Commit Graph

22040 Commits

Author SHA1 Message Date
Greenjoe12345
6bb40a86e9 Diplomatic Bodyguards (#20733)
Adds diplomatic bodyguards, similar to aides, the consular can open this
role. The consular's gun has been given to the guard.
2025-07-12 23:16:05 +00:00
ASmallCuteCat
228386bcc0 Adds wet floor signs to Janiborgs (#20695)
Creates a new cyborg-specific wet floor sign, cloned from the
pre-existing one. This time, it's not an article of clothing.

Adds a Wet Floor Sign module to the Custodial module for cyborgs.

---------

Signed-off-by: ASmallCuteCat <neofelisnebulosa128@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-07-12 18:21:46 +00:00
hazelrat
4d5d2c340e Expands hydroponics temperature/light mechanics (#20890)
This is sorta bulky on the changes since it includes a lot of shuffled
documentation, so I'll try to thoroughly summarise here.

- Introduces 'preferential' temperature and light values to plants. This
means that, while a plant is _within_ 5K and 2 lumens of their ideal
heat and ideal light, they will grow faster than otherwise. In the
current implementation, the base growth is a 15% chance of age being
increased, plus another 15% if you're within preferential temps, and
another 5% if within preferential lumens for a maximum of 35%. This is
intended to incentivise engaging with temperature mechanics to grow
plants with unusual requirements.
- This is different to the existing tolerance values, which instead
check whether the plant is _outside_ of them - if they are, it damages
them. Tolerances cause the plant to die if they're too far from their
ideals, preferences cause the plant to grow faster if they're very close
to their ideals. The range of preferences should always be inside
tolerances.
- To work better with this, the ideals of a few kinds of plant have been
tweaked. Mushrooms, Adhomian plants, and molluscs will all **not** be in
their preferences at room temperature - they will need to be cooled,
which can currently be done in D1 hydroponics. A few warmer plants, such
as sugarcane, will need to be warmed up to reach their preferences.
- None of these will go outside of their tolerances at room temperature
- they won't die, they'll just grow slower.
- Most plants will be within all their preferences without any action by
the gardener.

There's also a few assorted QoL changes to hydrotrays, see the
changelog.

---------

Signed-off-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-07-12 18:21:31 +00:00
Werner
75b9319a0e Removes SSDocs (#20660)
Removes SSDocs as its unused

Also MD because we should discuss if that should be revived instead.

Co-authored-by: Werner <Arrow768@users.noreply.github.com>
2025-07-12 18:20:33 +00:00
4000daniel1
08fe54baf7 Phoron Deposit Away Site (#20730)
This site is something of an experiment. It features a special mineral
deposit with lots of phoron. When the deposit is drilled, it'll activate
four mob spawners some distance away that'll send fauna towards it.
There can be a total of 20 active fauna on the map at once (5 per
spawner.) There's no limit on how many mobs can spawn in total (for
now.)

The idea is to make an away site with a clear goal and challenge, which
requires multiple people across different departments to accomplish
safely. Security to defend against the waves of fauna, engineering to
construct and maintain barricades/other defenses (very important),
mining to handle the drill, and of course medical in case something goes
wrong. You can't do it solo, trust me I've tried.

Once the deposit has been fully depleted, (takes about 15 minutes or so)
the team will have to sally out of their barricades and fight their way
back to their shuttle. Cause again, the mobs won't stop coming. I think
it's more interesting that way. But it ends with LOTS of fauna corpses,
of which the performance impact on a populated server might be too
severe to justify? I've no clue.

I also added some atmospheric sound and music which plays once the
deposit is drilled. Hopefully sets the tone without being too
overbearing.

This required a lot of code. I do not know how to code. I've tried to be
thorough, but may still want to review it under some extra scrutiny.

See the changelog for some other small tweaks.

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

| sound/music/phoron_deposit.ogg | Reitanna Seishin & Zander Noriega
|CC0 & CC-BY 3.0 | https://creativecommons.org/publicdomain/zero/1.0/
https://creativecommons.org/licenses/by/3.0/
2025-07-12 17:21:49 +00:00
smellie
bfb076eea5 Uncharted Space (#20937)
Adds 3 Crescent Expanse regions due to how large a region it is:
- Crescent Expanse (West): Nralakk and Solarian heavy region.
- Crescent Expanse (East): Coalition and Solarian heavy region.
- Crescent Expanse (Uncharted): Deep Crescent expanse, independents and
certain surveyors only.

