Argument was that nurse's outfit is too exposed for medical staff, and against sterile protocols.
Removes nurse's outfit to be spawned in medical lockers
Removes nurse's to spawn with nurse's outfit
Edit: Forum Topic regarding that is here: https://forums.aurorastation.org/viewtopic.php?f=18&t=10752
-adds tajaran sprites to the eva rig, ported from polaris
-ports the emp repair step from bay
-ports the suit cooling unit from bay, with some changes, you can print them from robotics with some tech and materials
-fixes the hand emag module
-vox should not more be able to deploy hardsuits, due to their clearly alien body
Overview
Now that when scrubbers hit you, you will breathe in the reagents along with digesting and touching them. Since breathing in is 50% more effective than digesting, this nerfs scrubber reagent potency by reducing the amount of chemicals each smokecloud has.
Also added the following reagents to reagent scrubber RNG:
paint, luminol, fuel, blood, sterilizine, ipecac
This prs removes the old method of ipc resurrection, which was just removing and placing the mmi/heart back into the body, which was really lazy and caused a lot of bugs.
Now, robotics can create a ipcs frames using the different brands in the robotics frabricator, based on the torso's brand. The law manager can disable by using a multitool on the head which is the diffence between creating a cyborg or an ipc. Also; it allows you to customize your snowflakness after your new body is created.
Changes: you can't print all torso types from robotics anymore, but there are torsos that come with their own brand, that you should be able to buy from cargo, that will allow someone to create another type of ipc.
Feedback Topic: https://forums.aurorastation.org/viewtopic.php?f=18&t=10705
Reverts the new chemicals and their effects as implemented in #4127 due to their unnecessary severity.
Replaces the reverted mechanics with new mechanics which seek to accomplish a similar thing. Mobs now have an nutrition_attrition_rate factor, which is a multiplier describing how fast they grow hungry. By default, the multiplier is 1. Only eating healthy/chef food will see to it that said multiplier remains at 1.
Adds three new camera networks:
Civilian Main
Civilian Surface
Service
Replaced the "Civilian East" and "Civilian West" cams on the aurora with the "Civilian Main" / "Civilian Surface" / "Service" / "Supply" cams.
from left to right
security, medical, meson, material, science, thermal, welder, night vision, standard (no hud)
None add any flash protection except the welder HUD (only partly).
This PR implements a system for manipulating a client's color safely and also ports a prioritization system for sorting client color from /tg/. Currently this PR also implements client coloration in the form of color blindness, namely:
Monochromacy
Deuteranopia
Tritanopia
Protanopia
DTP are mild brain traumas, whereas monocrhomacy is a severe brain trauma.
Furthermore, this PR removes the Needs Glasses prompt in character creation, and replaces it with a disability selector, allowing people to more closely refine their special little snowflakes.
Current disabilities available:
Nervousness
Nearsightedness
Deuteranopia
Tritanopia
Protanopia
Deafness
Muteness
Ash will now track onto a user's boots, creating footprints in both the ash and any subsequent tiling the user steps on. Currently these footprints use the track template that blood uses, and indeed are a subtype of blood-tracks. The result is perhaps not the best sprite. Even so, I thought it at least a worthy experiment.
CCIA Agents now have the power to spawn as an ERT Commander. This will be mostly used for briefing outgoing ERT teams using information from faxes they have received.
Implements #4434
The reason for the order can now be viewed in the cargo control application
Calculate the shuttle fee per order
It is now possible to pay for orders that have been approved by cargo before they are shipped to the station
A mainfest spawns in the crates
Schema Changes:
The supplier, path and amount columns have been retired and are no longer used
Instead the following columns will be used:
supplier - the short name of the supplier that will be used
price - the price for the items
items - the items and their variables
If you are storing the cargo items in the SQL DB, then you dont have to do anything.
They will be migrated automatically to the new format
If you are storing the cargo items in JSON Files then you have to rewrite the files to adhere to the new format.
