Commit Graph

22033 Commits

Author SHA1 Message Date
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
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
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
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
Cody Brittain
5f67cf7a26 Prosthetics with lights now glow (#20725)
![image](https://github.com/user-attachments/assets/ece119d7-b755-4c25-a827-114281864df4)
All prosthetics with lights now have emissives. Works with both IPCs and
non-IPCs with appropriate prosthetics.
2025-07-06 21:48:03 +00:00
FearTheGabby
8b7cc4ec67 Allows Queenless K'lax Vaurcae to select the Si'akh religion (#20910)
Requested by Lent23, current lore dev for Unathi, to be in line with the
existence of the Ssup'vihtal Queenless group as shown
[here](https://wiki.aurorastation.org/index.php?title=Si%27akh#The_Ssup%E2%80%99vihtal)

---------

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
2025-07-06 21:47:49 +00:00
FearTheGabby
cda756c56b Fixes diet Diesel giving Dionae toxin damage (#20921)
title

---------

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
2025-07-06 21:47:38 +00:00
Batrachophreno
6ab37f221a Missing Upgrades Feedback Fix (#20924)
Bugfixes- changes weren't committed in original PR :(

This PR makes component upgrade text viewable in all circumstances,
restores component detection text to RPED, and excludes ship sensors
from updating their power draws based on components (they all use a huge
number of stock components compared to most machines, so their power
draws turned whack. They can be tuned later.)

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-07-03 14:08:46 +00:00
SleepyGemmy
727c37fa82 Wallet and Lanyard Fixes (#20929)
this PR fixes wallets and lanyards having a stray mob overlay and cleans
up the code a bit.

tested and made sure that ID cards still appear when worn by themselves
and that lanyards still appear with or without an ID card inside.

fixes #18678. fixes #20926.
2025-07-03 10:52:20 +00:00
hazelrat
88efc25026 Diona magboots 2.0 (#20744)
This is a continuation of
https://github.com/Aurorastation/Aurora.3/pull/18875, full credit goes
to Matt for the original PR.

This adds an ability allowing Dionae to access the functionality of
magboots. As the only spaceborne species in the setting, they should
have more abilities allowing them to excel in their natural environment.

A slowdown has been added to using the ability that wasn't in the
original PR to establish a downside to using it, hopefully addressing
the feedback to the original PR. It can also now be toggled in space,
since I found it pretty frustrating having to find a floor turf every
time I was scrambling about on lattices wanting to toggle my roots.
2025-07-02 20:33:45 +00:00
Stev-the-third
b52a5c8e49 Himeo Ship (#20835)
Adds a Himean Patrol Corvette, along with all of its associated
features. Also adds the Nephilim blaster repeater cannon.

D1

![image](https://github.com/user-attachments/assets/b1693a9f-e095-4cf0-b2f8-4c53f0c3698d)
D2

![image](https://github.com/user-attachments/assets/4521c1fe-d542-411b-bc15-e332ab34fa97)
Submaps

![image](https://github.com/user-attachments/assets/0d8e290d-cd09-43d1-9d58-3027871cdc7c)


- [x] Fix the merge conflict
- [x] Role descriptions
- [x] Remember to delete the gold marker tiles
- [x] Door names
- [x] Deck 2 Atmos

---------

Co-authored-by: steviii <cormallenfield123@gmail.com>
2025-07-01 15:51:52 +00:00
CometBlaze
cde97b7aa3 Renames the Positronic Brain Implant (#20899)
Changes the Positronic-Implanted Brain to Pseudoneuron-Assisted Brain.
The current name causes confusion and creates a link to IPCs that
synthlore does not want. This shouldn't affect the concepts that can
currently be explored by the implant as is.
This was discussed with and approved by NM.
2025-07-01 15:51:19 +00:00
hazelrat
e6994b805f Makes k'ois no longer be perpetually dying (#20906)
The light tolerance was set so low that they were always taking ticking
damage from too much light, since they're bioluminescent, causing them
to invariably die within minutes of being planted. This raises their
tolerance so high that this shouldn't happen at any light level.

I'm not sure if this behaviour was intended - notably, losing it does
mean that k'ois can theoretically survive indefinitely without needing
water or nutrients. I think that's a reasonable trade-off for making it
less frustrating to farm or base an antag gimmick around.
2025-07-01 15:50:44 +00:00
Jason
dc62edb218 De-hornify battlemonsters cards (#20908)
There were a few 18+ lewd descriptions or jokes present in these for a
long time. Let me know if I missed any.