Also adds a Lemurian Sea (Uncharted) sector if we ever go there.

Adds a `ccia_link` variable for sectors. Only usage is to block outbound
faxes to Central Command. For uncharted sectors. EBS remains an option
due to necessary CCIA functions (eg. scuttling), per Bear's wishes.

Adds `low_supply` variants of most vending machines and dispensers. For
later use, none mapped in.

Removes the `TEMPLATE_FLAG_SPAWN_GUARANTEED` flag from the sensors
array, because it meant it wasn't affected by `sectors_blacklist`. The
sensors array isn't so important it needs to be in every sector anyway.

Removes Burzsia from the `ALL_DANGEROUS_SECTORS` list, as the crisis has
passed and humanitarian relief efforts completed.

Adds the `ALL_EVENT_ONLY_SECTORS` for limited usage during event
arcs/similar where canon odysseys or certain thirdparties may infringe
upon an arc's narrative. Allows selective enabling/disabling of canon
odysseys or third parties for said arcs. Not intended for liberal
application.

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
sound/music/lobby/crescent_expanse/crescent_expanse_1.ogg | "Lüüü -
Weedance" by Lüüü, Obtained from
https://myprivateunderground.bandcamp.com/track/lu-u-u-weedance | CC
BY-NC-SA 3.0.
sound/music/lobby/crescent_expanse/crescent_expanse_2.ogg | "Little
Bradley - Sunset Drive" by Little Bradley, Obtained from
https://myprivateunderground.bandcamp.com/track/little-bradley-sunset-drive
| CC BY-NC 3.0
sound/music/lobby/dangerous_space/dangerous_space_1.ogg | "You Can't
Kill The Boogeyman" by Karl Casey. Obtained from
https://karlcasey.bandcamp.com/track/you-can-t-kill-the-boogeyman | CC
BY 3.0
sound/music/lobby/dangerous_space_2.ogg | "Prison Planet" by Karl Casey,
Obtained from https://karlcasey.bandcamp.com/track/prison-planet | CC BY
3.0
sound/music/lobby/lights_edge/lights_edge_1.ogg | "Is Anyone Left?" by
Karl Casey. Obtained from
https://karlcasey.bandcamp.com/track/is-anyone-left | CC BY 3.0
sound/music/lobby/lights_edge/lights_edge_2.ogg | "Running From The
Wendigo" by Karl Casey. Obtained from
https://karlcasey.bandcamp.com/track/running-from-the-wendigo | CC BY
3.0
2025-07-12 12:12:40 +00:00
Batrachophreno
7459e0ac5b Reduce electrical storm frequencies further (#20968)
Electrical storms are still too frequent. Makes them less frequent!
2025-07-12 10:21:58 +00:00
Wowzewow (Wezzy)
ac923f10e5 FIXES STEEL TABLES (#20985) 2025-07-11 21:14:54 +00:00
Batrachophreno
96b42b0fd9 Href closures hotfixes (#20981)
Hotfix for some integrated circuit weirdness and a misplaced loadout
apostrophe
2025-07-11 17:41:26 +00:00
FearTheGabby
cdf09b6ab7 Fixes Shirts and Tops loadout tab returning /list (#20979)
Fixes #20978

Seems to have had something to do with shirts/skrell/tees and
shirts/skrell/dress existing as paths but not shirts/skrell

---------

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
2025-07-11 01:03:01 +00:00
CyberSpyXD
65110ba09b Sezrak's Custom Item (#20946)
An old custom item that's no longer lore compliant is being replaced by
the player.


https://forums.aurorastation.org/topic/22184-updating-sezraks-gear-replacing-his-cape-accepted

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: WickedCybs <wickedcybs@gmail.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-07-10 22:12:10 +00:00
hazelrat
76186dacfa Makes the machine voidsuit refitting consistently fit every non-shell IPC subspecies (#20930)
See title. Currently, we have this awkward hodgepodge in which every
non-baseline IPC can wear both the machine and human voidsuit suits, but
only baselines can wear the helmet, leading to perennial confusion from
IPC players.

This removes the ability of Bishops, Zeng-Hus, and industrials to wear
human-fitted voidsuits, and allows them to wear the machine refitted
helmet. If you're an IPC and you aren't a shell, you can consistently
expect to refit your voidsuit to the machine variant regardless of your
subspecies. Any voidsuit that has had this functionality removed should
still have an IPC refitting option.

