Adds Coalition of Colonies and Hephaestus Industries alignment to
Burzsia I/2 sensor report, as it is a sparsely populated planet of the
Coalition.
---------
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Electrical Storm event does nothing because it checks for valid target
APCs in SSmachinery, but SSmachinery currently doesn't hold a list of
APCs to use. This PR correctly registers APCs on init and unregisters
them on destroy so that Electrical Storms will actually upset Engineers
now.
This should proooobably come with an IG bulletin on the discord or
something warning engineers that their shit will actually get rocked
(especially since its kind of weird in-universe that electrical storms
that used to Do Nothing actually have an impact) now).
This PR adds a human lore item, "Fatesayer" cards(name may be subject to
change).
These are used by the people of the Lyod to tell your fate.
They are a religious item for the loadout, intended for believers of the
shamanism interpretation of the Tribunal.
Could also maybe be added as a small addition to the wiki. The deck
description explains how to use them. The cards description explain what
they mean.
The cards in question:

Three types of playable hivebots, which can be spawned by admins or
storytellers. When spawned, a ghostrole will open.
---------
Co-authored-by: DanseMacabre <rsurname1212@gmail.com>
As title, requested by Diona lore with the intention of making Geras
more viable fighting simplemobs - particularly if you want to play one
as a miner.
This is the same rank of armour as a Vaurca Bulwark, though missing
their substantive brute modifier. This has been implemented as melee
armour instead of a brute modifier so they aren't any less susceptible
to projectiles.
Doesn't apply to Coeus Dionae.
Adds a short variant of the punk sidecut haircut, just trying out the
sprite editor to get a feel for it/make sure there's no extra tricky
workflow steps for very simple baseline sprites to start with. Unless
there's a place with a list of wanted/needed basic sprites to attack,
will try to think of useful things to make for more future practice.

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
Updated balloon alerts with the latest changes from tgstation.
Improvements include a new plane for them, and their duration changes
depending on their length.
Unfortunately, since they were added, they have been abused for really
long text that is difficult to parse in-game (by myself included).
Balloon alerts are useful, but they are not smoking guns and have
limitations due to their lack of persistence. I have clamped down on
their abuse in favor of the standard established by tgstation, [seen
here](https://hackmd.io/0Cvr4hpcTe-KI6SbgfUWtw#balloon_alertballoon_alert_to_viewers).
We lack updated runechat so I will not propose this be a fully
implemented standard at this time, but I have cut down all existing
balloon alerts to size.
A companion to #20795
During discussion on this PR, it has come to my attention that no one
realized these also protect your hands and feet. And why would they,
considering their sprites do not cover said areas?
This is poor for player feedback, so these have been corrected to only
protect areas actually covered on the sprite itself. This means riot
guards still protect the hands (as well as some older un-updated
sprites), but this does make them a more attractive option in some
cases.
Adds unique coverings for Dominian Unathi.
Created in conjunction with @CaptainGecko. Adding him to the
conversation in case there are any questions; lore or otherwise.
Resolves an issue causing the 'random' icon in seeds.dmi to appear
underneath overlays, causing them to seem to be underneath spores and
eggs.

There's probably a better way to do this, but from what I've been able
to determine there's no way for a seed to generate without having
overlays to make up for the naturally blank icon state.
See title. Adds additional requirement of a minimum 8 pop to Greimorian
Infestation events to reduce common lowpop headaches.
Set min pop reqs for events to 1, reduce the likelihood of the Horizon
turning into a genestealer-infested space hulk during long uptime.
Adds a few new recipes to the biogenerator in the interest of making the
hydroponicist more useful, including synthetic blood which I didn't
notice had been removed until now.
Fixes broken handheld icons for horticultural magazines, and introduces
a simple set of handhelds for them.
Fixes dyn cartons being invisible out of the Condimaster.
Adds sounds for watering, weeding, and sampling hydroponics trays, in
addition to a one second timer for weeding and sampling specifically.
Intended to add more feedback to hydroponics work - right now it's very
mute and lacking in visible messages.
Adds a new functionality to hatchets! They can now uproot plants,
killing them instantly, on a two second timer. This is to avoid the
tedious and arthritis inducing process of clicking on a single tray
several times to kill one plant.
Transitioned some tray documentation to DMDocs.
Adds the requisite defines, icon, and information for the accent. Should
be limited to only Unathi with the Empire of Dominia origin.
---------
Signed-off-by: Evandorf <ej_denton@msn.com>
Co-authored-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
Removes the fruits from taking up valuable space in the produce boxes.
Pastries and cakes are pretty much a luxury item for the most part - and
it isn't too hard to grow them in the minor amounts that they're
actually needed in recipes.
Moves rice from the produce box to just normal-ass bags beside flour.
They're basically as important as flour at this point.
Off-duty crew and passengers can now spawn in the medbay recovery room,
for that sweet, sweet medical RP.
Vastly expanded the medbay recovery ward, including:
- Cryo pod (duh)
- Nav terminal, to watch the ship fly as the days crawl by
- Sink and hygiene vendor
- dining/general purpose rec table with uno
- MRE vendor, for that sweet, sweet, hospital grade food
- Coffee vendor, for that sweet, sweet, coffee.
- Public access doorway (still needs access to enter, but unrestricted
to exit, so if you spawn there and no one is around, you're not screwed)
- Button to open said public access doorway, for visitors
- Requests console, maintenance panels.

