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.
Fixes https://github.com/Aurorastation/Aurora.3/issues/18504
Fixes https://github.com/Aurorastation/Aurora.3/issues/21064
Fixes https://github.com/Aurorastation/Aurora.3/issues/21267
Fixes https://github.com/Aurorastation/Aurora.3/issues/21455
Fixes https://github.com/Aurorastation/Aurora.3/issues/21535
Miscellaneous bugfixes, code cleanup, etc. Smaller batches this time.
changes:
- spellcheck: "Renames 'gibber' to 'autobutcher'."
- code_imp: "Cleans up a lot of old autobutcher code."
- code_imp: "Simplifies and unifies a lot of circuit board naming code."
- code_imp: "Updates various code comments to DMDocs format."
- balance: "Slightly increased damage of beating someone with a ladder."
- bugfix: "Fixes foreign speech displaying the translated versions in
langchat for non-fluent listeners."
- bugfix: "Fixes whispered speech langchat; whispers are now correctly
italicized."
- bugfix: "Fixes shouted speech langchat; shouts are now correctly
biggified."
- bugfix: "Adds missing Omni Gas Mixer, Gas Meter options from RFD-P."
- bugfix: "Adds missing circuit boards for bioballistic delivery system,
lysis-isolation centrifuge, and autobutcher to allow for construction
and deconstruction."
- bugfix: "Fixes empty algae chips bag having description set for its
name."
- bugfix: "Adds fallback_specific_heat values to several reagents that
were missing them."
- bugfix: "Fixes antimateriel projectiles being erroneously
damage-capped when hitting walls."
- bugfix: "Fixes laser beam effects not using the base colors of their
beam VFX."
- qol: "Added helpful feedback hint to move closer when someone speaks
aloud within 4 tiles while you're in vacuum (as features go, this one
felt more like a bug to experience)."
- qol: "Updated various examine hints."
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
The one thing I forgot. Agony.
This PR adds in the missing circuit board datums for the falcata
exoskeleton. This is what not having a fully functional dev environment
does to a man.
This PR adds a new tier 1 exoskeleton to the hardsuit designs. I've been
bothered for awhile that there exist security hardsuit modules available
at roundstart, which cannot actually be used without science first
unlocking combat hardsuits, since normal hardsuits cannot use them. So
this PR adds a new exoskeleton(notably not a hardsuit, it offers no
space protection!), which serves to provide a means of putting those
tier 1 security modules on something, without invalidating the later
combat hardsuits(which are all significant upgrades over this).
Many of these lower tier security modules were essentially invalidated
by higher tier sec modules that would get unlocked alongside actual
combat hardsuits.
The falcata exoskeleton has the same armor values as security's heavy
body armor, essentially meaning its primarily only an upgrade over said
armor in the sense that it lets the wearer use the shoulder mounted
taser module.
<img width="993" height="248" alt="image"
src="https://github.com/user-attachments/assets/68418219-b159-4a4d-92d2-5bbc8476c6ce"
/>
<img width="1274" height="316" alt="image"
src="https://github.com/user-attachments/assets/f77d7810-7b0c-4333-8ec8-5f7575fb4c61"
/>
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| icons/obj/item/clothing/rig/falcata.dmi | noblerow (discord) |
CC-BY-SA-3.0 |
---------
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
* sdaf
* sdaf
* sdfa
* sadf
* sfda
* gfd
* reduce thrusters volume
* sdafsadsdaf
* sdfa
* Reduced some sound ranges and made some/more not ignore walls for loops
* health analyzers too
* ivdrip adjustment
* most tools now use play_tool_sound to have the sound played, reduced range for it
* repaths various factional voidsuit icons
* tweak to gear loadout messages
* sol fix
* the new standard, apparently
* konyang voidsuit -> coalition.dmi
* a collection of offship fixes
* incorporates lavilla's fixes
* kasf revert
* all station voidsuits are now contained sprites
* fixes to corporate voidsuits & vaurca sprites
* stev's inhands
* yeah?
* we're so back
* modkits & kataphract contained sprites
* offship suit cyclers & ghostrole suit fitting
* offship suit cyclers
* just use a global list
* final tweaks
* dme fix
* tgui prettier
* himeo & galatea suits -> coalition.dmi
* h
* pain
* sadfas
* sdfa
* sdfasf
* sfa
* sdf
* might the lord have mercy on our soul
* i cri everidai
* adeste fideles
* sdf
* where will this lead, what's coming next, from your inventions
* dear lord
* gjvhk
* i cri everidai
* fsgf
* sdfa
* sdaf
* hiuhi
* adds a himeo industrial rig variant
* unintended behavior- don't you act clever
* kit now works on the rig assembly, not the rig
* removes junk code
* tweaks and fixes 1
* mynah update FEAT. geeves, matt, and atteria
* if it works it works
* for all my FTC homies out there
* fixes the lack of spaces while im here
The descriptions of hardsuit assemblies and their constructions have been overhauled.
Examining a hardsuit assembly will now provide a description and tell you at which step its at, what to do to go forward, and what to do to go back.
Holding shift and hovering over a hardsuit assembly when you are near it will provide a tooltip providing the step its at and how to continue.
This PR lets Robotics lab to be able to assemble different RIGS. Process is similar to Mechs construction.
Rig that will be allowed to be constructed: EVA, industrial, medical, CE, AMI, light, hazard, combat, cybersuit(illegal tech)
Part of #6032 update
Misc changes:
Moved mechfab_designs.dm to designs folder.
Decreases bullet armour for industrial RIG
Gives stealth RIG slightly better armour values than regular light RIG
Slightly increases hazard RIG bullet and radiation protection.