Refitting code does slightly scare me, so the code here could use some
decently careful interrogation. In testing, everything seems to work
fine.

Greenlit by synthlore.
2025-07-10 21:40:36 +00:00
Greenjoe12345
6021ed948f Roundstart broken bones (#20936)
Partial revival of https://github.com/Aurorastation/Aurora.3/pull/19923
(just the broken bones part)

---------

Co-authored-by: Geeves <ggrobler447@gmail.com>
2025-07-10 21:40:00 +00:00
naut
61d613a608 Adds the Expeditionary radio frequency as a default channel (#20948)
- Added the Expeditionary radio frequency to all radios that come with
Common (and Entertainment) frequencies as a default radio channel.
- The Expeditionary radio channel is now accessible in-radio via the
shortcut key 'D', e.g. `:d` or `.d`.
- Expeditionary radio channel changed to custard yellow for easier
visibility.

Should make expeditions (and Odysseys) a whole lot easier by allowing
everyone to access the Expeditionary channel in their headset, no radio
or frequency tweaking necessary.

Color was also changed to a sort of custard yellow, since its old color
was very hard to see for a lot of people.


![image](https://github.com/user-attachments/assets/1e9b3da1-c9d9-4073-9072-d2b41b55388b)

![image](https://github.com/user-attachments/assets/6b2e454d-aa88-4c44-8bae-4bcd635152e0)

![image](https://github.com/user-attachments/assets/b1f52ef6-7525-405f-a8f6-aa9809bdbee7)

![image](https://github.com/user-attachments/assets/31e6a423-4842-43e9-9179-196168146168)

![image](https://github.com/user-attachments/assets/5be773aa-36ac-4de8-bb94-f9cca5a27ccd)
2025-07-10 21:37:30 +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
Jason
27dc16dcce Removes withdrawal effect messages from ambrosia extract (#20971)
Title, the way it works when smoking it constantly enters and exist the
bloodstream so you get chat spam every tick it feels like, saying "you
feel like garbage/head aches", which basically defeats the point of
actively smoking it.
2025-07-10 21:35:43 +00:00
Matt Atlas
97717e7c25 fix external auth (#20974) 2025-07-10 22:21:50 +02:00
smellie
7b865b9f2e Adds the Xanu System & Xanu Prime (#20917)
Adds a Xanu region for Xanu Prime to spawn in. Ice/barren asteroids as
possible spawns for mining operations.

Adds Xanu Prime as a visitable planet, with 2 regions: the arid
grasslands of Naya-Khyber; the tundra of Himavatia.

Only basic, super generic planet ruins included.

Random ground survey data available for scientific investigations.

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

| Path | Original Author | License |
| --- | --- | --- |
| /html/images/scans/exoplanets/xanu_prime.png | Kyres1 (Sourced from
our own wiki) | CC BY-SA 4.0 |
| /sound/music/regional/xanu/xanu_rock_1.ogg | Swara Sutra
(https://swarasutra.bandcamp.com/album/indulgence) | CC BY-NC-SA 3.0 |
| /sound/music/regional/xanu/xanu_rock_2.ogg | Swara Sutra
(https://swarasutra.bandcamp.com/album/indulgence) | CC BY-NC-SA 3.0 |
2025-07-10 17:27:38 +00:00
Erki
7b9692be60 Implement forum-user-auth for game (#20875)
Requires https://github.com/Aurorastation/Web-Interface/pull/136 be
merged.

Allows users to authenticate themselves using only the forum. It will
generate a custom ckey for these users in the form of
`GuestF-[ckey(forum-nickname)]`. This will be saved into the database
and will act as a normal ckey from thereon out. These ckeys will be
marked in the player table, to allow for later filtering.

This will also modify the config parameter external_auth to be an enum
of 3 values.

Open questions: can we do automatic linking from purely the game side?
Since upon creation of the custom ckey, it should also be linked back to
the forums.

---------

Co-authored-by: Erki <erki@skullnet.me>
2025-07-10 17:24:29 +00:00
Batrachophreno
9fba0357b5 Multiple href fixes (#20967)
Fixes a whole bunch of stuff caused by unclosed hrefs, details in
changelogs

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2025-07-08 23:14:59 +00:00
Matt Atlas
1738301ea7 Ports CM's langchat to replace floating chat. (#20818)
Works generally better and will allow for better customization and emote
display.

