Resolves several missing icon states for some random/ objects and traps.
Nothing user-facing, just makes them appear properly in StrongDMM.
Deleted several sprites we weren't using from punji.dmi.
<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.
Remaps the Actor's area of CC to be a little more inviting to players.
There aren't very many tangible changes to the balance, besides that the
areas separated from the rest by glass in the original map have been
removed, the contents of the medical section moved to an open area, and
the number of guns reduced and moved similarly to an open area.
Food and drinks are added as well, for players that want to pack their
lunches, and an incinerator is added so you can incinerate your trash.
Or other Actors, if you want to annoy the ST.
This also introduces a generic clothing vendor, populated primarily with
non faction-specific recolourable clothing items, bags, and accessories,
in addition to the clothes dyer item made for the Golden Deep ship so
you can actually recolour all those items. This is added to every
off-ship antag area.
Very few origin-specific items have been added because adding them would
increase the scope of the vendor so drastically that I feel we would
need a much better UI than the standard vendor UI currently being
utilised. It's not the best possible implementation of a way to give
antagonists access to generic clothes, but a clunky first iteration is
better than nothing.


This makes nanopaste take about twice as long to apply at a baseline, 2
seconds rather than 0.7, multiplied by five times if the mob you are
applying it to is yourself, reckoning out to 10 seconds to apply it once
to yourself. This also prevents you from applying nanopaste multiple
times at once, so this time limit can't be contravened.
The intention of this is to discourage using nanopaste mid-firefight,
which has been very powerful in the past since it took less than a
second to apply and could be spammed repeatedly to speed that up even
further. I also hope that it'll encourage IPCs to ask for help to apply
nanopaste, involving other people in the repair process, or to simply
use the workshop now that nanopaste is less instantaneous.
```
changes:
- rscadd: "The Civilian Yacht has been reflavoured to include affluent individuals from places besides the Sol Alliance."
- rscadd: "The Civilian Yacht Crew ghostrole allows you to select Skrell and Synthetics, in addition to Human."
```
There exist affluent explorers from the Republic of Biesel and Coalition
of Colonies too, not just the Sol Alliance.
This allows for more off-ship gimmicks (and easier ones, when we're so
far from the Alliance, usually).
No map files touched.
A couple of QOL changes on the Horizon - Ian and Chauncey are now less
likely to get killed by carp at round start, and that one disposal bin
in the central ring no longer sets off a fire alarm when you try to use
it.
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)
Fixes an issue where you could not walk on the tile where a chainlink
fence existed. Altered the passing code and added some flags to ensure
it would check direction.
@RustingWithYou I tested it several times to make sure that it could not
be lept. It seemed the intention was for it to never be passable so
nothing living is able to move through it in this configuration. I left
the probability for projectiles to sometimes not pass.
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.
Requested by NewOriginalSchwann, this PR removes the piano from the
Point Verdant bar and replaces it with a jukebox and a microphone.
Doesn't actually mechanically enable karaoke, but now it's easier to
pretend.
---------
Signed-off-by: ASmallCuteCat <neofelisnebulosa128@gmail.com>
The default admin_ranks.json refers to the R_REJUVENATE permission,
which no longer exists, leading to a crash on startup.
Co-authored-by: Werner <Arrow768@users.noreply.github.com>
Moves around some firefighting equipment on deck 3 that was way too
concentrated
Replaced the emergency closet on deck 3 with a wall locker so its no
longer blocking an airlock
Altered the floor marking for the supermatter again, making them look a
little nicer
Swapped the colors around for the atmos turbine pipes to follow the same
pattern as the supermatter
fixed some of the medbay lockdown shutters to face the correct direction
Adds a `possible_scenario_types` list to Odyssey Scenarios containing
allowed canonicity types for a scenario.
`odyssey/proc/setup_scenario_variables()` now sets `scenario_type` by
picking from the `possible_scenario_types`.
By default or if the `possible_scenario_types` list is unset, a scenario
defaults to Non-Canon.
This allows a scenario to have both Canon and Non-Canon as an option.
Additionally, the Ruined Propellant Depot scenario has been given the
option of both Non-Canon and Canon to pick from.
Supercedes https://github.com/Aurorastation/Aurora.3/pull/20264.
Did a little edit to how the menus handle the removal of the armblade
power so it actually can be re-purchased a second time after
re-evolution as a changeling.
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>