Commit Graph

3553 Commits

Author SHA1 Message Date
Greenjoe12345 5e0866aa82 Chest pouch bag and new storage belts. (#21233)
Adds a new type of bag and two new storage belts. Also fixes being
unable to flip belts.
<img width="89" height="111" alt="image"
src="https://github.com/user-attachments/assets/6b1ec387-2f8d-4f70-a8f1-ab1d8e4b5ed8"
/>
<img width="88" height="87" alt="image"
src="https://github.com/user-attachments/assets/35a04494-7d83-4804-b1b8-9ac1be538e34"
/>
<img width="75" height="95" alt="image"
src="https://github.com/user-attachments/assets/7d1e97e4-f1e8-4e0e-8d4f-6ec0cb8e1253"
/>
<img width="89" height="86" alt="image"
src="https://github.com/user-attachments/assets/402451e7-42fc-4ed1-a73f-23dfafc0a360"
/>



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

Sprites are by RatFromTheJungle, from this PR
https://github.com/NovaSector/NovaSector/pull/4651

---------

Signed-off-by: Greenjoe12345 <33647525+Greenjoe12345@users.noreply.github.com>
2025-09-06 10:36:14 +00:00
Crosarius 9494bec738 Koko Reed Cigarettes + Ha'zana Chewing Koko Spritefix (#21295)
Adds new cigarettes to the loadout & vending machines that contain Koko
Reed.
Adds sprites for the new cigarette packets
<img width="879" height="100" alt="image"
src="https://github.com/user-attachments/assets/10edcbb7-81c2-405d-8e56-f09f10d24ee3"
/>

Fixes the existing sprite for Ha'zana chewing koko so that it no longer
has the colour scheme of the k'ois bar.
<img width="261" height="114" alt="image"
src="https://github.com/user-attachments/assets/14d853e7-53ee-42df-84e2-4ff6ed366499"
/>

To Do: 
~~- Get approval from Unathi Lore~~
~~- Figure out a cool name for the cigarettes~~

---------

Co-authored-by: Crozarius <cowsgomooand@gmail.com>
2025-09-06 10:26:56 +00:00
Matt Atlas a3a9a2ad4a Fixes armour penetration not working against mechs in melee. (#21265)
A deprecated variable in the apply_damage chain fucked up the variable
order.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-08-31 15:25:05 +00:00
Matt Atlas b9afbeb674 Fixes energy shields and energy swords blocking everything regardless of block chance. (#21278)
1. When a human is hit by a bullet, check_shields() is called. If a
value different from BULLET_ACT_HIT is returned, the shield will void
the bullet.
2. In turn, check_shield() calls handle_shield() on the held shield.
3. whoever coded this shit forgot to add a default return value so the
held shield returns null when it fails to block meaning that the game
voids the bullet lol

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-08-30 22:11:46 +00:00
Fyni 51cb9198c1 Nerfs Door Rigged Mines (#21245)
Nerfs the door rigged mine. Currently, it all but instantly kill an
unarmoured person who walks into this trap with no warning. This nerf
puts it on par with normal land mines, which they used to do twice the
damage of.

---------

Signed-off-by: Fyni <itsfyni@gmail.com>
2025-08-29 10:21:11 +00:00
CatsinHD c755dc4620 Fixes IDs and Pins improperly rotating in storage, readds resprited IDs (#21231)
Readds ID resprites from #19522 that were removed in #20535.
Fixes ID cards improperly rotating in storage. The workaround is clunky
but functional. This is applied to all vertical IDs.
Fixes firing pins not turning vertical in storage.

These fixes were PR'd with the IDs due to the IDs requiring the fixes.
The IDs can be dropped for just the fixes if desired.
Image of changes in effect:
<details><summary>Details</summary>
<p>
<img width="264" height="92" alt="image"
src="https://github.com/user-attachments/assets/966d4350-e9f7-4eaf-bd87-3990b316197a"
/>
</p>
</details>
2025-08-28 10:44:32 +00:00
tomixcomics aad2e6bbd4 Let the Pizza wars begin! (New foods added + some food related tweaks) (#21204)
-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>
2025-08-23 10:59:46 +00:00
FearTheGabby 0b63d06521 Adds the Clockwork Stave, a Trinarist null rod variant (#21194)
Title. No special mechanics for it unless requested by synthetic lore
<img width="608" height="608" alt="image"
src="https://github.com/user-attachments/assets/bf3e2afe-b5c5-473c-8fba-8437d7107f31"
/>
<img width="77" height="76" alt="image"
src="https://github.com/user-attachments/assets/46570b24-ab02-4486-896c-34e67507c7c5"
/>

Noble Row is credited with the on-mob sprites!