---------

Co-authored-by: realmattatlas <liermattia@gmail.com>
2025-07-07 23:55:26 +00:00
Batrachophreno
b7f746d466 Offbrand sightlights (#20722)
(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>
2025-07-07 00:53:56 +00:00
Cody Brittain
5f67cf7a26 Prosthetics with lights now glow (#20725)
![image](https://github.com/user-attachments/assets/ece119d7-b755-4c25-a827-114281864df4)
All prosthetics with lights now have emissives. Works with both IPCs and
non-IPCs with appropriate prosthetics.
2025-07-06 21:48:03 +00:00
FearTheGabby
8b7cc4ec67 Allows Queenless K'lax Vaurcae to select the Si'akh religion (#20910)
Requested by Lent23, current lore dev for Unathi, to be in line with the
existence of the Ssup'vihtal Queenless group as shown
[here](https://wiki.aurorastation.org/index.php?title=Si%27akh#The_Ssup%E2%80%99vihtal)

---------

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
2025-07-06 21:47:49 +00:00
FearTheGabby
cda756c56b Fixes diet Diesel giving Dionae toxin damage (#20921)
title

---------

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
2025-07-06 21:47:38 +00:00
Batrachophreno
6ab37f221a Missing Upgrades Feedback Fix (#20924)
Bugfixes- changes weren't committed in original PR :(

This PR makes component upgrade text viewable in all circumstances,
restores component detection text to RPED, and excludes ship sensors
from updating their power draws based on components (they all use a huge
number of stock components compared to most machines, so their power
draws turned whack. They can be tuned later.)

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-07-03 14:08:46 +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
hazelrat
88efc25026 Diona magboots 2.0 (#20744)
This is a continuation of
https://github.com/Aurorastation/Aurora.3/pull/18875, full credit goes
to Matt for the original PR.

This adds an ability allowing Dionae to access the functionality of
magboots. As the only spaceborne species in the setting, they should
have more abilities allowing them to excel in their natural environment.

A slowdown has been added to using the ability that wasn't in the
original PR to establish a downside to using it, hopefully addressing
the feedback to the original PR. It can also now be toggled in space,
since I found it pretty frustrating having to find a floor turf every
time I was scrambling about on lattices wanting to toggle my roots.
2025-07-02 20:33:45 +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
CometBlaze
cde97b7aa3 Renames the Positronic Brain Implant (#20899)
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.
2025-07-01 15:51:19 +00:00
hazelrat
e6994b805f Makes k'ois no longer be perpetually dying (#20906)
The light tolerance was set so low that they were always taking ticking
damage from too much light, since they're bioluminescent, causing them
to invariably die within minutes of being planted. This raises their
tolerance so high that this shouldn't happen at any light level.

I'm not sure if this behaviour was intended - notably, losing it does
mean that k'ois can theoretically survive indefinitely without needing
water or nutrients. I think that's a reasonable trade-off for making it
less frustrating to farm or base an antag gimmick around.
2025-07-01 15:50:44 +00:00
Jason
dc62edb218 De-hornify battlemonsters cards (#20908)
There were a few 18+ lewd descriptions or jokes present in these for a
long time. Let me know if I missed any.

Keeps the same descriptions and stuff generally but without the cringe.
2025-07-01 15:50:40 +00:00
Batrachophreno
714ca4f8f9 APC False Alarm Fix (#20915)
APC alarms screaming for some reason on live after adding an alarm to
try to catch failure_timer settings from electrical storms. Revert extra
alarming now, debug later!

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2025-06-30 22:23:58 +00:00
Kano
09f7ac5e39 Remaps Intrepid and ports CM's double seats (#20809)
## About PR

- Introduces a dropship-esque Intrepid, making it feel more like a
public transport in a overpopulous city, while trying to avoid
chokepoints.

- Ports the CM's double seats.

- Removes access restriction from Intrepid's side airlocks, to be in par
with the main airlock.

- Deletes some rogue pipes near hangar bay.

- Re-adds a small oven which was introduced in #16449. With slight
tweaks and different colour palette.

This is probably an awful way to port CM's vehicle seats, but in testing
only issue I've found is: when the chair occupant punches someone, their
own buckle off-set will get reset. I am not sure why.

The way the double seats work is, it'll let anyone pass through as long
as both of the seats aren't occupied at the same time.

