit
- Roll Up/Down Sleeves
- Switch Belt Layer
- Switch ID Layer
- Switch Lanyard Layer
- Switch Shoe Layer
- Toggle Aviators (Like a dozen variants)
- Toggle Ceremonial Garment Lights
- Toggle Coat Buttons
- Toggle Coat Zipper
- Toggle Hair Coverage (For hats helmets etc)
- Toggle Hair Coverage (FOR BABY CARP!!!!!)
- Toggle Helmet Camera
- Toggle Hood
- Toggle Lyodsuit Mask
- Toggle Poncho Tail Coverage
- Toggle Shirt Buttons
- Toggle Suit Sensors
- Toggle Visor (Pilot helmet)
- Toggle Waistcoat Buttons
- Transform Holoclothing
- Voidsuit - Eject Suit Cooler
- Voidsuit - Eject Tank
- Voidsuit - Toggle Helmet

Object.Held (If you're HOLDING it, its probably relevant to you rn)
- Activate Held Object (Silicons; moved from IC)
- Alter Beacon's Signal (Radio beacon)
- Change Bite Size (Utensils)
- Change Pen Colour
- Choose Colour (Paint sprayer)
- Choose Decal (Paint sprayer)
- Choose Direction (Paint sprayer)
- Choose Preset Colour (Paint sprayer)
- Describe Prototype
- Draw Boot Knife
- Empty Bee Net
- Empty Spray Bottle
- Holster
- Name Gun
- Name Prototype
- Plant Flag (Flags)
- Print Plant Report
- Remove Chopsticks
- Remove Top
- Set Detector High-Bound (Light meter)
- Set Detector Low-Bound (Light meter)
- Set Hailer Message (Hailer)
- Set Timer (Timer igniter)
- Set Valve Pressure (Pneumatic cannon)
- Show Held Item
- Spin Cylinder (Revolvers)
- Switch Verbosity (Health analyzer)
- Toggle Chainsaw Power (Chainsaw)
- Toggle Flashlight Brightness (Flashlights)
- Toggle Gun Safety
- Toggle Hazard Vest
- Toggle Pinpointer Mode (Pinpointer)
- Toggle Mister (Backpack water tank. Goes into/out of hands)
- Twist Cap
- Use Scope
- Wield Pick/Drill
- Wield Two-Handed Weapon (Two-handed weapons)

Object.Cards (I fucking hate cards!!!)
- Deck - Deal
- Deck - Draw
- Deck - Pick
- Hand - Pick
- Turn Hand Into Deck

Object.Earphones (Enough here to separate out)
- Eject Music Cartridge
- Change Volume
- Next Song
- Pause/Unpause
- Play/Stop
- Previous Song

Object.Jetpack (This is probably really important to see quickly)
- Toggle Jetpack
- Toggle Jetpack Stabilization

Object.Tape Recorder (Enough here to separate out)
- Start Recording
- Stop Recording
- Clear Memory
- Playback Memory
- Print Transcript
- Eject Portable Storage

**IC tab example:**
<img width="1061" height="277" alt="Screenshot 2025-08-09 101813"
src="https://github.com/user-attachments/assets/a2afe92d-34fd-4160-bf68-b459a4195e26"
/>
**Objects tab example:**
<img width="1100" height="472" alt="Screenshot 2025-08-09 101807"
src="https://github.com/user-attachments/assets/a36e4c76-594e-4569-93ba-ffcda57e8760"
/>
2025-08-11 15:12:56 +00:00
Casper3667
baff1a05c5 Add pre-filled belts to the investigator lockers (#21128)
As security officers have their belts pre-filled, I thought to do the
same for the investigators. This takes the tape, flash and camera from
their locker and adds it to the belt in the same locker, additionally a
tape recorder is also put in it.
As clipboards can be put in the belts, I did find it weird that the
notepads couldn't, so I also added the ability to put notepads into the
security belt, as it felt fitting to be able to do so.
The extra pair of identical shoes were also removed from the locker, to
help reduce the clutter slightly. One pair still spawns in it.
2025-08-11 13:46:33 +00:00
Wowzewow (Wezzy)
1ae6bb61ac Stack Inhand Sprites and Tile Tweaks (#21126)
- imageadd: "Updates stack inhand sprites, makes them use contained
sprites, and touches up the tile sprites to be more accurate."
2025-08-10 20:47:06 +00:00
Matt Atlas
25d6009f6c IVs now have a visible beam leading to their attached patient. (#21114)
IVs now project a beam to their attached patient,
<img width="210" height="180" alt="image"
src="https://github.com/user-attachments/assets/f337c534-9dee-48b1-bf21-74b5d07f326f"
/>

