Security officers and the warden each get a .45 pistol loaded with
rubbers, and a spare rubber mag in their lockers.
The investigator get a new .45 revolver loaded with rubbers, based on
the konyang revolver, and a speedloader, also with rubbers.
The armory has had .45 speedloaders added to it, but is otherwise
untouched.
Also the autolathe gets to print .45 speedloaders now for the
investigator gun.
Practice ammo has been added to the autolathe.
The Elyran ERT had their disruptors replaced with plasma pistols.
Other non-Horizon disruptors were replaced with lethal .45.
Horizon disruptors were replaced with rubber .45.
This PR is intended to sort out our existing guns into something
resembling organization. In addition, ancient decrepit guns are removed,
and abstract paths are labeled as such.
In addition, all guns are now standardized to refer to their model.
Considering the huge number of weapons we have, a `pistol` is not
descriptive enough.
NOTE: At over 200 files touched, this is being split. Not everything was
sorted, but this is already a monster to sort through. The rest can
wait.
# Summary
This PR refactores code and structure of the current persistence
subsystem, in preparation for Persistency: Circles, Squares and
Triangles.
This should not contain any user facing changes.
~~This PR is based of branch #21925 and **needs** to be merged in order.
The files changed display will be meaningless until then.~~ *Done.*
## Changes
- Split subsystem in partial files.
- Refactored proc names, added "persistentObject" format for current
code.
- Renamed SQL table.
- Refactored logging and call hiearachy.
- Fix CI labeler adding DB label on non-SQL files.
Fixes#21962
Caused by the attackby proc on noticeboards allowing all kinds of paper.
Changed this to a guard clause. Any non-paper OR stickynote will kick
out of the attackby.
Stickynotes can still be attached onto a noticeboard but added to one,
as that would be redundant and introduces overlapping persistence.
---------
Signed-off-by: CatsinHD <31459154+CatsinHD@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
We don't need a million paint guns. Makes it so a single paint gun can
paint whatever you want. Which now also includes crates and lockers.
changes:
- rscadd: "Paint sprayers can now be used on unpainted crates and
lockers to give them a custom appearance."
- rscadd: "Adds paint sprayers to Hangar Tech lockers."
- qol: "Moves pipe painter functionality to paint sprayers; pipe
painters now just flavor objects on some offsites."
- qol: "Adds paint sprayers to allowed items list for utility
toolbelts."
- imageadd: "Codersprites pipe painter with recolorable paint storage
component indicating current color (used by paint sprayer)."
- imagedel: "Removes old paint sprayer sprite."
- bugfix: "Removes old runtime caused by targeting turfs w/ paint
sprayers that don't have flooring singletons assigned."
<img width="496" height="505" alt="Screenshot 2026-02-20 142403"
src="https://github.com/user-attachments/assets/152ea63a-4baf-48e5-864e-400caef9efc6"
/>
<img width="515" height="429" alt="Screenshot 2026-02-20 142424"
src="https://github.com/user-attachments/assets/cb05b674-ac4f-4e2f-8f17-9d8654f099ff"
/>
<img width="450" height="102" alt="image"
src="https://github.com/user-attachments/assets/aa6e51b5-a325-4e8c-baf8-21134843fbf2"
/>
# Summary
This PR updates the marshalling wands and gives them intent based
coloring. In addition, hold a second wand in your hand, the settings
will be automatically synced.
## Changes
- Update marshalling wand sprite (more the structure then the actual
sprites).
- Added color modes, updated text, added mechanical hints and two hand
sync to marshall wands.
- Added signal for mob intent changes (unused at the moment).
- Adjusted Hangar Tech round start spawn points in the breakroom.
- Added second marshalling wand to each Hangar Tech locker.
## Preview
(Note this preview has been made prior further pixel adjustments,
consider it a demo.)

Many, many, many items have inhand sprites in their .dmis but for
whatever reasons do not display them in-game. This PR:
1. Updates many item definitions to point to their already-existing
inhands correctly. This consists largely of held tools, but also gas
tanks and jetpacks mounted in the suit storage slot.