## Images

<details><summary>Details</summary>
<p>


![a](https://github.com/user-attachments/assets/19813e63-a773-46a7-9f2c-43b5a23906ab)


</p>
</details>

---------

Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
2025-06-30 18:05:45 +00:00
SleepyGemmy
f8c39bfe82 Fixes Grass Edges (#18737)
fixes grass edges spilling over onto tiles as seen around the Horizon.
2025-06-30 18:05:13 +00:00
FabianK3
6c86c4b7e5 New orange high visibility clothing set (#20868)
# Summary

This PR adds a new highvis clothing kit in orange to the existing kit.
Shape and palette is based of the existing clothing, the reflective
striping has been adjusted for a new style option.

# Preview

![image](https://github.com/user-attachments/assets/67d02fed-268b-4921-8555-ae297c2fd65f)

![image](https://github.com/user-attachments/assets/4d85a313-93b3-4de3-aed7-30a4b95795e8)

![image](https://github.com/user-attachments/assets/b222d6dc-bc0f-4b4c-bd59-087b22b79709)

![image](https://github.com/user-attachments/assets/4e94c544-74ce-40a0-9602-2ccda783d3fc)

![image](https://github.com/user-attachments/assets/a667acd4-b87b-414c-b1a0-02f003b3c42f)

![image](https://github.com/user-attachments/assets/099b8fae-385d-431c-a780-43191526b418)

![image](https://github.com/user-attachments/assets/d8acef64-acf9-452b-8b8c-19c50d86476e)

![image](https://github.com/user-attachments/assets/ed96ef9b-9572-4a60-a2ea-af527f072f91)

![image](https://github.com/user-attachments/assets/4b49afdf-de92-4c04-a04c-f65e7719b758)
2025-06-30 18:03:42 +00:00
VMSolidus
9fd7347f00 Generic Augment Customization (#20859)
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.
2025-06-30 18:03:03 +00:00
Batrachophreno
c2a9041a8f New/Changed Events Tuning (#20888)
First round of tuning after the addition of new electrical storms,
changes in behavior, etc. Details in the changelogs, but apart from
general balancing of event weights and effects, this PR also expands the
description info on Telecomms machinery to communicate that you need to
use Nanopaste to repair them (which I don't think was documented in-game
anywhere), and also adds a stack of Nanopaste to the TComms vestibule to
facilitate repairs if no one is around to produce the stuff.

Also you can beat Telecomms machinery with a stick to start garbling
them now! Take that, Medical channel!

There will probably be another round of balancing after this to make
sure the events all feel and play maximally right/fun.

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-06-30 18:02:59 +00:00
Batrachophreno
27b5079066 Stock parts power usage and examine handling (#20892)
In preparation for future development, both A.) increased the power draw
of upgraded machines in more predictable ways and B.) reformated Examine
text output to handle displaying machines' upgradeable parts and what
they do in a more user-friendly way.

A.) is important because it opens the door to adding upgrade components
available for more machines.

B.) is important because not only do we need to communicate those sorts
of mechanics in a clean, clear, consistent way, but it also opens the
doors to being able to communicate more types of interaction mechanics
similarly well (such as assembly/disassembly tips).

Examples of new Examine boxes:
![Screenshot 2025-06-26
102050](https://github.com/user-attachments/assets/d7aa8b4c-b35f-4477-a1a2-b2846e92e06c)
![Screenshot 2025-06-26
102140](https://github.com/user-attachments/assets/0abb0a4c-a373-4427-af47-cadd192dfdc7)
![Screenshot 2025-06-26
102109](https://github.com/user-attachments/assets/886e4298-8a60-4cbb-be69-3de4cc8254d5)
![Screenshot 2025-06-26
102030](https://github.com/user-attachments/assets/5752da8c-b567-4337-94d4-b2ac2ca7ac36)

Note- while updating, made get_examine_text() also give Antagonism text
boxes to ghosts and storytellers, not just active Antags. This seemed
like a no-brainer thing but can be split into a separate PR if
requested.

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-06-30 18:02:57 +00:00
FearTheGabby
145fac654b Adds diet Diesel to the Diona loadout (#20897)
Formerly called "decaf Diesel". Sprite for the diet Diesel jar created
by me.

