Commit Graph

33221 Commits

Author SHA1 Message Date
hazelrat a35972a212 The Bodega Update: remapping the commissary and library (#21029)
This PR remaps the operations commissary, moving it across to the
service hallway where it can receive much more foot traffic than in its
original position. Reflecting its new spot in service, and considering
particularly how much a hydroponicist can contribute to the commissary,
both service and operations staff now have access to it - although I
personally anticipate this will remain primarily used by operations.

Adjacent vendors in the service hall have been moved into the commissary
to encourage interaction, and hopefully to capture a little of that
bodega feel - although I'm open for other ideas on how to capture the
right atmosphere.

Because of the location, the library has necessarily also been remapped.
It's now smaller, but my hope is that it uses the space it has more
effectively. The old location of the commissary is now generic
maintenance until someone finds a better use for it.

A few points:

- "Is this bad for librarians?" Hopefully not! It isn't a very popular
job right now, and I don't expect this PR to change that, but I've gone
into the remap with the intention of making the library a more appealing
place to be in than before. The old library has a lot of dead space,
particularly with its gigantic office, whereas this new design is
intended to be a little more compact. Now featuring tinted windows if
you want to get some mood lighting going on.
- "Why the move?" The current location of the commissary is within view
of virtually no foot traffic period - operations generally is an
extremely isolated department, and something like the commissary lives
and dies in the playerbase according to how visible it is.
Appropriately, this moves it to a more visible spot.

<img width="416" height="544" alt="image"
src="https://github.com/user-attachments/assets/c470abfa-a01c-467c-8fff-58a308b0531c"
/>

<img width="480" height="256" alt="image"
src="https://github.com/user-attachments/assets/aa32a756-2573-4746-bebf-9002e4f66cd9"
/>
2025-07-21 19:11:50 +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
naut 827985ea9f Shipping containers (#21031)
Adds over two dozen new shipping containers to the game in different
colors, brands, and more.

Containers feature generic containers, brands such as the SCC
corporations, Einstein, several foreign corps from places like Xanu and
Elyra, and subsidiary brands like Getmore and Bishop. Comes in three
types: standard, refrigerated and tank.

Old shipping containers have been remapped to `shipping_container_old`
to avoid confusion. Touches several maps but does not actually do any
mapping. Might make a future PR to update the shipping containers to the
new stuff.

Containers are (tragically) purely decorative for now. Any functionality
will have to come some other time, this PR's supposed to be fairly
lightweight after all.

<img width="1205" height="922" alt="image"
src="https://github.com/user-attachments/assets/84799f49-f84f-4a83-88b7-c16831865dd4"
/>
<img width="2037" height="427" alt="image"
src="https://github.com/user-attachments/assets/d0adbb9b-77d5-4f18-b727-ae9b9dba0132"
/>
<img width="1748" height="1172" alt="image"
src="https://github.com/user-attachments/assets/59d8578d-474e-4b99-8b0b-f6086bbfeff7"
/>
<img width="336" height="1079" alt="image"
src="https://github.com/user-attachments/assets/cf89c384-3284-4aee-945d-65a5d5963b59"
/>
2025-07-21 15:35:00 +00:00
VMSolidus 17a879a21d Galatean Mind Blanker (#21017)
This PR adds a pair of new "BioAugs" as loadout options for Galatean
characters, called Mind Blanker. They come in two variants, and both are
available exclusively to Galateans. The basic version of the mind
blanker makes its user immune to mind-affecting psionic powers.

The advanced version of it inflicts lethal biofeedback on any psychic
that attempts to enter the user's mind, while also providing the user
with the same protection as the basic version. The advanced version is
more expensive, and is exclusively available to Galatean Consulars.