2. Adds a few codersprites made by me for objects with either missing
inhands or poorly matching mishands (IE, the tape recorder, which has a
black case, reused the white inhand sprites of the health analyzer). The
new sprites are modified or recolored variations of other inhand sprites
from our repo, except for circuitboards which are new.
<img width="444" height="400" alt="image"
src="https://github.com/user-attachments/assets/7f107b9a-fe24-4e31-8f16-4d34768ee117"
/>
3. Adds inhand sprites for Inflatables and Inflatable Boxes made by
Tomixcomics.
<img width="424" height="101" alt="image"
src="https://github.com/user-attachments/assets/434107c4-8577-49a2-a58e-d6b014c03933"
/>
4. Ports inhand sprites for the Hydraulic Rescue Tool from tg's Jaws of
Life.
<img width="224" height="94" alt="Screenshot 2026-02-07 172931"
src="https://github.com/user-attachments/assets/070c7956-f6a8-4fb5-870f-10c64afcc8b3"
/>
5. Some additional cleanup while in the area. The 'analyzer' has been
renamed the 'gas analyzer' to be consistent with the other analyzer
objects, standardized icon_state naming conventions where I saw
oddballs, updated code docs to use DMDocs when in the area, etc.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/item/hydraulic_rescue_tool.dmi | [SomeAngryMiner (bee
station)](https://github.com/BeeStation/BeeStation-Hornet/pull/2487),
[maxymax
(/tg/station)](https://github.com/tgstation/tgstation/pull/58616) |
CC-BY-SA |
| icons/obj/item/inflatables.dmi |
[Tomixcomics](https://github.com/tomixcomics) | CC-BY-SA |
Resprites 3 Tajaran rifles, expanding them to use a 48x32 canvas, and
brings them in-line with lore as written in terms of weapon design
history. Additionally, adds 6.8mm in the form of the Tajaran Z33
Tamparii cartridge to further separate Tajara and Human history and arms
development.
All weapon sprites are made by me, except the ba and ss sling which was
borrowed from the Dominian rifle sprites. Special thanks to Elorg for
help in making these not look awful.
<details><summary>Z33 Tamparii</summary>
<p>
<img width="331" height="332" alt="image"
src="https://github.com/user-attachments/assets/f9892dc8-9c6d-45c6-8779-3ad3e39abaed"
/>
An old caliber that continues to show its usefulness. The compromise
between weight and firepower, as well as room to change the powder load
has seen the cartridge remain in service across Adhomai.
</p>
</details>
<details><summary>Tsarrayut Rifle (PRA)</summary>
<p>
<img width="572" height="387" alt="image"
src="https://github.com/user-attachments/assets/53327f3b-4b87-415e-8215-b1c2ccc08c9c"
/>
Redesigned to a general magazine-fed rifle. Not meant to be flashy or
cool, simply easy to mass-produce and train conscripts. Additionally,
still takes old bolt action rifle clips.
</p>
</details>
<details><summary>Hotaki Marksman Rifle (ALA)</summary>
<p>
<img width="586" height="400" alt="image"
src="https://github.com/user-attachments/assets/c08986ec-1134-4869-8dc2-36b981a211f9"
/>
Carries many of the same lines and design from the Tsarrayut, especially
in the receiver. However, it was modified to be a bullpup for a longer
barrel. Higher bullet velocity for a similar overall length; perfect for
a marksman harassing down an enemy.
</p>
</details>
<details><summary>Mrrazhak Assault Rifle (ALA)</summary>
<p>
<img width="483" height="332" alt="image"
src="https://github.com/user-attachments/assets/3f0a2885-49bb-418b-b956-4d2f89a60b40"
/>
Pretty much a shortened Hotaki. Intended to have a similar barrel length
to the Tsarrayut, but a shorter overall gun.
</p>
</details>
WIP for the following items:
- [x] Golden Mrrazhak
- [x] Cartridge balancing
- [x] Addition/clean-up with uplink items
- [x] Addition/clean-up with ghost roles
---------
Signed-off-by: CatsinHD <31459154+CatsinHD@users.noreply.github.com>
Signed-off-by: Wildkins <john.wildkins@gmail.com>
Co-authored-by: Wildkins <john.wildkins@gmail.com>
I spent the entirety of today's event looking at hard dels with my new
digital minions. This was *nearly* every Hard Del that came up during
2/7/2026's event. It turns out that AI is extremely well suited to
hunting down circular references like this across an entire repo. This
PR was made with Antigravity-Gemini3Pro.
