61 Commits

Author SHA1 Message Date
VMSolidus cf861efefd Mech Controls Rework (#21762)
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>
2026-02-17 15:39:03 +00:00
Matt Atlas 94d92803b4 Replaces our lighting system with CM's. (#21465)
Depends on #21458.

Ports https://github.com/cmss13-devs/cmss13/pull/4229, with the original
authors as:

- https://github.com/tgstation/TerraGov-Marine-Corps/pull/1964 for the
lighting controller (A-lexa)
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/4747 and
https://github.com/tgstation/TerraGov-Marine-Corps/pull/7263 for the
lighting (TiviPlus)
- https://github.com/tgstation/tgstation/pull/54520 for the dir lighting
component
- https://github.com/tgstation/tgstation/pull/75018 for the out of
bounds fix in lighting
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/6678 for the
emissives (TiviPlus)

The main driving reason behind this is that current lighting consumes
way too much processing power, especially for things like odysseys/away
sites where a billion light sources are processing/moving at once and
the game slows down to a crawl. Hopefully this improves the situation by
a good margin, but we will need some testmerging to confirm that.
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/1059ba2b-c0c5-495a-9c76-2d75d0c42bf2"
/>
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/9704b0f6-4cf6-4dfd-a6cb-5702ad07d677"
/>


- [x] Resolve todos
- [x] Look into open space fuckery (border objects)

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: JohnWildkins <john.wildkins@gmail.com>
2025-11-04 21:27:42 +00:00
VMSolidus e2b00ebe46 The XenoMechMed PR (#21318)
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
2025-09-10 19:04:57 +00:00
VMSolidus 992022ea74 Mechfab Rebalancing: Material Scarcity Edition (#21170)
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.
2025-08-15 17:46:08 +00:00
Stev-the-third aa9793217e Removes old mech sprites, adds new previews. (#20824)
Adds new preview mech sprites, deletes the old deprecated ones, edits
the Horizon Z-4 to not have an old broken mech.

This was quite a lot of changes, so I veeeery likely missed something? I
searched to see if I left any mentions of mecha.dmi around, but I very
well could've missed some. It compiles fine for me at least.


![image](https://github.com/user-attachments/assets/30431f04-5bb9-459a-b27d-8da92a1921be)

![image](https://github.com/user-attachments/assets/adf42e7d-2612-4d39-adfd-34909a02b8b7)

![image](https://github.com/user-attachments/assets/e147d9da-b6ca-454a-b101-082fe7e26fdd)
Yes this only shows up while editing maps, it just annoyed me ok.

Co-authored-by: steviii <cormallenfield123@gmail.com>
2025-06-16 22:18:58 +00:00
Geeves 08fcffad44 Exosuit Ore Summoners (#20247)
* 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.
2024-12-26 14:34:37 +00:00
Geeves 9724f02187 Exosuit Heavy Kinetic Accelerators (#20246)
* 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.
2024-12-24 12:43:06 +00:00
hazelrat eafcc13b50 TCAF Corvette Remap (#19877)
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.
2024-09-30 22:00:15 +00:00
RustingWithYou d0e3da103e Premade exosuits now spawn with power cores (#19503)
Premade exosuits weren't spawning with power cores, which meant that
mapped-in mechs off the Horizon were effectively unusable. All premade
mechs will now spawn with an appropriate power core.
2024-06-21 05:35:14 +00:00
Geeves 2bf39c7ee9 Exosuit Nuclear Power Cores (#18268)
* Added power cores, a type of large battery cell that get used by
exosuits. The nuclear and phoron variants are self-charging.
* Combat mechs now start with nuclear power cores, allowing them to
sustain themselves indefinitely, so long as they stay out of the action
for a bit.
* Removed basic power cells from the mechfab, replaced with the mech
powercores.
* Mech cell statuses now instantly update as soon as the cell charges or
discharges.
* Added a stack of 10 uranium to the machinist's workshop, which can
print two nuclear power cores.
2024-06-09 21:14:59 +00:00
RustingWithYou f3f802b372 Uueoa-Esa, Part 7 - The Wasteland (#19014)
Adds several ruins for the Wasteland.
2024-05-06 14:56:24 +00:00
naut 37d7bda9d1 The Xanu Frigate (#18516)
WIP.

Adds the All-Xanu Spacefleet Shrike-class frigate, a comparatively
colossal warship in service with Xanu Prime's navy. Built for combat, it
has a myriad of features designed to make it stand toe-to-toe against
most enemy combatants.

It features:

- Separate navigation bridge and CIC, a la the Horizon's command bunker.
The CIC has its own air and power supply.
- Redundant thruster nacelles; even if one nacelle is destroyed, the
ship can continue operating on a single one.
- Two fusion reactors. The power required by this thing is just that
huge.
- Thiccccc armor plating and whipple shields made of grating to protect
against meteor and dust strikes.
- A Longbow and Grauwolf.
- A fightercraft shuttle, with a Francisca.
- A boarding shuttle.
- Fully-stocked medbay with operating room.
- A brig.