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2025-08-22 12:30:42 +00:00
Casper3667 908a07b003 Give officers and wardens breath analyzers and investigators a gas mask (#21215)
From a request I saw a bit ago, I have now added breath analyzers to the
security officer and warden lockers, should they wish to use them. It is
mostly intended to check if people are drunk on duty or similar.

Investigators were given a half gas mask, given the amount of
pepperspray used in some cases and they were the only ones not to get it
in the department. If they want the bigger mask, they can ask the
warden.

Lastly while I was messing around in the file, I cleaned out the cadet
and investigator locker slightly. The clothing items that already
existed in the security drobe were removed from their lockers. The
security officer and warden lockers were already free of that, so they
did not get anything removed.
2025-08-22 11:51:53 +00:00
Ben b9d1343ade Adds Missing Access Checks to Airlock Equipment (#21148)
Fixes https://github.com/Aurorastation/Aurora.3/issues/13378
Airlock controllers and Sensors now also check if the user has access

---------

Signed-off-by: Ben <91219575+Ben10083@users.noreply.github.com>
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2025-08-15 13:59:04 +00:00
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
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
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
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
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
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
hazelrat d8c991674f Hydroponics Overhaul: the Atmos Update (#21059)
### 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.
2025-08-02 19:58:04 +00:00
Casper3667 1ecea1cb3a Adds the security chestrig to the warden, HoS and sec officer lockers, as an alternative to the security belt (#21058)
As the title says. The PR was done on the request of VeteranGary with
sprites provided by Noble Row.
The reasoning for it is to give some more visual variety, by allowing it
to appear over the standard security armor plate. It has been added as a
belt for that purpose, with the reasoning that there is the explorer's
belt that similarly is a chestrig.

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

| Path | Original Author | License |
| --- | --- | --- |
| icons/mob/belt.dmi | Noble Row (Aurora Station) | CC0 |
| icons/obj/clothing/belts.dmi | Noble Row (Aurora Station) | CC0 |
2025-08-01 19:52:20 +00:00
Batrachophreno 8c3e85f3fe Area display names (#21070)
Little more tuneup of area metadata, and also replaces area.name in
several locations with dynamic area display names (for example:
announcement that something was beamed aboard a thruster will once more
indicate whether it was the port or starboard thruster).
2025-08-01 19:51:44 +00:00
Batrachophreno e6e93ea7a4 Random new warehouse room options (#21030)
- rscadd: "Added 39 additional options for Horizon warehouse submaps."
- rscadd: "Added 14 additional regular cargo item spawns (flag boxes-
each contain sets of flags associated with a given nation, race, etc.)"
- rscdel: "Removed 'Russian' gimmick closet from warehouse spawn,
increased spawn rate of 'Tacticool' gimmick closet."
- balance: "Warehouse rare RFD random spawn chance slightly increased,
includes one compressed matter block."
- balance: "Warehouse rare clothing spawn now will spawn 1-4 items
(increased from 1-2)."
- balance: "Warehouse 'unusual container' spawn chance slightly
increased."
- balance: "Warehouse chemical dispenser spawn pool now includes coffee
makers, spawn chance slightly increased."
- balance: "Warehouse uncommon phoron sheets spawn chance slightly
decreased."
- refactor: "Updated radioactive greenglow decal to use ssRadiation proc
instead of old direct damage application."
2025-07-28 18:11:22 +00:00
hazelrat 8e3d52f5ee Hydroponics tweaks #4 (#21016)
See changelog for the full list, several little QoL things coming off
https://github.com/Aurorastation/Aurora.3/pull/20890.

The most notable mechanical change is that, if outside of their light of
heat tolerances (or otherwise afoul whatsoever of the handle_environment
proc), plants will stop growing. This is to avoid the awkward
interaction of a plant being grown at completely improper temperatures
or light levels still managing to mature before it dies.

Makes hydroponicists spawn with full belts at roundstart. Engineers do
and machinists do, it just cuts down on a little roundstart begrudgery.