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-08-10 16:28:27 +00:00
Batrachophreno
a3151b789f Misc bugfixes, COFFEE COUNTS AS A BUGFIX (#21133)
Fixes https://github.com/Aurorastation/Aurora.3/issues/20799
Fixes https://github.com/Aurorastation/Aurora.3/issues/19718
Fixes https://github.com/Aurorastation/Aurora.3/issues/21001

changes:
- bugfix: "Simple mobs no longer allowed to move at hyper-speed when
chasing targets."
- bugfix: "Objects thrown onto Open Space turfs should more reliably
drop down remaining Z-level (if there is gravity)."
  - bugfix: "Area adjustments to fix D3 bunker turret controls."
  - bugfix: "Fixed naming convention for scuttling device compartment."
  - bugfix: "Replaced parent stairwell area with correct child."
- bugfix: "Replaces misleading AI shell exosuit charger with synthetic
recharger."
- qol: "Replaces the Engi break room stripped-down soda dispenser with
stripped-down coffee dispenser."
2025-08-10 16:06:38 +00:00
Ben
17d545f40a Gremorian Bombardier Acid (#21123)
Gremorians now have a special acid instead of just capsaicin, making it
more of a threat


https://github.com/user-attachments/assets/19a74317-debb-4d17-b62c-002e0df1bace

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2025-08-10 15:59:01 +00:00
CometBlaze
5879254629 Updates shirts to the new palette (#21121)
Brings the shirt selection and colourable polos to the new palette and
updates most of the shirt sprites too so they work a little better with
the updated colours.
<details>
<summary>Basic shirts:</summary>
<img width="764" height="572" alt="image"
src="https://github.com/user-attachments/assets/53632412-4981-4dba-a72c-d1e12b80a0c8"
/>
</details>

<details>
<summary>Alternative shirts:</summary>
<img width="763" height="572" alt="image"
src="https://github.com/user-attachments/assets/8a7de694-7cf2-467f-ba3a-79dee2a9b6e6"
/>
</details>

<details>
<summary>T-shirts and longsleeves:</summary>
<img width="769" height="568" alt="image"
src="https://github.com/user-attachments/assets/e2ceeb7e-3c0d-4e82-bc15-785b39b257c9"
/>
</details>

<details>
<summary>Blouses:</summary>
<img width="765" height="574" alt="image"
src="https://github.com/user-attachments/assets/2f481d5e-2bd5-410e-92ae-15ef2b2f9e26"
/>
</details>

<details>
<summary>Halter top and striped shirts:</summary>
<img width="1920" height="1080" alt="image"
src="https://github.com/user-attachments/assets/c275c69e-6599-48c0-b6f4-9629b7270a1c"
/>
</details>

<details>
<summary>Tanktops:</summary>
<img width="765" height="376" alt="image"
src="https://github.com/user-attachments/assets/f9b4d92d-50f2-4677-a41f-caaa995b445f"
/>
</details>
2025-08-10 14:15:15 +00:00
Ben
221368333d Schlorrgo Egg Nerfs (#21122)
- Schlorrgo egg making chance reduced from 4% to 1%
- Schlorrgos now have a max amount of eggs they can produce. With total
max of 40 (and realistic max of 10-20 considering how hard it is to
'max' fat a schlorrgo)

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2025-08-10 14:13:51 +00:00
Batrachophreno
99571daa0a Add scrubs to medical orderly loadout options (#21117)
See title
2025-08-10 08:09:31 +00:00
Batrachophreno
06e34908b3 Make the Supermatter MORE DANGEROUS (#21111)
The Supermatter has a damage rate limiter to prevent extremely high
temperatures from just shotgunning its integrity down to zero in one
tick. That's totally fair.

Doubles that maximum limited rate.

Also reduces volume of delam sound by 25% because I'm a nice person.