This PR was requested by Human Lore for their "Galatean Bioaugments"
list.
<img width="739" height="334" alt="image"
src="https://github.com/user-attachments/assets/8dd0e65c-2834-4949-8a03-8966f22eeca4"
/>

---------

Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2025-07-21 11:11:28 +00:00
Wowzewow (Wezzy) 5006e41347 New Lobby Music + Adjust Volume (#20965)
Adds five new songs for Aurora lobby music - no more baseline SS13
stuff!
Also backports the original Title3 for that OG SS13 goodness.

Taken mostly from CCMixter.
Information in licensing_information.txt.

Also, updates the lobby music toggle to be a volume input. Set to 0 to
mute.

---------

Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
2025-07-21 10:33:51 +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
Batrachophreno 8abffa70cc Offbrand sightlights fix (#21012)
Now that I know how object hierarchies work...

Fixes offbrand sightlights (they were inheriting the original obj
restrictions).
2025-07-21 10:33:33 +00:00
VMSolidus 628bcecdd3 Update mecha_fabricator.dm (#21020)
Hotfix for this bug. 
<img width="341" height="34" alt="image"
src="https://github.com/user-attachments/assets/2961c644-a5b3-40eb-a242-35818945b27a"
/>
2025-07-21 10:33:27 +00:00
Tag103 b5112f086c Stops the Solarian submachine gun from inheriting the description of the submachine gun (#21025)
Makes the Solarian submachine gun have no extended description, rather
than inheriting the extended description of the submachine gun, which it
is a subtype of.
The extended description of the submachine gun is about the CA-25E, and
does not apply to the Solarian submachine gun, because it is not the
CA-25E.

---------

Signed-off-by: Tag103 <194812614+Tag103@users.noreply.github.com>
2025-07-21 10:32:44 +00:00
Tag103 1481f2f086 Removes an l from soll_officer (#21026)
Changes part of the name used in the code for sol alliance officer
lockers from "soll_officer" to "sol_officer".

I'm sure there's a joke to be made here involving the phrase "taking the
L".

---------

Signed-off-by: Tag103 <194812614+Tag103@users.noreply.github.com>
2025-07-21 10:32:30 +00:00
Tag103 f4d5603ae6 Replaces the Solarian Marine event outfit's energy sword with a solarian energy dagger (#21027)
Replaces the energy sword in the belt of the Solarian Marine event
outfit with a solarian energy dagger.

The outfit was created before the solarian energy dagger was added and I
believe it otherwise would have used it as its melee weapon in place of
the energy sword, since it's supposed to be standard issue for the
Solarian military.

The Heavy Solarian Marine outfit is not changed by this and still has
the sword beacuse I think it is fitting for the heavy variant of the
outfit to have a bigger, stronger and less common melee weapon than the
regular one.

---------

Signed-off-by: Tag103 <194812614+Tag103@users.noreply.github.com>
2025-07-21 10:32:24 +00:00
Tag103 c109aee1f1 Changes the name used in the code for the solarian army beret (#21028)
Changes the last part of the name used in the code for the solarian army
beret from "beret/sapk" to "beret/sol/army".

Most clothing objects associated with the Solarian military have "sol"
in their name somewhere and I think it would be good for this one to as
well so it shows up alongside all the other ones when you look up "sol"
in, for example, the item spawner.

---------

Signed-off-by: Tag103 <194812614+Tag103@users.noreply.github.com>
2025-07-21 10:32:20 +00:00
VMSolidus 14898118ab Increase Pilot Suit Cost (#20999)
In my last PR, it turns out that the pilot hardsuit was straight up
better than the EVA hardsuit to a point there wasn't any reason to ever
make the EVA suit.

