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 :)
As the title says. Currently a 10% chance each time the random crate
spawn rolls but I'm open to reduce it if desirable.
---------
Signed-off-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
I'm like literally the only person who uses this item on one of my
characters. It's embarassed the crap out of Farida a few too many times
for a round to start and her head being not covered in front of all her
coworkers.
Frost oil no longer gets you so cold you start taking burns, as it is
just a condiment. It's at about -5C now.
Snowflake no longer gets you to -200 C. It's at about -40C now, still
enough to burn a little (seeing as it is a hard drug) but not so bad you
literally cannot play the game. -200 also means it applies a stasis
effect I believe which means it doesn't process as fast turning 10u
worth into like, 20 minutes of nothing.
---------
Signed-off-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
<img width="125" alt="dreamseeker_Ipg96rH5Bq"
src="https://github.com/user-attachments/assets/9da6e048-a33c-4198-90ee-e47a05fc85a0"
/>

- rscadd: "Streamlines card mechanics. Click on others to deal to them,
yourself to draw. Ctrl-click to draw, Alt-click to shuffle."
- rscadd: "Adds KOTAHI, the shedding type card game fun for the whole
family."
- rscadd: "Tweaks throw sound volume."
- bugfix: "Fixes some runtimes with cards."
- imageadd: "New sprites for playing cards."
Also seperates picking cards into it's own verb, and no more tooltips
when concealed. No more cheating.
(Also changes the throw sound volume, so it doesn't horribly spike the
volume when you're dealing normally)
KOTAHI sprites by CevUI, modified by myself.
Refactors the Chemistry-Reagents-Food-Drinks mega-file into 14 new files
for easier maintenance and readability. Food/drinks are divided into
either general food and drinks or cultural food and drinks. From there,
they're divided by human groups, then nonhuman species. Also marks
several for review or removal at a later date for being blatant
references or not real drinks.
Buffs most commonly seen energy weapons by anywhere from 2-6 shots.
Laser pistols get closer to 2-3, laser carbines and rifles see buffs of
3-5 more shots, and blasters get the most love at 2-6 more shots,
depending on model. Anything with a scope, disruptors, anything that
autorecharges, or otherwise unique/odd have been left alone.
These changes are being made to hopefully bring energy weapons more in
line with ballistics. I've noticed that energy weapons are very rarely
used by anyone but security or someone doing a very specific gimmick.
Any time its rev or there otherwise is a crew militia started, I'll
order both laser and ballistics, and the ballistics are always taken
first. Ballistics overall are very strong, dealing far more enduring
damage than energy weapons tend to. And, most ballistics blow energy
weapons out of the water for just raw DPS. For example, both the laser
rifle and burst rifle have a damage of 30, with an ap of 20 for the
laser and 28 for the ballistic. This is fairly comparable, but
critically, the burst rifle is a burst rifle. So per trigger pull,
you're potentially doing up to 60 damage with ap 28. This of course
assumes you're using lethal for both, polymer rounds for the burst rifle
do 25 damage at ap 34. Which would be up to 50 damage per trigger pull.
I just don't think that the rechargeable plus beams going through
windows makes up for it.
Energy weapons also just suffer from critically small ammo counts. Which
is fine in a ship environment like the horizon (to a degree), but they
tend to perform very poorly in expedition settings. To the point that
they're arguably not worth taking for most away sites. This is mostly
because the average encounter will spend half or 1/3rd your ammo.
I still want ballistics and energy weapons to have their respective
rolls of expendable ammo vs rechargeable, and projectile vs beams (going
through windows without having to break them first being a very nice
advantage). But, I'd like to see people at least consider energy weapons
over ballistic for mechanical reasons rather than just flavor. Like I
tend to do with their current stats.
So Zeng-Hu, a medical and science company has gloves right? But they're
not on par with neither latex nor nitrile gloves, now that didn't make
sense to me so here's a buff, now they're on par with nitrile gloves.
(I don't know if glove powergaming happens but can reduce them to latex
if _nitrile_ is too strong)
This change reduces the damage that the green, watermelon-looking
"Creature" mobs are capable of.
Previously, their attacks had a damage range of 20-50. For comparison,
Plains Tyrant and Cavern Geist do 40 damage an attack.
The Xenoarchaology item that spawns these green dudes seems to be
capable of spawning them pretty quickly - and when you're fighting
simple mobs that are able to break your bones and give you an arterial
bleed in a single hit, that gets silly pretty fast.
I've tweaked the damage numbers so that the Creatures are a little
stronger than Hivebot Guardians in terms of damage.
Adds a generic Idris dress to the loadout, exclusive to Idris
Incorporated characters, sprited by the very talented Comet Blaze on
discord! I'd mostly see this being worn by service staff, including
ICSUs and IAUs, which currently don't have a very good generic uniform
to wear.

