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 |
This PR reworks the controls for Mechs to now operate under
"Battletech-Style" controls. Where the W and S keys are instead Forward
and Reverse, while A and D are turn-left and turn-right respectively.
This control scheme is generally significantly more playable for mechs,
since mechs can only interact with objects or fire weapons in a
forward-facing arc. Mechs were previously incapable of both
repositioning and fighting at the same time, while with this update a
mech can now face an enemy, fire upon them, and either move closer to
them or further away.
Mechs also now have reverse speed characteristics based on their chassis
selection. Bipedal legs generally have the worst reverse speed. Quad
legs have significantly better reverse handling, and Treads have no
reverse speed reduction at all (with the fun caveat that they suck at
turning).
I have also fixed the issue of mechs feeling like they were "too easy to
mobility kill". It turned out that mechs were hardcoded to be mobility
killed when they took only 45 points of damage, regardless of how tough
their legs were. I have reworked this to instead be a linear decrease in
movement speed, based on the damage taken ratio of the legs. Larger and
tougher legs are naturally more resistant to being impeded by mobility
damage.
I have actually tested this PR, here's it in action! NOW WITH STRAFING
https://github.com/user-attachments/assets/3123fed8-ec22-4118-8a6a-7cbfe45e6667
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
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>
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.
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>
Continued from #19839
> Part 1 of a refactor to try and make our various fabricators use the
same system and basic code. This adds the microlathe as a proof of
concept to the whole refactor, ported from Baystation. Currently not
mapped anywhere.
> This also ports over Nebula's autolathe working sound, however it is
adapted to fit our code. As such, I went to the original sound and
re-cut it, now including start and stop sounds.
Plan is overall to make it much easier to add new types of fabricators.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/machinery/fabricators/microlathe.dmi |
[BloodyMan](https://github.com/BloodyMan) (Baystation 12) | CC-BY-SA |
| sound/machines/fabricators/autolathe/ |
[pencilina](https://freesound.org/people/pencilina/) | CC-0 |
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
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>
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>
Destroys a ton of sources of lag:
- /obj/machinery/biogenerator/interact and
/obj/machinery/computer/rdconsole/attack_hand
Both of these call REF(src) constantly on their UI update, which also
happens constantly. Death by a thousand cuts
- /obj/machinery/button/ignition/attack_hand and
/obj/machinery/button/switch/holosign/attack_hand
Sleeps rather than timers, iterating the entire machinery list rather
than just storing the IDs we need at roundstart
- /obj/machinery/telecomms/update_icon and /obj/machinery/meter/process
Calling overlay updates WAY TOO MUCH. UpdateOverlays is a significant
overhead for the server at this point and the two of these combined are
responsible for a little over 20% of updates. They now should only
update overlays when necessary rather than every tick.
- NEW! /obj/machinery/disposal/proc/update and
/obj/machinery/portable_atmospherics/hydroponics/update_icon
These two were also offenders, worse than telecomms but better than
meters. They have also been brought into line.
- /mob/living/carbon/slime
Hard-del'd if grinded into slime extract less than two minutes after
being "born". Fixed by adding TIMER_DELETE_ME flag.
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
This PR makes the mech clamp share a bit more in common with the
paramedic's own "Jaws of Life" by making it so that it has unique sound
effects to play while forcing open airlocks, and also breaks airlocks
when opening them. So now there's actually a consistent cost to using
the mech clamps in their capacity as airlock forcers, as opposed to them
strictly being an upgrade over the JOL.
https://github.com/user-attachments/assets/d32c58e3-5f0a-4024-928d-35891d7d3ed7
This PR makes it so that examining a mech provides clickable
descriptions for its hardpoints, which allows players to directly view
the mechanics hints for specific pieces of equipment. I have actually
tested this PR, and here's a screenshot showing it works.
<img width="1576" height="550" alt="image"
src="https://github.com/user-attachments/assets/2e8a949d-952f-46ae-ad79-469ace45da64"
/>
This PR is something me and NobleRow have been cooking behind the scenes
with the goal of adding new Xenoarch content that fits two objectives.
1. Providing cross-department cooperation opportunities (Machinists and
Medical)
2. Making use of content entirely unique to Aurora, such as our recently
refactored organs.
So I've added several new and exciting xenoarch "finds" that relate to
Medical and Machinists, as well as several new parts for Machinists to
work with. On the xenoarch side of things, we have the new "anomalous"
heart and lung items, which you can study by calling over a surgeon to
implant into your free choice of a monkey, or a particularly
enthusiastic human volunteer. There are also two new "anomalous" mech
components, one of them an anomalous drone bay, and the other an
anomalous power core. To study them, call a machinist over and have them
make a mech for you to experiment with.