Includes light and heat preferences on seed packets!
<img width="633" height="118" alt="image"
src="https://github.com/user-attachments/assets/4ac4b728-072a-4510-bb52-c9e5ed76c6a5"
/>

Coming up next will be extended descriptions explaining the mechanics
somewhere visible to players, once
https://github.com/Aurorastation/Aurora.3/pull/20923 is in.
2025-07-23 16:27:34 +00:00
smellie 6aaffeb1fb Adds a Football (#20938)
Adds a football:
1. Walk into on Help intent to kick normally
2. Alt+Click or Walk into on non-Help intent to kick powerfully
3. Drag onto character sprite to pick up


![image](https://github.com/user-attachments/assets/5ac378f2-f085-4817-90be-209fa6cff470)

---------

Signed-off-by: smellie <sadkermit01@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-07-22 10:08:52 +00:00
Batrachophreno 387cee9243 Object Examine Text Overhaul (#20923)
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>
2025-07-21 15:35:14 +00:00
CometBlaze 71af7f3f22 The Great Sprite Unification: Part 1 (#21006)
In an effort to make the way our sprites are organized make a little bit
more sense, this takes ALL the sprites in `icons/clothing` and moves
them over `icons/obj/item/clothing` or another appropriate file in the
case of non-clothing items.

A lot of these files had to be split since they lumped everything into
the same dmi which had to be changed since people, reasonably, expect to
find a hat in the folder named `hat` and not in the one where we're
supposed to keep uniforms in.

A lot of smaller files were also merged into already existing dmis where
it made sense.

Lastly, all the colourable items kept in `icons/obj/item/clothing` were
updated to the new palette. Those items were:

**Backpacks:**
- GD Sacred Icon

**Belts:**
- Fannypack

**Gloves:**
- Gloves
- Single Glove

**Hats:**
- GD Cowl
- GD Cube Hood
- Furred Crown
- Surgeon Cap
- Kippah
- Plain Hood

**Shoes:**
- Konyanger Gomusin

**Coats:**
- GD Eccentric Coat

**Uniforms:**
- Colourable Dress
- Shortsleeve Dress
- Evening Gown
- Open Shoulder Dress
- Assymetric Dress
- Tea Dress
- Long Sleeve Dress
- Colourable Scrubs
- Colourable Jumpsuit
2025-07-21 10:33:42 +00:00
Wowzewow (Wezzy) 9a6d9968dc 7/7 Bugfixes (#20969)
Fixes #20958
Fixes #20949
Fixes #20916
Fixes #20556
Fixes #20692
Fixes #20553
Fixes #20488
Fixes #20618
2025-07-10 21:37:16 +00:00
SleepyGemmy 727c37fa82 Wallet and Lanyard Fixes (#20929)
this PR fixes wallets and lanyards having a stray mob overlay and cleans
up the code a bit.

tested and made sure that ID cards still appear when worn by themselves
and that lanyards still appear with or without an ID card inside.

fixes #18678. fixes #20926.
2025-07-03 10:52:20 +00:00
Stev-the-third b52a5c8e49 Himeo Ship (#20835)
Adds a Himean Patrol Corvette, along with all of its associated
features. Also adds the Nephilim blaster repeater cannon.

D1

![image](https://github.com/user-attachments/assets/b1693a9f-e095-4cf0-b2f8-4c53f0c3698d)
D2

![image](https://github.com/user-attachments/assets/4521c1fe-d542-411b-bc15-e332ab34fa97)
Submaps

![image](https://github.com/user-attachments/assets/0d8e290d-cd09-43d1-9d58-3027871cdc7c)


- [x] Fix the merge conflict
- [x] Role descriptions
- [x] Remember to delete the gold marker tiles
- [x] Door names
- [x] Deck 2 Atmos

---------

Co-authored-by: steviii <cormallenfield123@gmail.com>
2025-07-01 15:51:52 +00:00
Batrachophreno 3f957304cb Add missing Fuel and Aux pipe types to RFD-P (#20893)
As title. The options were all defined, just definitions were missing
from the mode list.
2025-06-29 11:14:29 +00:00
SleepyGemmy ea2a6b1204 Typos and Cigarette Fixes (#20878)
this PR fixes some typos and increases the S'rendarr's Hand content in
the adhomian cigarette from 5 to 10 to match the total amount found in
other cigarettes. also removes "vanilla cigarettes" from the code
because it isn't used anywhere.
2025-06-25 21:10:02 +00:00
SleepyGemmy 5f9201fdf0 Transferred Typo Fixes (#20879)
this PR fixes transferred being spelled as "transfered".
2025-06-25 21:10:01 +00:00
SleepyGemmy 6efd5540b9 First-aid Kit Define (#20874)
this PR changes the first-aid kit to use a define in the code. no player
facing changes.
2025-06-23 16:31:45 +00:00
FlamingLily db1ed482fc Nerfs stinger grenades by about 50% (#20864)
Stingers are, in my opinion, one of if not the single most lethal
grenade type in our codebase.
They are a LTL option.
Considering they're also standard armoury equiment, I think it's fair to
bring them down a little. Hopefully they'll see more use.
2025-06-23 16:27:24 +00:00
Batrachophreno 3e8e76b464 Improve usefulness of Custodial Supplies Locator app (#20814)
Currently, the Custodial Supplies Locator app provided X and Y coords of
every single mop, bucket, janicart, and cleanbot on the entire server.

