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.
Adds dyn, a Skrellian herb. Renowned as a medicine, its juice has mild anti-toxin properties identical to how powerful tea was before Burger nerfed it; lower than tea because Arrow considered old tea to be too OP, and any beverages made from it do too. Seeds are available both in the garden and hydroponics, and the plant may occasionally contain actual dylovene in it.
The new drinks are the raw juice of the herb, a tea (1 juice to 4 water), and an icy/fizzy iced tea thing (1 juice to 2 ice to 2 soda water). The last comes as a soda can in the vendor, and a carton of juice is available at the bartender's boozemat.
This is the first in a series of PRs expanding upon skrellian cuisine/drinks.