Keeps the same descriptions and stuff generally but without the cringe.
2025-07-01 15:50:40 +00:00
Batrachophreno
714ca4f8f9 APC False Alarm Fix (#20915)
APC alarms screaming for some reason on live after adding an alarm to
try to catch failure_timer settings from electrical storms. Revert extra
alarming now, debug later!

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
2025-06-30 22:23:58 +00:00
Kano
09f7ac5e39 Remaps Intrepid and ports CM's double seats (#20809)
## About PR

- Introduces a dropship-esque Intrepid, making it feel more like a
public transport in a overpopulous city, while trying to avoid
chokepoints.

- Ports the CM's double seats.

- Removes access restriction from Intrepid's side airlocks, to be in par
with the main airlock.

- Deletes some rogue pipes near hangar bay.

- Re-adds a small oven which was introduced in #16449. With slight
tweaks and different colour palette.

This is probably an awful way to port CM's vehicle seats, but in testing
only issue I've found is: when the chair occupant punches someone, their
own buckle off-set will get reset. I am not sure why.

The way the double seats work is, it'll let anyone pass through as long
as both of the seats aren't occupied at the same time.

## Images

<details><summary>Details</summary>
<p>


![a](https://github.com/user-attachments/assets/19813e63-a773-46a7-9f2c-43b5a23906ab)


</p>
</details>

---------

Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
2025-06-30 18:05:45 +00:00
SleepyGemmy
f8c39bfe82 Fixes Grass Edges (#18737)
fixes grass edges spilling over onto tiles as seen around the Horizon.
2025-06-30 18:05:13 +00:00
FabianK3
6c86c4b7e5 New orange high visibility clothing set (#20868)
# Summary

This PR adds a new highvis clothing kit in orange to the existing kit.
Shape and palette is based of the existing clothing, the reflective
striping has been adjusted for a new style option.

# Preview

![image](https://github.com/user-attachments/assets/67d02fed-268b-4921-8555-ae297c2fd65f)

![image](https://github.com/user-attachments/assets/4d85a313-93b3-4de3-aed7-30a4b95795e8)

![image](https://github.com/user-attachments/assets/b222d6dc-bc0f-4b4c-bd59-087b22b79709)

![image](https://github.com/user-attachments/assets/4e94c544-74ce-40a0-9602-2ccda783d3fc)

![image](https://github.com/user-attachments/assets/a667acd4-b87b-414c-b1a0-02f003b3c42f)

![image](https://github.com/user-attachments/assets/099b8fae-385d-431c-a780-43191526b418)

![image](https://github.com/user-attachments/assets/d8acef64-acf9-452b-8b8c-19c50d86476e)

![image](https://github.com/user-attachments/assets/ed96ef9b-9572-4a60-a2ea-af527f072f91)

![image](https://github.com/user-attachments/assets/4b49afdf-de92-4c04-a04c-f65e7719b758)
2025-06-30 18:03:42 +00:00
VMSolidus
9fd7347f00 Generic Augment Customization (#20859)
This PR makes small adjustments to the code for the cyborg analyzer
tool, making it so that it also provides the description given for
augments taken as part of a character's loadout. Additionally, this sets
loadout flags for most generic augments (anything not explicitly tied to
a specific corporation) to allow for custom names and descriptions.

Lastly, I've extended the analyzer in its human-mode to also display
assisted implants. While I can't imagine a machinist would have much to
do with a pacemaker, it is a metal implant. I actually mainly had in
mind that I was annoyed with the positronic brain implant not showing up
on cyborg analyzers, and wanted to correct the injustice.
2025-06-30 18:03:03 +00:00
Batrachophreno
c2a9041a8f New/Changed Events Tuning (#20888)
First round of tuning after the addition of new electrical storms,
changes in behavior, etc. Details in the changelogs, but apart from
general balancing of event weights and effects, this PR also expands the
description info on Telecomms machinery to communicate that you need to
use Nanopaste to repair them (which I don't think was documented in-game
anywhere), and also adds a stack of Nanopaste to the TComms vestibule to
facilitate repairs if no one is around to produce the stuff.

Also you can beat Telecomms machinery with a stick to start garbling
them now! Take that, Medical channel!

There will probably be another round of balancing after this to make
sure the events all feel and play maximally right/fun.

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-06-30 18:02:59 +00:00
Batrachophreno
27b5079066 Stock parts power usage and examine handling (#20892)
In preparation for future development, both A.) increased the power draw
of upgraded machines in more predictable ways and B.) reformated Examine
text output to handle displaying machines' upgradeable parts and what
they do in a more user-friendly way.