Rather than nerf or remove the pilot suit directly, I've opted to make
it instead now require Plasteel, making it the first exosuit to require
this material.
<img width="500" height="519" alt="image"
src="https://github.com/user-attachments/assets/a2af52a6-ac06-4665-835d-6ed99899b168"
/>

<img width="490" height="512" alt="image"
src="https://github.com/user-attachments/assets/55c56d1f-3d60-4035-8fa3-cd0f930ff461"
/>
2025-07-17 10:41:03 +00:00
Wowzewow (Wezzy) 4dc8a93c54 fixes head loadout (#21014)
* Please describe the intent of your changes in a clear fashion.
* Please make sure that, in the case of mapping changes, you include
images of these changes in the PR's description.
* Please make sure to mark your PR as wip or review required by making a
comment with !wip or !review required
* If you include sprites/sounds/... (assets) that you have not created
yourself specify the license and original author below.
* Ensure that you also credit them in the appropriate location /
changelog as specified in the contributor guidelines

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

| Path | Original Author | License |
| --- | --- | --- |
| icons/example.dmi | ExamplePerson (Example Station) | CC0 |
2025-07-16 14:04:02 +00:00
Wowzewow (Wezzy) f57278ad5a Head loadout debloat v2 (#20600)
**JUST BECAUSE IT SAYS "DELETED" IN ICONDIFFBOT DOESN'T MEAN IT'S BEEN
REMOVED. IT CAN BE RENAMED OR MOVED SOMEWHERE ELSE. PLEASE STOP
SPREADING MISINFORMATION THAT I'M DELETING EVERYTHING. JESUS CHRIST.**

- **The only hats removed are from budg's hat bloat (except the newsboy
hat, which has been touched up)**

- Human origin lore hats have been moved to Human - Xenowear. **NOT
REMOVED. MOVED.**
(It was kind of strange anyway they got special treatment. They aren't
restricted in any way, though, so essentially no difference.)

- Vysokan hats all rolled together into one selection.
- Beanies rolled into one selection.
- Miscellaneous, colorable hats rolled into one selection.
- Miscallaneous hats rolled into one selection.
- Dominian consular clothing items moved to be jobspawn items, like
every other consular. (Alt uniform outfits should be out from the
loadout anyway.)
- Pilotka caps, and whatever else they're called are all now named as
sidecaps.
- Renamed the Visegradi Nyakas to ear-flap cap. (I understand the
sentiment of blending lore into stuff, but putting it in the name isn't
helpful. I tried looking up Nyakas and all I'm getting is an obscure
brand of wine.) (Description unchanged.)
- Renamed padded cap to tanker cap.
- Bucket hats rolled together into one selection. (Removed pre-colored
boonies because it's just a clone of recolorabled ones.)
- And anything else I can't remember.

**Please don't spread misinformation after me and send the goon squad
after me.**
**Please just fucking message me and ask. Oh my god.**

---------

Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
2025-07-15 17:49:34 +00:00
Wowzewow (Wezzy) 5631d7bb4b Give Grammar Fix (#21004) 2025-07-15 17:07:37 +00:00
Batrachophreno 0e8ea0e3e4 Additional IPC screens (#20986)
IPC screens requested to be PRed by NobleRow, for the consideration of
the sprite czardom
<img width="666" height="93" alt="image"
src="https://github.com/user-attachments/assets/2101c648-100c-44e6-ab25-a1e3ba41485c"
/>
2025-07-15 10:26:11 +00:00
hazelrat 550cf48056 Gives hydroponics access to holomenus (#20997)
As title, since there is a holomenu in hydro that the hydroponicist
cannot currently actually use.
2025-07-15 10:11:25 +00:00
TheDanseMacabre 2cb1576d0c Liberty's Cradle Starlight (#20996)
It doesn't currently has a starlight color. This fixes that by matching
it with Arusha's.

Co-authored-by: DanseMacabre <rsurname1212@gmail.com>
2025-07-15 10:11:23 +00:00
SleepyGemmy b0aecce12e Audioconsole Music (#20961)
this PR adds the Konyang and Adhomai lobby music to the audioconsole.
konyang-1.ogg enjoyers rejoice.
2025-07-13 11:08:50 +00:00
VMSolidus a9b2d8d27d add missing pilot suit assembly (#20995)
This PR adds in the missing construction recipe for the pilot hardsuit
assembly, which wasn't present in the mechatronic fabricator.