Diet Diesel, created by the HPV Narrows and sponsored by Hephaestus
Industries! It'll give you that energizing effect without any of that
radiation that's dangerous to other species. ~Still toxic to
non-Dionae.~


![image](https://github.com/user-attachments/assets/89057490-fa0e-47e6-86f6-d77a8839cf9c)

![image](https://github.com/user-attachments/assets/75d87f98-4697-4612-9753-3e6b7fccfaa2)

---------

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
2025-06-30 18:02:55 +00:00
CometBlaze
18b2d76516 Bishop Screens! + Other Bishop related fixes (#20898)
Breaks the monopoly baselines had over changeable screens by letting
Bishops do it as well. Currently there are only two options asides from
the default, an exclamation mark and a cross, but adding more is fairly
simple.
Also fixes the default face being layered on top of the alternative
heads by restricting what screens are available to each head.
Removes the markings that related to the lights in the alternative heads
as this implementation renders them obsolete. As a bonus, Siseyo and
Sienna lights are now animated!

The new screen options:

![image](https://github.com/user-attachments/assets/68c4a2eb-13f5-4ddb-8afb-9953e599b89d)
2025-06-30 18:02:53 +00:00
hazelrat
fb289b582a Appends the cans in a yoke to its name (#20877)
As title, up to two cans inside a yoke are automatically appended to its
name. This is capped at two so the name doesn't get really long. This
also updates if cans are removed from the yoke.

Currently there is no way to tell what is in a yoke without seeing its
icon, which is troublesome for bartenders who have stacks of the things.
This is intended to alleviate that issue.


![image](https://github.com/user-attachments/assets/31435e8c-5ffa-4ba4-9193-fd9cf0fa7f07)


![image](https://github.com/user-attachments/assets/3e63505c-8ce0-40de-8e53-b9040f1e72a5)
2025-06-26 16:41:20 +00:00
SleepyGemmy
3d9f0dac0a Updates Regulations i213 and i310 (#20876)
this PR updates regulations i213 and i310 to have the new descriptions
and removes 2 regulations that are no longer wanted.

approved by CatsinHD.
2025-06-25 21:10:04 +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
Stev-the-third
2667670749 New Wetsuits for Skrell (#20870)
Art by spookywastaken in Discord/Spookypineapple in Byond. Approved and
requested by Skrell Lore.


![Export](https://github.com/user-attachments/assets/f19c2eed-0ef2-4c6c-bb44-1655fb540653)

---------

Co-authored-by: steviii <cormallenfield123@gmail.com>
2025-06-25 21:09:59 +00:00
SleepyGemmy
c62fe29575 Updates Regulations i105 and i109 (#20873)
this PR updates regulations i105 to have the correct title and i105 and
i109 to have the new descriptions.

approved by CatsinHD.
2025-06-23 16:27:09 +00:00
Stev-the-third
38b34b9cd9 Adds new sprites for the kegs, adds a Himean kvass keg (#20851)
Credit to spookywastaken in Discord/spookypineapple in Byond for all the
art, with a tiny modification of the distillery by me.

![Kegs](https://github.com/user-attachments/assets/27c7fcbc-c5f5-48ec-8db6-eff83ca914ba)



- [x] Still sprites
- [x] Rice beer sprite fixed. when dey wake up. hopefully. i pray.

---------

Co-authored-by: steviii <cormallenfield123@gmail.com>
2025-06-22 21:56:00 +00:00
Cody Brittain
829ea56c2a Added new Hephaestus uniforms (#20812)
This adds a fair bit:
- Splits the Hephaestus security and ERT/military uniform, since the
security uniform's description doesn't really match that of their
private military (and there is the possibility both may meet in a single
round)
- Adds a Hephaestus-colored captain's cap and gloves, which fits with
their current uniform
- Updates the cyclops uniforms to include rolled states.
- Added a Hephaestus physician's uniform and surgical outfit, and mapped
those into the ERT ship.

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

| Path | Original Author | License |
| --- | --- | --- |
| icons/clothing/under/uniforms/cyclops_uniforms.dmi (heph_military) |
[Paxilmaniac](https://github.com/Paxilmaniac) (tgstation) | CC-BY-SA 3.0
|
2025-06-22 18:09:20 +00:00
hazelrat
9f84a4148c Allows Storytellers to go freely between z-levels (#20806)
As title. Previously they were bound to only being able to move up or
down in microgravity, like a regular mob.

This is just using a proc copied straight from ghost/observer, there's
probably a more elegant solution - I'm curious if there would be any
negative implications to just giving everything under /ghost this
behaviour.
2025-06-22 18:09:17 +00:00