This PR makes it so that these objects will only be registered to the
global list of custodial supplies if they are present on the Horizon on
init, and it will also provide Z coords so you can tell if they're on a
different deck.

The app also has a weird built-in GPS function that tracks the reader's
movements instead of the device's. Instead of fixing this to follow the
device, I just removed GPS feedback text- a Janitor can grab one of the
GPS units that comes in their lockers, and this also allows them to be
tracked by other units.
2025-06-22 18:09:07 +00:00
hazelrat 3198e4e9ea Additional hydroponics QoL + additions (#20836)
This implements a bunch of little QoL improvements and a few substantial
expansions in hydroponics intended to deepen the job's interactions with
hydroponics mechanics.

- Adds k'ois spores to hydroponics! Note these are only available in
hydroponics proper, the seed storage machine for the garden has been
split into a separate subtype that does not contain k'ois. This is
packaged with a small hazardous containment chamber to safely grow
dangerous crops, in addition to a decontamination area and a hazmat
closet. K'ois is something the kitchen is continually in demand of, and
it is the sole foodstuff of an entire species - I don't see why
hydroponics wouldn't be able to grow it.
- D1 hydroponics now has the same atmos equipment for changing the
temperature of trays as xenobotany, allowing you to take air from distro
and change its temperature across two separate reservoirs feeding into
trays. Different crops grow optimally at different temperatures, this
lets hydroponicists engage with this mechanic.
- A bunch of misc code QoL changes, including shifting the crates in
hydroponics from mapping to code.
- Makes empty first-aid kits spawn with a minimum of 16 storage space.
Previously, the storage you'd see in empty first aid kits was well, well
below how much actual first-aid kits with prefilled contents had.
- Expanded hydroponicist maintenance access a little, so they can now
access the garden and hangars through adjacent maints.
- Seed storage machines have cranberry seeds now.
- A few more items are in the biogenerator, in the interest of making
the hydroponicist a better generalist.
- Shifted around some of the contents of the biogenerator to prioritise
more important stuff, including moving flags to the bottom of the list.
The only item actually removed is the money bag - I'm not sure what use
you'd find for that.
- Adds autoinjectors and autoinhalers to the hydroponicist's herbalism
crate.


![image](https://github.com/user-attachments/assets/fdac2923-b112-4e9d-b9f3-dbab125d7382)


![image](https://github.com/user-attachments/assets/f04a2480-7643-4d49-a46f-610f8495e691)
2025-06-22 18:08:56 +00:00
Greenjoe12345 a18cccdbcc Forearm crutches + Pair of crutches in loadout (#20863)
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.
2025-06-22 18:06:47 +00:00
ike709 3d568c173b Rename vars that override internal vars (#20837)
## About The Pull Request

OpenDream is adding `usr` and `args` to the `SoftReservedKeyword`
pragma: https://github.com/OpenDreamProject/OpenDream/pull/2307

This PR renames `var/usr` to `var/user` and `var/args` to
`var/arguments`.

## Why It's Good For The Game

This pragma is currently set as an error on Aurora, because using
internal var names for declared var names is cringe.
2025-06-19 10:48:06 +00:00
Matt Atlas 3837112bd1 Revert "Fix missing pixels in new hairstyle" (#20854)
bad merge
2025-06-17 02:33:31 +02:00
Batrachophreno 156620ad4f Fix missing pixels in new hairstyle (#20828)
See title- the new haircuts leave two pixels of the head uncovered, this
fixes that. My bad, know better testing now... :(
2025-06-16 22:16:59 +00:00
FlamingLily 04cd449bd7 Partially reverts the scarcity PR with respect to the bar. (#20788)
From the feedback I've been seeing while playing, the bar has become
*unfun* to play or to interact with. I don't think the scarcity PR has
helped improve player experience, at least for the bar. I've re-added
the drinks that were removed, including the cabinet of beer yokes in the
back.

HOWEVER. There are less of all of them, encouraging resupplies if
there's heavy use.

!!!! I have not touched any other changes the scarcity PR introduced.
Medbay and Engineering scarcity remain. Anything added to cargo remains
purchasable, and the lavatory vendor still exists. !!!!