The new xenoarch "finds" each feature heavily rng stat modifiers that
are unique to the objects in question, and make use of a very large
number of variables that I had previously worked to unhardcode.
I had a batch of sprites done by NobleRow, and I was adding new mech
equipment in this PR, so while we were at it, I've added a new LTL
variant of the mech submachine gun, as well as a new light variant of
the mech-mounted KA, which was highly requested by both miners and
xenoarch players on account of the 9 tile blast radius KA being "Not
always good to have".
All of the sprites in this PR were made by @NobleRow
This PR significantly rebalances the construction costs and times of the
"Mech" side of the machine shop in order to break up the "Light mech
hoverthruster meta" that has been severely prevalent. In general steel
usage for many things is going down, in exchange for using aluminium by
the same amount. Lead is being introduced as the material to use for
"Anything that gives you radiation protection", and most hardsuits and
some mech armors now call for its use.
The biggest thing to be rebalanced are the Hoverthrusters. Imagine my
surprise when I discover that not only were the hoverthrusters insanely
cheap, they also had the lowest power draw of any mech chassis in the
game, which meant that if you used them with the self-recharging power
cells, you essentially had infinite power and full flight.
Hoverthrusters of both kinds are being changed to require rare
materials. So I significantly increased the power draw for
hoverthrusters(For god's sake they let the mech fly at high speed,
they're the exact opposite of low power). As a small concession, the
health for the light thrusters is increased slightly.
Finally, to help encourage more experimenting with lesser-used mech
chassis, I removed the tech requirements for the quadruped chassis,
allowing Machinists to experiment with trying out different, "Less
ideal" mech designs.
This PR adds a few much needed new features to mechs, with the main one
being Mechanics Hints. Mechs have a unique way of handling mechanical
hints, in that shift-clicking on a mech to get these hints will reveal
the hints for its equipped modules.
I've also gone through and eliminated all of the lag causing hard
deletes present in the mech code. In a typical round these won't occur
all that often, but if I'm touching all these files I might as well do
my part and certify them free of hard deletes.
Lastly, after talking with Shaft Mining players, I discovered that the
main reason they don't ever want to use mining mechs is that the warp
extraction bag is strictly superior to mining with a mech, as it lets
them teleport ores directly to the ship. So I've added an option to link
ore summoners directly to these "Warp crates", allowing a mech equipped
with one to teleport ores to the ship. Just like the bag can.
Observed in the jockey round earlier (cAO-dL7N) that a phazonned mech
was trampling and destroying itself.
I couldn't reproduce on the dev map with a modified
`/mob/living/heavy_vehicle/premade/random`, but could in the jockey
antag area with daemon mech parts. In game they were still trampling
themselves once out of phazon mode, but I was unable to replicate that.
This fix should handle that case, still.
Also observed the phazonned mech being attackable, though I'm not sure
that's strictly a bug so I'm leaving it alone in favor of fixing the
biggest issue at the moment.
Extends and reworks how various extended information text (desc_info,
desc_build, desc_upgrades) are handled to make object interactions and
mechanics A.) much more clearly documented in-game and B.) much easier
to support from the back-end.
Almost certainly a candidate for test merge.
Assembly/Disassembly instructions are noticeably sporadic, largely due
to our current lack of a unified framework. That's a future thing I'd
like to attack so that it can be handled programmatically, but for now I
only targeted the biggest culprits as I came across them.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Refactored (second passage) how movement works, now it's mostly in line
with TG handling and avoids calling 3 gazillion Cross() Uncross() etc.
on every atom in a turf.
Fixed EMP protection from species not actually protecting (this includes
the surge prevention for IPCs).
Fixed EMP 3D calculation runtiming because I forgot to make the value
absolute and it was doing the square root of a negative number.
It's now possible to queue the round to start with the Start Round verb
even while the system is initializing, for an even faster pain train to
enter the round and test things.
Added armor defines
Converted raw strings use to defines
Added UT test to ensure people set the armor var correctly (to a list)
No player facing changes
- Toggle maintenance protocol can now be done by anyone if no pilot in
an exosuit and with no link(allowing for species such as bulwarks to be
able to do more with exosuits)
- New command to toggle power (self-explanatory), minor refactor of
toggle power code for exosuit to permit this.
---------
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Turned a ton of unmanaged globals into managed globals.
Refactored some UT output.
Removed some unused things, including vars.
Added a test to ensure people don't keep adding new unmanaged vars.
Added various events to the dcs system in regards to click handling.
Refactored various mouse related procs.
Fixed MUI mask.
Fixed AI jump on double click.
Fixed some runtimes with the click handler system.
Updated the click handler system.