I have not yet tested this PR.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Wildkins <john.wildkins@gmail.com>
pant.
How I forgot how pants should look like: the PR.
From the changelog:
> - imageadd: "Resprited all jeans, black pants and colorable dress
pants."
> - rscdel: "Removed tan, khaki, red, white pants due to the existance
of colorable dress pants. All maps and outfits where these were used now
use black pants (I did not want to put in the effort)."
Images, as always, in the details below.
Old (current) sprites on the top, new on the bottom unless stated
otherwise.
<img width="2560" height="1024" alt="jeans"
src="https://github.com/user-attachments/assets/9290ec78-638d-4c8a-871b-e74022188749"
/>
Do yell at me if these don't look like jeans. Also imagine these but
shorter, now you have jean shorts, which were also resprited.
- The right side of the large flag, when played to the east, was upside
down. Flips it the right way up!
- Correctly capatalize and space the object name.
---------
Signed-off-by: Fyni <itsfyni@gmail.com>
- Add new flags for the Outer Eyes. Only available to mappers, ST and
modmins.
- Add new paperwork logo for the Outer Eyes. Available to anyone, if you
want to be scrawling random unknown icons onto your SCC paperwork.
---------
Signed-off-by: Fyni <itsfyni@gmail.com>
I had a brief discussion about Goto statements, then on a whim checked
to see if we had any. We had some Gotos that are legally old enough to
apply for a learner's permit in my state. I was bored so I decided to
put them out of their misery.
This has zero reason to exist in our code base. We have no procs or
variables tied to this. I removed it to make future modifications
cleaner.
---------
Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
Adds two tajaran teas to the game, Messa's Tear and ras'nif. These can
be found in the loadout and the bar, as well as random warehouse spawns.
Adds solar salve, a legal herbal substance from Adhomai, found in the
loadout and warehouse spawns.
Also performs some tweaks to the Konyang teas in order to make brewing
teas with them easier.
---------
Signed-off-by: Greenjoe12345 <33647525+Greenjoe12345@users.noreply.github.com>
For a robust crafting system, I need a new materials framework.
For a new materials framework, I need to clean up reagents.
To clean up reagents, I need to pare down foods from reagent holders.
To pare down foods from reagent holders, I need to port edibility
components.
To port edibility components, I need to port processing components.
To port processing components, I need to port tool behaviors.
This is all back-end code, no new features or functionality from this.
-Adds cucumbers as produce
-Adds a few new food dishes (mostly cucumber based and 1 Adhomian dish)
-Returns the randomly generated ingredients spawning in the fridge at
the start of shifts such as condiments, syrups, etc. to spawn in like
they did before the scarcity arc.
-Adds handheld icons to kitchen trays
-Fixed sugar-tree fruit not showing up properly
V2 of [previous music playing
PR](https://github.com/Aurorastation/Aurora.3/pull/21466). TLDR no
longer uses the connect_range component for implementation because it
turned out a bit too inflexible for overlapping music players.
Removes a NanoUI template for the [TGUI
update](https://github.com/Aurorastation/Aurora.3/pull/21046).
New changelog:
- refactor: "Ported Jukebox's NanoUI interface to TGUI."
- refactor: "Ported Jukebox audio playing functionality to a component."
- refactor: "Sound keys refactored from singletons to datums, along with
larger breakout of sound.dm to allow for easier SFX updates in future."
- code_imp: "Expanded track datums to include track lengths."
- code_imp: "Reorganized music file folders for more intuitive access."
- rscadd: "Earphone status feedback text now includes track length."
- rscadd: "Added autoplay functionality to earphones."
- bugfix: "Fixed earphones' 'Previous Song' verb not sending you to the
end of the playlist when used while the first track is selected."
- bugfix: "Fixed gain adjustment for 'Konyang-1' (-23 dB -> standard
-9.8 dB)."
- bugfix: "Fixed y-offset of audioconsole-running overlay animation to
line up with the actual screen."