A example file of the new format is included
When the oxygen alert is active, there is now a 50% chance that a player will stop half way through their sentence and gasp for words.
This somewhat addresses the suggestion posted on the forum by Fortport
Overview
With the new implementation of Brain Trauma, I find it would be best for the antidepressants to include some relation to it. Obviously, Lord Fowl was away ahead of me and implemented them in the update already, but not the way that I would like it to be implemented.
Antidepressants
Currently, taking antidepressants suppress brain trauma conditions, however the suppression of brain trauma is not relative to the strength and dosage of the medication much like actual antidepressants. This proof-of-concept update now introduces a framework that factors in the dosage of the medication when it comes to applying or removing brain trauma effects, as well as adds harsher penalties for missing dosages which are relative to your regular dose.
Additional antidepressants are added to the update. Antidepressants are no longer a "one pill cures all" but many pills that cures 1-4 things. There are also two additional medications that act as some sort of loyalty pill, and a pill that acts as a disloyalty pill. The messages for the disloyalty pill only express rebellious nature, and isn't meant as a pill that gives an excuse to antagonize.
The following brain traumas are no longer cured by pills:
Dumbness
Gerstmann Syndrome
Cerebral Near-Blindness
Mutism
Cerebral Blindness
Paralysis
Narcolepsy
Discoordination
Aphasia
Smoking Cigarettes and Cigars
All cigarettes and cigars have a tobacco and nicotine reagent. These reagents slowly deals minor organ damage to certain organs while acting as a very mild painkiller, antidepressant, and stimulant. Like before, cigarettes can be injected with additional medicine, however the medicine is applied over time while you're smoking it, instead of all at once. Custom cigarettes can be made in the biogenerator, our found elsewhere, and can hold up to 15 units of reagents.
Breathing
Breathing emotes are played every second. Before, being in a smoke cloud would force you to "eat" the smoke. This update fixes it so that the smoke is breathed in instead. Currently, there isn't really any change, but it adds potential for new reagent effects such as inhalers or gassing people properly. If you have a mask with internals on, you're immune to the effects.
Additional Changes
Most reagents had no effect if they had less than 0.01 metabolism. This update fixes that so that most reagents can metabolize at less than 0.01. Painkillers and other special reagents still have a similar cap.
Discussion thread: https://forums.aurorastation.org/viewtopic.php?f=18&t=10261
Adds some features and fixes some shit:
Closing of tickets sent to Discord will now alert discord as well.
Adds a reminder period for tickets which starts after they're opened. It's intended to remind staff to close their tickets. Say, something like 10 minutes since opening sounds like a solid idea. If the staff who claimed it is offline, then all staff are reminded of it.
Adds the logging of all tickets to the database at the end of round. Sortable by staff closing, person opening, time opened, time closed, and round ID. This is primarily for Aboshehab.
This pr adds martial arts, ported from paradise and tg station, which replace your regular unarmed attacks such as grabs, disarms or punches. They also have special moves with combos and etc.
Spessmen can learn them via scrolls/books. Traitors can get some of those scrolls via uplink for now.
Lottery tickets now contain 3 scratches per card, but with reduced winnings.
Lottery tickets now take longer to scratch.
Improved effects of lottery tickets, including sound and voice.
Skrell Snacks no longer have shortening.
Beef Jerky and Raisins no longer have palm oil.
Cheese Honkers have reduced MSG.
Bread Tubes only have 1 unit of shortening.
Meat Pies have reduced MSG.
Cured Hams have increased MSG.
Overview
This is just a misc fix PR to minor annoyances I encountered while playing on the server. This fixes the following:
Resisting from a chair unrestrained no longer adds a cooldown to activating objects.
Action figures are no longer massive, and only take up 1 slot in your inventory.
Boxing gloves can now be worn by any race.
The ore summoner can only move up to 10 ore at a time.