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2025-08-10 08:09:24 +00:00
Batrachophreno
a19b3797b2 Drobes (#21067)
[Original suggestion
here.](https://forums.aurorastation.org/topic/22454-tidy-up-lockers/)
- Replaces departmental/job-specific wardrobe lockers with new 'Drobe'
vending machines, each containing pertinent clothing, all with new
icons: ClothesMate, EngiDrobe, AtmosDrobe, HyDrobe, SecDrobe, BarDrobe,
ChefDrobe, ChapelDrobe, SciDrobe, MediDrobe, ChemDrobe, CargoDrobe,
RoboDrobe
- Makes vending machine ads populate at the top of the purchasing UI and
randomly cycle.
- Few vending-machine related map touch-ups (mostly vending machines
missing the floor 'hatched' pattern underneath).
- Misc code readability improvements.
2025-08-10 08:09:16 +00:00
VMSolidus
9139c0027d Nerf Falcata Speed (#21142)
Yea so apparently the "Parent of all exoskeletons" makes you faster.
Even though all the other exoskeletons in the game have either no or
some slowdown. The falcata is a very chonky armored exoskeleton, so it
should have some slowdown instead of speedup.
2025-08-10 01:23:51 +00:00
AlaunusLux
6604e35cab Remove weakened hivebot beacon from golden slime (#20163)
In round cwE-dDLE a "dilapidated hivebot beacon" was summoned by gold
slime cores. It was invisible and continuously summoned hivebots. Since
the other types of hivebot beacons are already blacklisted, this
prevents this type of hivebot beacon from being summoned by the gold
slime cores as well. I assume it got overlooked because it's in another
file - there's no reason for a single use item to spawn an infinitely
free hivebot summoner. Another PR can fix the invisibility issue, if its
cause is discovered and it's not a gold core specific interaction
causing it.

For ease of reference, the weakened hivebot beacon is here:

6d7c058ee7/maps/away/away_site/hivebot_hub/hivebot_hub.dm (L119)
2025-08-09 12:26:04 +00:00
Batrachophreno
1945278f24 Unit test: Debug flag on away sites (#20984)
Adds unit test for debug flag accidentally left on away sites
2025-08-09 12:24:11 +00:00
Ben
c505b7adcb AI Display Fix + AI.dm Improvements (#21132)
Fixes https://github.com/Aurorastation/Aurora.3/issues/20503

Adds documentation to AI.dm and refactors procs that handle AI
Announcements and AI Emergency Messages

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2025-08-09 12:23:47 +00:00
VMSolidus
dbbc3621bd Add Datums For Falcata Boards (#21127)
The one thing I forgot. Agony. 
This PR adds in the missing circuit board datums for the falcata
exoskeleton. This is what not having a fully functional dev environment
does to a man.
2025-08-09 12:23:25 +00:00
Kano
748460e3a0 Tweaks package spawning logic for off-ships (#21098)
## About PR
PR'd again from #21045 because a mistake I made, apologies for this.

Off-ship packages are now spawned whenever they exist in the overmap.
Adjusted the warehouse to include a small room for newer packages to
come in, given the alternative was letting them spawn and scatter out of
nowhere in the middle of the round. Packages for roundstart non-hidden
locations like exoplanets or any other location with delivery spots
aren't affected by any of these changes.

Also when an off-ship becomes available for packages, operations receive
an announcement message about it.

## Images

<img width="416" height="512" alt="grr"
src="https://github.com/user-attachments/assets/a8d82a60-e18e-4fda-ac3f-acccc256c6f6"
/>

<img width="891" height="42"
alt="469941125-59633a9b-a32f-40ea-98b8-4a38fd0d31ac"
src="https://github.com/user-attachments/assets/bf5586e6-efea-4c01-af51-6c405107a8d0"
/>
2025-08-09 12:23:12 +00:00
Batrachophreno
c2f054fd81 DMdocs (#21103)
Progress on DMDocs. PRing progress so far so there's not one mega PR
later with 1500 affected files.

I want my goddamn highlight text on what all these goddamn procs goddamn
do goddamnit. >:(

No actual code change anywhere in this PR, only comments.

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2025-08-09 12:22:56 +00:00
Kano
a840bd1cb1 Adds an engineering cart (#21110)
## About PR

Sprites are ported from Paradise Station, made by McRamon.

This cart is capable of holding the following:

- 2x sheet stacks of each steel, glass and plasteel.
- mechanical, electrical and emergency toolboxes, one each.
- light replacer

The one that spawns in engineering begins with all 3 toolboxes.
This cart costs 15 plasteel to craft, 100 credits to order from cargo.
Removes relevant toolboxes this cart spawns with in the department.

