Reworks home systems, citizenships, factions, and religions to better lore consistency and improve quality of life.
New additions are in italics.
Home System: Tau Ceti, Sol, Wintermute's Perches, Alpha Centauri, Trummer Flotilla, Xanu, Techno-Conglomerate Fleet, Scarab Fleet, New Ankara, Epsilon Eridani, X’yr Vharn’p, Jargon, S’rand’marr, Uueoa-Esa, Unset, Other
Citizenship: Republic of Biesel, Sol Alliance, Frontier Alliance, Republic of Elyra, Eridani Federation, Empire of Dominia, Jargon Federation, People’s Republic of Adhomai, Izweski Hegemony, Zo’ra Hive, K’lax Hive, C’thur Hive, None, Other
Faction: NanoTrasen, Hephaestus Industries, Idris Incorporated, Zeng-Hu Pharmaceuticals, Einstein Engines, Necropolis Industries, None, Other
Religion Sure Looks Lacking: Agnosticism, Deism, Christianity, Islam, Hinduism, Buddhism, Folk Religion, Moroz Holy Tribunal, Qeblak, Weishii, S’rendarr & Messa, Ma’ta’ke, Th’akh, Sk'akh, Aut'kah, None, Other
This pr aims to implement a bunch of the work done by Amoryblaine (found in this thread https://forums.aurorastation.org/topic/11698-amorys-sprites/)
Adds new sprites for the tactical gear available in cargo.
Adds new, green, sprite for the military belt, the old red one is added as a specific syndicate variant.
Improves the sprite of the ushanka, adds the old one as a variant by request.
Adds rolled down sleeves states for two sol uniforms, adds sol tactical helmet and heavy armor vest.
Adds a TCFL jacket to the loadout.
Changes the flipped sprites of most caps to be leaning rather than straight.
Makes the visors of biosuits transparent.
Recolours the security biosuit from orange to pale blue.
Recolors the hip holster to be black.
Makes the tactical gas masks eyes transparent.
Tweaks the red and blue bandanas to be less bright.
Adds some missing balaclava sprites, Improves the look of rolled up balaclavas.
Makes the security berets more fitting with the standard blue one.
Adds new flavors of LiquidFood rations based on a list and adjusts the mix to not be overpoweringly chalky. Adding new flavors should be easy, and perhaps could be done for preferred flavors of each species (though note it is all nutriment so Unathi are unaffected). Also sets up a framework for adding flavored variants of other foodstuffs. This should not affect anything other than LiquidFood rations at the moment.
The comments were mostly so I wouldn't get lost, but I just decided to leave them. I screw up something if I don't leave notes.
Some images:
https://puu.sh/Dtjih/9a1d480c33.pnghttps://puu.sh/DtjbU/ee689aceb2.png
Per #6429, someone mapped in a hazard suit into the pirate ship with a modified (and invalid) newlist access value that ATLAS could not understand.
To fix this, I have created a new pirate-only subtype of the hazard rig that can be accessed with the pirate's syndicate IDs. I also removed its ability to be viewed through station cameras at the same time, as an added bonus.
Per #6425 pointing out that you can click chalk, I discovered that the creator of #6393 neglected to bother coding in exceptions for all illogical children of the pen item in their rush to add in new memes.
Fortunately, I have cleaned up the mess.
REASON
I bloody hate how I have to throw all my crap into my backpack and I don't have a belt that can store my crap onto my belt slot. This aims to have a hydroponics belt be added via the lockers and bio-thingy.
Also, it'll add a belt that defines hydroponics, and has a few things added to it so it gives you a reason to use it instead of the regular utility belt.
Also, I'm removing the chemical-grenade restriction to cleaning from the janitor belt. Now it can hold all grenades, same with this new belt.
* Fixes Space-Ruin Issues
Fixes Load-Time and Lighting issues on the Space Ruins by moving the loading of the ruins into Atlas
* Reworks the space ruin loader
It´s now based on a json file which allows to set the weight of the ruins, add various tags with a specified weight and restrict the maps the ruin can be used in
* Fixes compile warnings
* Change z-levels in aurora.dm
* Moves the SubSystem
* Changes the player_levels back again since the away mission is now loaded after the z expansion