There was already a recipe in the circuit imprinter for the pilot suit
central control board here:
<img width="491" height="267" alt="image"
src="https://github.com/user-attachments/assets/aaeed072-75e5-4c94-a98e-9e1839939e06"
/>

However, no such assembly existed in the exosuit fabricator: 
<img width="508" height="329" alt="image"
src="https://github.com/user-attachments/assets/21eca010-8a09-4848-843f-e9b1aab0546e"
/>

And while the code implied it was possible to make a pilot suit by using
the pilot circuit board on an EVA suit assembly, it would instead make
an EVA suit.
<img width="315" height="183" alt="image"
src="https://github.com/user-attachments/assets/167889a4-f04a-4415-a3eb-77988f546649"
/>

So this PR adds the ability to make the pilot hardsuit assemblies
directly, allowing for the pilot suit to be made using the circuit board
that already existed as a roundstart hardsuit option.
2025-07-13 11:08:37 +00:00
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
KingOfThePing cae30c0067 More Barsigns, Service Holosign (#20963)
After a brief discourse in Discord #general channel it was decided to
add some more barsigns and a new one (I had sitting around for 500 years
on my PC). Three new barsigns were added:

![image](https://github.com/user-attachments/assets/d8a4f87d-5cf2-458a-b584-a397a985db2a)

With the following descriptions:

![image](https://github.com/user-attachments/assets/4c1d5893-2504-4174-8066-d593259a1e2c)


The new holosign looks like this:

![image](https://github.com/user-attachments/assets/2f3ecd5d-5dc7-4768-8c08-500a4388d6ea)

Has a nice little animation. Signs and buttons are mapped into bar and
kitchen. Some really minor shuffling was done for the signs. Tested
locally and it works on my machine (💯).

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

| Path | Original Author | License |
| --- | --- | --- |
| barsigns.dmi| Unknown (BayStation12) | AGPL v3.0 |

---------

Signed-off-by: KingOfThePing <43940569+KingOfThePing@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-07-12 18:21:20 +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
hazelrat 369b30adcb Fixes the expeditionary channel being prompted by the departmental radio key (#20991)
As title. Spaghetti code strikes once more.
2025-07-12 12:10:57 +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
Matt Atlas c2ee99fdcf Fixes dynamic turfs not being Z-mimiced properly. (#20976)
title

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-07-11 22:06:37 +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
beepbopbeepbop b7849ebd15 OM Office Remap (#20935)
partly continues the work in my merge conflict ridden offices remap, but
just for the OM this time around.


![image](https://github.com/user-attachments/assets/ba5ed18c-c4f2-42fe-a946-e5408150f238)
2025-07-10 21:40:13 +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 e05d5b0fcf Storytellers get antag spawner variant that opens a new actor slot (#20833)
Even worse code than the other PR. Item that, when initialized, opens up
an Actor role. Deletes itself once a player joins as one. Recycled
working code where-ever I could.

Again no changelog yet. I can't test this locally, would greatly
appreciate eyes on this if it ought to work or not.
2025-07-09 01:03:25 +00:00
Kano fb2c82a7af Banner fixes (#20931)
## About PR

- Uses `locate()` instead of `get_step()` when determining banner's
location, while considering the set offset value (normally either 32 or
-32) to have an accurate result. This resolves banners having stands
while placed on walls after Init.

- Instead of checking where the user is standing, the banners now checks
the position it'll be placed upon, and whether this position has dense
objects except the ones that is fine to be placed upon. Resolves #18068

- Prevents banner duplication, resolves #18620

I am sorry for the shitcode in advance

---------

Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
2025-07-08 23:16:48 +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
SleepyGemmy c31af3f73e Ringer Animation Fix (#20941)
turns out the ringer button was supposed to be animated when pressed all
this time. the values in the code were reversed.
2025-07-07 22:23:59 +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