## Images

<img width="605" height="486" alt="Screenshot_4"
src="https://github.com/user-attachments/assets/59487676-bc5e-4f42-8c8e-d5d59add8481"
/>


https://github.com/user-attachments/assets/88e596ed-06e3-4047-89a8-452d1b13f466



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

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/engicart.dmi | McRamon (Paradise Station) | CC BY-SA 3.0 |
2025-08-09 12:21:52 +00:00
VMSolidus
58f8cd11ac Mech Quality Of Life Additions (#21081)
This PR adds a few much needed new features to mechs, with the main one
being Mechanics Hints. Mechs have a unique way of handling mechanical
hints, in that shift-clicking on a mech to get these hints will reveal
the hints for its equipped modules.

I've also gone through and eliminated all of the lag causing hard
deletes present in the mech code. In a typical round these won't occur
all that often, but if I'm touching all these files I might as well do
my part and certify them free of hard deletes.

Lastly, after talking with Shaft Mining players, I discovered that the
main reason they don't ever want to use mining mechs is that the warp
extraction bag is strictly superior to mining with a mech, as it lets
them teleport ores directly to the ship. So I've added an option to link
ore summoners directly to these "Warp crates", allowing a mech equipped
with one to teleport ores to the ship. Just like the bag can.
2025-08-07 22:42:58 +00:00
ElorgRHG
1acb37c81f Fixes tajaran earrings not displaying properly (#21118)
Seemed to not point to the file where the sprites were actually located,
no idea how long it was this way.
2025-08-07 20:16:00 +00:00
Wowzewow (Wezzy)
edaaaca969 fixes icecream cart icon2html (#21003)
Fixes icecream cart's icon2html
2025-08-07 20:15:52 +00:00
VMSolidus
07b4d11681 Hotfix for augment spawning (#21125)
It was just always true, wack.
2025-08-07 20:11:10 +00:00
Matt Atlas
7af4cc0891 Fix bluespace tech (#21115)
title

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-08-06 14:04:30 +00:00
VMSolidus
6a323856a8 Falcata Exoskeleton (#21077)
This PR adds a new tier 1 exoskeleton to the hardsuit designs. I've been
bothered for awhile that there exist security hardsuit modules available
at roundstart, which cannot actually be used without science first
unlocking combat hardsuits, since normal hardsuits cannot use them. So
this PR adds a new exoskeleton(notably not a hardsuit, it offers no
space protection!), which serves to provide a means of putting those
tier 1 security modules on something, without invalidating the later
combat hardsuits(which are all significant upgrades over this).

Many of these lower tier security modules were essentially invalidated
by higher tier sec modules that would get unlocked alongside actual
combat hardsuits.

The falcata exoskeleton has the same armor values as security's heavy
body armor, essentially meaning its primarily only an upgrade over said
armor in the sense that it lets the wearer use the shoulder mounted
taser module.

<img width="993" height="248" alt="image"
src="https://github.com/user-attachments/assets/68418219-b159-4a4d-92d2-5bbc8476c6ce"
/>

<img width="1274" height="316" alt="image"
src="https://github.com/user-attachments/assets/f77d7810-7b0c-4333-8ec8-5f7575fb4c61"
/>

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| icons/obj/item/clothing/rig/falcata.dmi | noblerow (discord) |
CC-BY-SA-3.0 |

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2025-08-06 12:55:42 +00:00
Wowzewow (Wezzy)
68812b8a7a Hopefully fixes Shlorrgos from breaking unit tests (#21112)
title
2025-08-06 12:46:32 +00:00
Batrachophreno
790aeafbdf Storyteller admin/mod/fun verb smorgasbord (#20831)
As title: grants STs a small selection of admin/mod/fun verbs without
needing them to have an admin_rank configured on the back end.