Mapping changes are adding the same dress to the Idris Cruiser offship.
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.
Ports the DBCore subsystem from tg.
A few things had to be dumbed down to make them work here.
Separate PRs will be created for different systems as they are moved
over to the new DBCore.
---------
Co-authored-by: Werner <Arrow768@users.noreply.github.com>
Given that the pharmacist is given inhalers and autoinhalers to fill
every round with pneumalin, pulmo, dexalin, and whatever, I figured this
might've been an oversight.
Super helpful for Odyssey rounds when all the crew are going down and
medical wants to bring the entire fridge (8 autoinhalers + 2 inhalers +
4-6 small inhaler cartridges AND the bottles)
EDIT: Changed to only inhaler cartridges, not autoinhalers nor inhaler
bases.
Refactored (second passage) how movement works, now it's mostly in line
with TG handling and avoids calling 3 gazillion Cross() Uncross() etc.
on every atom in a turf.
Fixed EMP protection from species not actually protecting (this includes
the surge prevention for IPCs).
Fixed EMP 3D calculation runtiming because I forgot to make the value
absolute and it was doing the square root of a negative number.
It's now possible to queue the round to start with the Start Round verb
even while the system is initializing, for an even faster pain train to
enter the round and test things.
Updated the renderers to work with BYOND 516.
Some update of ZAS to hopefully be more efficient, and cold/hot air
effects.
Gas effects are now less prominent.
Ported from Bay
There was an edge case where collisions were checking the platform first
before any other obstacles on the tile and platforms were pulling people
down to "hop down" through the railings or whatever. Fixes that.
Whoopsie.
---------
Signed-off-by: FlamingLily <80451102+FlamingLily@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Fixes#20571Fixes#17105
- bugfix: "Fixes invisible thermal lance inhands."
- bugfix: "Fixes bulwark chat bubbles."
Also moved the bulwark sprites in dmis to the left one pixel to match
all the other sprites. It annoyed me that it was 9 pixels adjusted
instead of 8 like everyone else. Alignment unchanged.
I noticed these when testing another PR. These don't fit our current
server style, and they're obviously ancient.
I ported the current ones from Baystation, which fit our style much
more. In addition, the code itself has been improved to remove the old
spans.
Title. Noble Row said that their passports would likely be electronic,
so I went with that. Humans can also take them, as some humans are
mentioned as having citizenship through marrying an IPC on the wiki, but
this can be removed if requested.
!!Requires synth lore team input!! @NobleRow
Sprite preview (subject to change):

---------
Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
Fixes:
* Platforms blocking thrown items from moving. I believe this also fixes
maneuvering over platforms, et cetera.
* Fixed a bug that would cause platforms to become un-climbable if
climbing them was aborted early.
* Made it so that you can "climb down" a platform just by walking over
them. Climbing "Up" a platform still requires a climb action and will
block things that cannot climb, but now you can have vehicles, such as
mechs, go over a platform without needing to climb. This allows you to
piledriver someone with a mech from deck three to deck one. If you want.
These are intended to be available in the cargo list, so marking as
draft until that can be confirmed.
This ports radiation collectors from baystation12. These use the
ssradiation system that we have, to generate power from phoron and
radiation. This is contrasted with the prior iteration of these units,
which solely generated power from the singularity. These could be used
to generate power around a supermatter reactor, or a fusion reactor, or
any number of things that the playerbase can think of. The only thing is
that these cost precious phoron; you do not want to use these as the
sole source of power aboard anything.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/machinery/rad_collector.dmi | Chinsky (Baystation12) |
CC-BY-SA |
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
Per request of human lore.
Adds one new origin and six new accents.
Saturn becomes a new origin, under which three accents become options,
Iapetus (Cassinian), Enceladus, and Titan.
Mercury and Eris accents added to the currently unused 'Sol System'
origin, making it far less redundant than it currently is.
Unity Station accent added as an option for Earth origin.
"Stationer (STA): Similar to the conventional Terran accent, the
“Stationer” accent instead has its roots in North American English,
reflecting the Alliance’s history in the region.
Mercurian (MCY): Mercurian Common is often heard in the boardrooms of
Einstein Engines, which employs much of the planet’s population. Those
who speak with this accent are often – to no fault of their own –
regarded with suspicion by the SCC due to this association.
Enceladian (ENC): Enceladian Common is descended from the accents of
North and South America, and the residents of Saturn’s moon take pride
in ensuring their accent calls back to their ancestral homes on Earth.
Cassinian (CAS): Cassinian Common, the accent of Iapetus, is typically
associated with the Solarian Interstellar Intelligence Bureau, and
characters affiliated with it in Solarian movies will often talk like a
Cassinian: soft-spoken and generally polite, but reserved and often
distant.
Titanii (TIA): The largest offworlder population in the Sol System,
Titanii Common involves plentiful hand gestures and other visual
signals. Linguists have long theorized the prominence of hand gestures
in this accent comes from the moon’s EVA-centric industries.
Erisian (ERN): Erisian Common bears some resemblance to Lunarian Common
due to the planetoid’s long association with the Solarian Navy. Like its
counterpart, it is very hard to effectively replicate for an outsider."

Nanotrasen and Nanotrasen aggressive law modules/boards renamed to
Conglomerate/Conglomerate Aggressive
Adds the Conglomerate Aggressive lawboard (this lawset already exists,
just never was given a board?). Adds a copy to AI Secure Storage
(alongisde the existing lawboards, this falls under a board the SCC
would have just in case, like the other ones there.)
---------
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Per request of synthlore - you can no longer select the android job
title to spawn in with a positronic brain in a shipbound chassis, and
neither can you manufacture one.
Cyborgs broadly are not removed and are completely playable, but they
must contain either an MMI or a robot circuit. Positronics can still be
installed into an AI core.
Fixes#19603Fixes#20558
- bugfix: "Fixes plant bags - now uses storage_slot system, along with
other bag subtypes."
- bugfix: "Borgs can interact with tables again."
- refactor: "Refactors make_exact_fit to be a binary variable."
- refactor: "Refactors storage items to use make_exact_fit instead of
arbitrary max_storage_space values."
- refactor: "Refactors storage items to use defines for storage space."
- bugfix: "Fixes monkey cube boxes having superfluous overlay."
- rscadd: "Updates the progress bar toggle message."
- qol: "Objects that rotated 90 degrees in storage no longer rotate in
storage slots."
<img width="732" alt="dreamseeker_qRVkIlYN78"
src="https://github.com/user-attachments/assets/1226ed22-52c1-4965-a1b4-2290e56a2ab3"
/>