Fixed fireman carry.
admins shouldn't get a log in their chat every single time a mech weapon
is fired (that includes mech KAs, by the way)
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* Added an exosuit compatible ore summoner, capable of pulling ore
directly into an ore box held within the exosuit's clamp. Machinists can
print them at the cost of steel and glass, and the mining mech dropped
from the dropper comes with it equipped.
Refactored mousedrag procs, added signals, some safeguards, did some
cleanups around, renamed them to make a little more sense. Mostly put in
line with TG's code.
Fast clicking and releasing with a drag, depending on the grace period
and how fast it is done, can be counted as clicks, to aid in combat
scenarios where you spamclick.
* Added an exosuit compatible kinetic accelerator, capable of clearing
vast swathes of mineable walls. Machinists can print them at a steep
steel cost, and the mining mech dropped from the dropper comes with it
equipped.
Fixes https://github.com/Aurorastation/Aurora.3/issues/20039
Power cells can no longer be put into exosuits, this fixes the oversight
where someone could install a power cell anyways, which results in it
becoming useable when removed.
Description of chassis updated to make it clear you need a power core
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Replaced the outside turfs with exoplanet ones for the digsite.
Fixed some exoplanet areas not having an exoplanet base turf.
Wrote a unit test for exoplanet areas to ensure they have an exoplanet
base turf.
Fixes exosuit sleeper TGUI runtime due to invalid parameter
Potentially fixes#19997 since I tried to reproduce that issue 30 times
without success afterwards
Runtime map now has a bunch of new areas / items with often-tested
stuffs, and some hard-to-put-at-runtime stuffs.
Runtime map jobs now are positioned to make it faster to reach the
aforementioned often-tested stuffs.
Runtime map doesn't generate an overmap anymore by default, which speeds
up the process.
Runtime map now loads in ~11 seconds instead of ~40 seconds as it was
before.
Updated the maploader to be faster in parsing maps.
Bapi is not engaged anymore if we're only measuring the map size, which
speeds up the process.
In fastboot we do not generate the codexes anymore, which speeds up the
process.
In fastboot and if exoplanets and away sites are not enabled, we do not
parse the map templates anymore, which speeds up the process.
Updated the icon smoothing to be faster.
Optimized cargo area code.
Other optimizations.
Refactored the attack proc signature.
Added signals and components for the attack proc.
Added signals and components for the attackby proc.
Adjusted some leftover attackby procs signatures.
Added grep test to ensure people don't keep adding attack/attackby procs
with the wrong signature.
This is a remap of the TCAF Corvette offship, intended to be more
intuitive than the current one.
**This is up for review.**
Notes:
1. The combustion engine isn't the only source of power in the ship,
there's also a portable generator that should be able to produce enough
to keep the ship going.
2. This adds a few clothing and overmap sprites for use in the
ghostrole, credit to Noble for them, and it also consolidates a few of
the existing TCAF assets into a single faction file. It isn't
comprehensive, but it's more organised than it was.
3. The armoury has been diversified a little. It's now composed of two
blaster rifles, one bolt slinger, one combat laser rifle, one pump
shotgun, and one burst rifle, plus the PEAC and six blaster revolvers as
sidearms. The primary intention of the combat laser rifle, pump shotgun,
and burst rifle is to provide a little AP which blasters universally
badly lack, so the ghostrole should be decently competitive against
armour. My hope is it should be roughly as strong as the Coalition
Ranger ship in combat.
4. I'm not totally happy with the hangar, but I'm not satisfied with any
of the docking port designs I've been able to think of, so I'm running
with it for now. I do believe a docking port is generally preferable.
5. Per Trio, species restrictions are tightened a bit on the Decurion to
only cover humans, Skrell, IPCs, and Vaurca Warriors. Liable to be
changed. Vaurca workers have also been excluded from every combatant
ghostrole, playable only as technicians. I'll be prodding at adding
bulwarks too, but they're not currently included due to some fickleness
with giving them appropriate uniforms.
6. The sensors are the strong variant for the shuttle and ship, with the
idea that it should be particularly good at reconnaissance. I doubt
anyone would use the shuttle to scout the sector, but the sensors are
good to throw a bone in that direction.
Refactored the projectile code, mostly in line with TG's now.
Refactored various procs that are used or depends on it.
Projectiles can now ricochet if enabled to.
Damage falloffs with distance.
Homing projectiles can now have accuracy falloff with distance.
Projectiles have a maximum range.
Muzzle flash is configurable per projectile.
Impact effect of the projectile is configurable per projectile.
Accuracy decreases with distance.
Projectiles work with signals and emits them, for easy hooking up from
other parts of the code.
Meatshielding is now less effective .
Impact sound is now configurable per projectile.
High risk.
Refactored all the builtin text procs to use string interpolation
instead.
Added a linting for the above.
This is based on, and should only be merged after, #19847
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.