!!Misplaced camera and light in the wall have been fixed!! Rack of
toiletries has been replaced with vendor!!
Items 1.) and 2.) of [this bug
report](https://github.com/Aurorastation/Aurora.3/issues/20768), with
the blessing of Alberyk in tajara-questions on the lorecord.
Dirtberries and Sugar Trees, as well as products containing them and
recipes referencing them, are to all consistently use their TCB names
mechanically instead of a scattered mix of TCB and Siik'maas. The
descriptions of these items, in cases where it fit nicely, have been
updated to reference their Siik'maas names (in many the items already
did so).
Other species' foods may have this issue (where they have both a native
name and a TCB name used interchangeably in game mechanics like the
cooking codex etc., but I believe if identified they should also have
this basic standard enforced.
As in the title. I've been told this was implemented in the first place
because tea formerly cleared radiation, and without that mechanic as
context it doesn't make much sense. Will require some wiki edits.
I believe this is wanted by Diona lore, but I'll throw it into their
discord channel to verify and close it if they'd prefer that.
Resolves https://github.com/Aurorastation/Aurora.3/issues/16887
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.
Originally was trying to fix the issue where, if you first used a welder
on a broken APC like the Guide to Construction on the wiki says, it
instead kind of deletes the APC, making it very difficult to continue
dismantling/repairing it without alt-click shenanigans (and nearly
impossible if you also have the alt-click bug).
Think I have the bug resolved and also did some very minor
refactoring/commenting documentation to make the code easier to navigate
in the future.
Fixes#15812
Firesuit sprites taken directly from Paradise Station
(https://github.com/ParadiseSS13/Paradise/pull/26671). However, my own
modifications were needed for the emissive sprites, the helmet sprites,
and the atmospheric technician sprites.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/clothing/kit/firefighter.dmi |
[ElorgRHG](https://github.com/ElorgRHG) (Paradise Station) | CC-BY-SA
3.0 |
- 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.**
Thanks to harry for pointing me in the right direction here.
The way this worked previously, is that it bypassed the UI
initialization. I ended up moving all of that into a seperate proc,
which is now also called upon logging in with the offline authenticator
(after prefs are loaded).
In addition, I improved the login window. Instead of having a closable
pop-up window (which was only made closable due to a bug with it staying
open), it is now integrated into the game window itself (and I fixed the
bug requiring it to be closable). There was also an unclosed `<body>`
tag which I closed, and all the elements previously sent to the (now
blocked) chat window, instead appear on the window itself.
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.
https://github.com/Aurorastation/Aurora.3/issues/17671
Iron (as a material) was not flagged is_fusion_fuel. This PR corrects
that, so both iron liquid reagent cartridges and five iron ingots can be
inserted into the fuel compressor to get fuel assemblies. A happy day
for miner-supplied fuel assembly edge cases.
https://github.com/Aurorastation/Aurora.3/issues/20738
Mortaphenyl bottle now correctly labeled as Mortaphenyl, not
Inaprovaline. Didn't see why it would be duplicating as in the issue
post, but will take a look again after the label is fixed.
Look at this exemplary sinta employee, ~~poached~~ given a better chance
at life with our parent guild Hephaestus Industries. Yet, due to the
frigid temperatures of 20C (68F) in their workplace, they are required
to wear a winter coat, but thankfully it is such a good looking one,
right?