The ghostrole capacity for this is 7 (6 crew + 1 captain), but has
capacity for all the way up to 15 (14 crew + 1 captain) during events.

The intended purpose of this frigate is twofold: a reduced-power
"patrol" configuration for light skirmishes, and a full-armament
"battle" configuration so that the frigate can act as an offship ERT in
case the Horizon gets into trouble, either against another party or
against the Coalition. If used in its battle configuration it can
support 15 crew at full capacity.
<details>
<summary>Screenshots</summary>


![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/8c8ade90-947e-49c8-b710-0997fcf1cb0f)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/c105e515-abf4-42b1-8f8d-d8de5d6692fc)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/e165eb14-6976-472a-b6ab-e243eca9d4ec)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/b811e586-cb75-467b-ba38-2c737221d69e)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/b198b50c-7753-4aaa-839e-eb57a6bcedec)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/00029766-664c-41d0-b075-05cdca325dff)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/bf552c19-7c3d-4d5d-b713-916e3e0b2de3)

![image](https://github.com/Aurorastation/Aurora.3/assets/55491249/3d92a57d-bb72-4c53-86de-fe218c5fe439)

</details>
2024-04-14 12:11:08 +00:00
RustingWithYou f1eedbe976 Keep Our Light Of Liberty Shining - The TCAF Corvette (#18091)
* tcaf ship

tweakin

gghuhgh

yeah

we're so back

access rename

yeah??

ghostroles

tcfl repath

yeah

voidsuits

access fix

guns, guns, and more guns

* guns, guns, and more guns (ok just one gun)

* Update code/modules/projectiles/guns/energy/blaster.dm

Co-authored-by: Geeves <ggrobler447@gmail.com>

* Update code/game/objects/structures/crates_lockers/crates/gear_loadout.dm

Co-authored-by: Geeves <ggrobler447@gmail.com>

* addresses requested changes

* ghgh

* hghghgh

* the same fixes, but uncorrupted

---------

Co-authored-by: Geeves <ggrobler447@gmail.com>
2024-01-09 16:28:30 +00:00
Geeves 8cc5041923 Exosuit Turn Fix (#17991)
* Exosuit Turn Fix

* Update code/modules/heavy_vehicle/mech_interaction.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>

---------

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2023-12-22 21:18:25 +00:00
RustingWithYou bbe473de83 Scarab Salvage Ship (#17857)
* map

* byeah

* i fucking love scarabs bro i fucking hate gravity

* decals

* cl

* ship fluff

* L

* flags

* docks, wider catwalks

* airlocks

* sectors

* bedroom & armory swap

* ghuh

* entry points

* flag

* ghuh

* hguh

* more claustrophobia, more gaming

* alarme

* love me doors

* a single fucking lattice

* fleg

* great grate mate

* uhhhh

* aaaa

* fixes & changes

* sschpasche

* h
2023-12-15 17:08:54 +00:00
Geeves d8ccc6b32b Mech Power Changes (#17443) 2023-12-06 19:11:46 +00:00
Fluffy c25c8b6a37 Last editorconfig fixup (#17782)
* one

* two

* three

* fsdsdf
2023-11-20 18:22:42 +00:00
Fluffy b752616c98 Spacemandmm galore #1 (#16672)
* dmdoc + Initialize