---------
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Updated crate and locker sprites and icon overlay code to use a new
standalone 'securitypanel' overlay to lay the groundwork for, in the
future, being able to install/uninstall access-code locks on containers
just like you can in airlocks. For lockers, little visual change at all.
For crates, the security panel is now an overlay within the 'handle'
section of the crate rather than being a chunky box off to the side on
front. Locked/unlocked/emag sprites also updated for the new panel
location.



Moved closet.dmi, crate.dmi, guncabinet.dmi, safe.dmi, and
walllocker.dmi to a new subfolder /icons/obj/containers, and updated all
references to them in code, for sake of organization. Ideally (IMHO),
we'd differentiate structure-based storage containers from item-based
storage containers, but that's a larger organizational task and outside
of scope- this just moves storage structures into one common location.
Deleted sciguncabinet.dmi, as its contents had already been migrated to
guncabinet.dmi and it was no longer referenced anywhere in the codebase.
Medscans can now be attached to a rollerbed and viewed up to 2 tiles
away. Currently, it only allows for medscans specifically, so no records
or misc papers.
Due to the number of attachments, rollerbeds now use a radial menu to:
- Remove scans
- Remove vitals monitors
- Remove IVs
- Set IV transfer rate
This is to avoid the shuffle of sequentially removing each attachment
until you either collapse the bed or remove the attachment you want.
Additionally, if the rollerbed is collapsed with attachments still on,
it removes them to hand/ground.
Starting an IV on a patient remains the same (click drag onto patient).
Locking the wheels is still alt+click.
https://github.com/user-attachments/assets/496e310c-8d34-4031-88c1-ab0414f85d76
## About PR
Adds an industrial themed away site for Odyssey scenarios. The map
starts with a shuttle, broken by a randomized destruction feature.
Actors or the crew may choose to repair it to make it fly once more
### Detailed Changelog
<details><summary>Details</summary>
<p>
- Added a new map_effect, randomized destruction. It comes with two
varieties and different impact ranges. The way it work is the effect
chooses a random amount of turfs in the area it's placed on, and calls
`ex_act` on applicable contents in the turf.
- Added unused sprites for low railing and documented relevant functions
in the existing code.
- Made it so when a railing has an open end that doesn't connect to
anywhere, it'll apply an end cap, making it look more smooth.
- Added ceiling lattices.
- Adjusted unit tests to avoid conflicts that may occur with ceiling
lattices.
- Fixed a bug where the Odyssey subsystem repeatedly added lastly loaded
z-level to the scenario z-levels, instead of all relevant levels to the
site. This was causing issues in Odyssey maps with shuttles.
- Fixed hydrogen tank not using its sprite. Also recoloured the tank to
match modern hydrogen canister colour.
- Fixed `/obj/machinery/door/airlock/maintenance` not using its intended
appearance.
</p>
</details>
## Images
<img width="4128" height="2528" alt="StrongDMM-2025-11-10 21 33 47"
src="https://github.com/user-attachments/assets/09d8b671-457c-4ec5-88ac-e503641a0531"
/>
<img width="3424" height="2016" alt="StrongDMM-2025-11-10 21 34 27"
src="https://github.com/user-attachments/assets/943b8529-7f2a-41db-a7be-e57d5d30ead7"
/>
<img width="1312" height="800" alt="StrongDMM-2025-11-10 21 34 52"
src="https://github.com/user-attachments/assets/f665800a-367b-466e-a16e-a6f0b122e3bd"
/>
<img width="997" height="999" alt="Screenshot_54"
src="https://github.com/user-attachments/assets/c06667c6-0dfc-4dc4-af67-821f36ad2933"
/>
<img width="997" height="1001" alt="Screenshot_55"
src="https://github.com/user-attachments/assets/848a2847-9eb0-450a-87e9-08c371aaf78a"
/>
<img width="998" height="992" alt="Screenshot_61"
src="https://github.com/user-attachments/assets/e6174cb5-d4d6-4afc-82ab-bbf412eda607"
/>
<img width="998" height="990" alt="Screenshot_63"
src="https://github.com/user-attachments/assets/cc838bdc-9e22-4aed-ad16-0f8722442b8a"
/>
https://www.youtube.com/watch?v=9mPvZ96pHJI
A pull request commissioned by the Synthetic Lore Team to
comprehensively rework synthetics (read: IPCs) and how they work in
Aurora. The objective is to make IPCs as unique as possible from humans,
upgrading the robotic feel and atmosphere, while also preserving a good
sense of balance in-game.