I've been extra permissive here on the assumption that Those That Be
will veto anything they don't like. The granted verbs:
	/client/proc/toggle_view_range,
	/client/proc/jumptozlevel,
	/client/proc/jumptoshuttle,
	/client/proc/jumptoship,
	/client/proc/jumptosector,
	/client/proc/Getmob,
	/client/proc/Jump,
	/client/proc/jumptomob,
	/client/proc/jumptoturf,
	/client/proc/check_ai_laws,
	/client/proc/manage_silicon_laws,
	/client/proc/odyssey_panel,
	/client/proc/damage_menu,
	/client/proc/change_human_appearance_admin,
	/client/proc/change_security_level,
	/client/proc/cmd_dev_bst,
	/datum/admins/proc/create_admin_fax,
	/client/proc/check_fax_history,
	/client/proc/clear_toxins,
	/datum/admins/proc/call_supply_drop,
	/datum/admins/proc/call_drop_pod,
	/client/proc/event_manager_panel,
	/client/proc/toggle_random_events
	
This PR is full of _gross code_ but it _does_ work.
2025-08-06 12:43:42 +00:00
hazelrat
a231c3a7c2 Renames cyborg recharging stations (#21019)
What it says on the tin. The recharging stations are used by all
shipbounds and IPCs, not just cyborgs. This renames them to 'synthetic
recharging stations' for clarity.
2025-08-06 12:33:07 +00:00
VMSolidus
a13fafc56e Add Missing Mech Modules (#21022)
This PR adds back in missing recipes for the teargas and smoke exosuit
grenade launchers, which were present in the game files, but not
available to manufacture unlike their stinger and flashbang
counterparts. Both of these launcher types previously weren't accessible
anywhere in the game.
2025-08-06 12:33:02 +00:00
ElorgRHG
5baec6692e Colorable Tajara cloaks and fur scarf (#21085)
Just what the title says, no need for an elaborate description.



Images, as always, in details.

<details>
<summary> Click here for images. </summary>

<details>
<summary> Colorable gruff cloak: </summary>

<img width="368" height="1711" alt="image"
src="https://github.com/user-attachments/assets/754c2cb0-4346-402f-b131-f6594eb9a3e3"
/>

</details>

<details>
<summary> Colorable fancy cloak: </summary>

<img width="410" height="1686" alt="image"
src="https://github.com/user-attachments/assets/ae6c0b57-7a4b-46cb-99cc-81d64641dfce"
/>

</details>

<details>
<summary> Colorable royal(ist) cloak: </summary>

<img width="450" height="1717" alt="image"
src="https://github.com/user-attachments/assets/e1c19fb4-f93a-471a-9126-eceaf8616b5f"
/>

</details>

<details>
<summary> Colorable amohda cloak: </summary>

<img width="384" height="1703" alt="image"
src="https://github.com/user-attachments/assets/c83b4b81-3900-4dd5-9e95-4143e21edab2"
/>

</details>

<details>
<summary> Colorable fur scarf: </summary>


<img width="382" height="1684" alt="image"
src="https://github.com/user-attachments/assets/4e451e0d-946e-44e5-b029-0616dc40a738"
/>

</details>

</details>

As for attributions, it is current assets but with a colorable palette,
so, not needed.

And, of course,
Suns bless the north.
2025-08-06 12:30:37 +00:00
Matt Atlas
82a5c07f08 Experiment: increase lobby roundstart time. (#21066)
Increases the lobby roundstart time by 50 seconds. The thinking behind
this is to see if readies globally increase by virtue of adding more
time to the roundstart timer, be it because people have more time to
think about what to play, or because of other reasons.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-08-06 12:26:15 +00:00
Matt Atlas
d7706ece53 Bug fixes, init signals for mobs, density updates. (#21108)
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>
2025-08-06 10:18:14 +00:00
CometBlaze
1f33c8add5 All hardsuits remove Offworlder slowdown (#21091)
Currently, picking the exostellar skeleton as an offworlder means you
can't use a hardsuit since only the ESS removes the slowdown. This fixes
that by extending that property to all other hardsuits with the logic
that if they're strong enough to splint a miner's leg and let let them
walk around, they're strong enough to help noodleman with their back
pain.
2025-08-05 21:53:21 +00:00
CometBlaze
666f35684d Exo-stellar skeletons now start with a storage module (#21089)
Title. Giving up a backpack slot for what is essentially a fluff item is
a pretty big ask. The only real advantage it has over just popping an
RMT pill is the fact it has welding protection, which the people who
typically need it can already get from other items, and that it can
inject dexalin which, although it might come in handy in a pinch,
doesn't justify massively gimping your storage capacity for.
The storage module is still significantly worse than a regular backpack
so there are still some drawbacks to bringing the exoskeleton, but not
the extreme level that it sits at now.
2025-08-05 21:53:16 +00:00
Batrachophreno
5ec9cb2ad3 Remove reagent feedback spam (#21102)
Overlooked debug value