A.) is important because it opens the door to adding upgrade components
available for more machines.

B.) is important because not only do we need to communicate those sorts
of mechanics in a clean, clear, consistent way, but it also opens the
doors to being able to communicate more types of interaction mechanics
similarly well (such as assembly/disassembly tips).

Examples of new Examine boxes:
![Screenshot 2025-06-26
102050](https://github.com/user-attachments/assets/d7aa8b4c-b35f-4477-a1a2-b2846e92e06c)
![Screenshot 2025-06-26
102140](https://github.com/user-attachments/assets/0abb0a4c-a373-4427-af47-cadd192dfdc7)
![Screenshot 2025-06-26
102109](https://github.com/user-attachments/assets/886e4298-8a60-4cbb-be69-3de4cc8254d5)
![Screenshot 2025-06-26
102030](https://github.com/user-attachments/assets/5752da8c-b567-4337-94d4-b2ac2ca7ac36)

Note- while updating, made get_examine_text() also give Antagonism text
boxes to ghosts and storytellers, not just active Antags. This seemed
like a no-brainer thing but can be split into a separate PR if
requested.

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-06-30 18:02:57 +00:00
FearTheGabby
145fac654b Adds diet Diesel to the Diona loadout (#20897)
Formerly called "decaf Diesel". Sprite for the diet Diesel jar created
by me.

Diet Diesel, created by the HPV Narrows and sponsored by Hephaestus
Industries! It'll give you that energizing effect without any of that
radiation that's dangerous to other species. ~Still toxic to
non-Dionae.~


![image](https://github.com/user-attachments/assets/89057490-fa0e-47e6-86f6-d77a8839cf9c)

![image](https://github.com/user-attachments/assets/75d87f98-4697-4612-9753-3e6b7fccfaa2)

---------

Co-authored-by: Gabby <59633984+feartheblackout@users.noreply.github.com>
2025-06-30 18:02:55 +00:00
CometBlaze
18b2d76516 Bishop Screens! + Other Bishop related fixes (#20898)
Breaks the monopoly baselines had over changeable screens by letting
Bishops do it as well. Currently there are only two options asides from
the default, an exclamation mark and a cross, but adding more is fairly
simple.
Also fixes the default face being layered on top of the alternative
heads by restricting what screens are available to each head.
Removes the markings that related to the lights in the alternative heads
as this implementation renders them obsolete. As a bonus, Siseyo and
Sienna lights are now animated!

The new screen options:

![image](https://github.com/user-attachments/assets/68c4a2eb-13f5-4ddb-8afb-9953e599b89d)
2025-06-30 18:02:53 +00:00
hazelrat
fb289b582a Appends the cans in a yoke to its name (#20877)
As title, up to two cans inside a yoke are automatically appended to its
name. This is capped at two so the name doesn't get really long. This
also updates if cans are removed from the yoke.

Currently there is no way to tell what is in a yoke without seeing its
icon, which is troublesome for bartenders who have stacks of the things.
This is intended to alleviate that issue.


![image](https://github.com/user-attachments/assets/31435e8c-5ffa-4ba4-9193-fd9cf0fa7f07)


![image](https://github.com/user-attachments/assets/3e63505c-8ce0-40de-8e53-b9040f1e72a5)
2025-06-26 16:41:20 +00:00
SleepyGemmy
3d9f0dac0a Updates Regulations i213 and i310 (#20876)
this PR updates regulations i213 and i310 to have the new descriptions
and removes 2 regulations that are no longer wanted.

approved by CatsinHD.
2025-06-25 21:10:04 +00:00
SleepyGemmy
ea2a6b1204 Typos and Cigarette Fixes (#20878)
this PR fixes some typos and increases the S'rendarr's Hand content in
the adhomian cigarette from 5 to 10 to match the total amount found in
other cigarettes. also removes "vanilla cigarettes" from the code
because it isn't used anywhere.
2025-06-25 21:10:02 +00:00
SleepyGemmy
5f9201fdf0 Transferred Typo Fixes (#20879)
this PR fixes transferred being spelled as "transfered".
2025-06-25 21:10:01 +00:00
Stev-the-third
2667670749 New Wetsuits for Skrell (#20870)
Art by spookywastaken in Discord/Spookypineapple in Byond. Approved and
requested by Skrell Lore.