Key features:
- A comprehensive expansion of synthetic organs, all of which now
fulfill a purpose: hydraulics, cooling units, power systems, actuators,
diagnostics units.
- Customizable organs with benefits and drawbacks, such as with cooling
units and power systems.
- Unique ways to repair the organs and more involved steps.
- Unique damage mechanics - every organ has wiring and electronics which
affect its functioning, and they are defended by plating which provides
natural armour.
- Improved and immersive diagnostics.
- Unique features, benefits, and drawbacks for every IPC frame.
- A rework of the positronic brain, which can be either destroyed or
shut down, alongside effects caused by low integrity.
- A rework of how EMPs affect IPC organs.
- Non-binary damage states for each organ.
To-do:
- [x] Finish the unique features for each frame.
- [x] Look into if mechanical synthskin is possible.
- [x] Power system.
- [x] Posibrain mechanics.
- [ ] Passive cooling expansion.
- [x] EMP mechanics.
- [x] Repair mechanics.
- [x] Mob weight mechanics.
- [ ] Gurney for heavy mobs.
- [x] New augments.
- [ ] IPC tag scanning and flashing.
---------
Signed-off-by: Werner <1331699+Arrow768@users.noreply.github.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: Geeves <22774890+Geevies@users.noreply.github.com>
Co-authored-by: Werner <1331699+Arrow768@users.noreply.github.com>
## About PR
Adds some building/planning mechanics typically seen in
base-building/survival games such as Grounded. Hopefully this will ease
the away base construction process. Happy base buildings!
Currently, this allows placing blueprint objects that players can click
on with the required materials to build whatever the blueprint
represents. You can place templates, edit them or build your own
glorious base from ground.
Sprites for `blueprints` and `blueprints_unfolded` inside
`base_planning_blueprints.dmi` are ported from SS20 Russian Paradise
Station.
## Images
https://youtu.be/FCrZn8BkISU?si=Fst0ksAgi47D_wN7
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/item/base_planning_blueprints.dmi | vovakons (SS20 Russian
Paradise Station) | AGPLv3 |
This PR updates Janitorial Carts to use radial menus for inventory
management (just like Engineering and Parcel carts). It also expands
mechanics hints and includes some general cleanup.
Removes a NanoUI template for the [TGUI
update](https://github.com/Aurorastation/Aurora.3/pull/21046).
# Summary
This PR introduces colorable high visibility jackets and pants. They are
available in the character loadout.
**[Breaking change]**
Existing high visibility clothing received its own category in the
loadout and breaks current loadouts using said clothing.
The currently worn clothes need to be re-selected from the new group.
## Changes
- Added a colorable version of high visibility jackets and pants.
- Moved existing high visibility clothing to their own selection in the
loadout out of the generic jackets/pants group.
- Fixed a bug that prevents the usage of accents/part-building for
pants.
- Added a dedicated code file for high visibility jackets and pants
along some refactoring.
- Introduced minor protection values for high visibility clothing.
- Removed duplicate jacket emissive sprites and fixed jackets getting
the right pattern for their type.
## PR Notes
Any mapping-tag is due to the changes in the high visibility clothing
type names, no map has been changed aside a global type name
replacement.
## Preview
A combination of colored jacket and pants. Selected was green for the
base color and yellow for the accent color.
<img width="93" height="96" alt="Screenshot 2025-11-30 023923"
src="https://github.com/user-attachments/assets/5162608e-b325-4d8c-8691-9d23ada1641d"
/>
Adds the medical patient gown to the loadout, locked to offduty and
passenger only, intended to be used for characters staying in the
medical ward. The sprites are also replaced with ones from Bay,
alongside adding 2 new preset colored versions.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
Replacement icons are by [AtomicWorm](https://github.com/AtomicWorm)
from Baystation https://github.com/Baystation12/Baystation12/pull/25436
fixes https://github.com/Aurorastation/Aurora.3/issues/20418
After testing way too many ways to fix it, this was the only way I could
find that did not cause other issues. It should probably be testmerged
just to ensure it doesn't break something else.