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2025-08-04 12:35:55 +00:00
VMSolidus
2e939e4d9b Galatean BioAugments (#21013)
This PR "Gently refactors" organs in preparation for adding in new
variant organsas requested by HumanLore. Additionally, it adds in
several organs that were requested by Human Lore, as described in:

https://docs.google.com/document/d/1SLbll969PyJ_H9J1LP8cmdso9OMozUc8MGOVZkY4HbE/mobilebasic

The new augments include: Auxiliary Heart, Platelet Factories, and
Subdermal Carpace
Additionally, all of the new Galatean Bioaugs have been added to the
antag uplink.

The bulk of this PR consists of replacing a majority of all the organ
"Magic Numbers" with variables which could feasibly be modified by any
new kind of organ object. Additionally-- although it's unused in this
PR, here's also a new optional boolean for hearts to create a "Fake
Pulse", which would be useful in the future for event character shells
to be able to fool a pulse check. Finally, the heart systems are
configured to use Signals so that arbitrarily any component can
introduce their own modifiers to the heart statistics.

This PR was requested by Human Lore:
<img width="434" height="290" alt="image"
src="https://github.com/user-attachments/assets/98236886-1c19-4621-958e-c154ae66f2ad"
/>

Sprites have been made by @NobleRow
2025-08-04 12:29:41 +00:00
Wowzewow (Wezzy)
a45faab183 Michael Wave, Return of Microwaves (#21072)
- 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.


![dreamseeker_6aMUIkYymn](https://github.com/user-attachments/assets/76c64677-78b2-4a3b-a35a-002b1cfe7cc7)
2025-08-04 12:20:42 +00:00
smellie
2df7b1fc5c Europa Earphones Cartridge + Misc. Music Tweaks/Fixes (#21053)
- Adds a Europa music cartridge, with 4 new sound tracks added for this
cartridge.
- Reduces the volume of all tracks I've added in prior PRs.
- Cannibalises the `lobby/crescent_expanse` tracks as — in hindsight — a
generic sector getting its own lobby tracks is a bit much and would mean
generic lobby tracks are never heard. saving it for major
systems/uncharted zones/special places. 1 sound file removed; 1 now used
in the Europa cartridge

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

| Path | Original Author | License |
| --- | --- | --- |
| sound/music/regional/europa/casting_faint_shadows.ogg | "casting faint
shadows" by Ikaiora
(https://ikaiora.bandcamp.com/track/casting-faint-shadows-2) | CC
BY-NC-ND 3.0 |
| sound/music/regional/europa/where_the_dusks_rays_leap.ogg | "where the
dusk's rays leap" by Ikaiora
(https://ikaiora.bandcamp.com/track/where-the-dusks-rays-leap) | CC
BY-NC-ND 3.0
| sound/music/regional/europa/deep_beneath-.ogg | "Deep Beneath the
Solemn Waves a Vast Underwater Landscape, Brimming With Bizarre, Eerily
Gleaming Cyclopean Structures of, What Must Surely Be, Non​​​​-​​​​Human
Origin, Stretched Out Across the Ocean Floor" by Unknown
Oceanographer/Under Jorden
(https://under-jorden.bandcamp.com/album/deep-beneath-the-solemn-waves-a-vast-underwater-landscape-brimming-with-bizarre-eerily-gleaming-cyclopean-structures-of-what-must-surely-be-non-human-origin-stretched-out-across-the-ocean-floor)
| CC BY-NC-ND 3.0
| sound/music/regional/europa/instrument_park.ogg | "Instrument Park" by
Little Bradley
(https://myprivateunderground.bandcamp.com/track/little-bradley-instrumental-park)
| CC BY-NC 3.0
| sound/music/regional/europa/way_between_the_shadows.ogg | "Way Between
The Shadows" by Mokusei No Maguro
(https://mokuseinomaguro.bandcamp.com/track/way-between-the-shadows) |
CC BY-SA 3.0 |

All sound files compressed to 20K. No transformation or remixing done.


dredging bandcamp for decent, copyright permissive songs by non—mass
production artists has been soul-draining lol. this is the last music pr
from me
2025-08-03 16:16:24 +00:00