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

Now imagine this sinta in colors of other corporations (beside Idris
Incorporated and Zeng-Hu Pharmaceuticals due to ~~institutionalised
sintaphobia~~ very strict hiring practices)
Okay but funny descriptions aside, this PR resprites winter coats,
corporate and departmental, also it adds an alt-click to winter coats to
pull the hood up. Yet I have a caveat to that, I have decided to
standardise these with the corporate/departmental jackets, as such, two
winter coats have been removed, which ones? The Hephaestus alt and
Nanotrasen alt winter coats have been removed.
Also, I forgot that vaurca bulwarks also have winter coat sprites, so I
have not resprited them here, maybe in a follow-up PR sometime later.
_(Inspired, but not 1:1 ported, by:
https://github.com/tgstation/tgstation/pull/72983)_
---------
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
This reduces the multiplier for arterial bleeding blood a little, making
it 0.75 from 1 for the head and upper body, and a uniform 0.5 for all
limb organs, from 0.75 for arms and legs.
This is intended to keep arterials enough of a danger that they require
immediate medical treatment to resolve, while giving crew a little more
leeway with them before they go critical. This is mostly aimed at crew
without medical, including when there is no medical at all and also for
miners and other roles who leave the ship and need to come back to be
treated for arterials.
I have tested these new values, even 0.5 is enough to substantively
reduce blood volume over several minutes. The lower threshold for an AB
being inconsequential appears to be around 0.25, which is why I haven't
lowered any values that far down.
Seeing as the drug has enough of an effect on people to cause factory
farming of diona and spawn a whole faction of diona birthed from such a
practice, it's probably safe to say it has some kind of pleasurable
effect when consumed.
This makes that a little more clear.
Adds a bunch of stuff to the bio-generator, remaps the garden and
hydroponics, adds some new magazines, modifies the plushies selection to
include more plushies, adds a few new bounties, and throws the kitchen a
bone by giving them soy sauce on round start.
Most controversial changes are likely to be:
- I removed back access to lower hydroponics for the cook/chef, and
added a windoor and table to discourage them accessing hydroponics.
- I made the garden smaller and made the vending machine now cost money
to get fertilizer and tools. The amount of credits should be fairly
reasonable, allowing most characters to still use the garden without
issue.
---------
Signed-off-by: courierbravo <73250577+courierbravo@users.noreply.github.com>
Co-authored-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
!!! Please merge AFTER #20723 for migrate version (this PR is set up to
seamlessly be merged after that PR) !!!
Adds a new option to character preferences determining whether a shell
is a hidden shell or not. Right now this is a Yes/No toggle that solely
makes records display as "Human" instead of "Shell Frame".
The previous iteration of this was icky.

I hope this is better.
My rationale for this is twofold:
Right now, you can only play a hidden shell "correctly" if you're
untagged. Firstly, this isn't explained anywhere, so people might miss
this by playing a tagged shell that's playing human. Someone might do
this because a tag can be a potent story tool, especially for specific
brands or lines of shells. Imagine tag scanning a runaway you've found
and getting presented with `HLTD-S07U24`, suddenly you get a huge amount
of storytelling there that wouldn't be present without the tag. <sub>any
similarities to persons living or dead is purely coincidental.</sub>
Secondly, it also means you can't play a shell who doesn't try and hide
it, but also has no tag, because that'll automatically show as human,
which is problematic in many ways.
Also, I moved the "species" field in records to the top with the rest of
the public info, and took it out of employement records, because
security and medical would definitely also get that info, logically
speaking.
In the future (with lore team approval) i would like to enable certain
human citizenships for shells with this preference enabled (likely just
Sol, but i mean if lore team wants we can get wacky with Dominia too),
but that's out of scope for this PR.
Adds two kinds of swords intended for the holodeck. They are less sci-fi
lightsaber than the Thunderdome energy swords, but like the Thunderdome
swords, they only deal pain damage.
You can use these two practice swords on Punching Bags.
Two Punching Bags have been added to the (renamed) boxing ring, for when
you want to warm up or practice alone.
Renamed the Boxing Ring to the Sparring Ring, now that it can
accommodate more than just boxing.
Unblacklists Sol Alliance citizenship from the consular selection.
Let free the many character designs awaiting.
A thanks to the Human Lore team for their Pharsalia arc :)