![Export](https://github.com/user-attachments/assets/f19c2eed-0ef2-4c6c-bb44-1655fb540653)

---------

Co-authored-by: steviii <cormallenfield123@gmail.com>
2025-06-25 21:09:59 +00:00
SleepyGemmy
c62fe29575 Updates Regulations i105 and i109 (#20873)
this PR updates regulations i105 to have the correct title and i105 and
i109 to have the new descriptions.

approved by CatsinHD.
2025-06-23 16:27:09 +00:00
Stev-the-third
38b34b9cd9 Adds new sprites for the kegs, adds a Himean kvass keg (#20851)
Credit to spookywastaken in Discord/spookypineapple in Byond for all the
art, with a tiny modification of the distillery by me.

![Kegs](https://github.com/user-attachments/assets/27c7fcbc-c5f5-48ec-8db6-eff83ca914ba)



- [x] Still sprites
- [x] Rice beer sprite fixed. when dey wake up. hopefully. i pray.

---------

Co-authored-by: steviii <cormallenfield123@gmail.com>
2025-06-22 21:56:00 +00:00
Cody Brittain
829ea56c2a Added new Hephaestus uniforms (#20812)
This adds a fair bit:
- Splits the Hephaestus security and ERT/military uniform, since the
security uniform's description doesn't really match that of their
private military (and there is the possibility both may meet in a single
round)
- Adds a Hephaestus-colored captain's cap and gloves, which fits with
their current uniform
- Updates the cyclops uniforms to include rolled states.
- Added a Hephaestus physician's uniform and surgical outfit, and mapped
those into the ERT ship.

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

| Path | Original Author | License |
| --- | --- | --- |
| icons/clothing/under/uniforms/cyclops_uniforms.dmi (heph_military) |
[Paxilmaniac](https://github.com/Paxilmaniac) (tgstation) | CC-BY-SA 3.0
|
2025-06-22 18:09:20 +00:00
hazelrat
9f84a4148c Allows Storytellers to go freely between z-levels (#20806)
As title. Previously they were bound to only being able to move up or
down in microgravity, like a regular mob.

This is just using a proc copied straight from ghost/observer, there's
probably a more elegant solution - I'm curious if there would be any
negative implications to just giving everything under /ghost this
behaviour.
2025-06-22 18:09:17 +00:00
Batrachophreno
4a63be9448 More Event Variations, Event Balance (#20813)
Some functional updates to events:
**Comms Blackouts:** Now has a variant (min. 6 pop,
engineering-weighted) which gives each machine a 10% chance to take a
little integrity damage. Additionally, Telecomms Processors now factor
their integrity damage into their ability to decompress messages, so
this alternative comms blackout might cause radio transmissions (either
global or for a given department) to start getting a little garbled- not
enough to genuinely impede comms, but enough to justify Engi to fix them
up.

**Prison Break:** Given how rarely we actually have people sitting
around in the prison waiting for breakouts over the course of a given
round, this event has been changed to be more akin to the existing
Containment events- the entire department (minus armory, nuke storage,
checkpoints, etc.) are at risk of lights blown, access issues, etc. Just
a little more variety added to the mix.

**Space Vines:** Minimum 4 pop to fire. Shouldn't matter much in the
grand scheme of things, just reduces annoyance factor for extremely
low-pop if they roll some vines that fuck them up. Will look into
refactoring that event so that the danger factor of the vines increases
with population, and remove the min pop requirement again.

**Drone Revolution:** Minimum 4 pop to fire. Again, shouldn't matter
much in the grand scheme of things but this highest tier event will
seriously fuck up anyone who latejoins and uses the maints to, say, help
set the ship up during low pop! No I'm not salty!

**Electrical Storm:** Refactored this and restored the Mundane and Major
variants. While we want this event to keep Engineers on their toes and
provide openings for people to break regs if they so wished, most of the
event is theater (lots of flickering lights now!) While the Mundane and
Moderate variants are mostly flavorful and will just give Engineers a
few excuses to visit different departments and RP with people, Major
events will be your 'all hands on deck' affairs (as Major events are
ought) and in very rare circumstances could even cascade into more
serious issues. Did a ton of unit testing on this and feel very good
about how each variant actually looks, will make any additional tweaks
if needed once we see how it plays with an actual population!

The Event Probabilities sheet was also very out of date, missing Comet
Expulsion, had the old Viral Outbreak, lots of old values, etc. Updated
all the events, and also updated the % formulas to factor in minimum
population- changing the 'Assumed Personnel' values at the top to a
level below the minimum population for a given event will now correctly
set its probability to 0%, making it clearer what actual odds are given
different pop levels.