Supersedes #20786
2025-06-11 09:55:51 +00:00
Batrachophreno ba1a757909 Wires interface must require panel to be open (#20764)
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.
2025-06-01 10:54:51 +00:00
Wowzewow (Wezzy) 702472583c Scarcity and Supply Chain (#20760)
- 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.**
2025-05-18 14:13:48 +00:00
Greenjoe12345 5026b47053 Loadout drug changes (#20756)
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.
2025-05-16 08:34:54 +00:00
hazelrat 231a2693c1 Expanded trap sounds + punji tweak (#20681)
This applies a sound to the act of deploying any kind of trap, applies a
sound to falling into a punji trap, and makes people collapse upon
falling into a punji trap. Intended to give more feedback, especially
considering how lethal a punji is.
2025-05-09 06:56:20 +00:00
FlamingLily 00cdeb02d1 Added a message to placing an item in your own storage container (bags, etc.) (#20679)
Title
2025-05-09 06:56:12 +00:00
Batrachophreno fd09cdf004 Allow insulated gloves to be stored in toolbelts (#20702)
As title: mechanics/electricians/tradespeople having their work gloves
tucked into their belts with the rest of their tools is pretty normal.
Tool belt's description says "...for holding various tools _and
equipment_", emphasis mine, so even though they're not strictly 'tools,'
I still think it fits (plus they're some of the only small utility items
not able to be stored in toolbelts apart from various goggles).

For consistency's sake, one could argue that ALL gloves should be able
to be stored in a tool belt if Insulated Gloves can be stored, but
keeping it simple for first PR, am good with whatever.
2025-04-13 10:15:02 +00:00
shimmeristaken 8db1e0f773 Adds Cigarette Cases to the loadout. (#20637)
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.
2025-03-27 11:23:53 +00:00
harry 04bc9fbd13 516 compatibility for browsers (#20652)
this is a bit of

https://github.com/cmss13-devs/cmss13/pull/8646
https://github.com/cmss13-devs/cmss13/pull/8875
https://github.com/cmss13-devs/cmss13/pull/8606
https://github.com/cmss13-devs/cmss13/pull/8607
https://github.com/cmss13-devs/cmss13/pull/8359
https://github.com/cmss13-devs/cmss13/pull/7860
( and thus https://github.com/ParadiseSS13/Paradise/pull/25105
https://github.com/ParadiseSS13/Paradise/pull/25205
https://github.com/ParadiseSS13/Paradise/pull/25363
https://github.com/ParadiseSS13/Paradise/pull/26423 and
https://github.com/ParadiseSS13/Paradise/pull/26433 )
https://github.com/tgstation/tgstation/pull/89766

in order to work properly - using the efficient storage method, instead
of the byond json method - github pages needs to be enabled and built
from the gh-pages branch. because yeah

---------

Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
2025-03-26 21:41:18 +00:00
DreamySkrell a24345a43b Scenario - Environmental Testing Facility (#19611)
changes:
- rscadd: "Adds Environmental Testing Facility odyssey scenario. Big
map."
  - rscadd: "Removes green tint from the minimap program/reader."
  - rscadd: "Adds/reorganizes some generic outfits."
  - rscadd: "Adds some generic odyssey actor roles."
- rscadd: "Adds actor accesses system to odyssey scenarios, and a
self-service access terminal."
- rscadd: "Adds some warnings to odyssey actor teleporter, in case ID
access or headset are missing."
  - rscadd: "Adds some more random spawners."
  - rscadd: "Adds better sprites door helpers."
  - rscadd: "Adds access door helper."
  - rscadd: "Adds info box to odyssey actor panel about roles."



![image](https://github.com/user-attachments/assets/fc2c0316-e95b-49f8-ac8b-55d03ef47b18)

![image](https://github.com/user-attachments/assets/36a680e8-47bf-4a12-b0a4-7c83cad9e74e)

![image](https://github.com/user-attachments/assets/fca04220-5457-4fa0-9045-cbf9f3f7e013)

![image](https://github.com/user-attachments/assets/6c0c4af2-ae63-4824-bcbe-59519156d288)

![image](https://github.com/user-attachments/assets/a5022487-b2db-4b37-ad16-a9e287ea1695)

![image](https://github.com/user-attachments/assets/96eee079-5aa4-4606-8c7e-ca8f5c3444d4)

---------

Signed-off-by: DreamySkrell <107256943+DreamySkrell@users.noreply.github.com>
Co-authored-by: DreamySkrell <>
Co-authored-by: AuroraBuildBot <action@github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2025-03-25 20:40:32 +00:00