* no errors anymore

* removed duplicate comment, expanded the other

* changelog

* gdf

* fix emotes F4
2023-09-14 10:39:15 +00:00
Alberyk a14daa810f Adds the P’kus-3 (#15810) 2023-02-16 08:58:13 -03:00
Geeves aadabe1935 Exosuit Tweaks (#15673) 2023-02-03 23:45:19 +01:00
RustingWithYou e3d9e4598f Adds gpses to literally every ghostrole ship + sfa powerloader (#15622) 2023-01-25 12:35:30 +01:00
TheDanseMacabre 2a1ec5cc29 SSMD Recon Corvette (#15218) 2022-12-07 18:07:11 +01:00
Matt Atlas 65cece06b7 Adds a ship to ship combat system and weapons for the Horizon. (#14851) 2022-11-05 20:11:16 +01:00
Benedict 12ecc934f1 Implements PASSRAILING as a new pass flag (#14009) 2022-05-23 12:46:59 +02:00
mikomyazaki 08ea043e69 Initialize and GC failure fixes #1 (#13190) 2022-02-15 23:45:30 +01:00
Geeves 9dbe696d96 Stronger Mechs (#12192)
Mech ballistic and laser armor has been buffed, allowing them to function for longer in firefights. Combat armor melee armor has also been buffed.
    Fixed analyzing mechs not giving the correct integrity values.
2021-07-24 21:51:48 +03:00
Geeves 7efa56ad4b Mecha Combat Repath (#11267) 2021-02-27 13:55:45 +01:00
Geeves bb5e8f577c Exosuit Cleaner (#11270) 2021-02-24 14:22:45 +01:00
fernerr bbd6f2a41f Fixes premade combat mechs spawning without weapons (#10611) 2020-11-21 12:30:19 -03:00
JohnWildkins 77c5eb44d4 Fix RNG mecha trying to install equipment they can't (#10531) 2020-11-14 12:19:25 +01:00
kyres1 87ac8edc07 Resprites mechs, adds a few new things (#9950) 2020-09-13 02:03:59 -03:00
Geeves 7c11ec86e5 Cargo Mech Fix (#9864) 2020-09-03 00:38:12 +02:00
Geeves a24d2ce434 Adminspawn Cultstuff (#8296) 2020-09-02 10:49:57 +02:00
Geeves a24f4ddb79 Crystal Agitators (#8609) 2020-09-01 14:04:12 +02:00
mikomyazaki 4de53f1d56 Replaced all instances of armour/armoury with armor/armory (#9593) 2020-08-06 20:57:30 +02:00
Geeves 57536317a4 Large Stock Mecha (#9375)
Added exosuits to large stock spawns.
2020-07-20 09:51:42 +03:00
Geeves 1fd1f528d2 Kataphract Supplies (#8529) 2020-06-16 23:29:33 +02:00
Geeves 14ace39ac3 Mech Health Buff (#9123) 2020-06-16 22:50:12 +02:00
Alberyk 9ed9c0fbaf Replaces the IAC ert (#9077) 2020-06-14 10:22:33 +02:00
Geeves f599f428db More Mech Equipment (#9005)
Fixes mech mounted autolathes.
    Adds a hand-mounted toolset that has: a wrench, a crowbar, and a screwdriver setting.
    Replaces the AI mech's drill with a hand-mounted toolset.

I need icon and on-mech sprites for the back-mounted autolathe and the hand-mounted toolset. Neither have to have any special animations or anything, static images are fine. Toolset sprite doesn't have to change with tool change.
2020-06-07 10:07:46 +03:00
Geeves 19b1ddb869 Remote Mech Revision (#8903)
The AI can now remotely control mechs in its network. It has one mapped in near its core.
    Messages received by your old body will now reach your VR body (does not affect Skrell Srom).
    Exosuit pilots can now interact with elevator panels without having to get out.
    Robotics and RnD can now create remote controlled mechs. The control centre is in the protolathe, while the exosuit upgrade is in the circuit imprinter.
    Mechs can no longer be dismantled if it has a pilot in it.
    Dismantling a mech now takes a while.
2020-05-30 16:20:16 +03:00
Geeves 097ea6cfbc Shielding Auras (#8760)
Ports Baystation12/Baystation12#19992 and Baystation12/Baystation12#27266.

    Added a personal shield device to the traitor tools uplink.
    Added a radiant shielding aura spell to Battlemage and Cleric.
    Added an exosuit shield drone to the mechfab.

This works, but I'm not entirely happy with the sprites. The personal shield has no on-mob shimmer, it uses a mindbatterer grenade as an icon sprite. The wizard radiant spell uses a pretty big and janky sprite as an on-mob, and the exosuit's shield sprite doesn't follow the dir the mech faces, but that one I can maybe fix on my own. If anyone knows about that last one, lemme know, Bay had code for it that we do not.
2020-05-15 23:37:27 +03:00
Matt Atlas 82437acd43 Materials subsystem, material defines instead of strings, structure materials. (#8447)
The shitcode crusade begins.
2020-03-18 20:19:11 +01:00
fernerr 4a9d605785 Adds a rudimentary system to summon equipment for distress teams, Tweaks the IAC team (#8331) 2020-03-10 21:31:53 +01:00
Geeves 95613ebf6b Some Mech Things (#8256)
Redoes how mechs assign their bodyparts and hardpoints. Should be much easier to make new mechs now, mechs can also now handle having children. Bless.
Created the backbone for having a mounted autolathe, however it needs a mech_equipment sprite, and a new GUI, which isn't something I'm capable of doing.
2020-02-16 19:48:44 +02:00
Geeves 931d56672a Uplink Revamp (#7974) 2020-01-15 18:28:11 +01:00
Geeves 2fed43a871 VR, Remote Mechs and Remote Robots (#7523)
Adds VR functionality, subsystem and a command VR system.
2020-01-12 14:09:48 +01:00
Geeves 432c8037e9 misc hoverpod fixes (#7891)
Fixed hoverthrusters having stepping sounds by giving them no sounds.
    Adjusted hoverpod sidesprites, not sure what it really does but I trust Kyres.
2020-01-03 23:28:09 +02:00
Geeves c5c459c5ec Rudimentary Mech Z-level Travel and Hoverpods (#7739) 2020-01-01 16:28:30 +01:00
Alberyk 04aeeab4fc Adds running over people with mechs (#7791)
Walking over someone lying on the floor with mechs will now hurt them. Damage is based on the legs.
Also, removed some baylore references to the mech parts, and made so that mechs can push mobs around.
2019-12-29 22:02:06 +01:00