Adds hive flag shrouds for all three hives, as well as recolorable
clothing, cape accessories for C'thur and K'lax, and probably more!
Credits to anthony.albanese on Discord for the C'thur flag shroud and
the C'thur, LLC cape accessory. The other sprites were done by me.

Very small fixes to PRA-related sites like the people's station and
headmaster, as well as code comment improvements to some files.
People's Station frankly has alot of bugs in part due to the system
being designed around ships, not stations
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Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Improved / refactored some code, particularly around RFD.
Added the ability for mining RFD to build the mining train engine and
carts.
Removed the RFD, carts and engine from the mining vendor.
Added the RFD as a roundstart printable protolathe design.
Made the mining vendor list a GLOB variable.
Resolved a runtime on vehicles trying to turn on without a cell being
present.
Mining vendor pizzas now have a random pizza subtype.
Fixes Clip-On Radios layering under head items when on ear slots. Also
fixed the flipped sprites being one pixel closer to the centre, due to
asymmetry.
Fixes an issue where attaching an accessory to clothing, unequipping,
then re-equipping that clothing, led to any accents on that accessory
not showing.
Refactored fire_act() to be in line with TG version, removed useless
parameter, added signal, made non sleepable and forced to call parent.
Added atom_act.dm file for the various *_act procs.
More bapi work, docs, etc.
The actual changes seen from DM side, is that all maps are parsed and
checked by spacemandmm. It does not really add much safety for us, as
everyone uses strongdmm anyways (which uses spacemandmm), but I will
need to do that anyways in future work.
The bapi call is on every map in the maploader, so if it does not work,
if it crashes or panics or whatever, we'll see it immediately (cause the
maps don't load). It should work fine, though, unless the setup is
wrong. I wrote more about safety and other things in readme text file in
rust/bapi dir.
So, yeah. The point of this PR is to do something meaningful with bapi,
and see if the whole workflow and setup and everything works correctly,
before doing any further work in future PRs.
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Co-authored-by: DreamySkrell <>
Co-authored-by: AuroraBuildBot <action@github.com>
Made all the design template production speed into seconds, slowing the
printing down.
This also works in fixing the UI hitting the rate limit.
Fixes#19168
Takes on feedback from the implementation of the previous alcoholism
overhaul, and applies fixes to it to make things better, generally.
- Fixed up alcohol and butanol affect_ingest() to improve the logic
flow, and fix bugs where Unathi were able to drink alcohol without being
poisoned. Non-Unathi are now no longer intoxicated by butanol, as well.
- Better intoxication messages.
- Generally buffed intoxication resistances for Unathi, Tajara, and
Skrell, to compensate for recent changes to intoxication potency. Unathi
are MUCH more resistant to intoxication now (total resistance increased
from 0.4 to 0.8, which is slightly less than Tajara now) however they
can no longer drink alcohol at all without getting poisoned.
- Alcohol poisoning now does not kill by giving you liver damage and
MSOF, but by suppressing, and eventually stopping breathing.
- Ethylredoxrazine now prevents people from falling into comas from
alcohol toxicity alltogether.
- Vomiting from being intoxicated now happens much less often.
- Being drunk enough to cause vomiting now has a pulsing message to go
along with other drunkeness messages.
- You can now correctly black out or fall into an alcoholic coma while
buckled to a bed or laying down.
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Signed-off-by: Crosarius <30341877+Crosarius@users.noreply.github.com>
This allows certain alien species (Currently Vaurcae, IPCs and Dionae)
to sleep while standing, and gives them a verb to let them choose to
sleep indefinitely.
It also adds custom messages for enter sleep and examining, as well as
changing the snoring emote for the above aliens too.
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Signed-off-by: Sparky. <ben.polwart@gmail.com>
Co-authored-by: Llywelwyn <82828093+Llywelwyn@users.noreply.github.com>
- rscadd: "The supermatter reactor now produces radiation via
SSRadiation. Better wear your suit!"
- rscadd: "The supermatter reactor now has a ray effect and color shifts
if it is damaged."
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Co-authored-by: Cody Brittain <cbrittain10@live.com>
fixes https://github.com/Aurorastation/Aurora.3/issues/19156
tl;dr: chat client is supposed to try turning the service back on
automatically when you open it, but it was only doing that if manually
disabled, which is a different state. this makes it do it if it's killed
(like via running out of charge) or disabled manually
- bugfix: "Fixed PDA Chat Client not working properly after a PDA loses
charge."
This PR creates a new subtype of meat, "moghresian meat", specific to
animals which are located in Uueoa-Esa.
It also adds "synthetic" blood to the biogenerator, for use in the many
recipes which require blood (I did this because it's actually impossible
to get blood from cows, chickens, etc - turns out you can't draw blood
frim simplemobs, and people have been either using their own blood, or
making monkey cubes and drawing blood from them, which is WEIRD.
Mechanically the "synthetic" blood is just generic blood. I have no idea
if vampires can abuse this, but it should be no different from them
making monkey cubes in the biogenerator and eating them, so... hopefully
that's ok?)
~I have also done a once-over on the reagent values of all the food in
the Unathi foods dm, and fixed the reagent value for them. Some foods
had far fewer reagents than their constituent ingredients, which
bothered me. I also fixed their flavours so you get nicer messages
instead of "some sort of protein"
I noticed that this food reagent issue is actually prevalent in ALL the
food .DMs. A good example of this is Black Eye Gumbo, which has no
reagents listed. It can be eaten in a single bite and tastes like
nothing, and cannot be ground. I think that some people have added foods
under the impression that the reagents of the ingredients are added by
the cooking process, when this doesn't actually seem to be the case. I
fixed this just for the Unathi foods, but I don't have the time to go
through them all.~
EDIT: Turns out the reagent thing was a red-herring caused by
adminspawning food. Fixed now!
* Tweaked some messages to be based on time since last message, instead
of being based on probability. This includes low blood messages,
infected liver messages, fever messages, and some drug messages.
This is a simple value change that makes the "they are absolutely tiny
compared to you!" and "they tower over you!" messages appear at 50 cm
height difference, instead of 100 cm height difference.
This will make it mechanically possible to actually get these messages
outside of edge cases like Vaurca Bulwarks or Breeders or max-height
G2s. Now tall Unathi will be able to tower over shorter Humans, Skrell,
etc. Previously, this was impossible due to the difference between the
minimum heights for Skrell, Humans, etc and the maximum heights for
Unathi, etc being less than 100.
A significant amount of influence was taken from
https://github.com/Baystation12/Baystation12/pull/33255, however adapted
to Aurora. Key things to note is the port of the newer alpha settings
from /tg/, among other improvements.
The ancient holographic and screen overlay code has been purged. This is
now handled with emissives, while holograms are handled with filters as
well.
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Co-authored-by: Cody Brittain <cbrittain10@live.com>
Hopefully restricting them to off-duties and passengers will prevent
them from being all too overused (might'd be a bit weird to bring your
old guitar with you to work every single day).
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Signed-off-by: 4000daniel1 <95170823+4000daniel1@users.noreply.github.com>
* Adds one extra slot to the xenoarchaeology belt, making it a nice
round number of ten.
* Adds investigation tools to the security belt, like cameras,
recorders, and clipboards. Also crowbars.