**Overview:**
The first huge fuckoff mapping PR for giving the Horizon enough extra
space to be able to comfortably map on it for the duration before NBT2
and not be super cramped (extends aft by 6 turfs).
Includes a SECOND vault to heist at the back of the ship and a lot of
maint area people can repurpose. Notably, this also removes the Xenobio
Hazardous Containment room and the Medical Emergency Storage room
(contents of the latter have been moved). Otherwise, y'all got more
ship.
**Map Images (OUTDATED NOW):**
<img width="2453" height="868" alt="Screenshot 2025-10-16 141649"
src="https://github.com/user-attachments/assets/be9a540d-af92-46b4-b59f-e298204a678a"
/>
<img width="2450" height="940" alt="Screenshot 2025-10-16 141702"
src="https://github.com/user-attachments/assets/b96f3f3e-dd4b-4457-9c5c-1f09f8bb7a00"
/>
<img width="2452" height="895" alt="Screenshot 2025-10-16 141714"
src="https://github.com/user-attachments/assets/9a16e55d-8386-46d9-a3d3-d4e5a0ff6ec0"
/>
**Misc Features:**
<img width="1069" height="685" alt="Screenshot 2025-10-16 141727"
src="https://github.com/user-attachments/assets/89c14f85-f476-4f91-bd02-7c36f36a4418"
/>
<img width="983" height="825" alt="Screenshot 2025-10-16 141736"
src="https://github.com/user-attachments/assets/6b20da20-982c-4ec1-b252-3507f1211e94"
/>
<img width="1382" height="951" alt="Screenshot 2025-10-16 141743"
src="https://github.com/user-attachments/assets/fdfd683d-33a4-47e3-9df8-dec1f9286598"
/>
<img width="2405" height="863" alt="Screenshot 2025-10-16 141803"
src="https://github.com/user-attachments/assets/c539c4bd-4a8f-4326-a30b-5a1d09eca26b"
/>
**changes:**
- qol: "Hugely expands the Horizon's maints and adjusts/expands much of
the aft of the ship."
- rscadd: "Adds a new Vault to Horizon (Deck 3 aft, behind the Gym)."
- rscdel: "Removes Xenobiology Hazardous Specimens compartment."
- rscdel: "Removes Medical Emergency Storage compartment."
- spellcheck: "Replaces a few mentions of 'room' with 'compartment.'"
- spellcheck: "Renames the Bridge Break Room to Bridge Wardroom."
- spellcheck: "Renames the Kitchen to the Galley."
- spellcheck: "Renames the Dining Hall to the Mess Hall."
- spellcheck: "Renames each Washroom to the Head."
Slightly reorganises the new bar's mapping, inclusive of a less
cluttered western wall, the re-addition of a navigation console, moving
the arcade somewhere more accessible, and a few other small things. Also
adds a few missing firedoors, and adds mouthwash and toothpaste to the
exotic drinks crate to bartenders don't have to buy these things out of
their own pocket to make drinks for Vaurcae.
<img width="320" height="864" alt="image"
src="https://github.com/user-attachments/assets/b74c78d2-6d0c-492f-97c9-cfdeb909e531"
/>
The shelves function similarly to a smartheater, but store various
things that can be found in the commissary. The current shelf types are
food & drinks, toys, cigarettes & lighters and clothing.
A cash register was also added, which can store credits and handle
transactions same way that a quik-pay can.
The quik-pay also got a small upgrade, in that it can add items to it by
clicking on the items.
Smartfridges also got an upgrade, so they can have different amounts of
overlay displays by only changing one list and one var.
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/machinery/smartfridge.dmi | Tomixcomics (Aurora Station) |
CC-BY |
<img width="586" height="458" alt="image"
src="https://github.com/user-attachments/assets/1fad54c6-b708-489c-9616-950271facc89"
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Example of what the shelves look like.
Makes the consoles compatible to be positioned next to
railings/platforms, and hopefully doesn't break something I didn't
check. I broke this by accident in an earlier away site PR
Fixes#21502
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Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>