I also don't think pop_needed was working correctly: various changes in
there to get it behaving.

Obv this PR grew in scope from outset and touches a small handful of
different things, so lmk anything to mix and match and change and drop.
!review
2025-06-22 18:09:11 +00:00
Batrachophreno
3e8e76b464 Improve usefulness of Custodial Supplies Locator app (#20814)
Currently, the Custodial Supplies Locator app provided X and Y coords of
every single mop, bucket, janicart, and cleanbot on the entire server.

This PR makes it so that these objects will only be registered to the
global list of custodial supplies if they are present on the Horizon on
init, and it will also provide Z coords so you can tell if they're on a
different deck.

The app also has a weird built-in GPS function that tracks the reader's
movements instead of the device's. Instead of fixing this to follow the
device, I just removed GPS feedback text- a Janitor can grab one of the
GPS units that comes in their lockers, and this also allows them to be
tracked by other units.
2025-06-22 18:09:07 +00:00
hazelrat
3198e4e9ea Additional hydroponics QoL + additions (#20836)
This implements a bunch of little QoL improvements and a few substantial
expansions in hydroponics intended to deepen the job's interactions with
hydroponics mechanics.

- Adds k'ois spores to hydroponics! Note these are only available in
hydroponics proper, the seed storage machine for the garden has been
split into a separate subtype that does not contain k'ois. This is
packaged with a small hazardous containment chamber to safely grow
dangerous crops, in addition to a decontamination area and a hazmat
closet. K'ois is something the kitchen is continually in demand of, and
it is the sole foodstuff of an entire species - I don't see why
hydroponics wouldn't be able to grow it.
- D1 hydroponics now has the same atmos equipment for changing the
temperature of trays as xenobotany, allowing you to take air from distro
and change its temperature across two separate reservoirs feeding into
trays. Different crops grow optimally at different temperatures, this
lets hydroponicists engage with this mechanic.
- A bunch of misc code QoL changes, including shifting the crates in
hydroponics from mapping to code.
- Makes empty first-aid kits spawn with a minimum of 16 storage space.
Previously, the storage you'd see in empty first aid kits was well, well
below how much actual first-aid kits with prefilled contents had.
- Expanded hydroponicist maintenance access a little, so they can now
access the garden and hangars through adjacent maints.
- Seed storage machines have cranberry seeds now.
- A few more items are in the biogenerator, in the interest of making
the hydroponicist a better generalist.
- Shifted around some of the contents of the biogenerator to prioritise
more important stuff, including moving flags to the bottom of the list.
The only item actually removed is the money bag - I'm not sure what use
you'd find for that.
- Adds autoinjectors and autoinhalers to the hydroponicist's herbalism
crate.


![image](https://github.com/user-attachments/assets/fdac2923-b112-4e9d-b9f3-dbab125d7382)


![image](https://github.com/user-attachments/assets/f04a2480-7643-4d49-a46f-610f8495e691)
2025-06-22 18:08:56 +00:00
hazelrat
83bfc31aab Adds a stasis setting to hydroponics trays (#20842)
As title. The stasis setting can be enabled with a multitool if the lid
is down, and prevents the tray from processing - it can't die, but it
also can't grow. I've sprited a little overlay so you know which trays
are under stasis.

This is intended to give hydroponicists more levity with leaving
hydroponics without having to worry about their plants dying while
they're gone.


![image](https://github.com/user-attachments/assets/19358e75-221a-4f17-a0b3-2a8d07992f0d)

![image](https://github.com/user-attachments/assets/87fcb95a-6899-41ed-9109-3a0c619517f2)
2025-06-22 18:08:48 +00:00
smellie
d20d799e29 Adds Radiation Collector Arrays to the Operations order list. (#20856)
Adds Radiation Collector Arrays to the Operations order list.

For only 2,000 BSC (compared to 7,500 BSC for a TEG) considering it only
buffs a pre-existing reactor and has limited applications on its own.
2025-06-22 18:07:28 +00:00
smellie
3e7ab36dfe throws a few more 'Jargon' mentions down the memory hole (#20857)
Jargon?
2025-06-22 18:07:24 +00:00
Batrachophreno
420cda45df Further reduce drone fall_impact() damage. (#20860)
Drone fall damage resistance is currently 75%. Increases this to 95%.
References [this
suggestion](https://forums.aurorastation.org/topic/19557-make-maintenance-drones-immune-to-fall-damage/).
2025-06-22 18:07:20 +00:00