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>
This PR nerfs this exploitative method by making it so that robust
harvest is not SIGNIFICANTLY more useful on repeat-harvestable plants,
by making it so that harvesting a plant consumes its yield_mod from
fertilizer.
<img width="908" height="869" alt="image"
src="https://github.com/user-attachments/assets/c685f63e-ae21-42c4-b9b1-e4277a93a703"
/>
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>
Hydroponics tray processing is a massive chunk of machinery processing
for no good reason, I have a sneaking suspicion that this is due to proc
overhead on get_trait, as process can call it upwards of 30 times per
tick per tray.
Realistically most of the things that are traits should instead be
variables, but that's a refactor for someone with more time.
### What does this achieve?
This overhauls hydroponics to integrate atmospherics mechanics more
heavily, with the hope of establishing the foundations of much more
significant mechanical depth to what has been a very shallow job for a
very long time.
Currently, this is limited to the preferences and tolerances system -
hydroponics is now comprised of five 'reservoirs' of segmented portions
of the pipe system connected to trays, with a gas heater and cooler to
change temperature across the entire system, and you can cut off each
reservoir with valves to separate it from the rest and maintain its
current temperature.
Five tiers, each with a trait, have been implemented for the different
heat ideals of different plants. Plants from Adhomai and Moghes are the
most environmentally extreme, and cannot be grown outside of drastically
low and high temperatures respectively, limiting them to hydroponics
proper, whereas colder and warmer terrestrial plants can be grown at
room temperature but will grow much slower than if they were within
their preferences. **This means there will be plants that outright
cannot be grown in the garden.**
With this, hydroponics becomes an atmos puzzle. If you need to grow
nothing but mushrooms you'll probably send every tray cold, but if you
need a diversity of different temperature ranges you'll have to
fine-tune your setup and routine to have everything within their
preferences. Once you're done growing mushrooms off one reservoir, you
may turn the heat in it up so you can grow citrus, etc etc.
This also solves several bugs and makes a lot of QoL changes, the full
changelog will list everything.
<img width="608" height="320" alt="image"
src="https://github.com/user-attachments/assets/12e53224-d9be-4e69-9c48-6185d3303a14"
/>
<img width="384" height="608" alt="image"
src="https://github.com/user-attachments/assets/1a0c2b0c-8ad6-4f5c-b992-2e78035ab52d"
/>
<img width="640" height="512" alt="image"
src="https://github.com/user-attachments/assets/1cf837d1-3db5-440a-a465-071841febaea"
/>
### What about the mapping?
Atmos has been integrated into every hydroponics tray in the mapping
changes, rather than only on D1 like at present, to support the new
mechanics. I've moved as much stuff up to D2 as I could fit, in the
interest of getting players to the more visible and socially viable spot
rather than hiding in their basement. D1 is now exclusively intended as
a storage area, laboratory, and now has an expanded Hazardous Specimens
unit.
### To-do before review
- [x] Ensure that chefs can still do alien-specific menus without a
hydroponicist, now that they can't necessarily grow their stuff in the
garden - loadout produce box, maybe?
- [x] Remap xenobotany
- [x] Review whether every alien crop can still grow on its respective
in-game exoplanet - Adhomai might be okay? (Adhomai is essentially fine,
Moghes will need work before we go back into the sector)
- [x] Make sure the yield_mod interactions aren't explosive.
### Known issues
1. Yes, the examine on hydroponics trays is huge. In the long-term, IMO
this should probably be a TGUI.
2. The TGUI on seed storage units is clunky, this is also on the to-do
list for the future.
3. The logic for calculating growth is bad, it's very RNG-skewed.
Another thing for later.
4. Atmos mechanics like these can be pretty opaque to players, so this
will certainly require a wiki update shortly after merge describing
exactly what steps you should take to operate the new atmos equipment.
See changelog for the full list, several little QoL things coming off
https://github.com/Aurorastation/Aurora.3/pull/20890.
The most notable mechanical change is that, if outside of their light of
heat tolerances (or otherwise afoul whatsoever of the handle_environment
proc), plants will stop growing. This is to avoid the awkward
interaction of a plant being grown at completely improper temperatures
or light levels still managing to mature before it dies.
Makes hydroponicists spawn with full belts at roundstart. Engineers do
and machinists do, it just cuts down on a little roundstart begrudgery.
Includes light and heat preferences on seed packets!
<img width="633" height="118" alt="image"
src="https://github.com/user-attachments/assets/4ac4b728-072a-4510-bb52-c9e5ed76c6a5"
/>
Coming up next will be extended descriptions explaining the mechanics
somewhere visible to players, once
https://github.com/Aurorastation/Aurora.3/pull/20923 is in.
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>
This is sorta bulky on the changes since it includes a lot of shuffled
documentation, so I'll try to thoroughly summarise here.
- Introduces 'preferential' temperature and light values to plants. This
means that, while a plant is _within_ 5K and 2 lumens of their ideal
heat and ideal light, they will grow faster than otherwise. In the
current implementation, the base growth is a 15% chance of age being
increased, plus another 15% if you're within preferential temps, and
another 5% if within preferential lumens for a maximum of 35%. This is
intended to incentivise engaging with temperature mechanics to grow
plants with unusual requirements.
- This is different to the existing tolerance values, which instead
check whether the plant is _outside_ of them - if they are, it damages
them. Tolerances cause the plant to die if they're too far from their
ideals, preferences cause the plant to grow faster if they're very close
to their ideals. The range of preferences should always be inside
tolerances.
- To work better with this, the ideals of a few kinds of plant have been
tweaked. Mushrooms, Adhomian plants, and molluscs will all **not** be in
their preferences at room temperature - they will need to be cooled,
which can currently be done in D1 hydroponics. A few warmer plants, such
as sugarcane, will need to be warmed up to reach their preferences.
- None of these will go outside of their tolerances at room temperature
- they won't die, they'll just grow slower.
- Most plants will be within all their preferences without any action by
the gardener.
There's also a few assorted QoL changes to hydrotrays, see the
changelog.
---------
Signed-off-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Adds a few new recipes to the biogenerator in the interest of making the
hydroponicist more useful, including synthetic blood which I didn't
notice had been removed until now.
Fixes broken handheld icons for horticultural magazines, and introduces
a simple set of handhelds for them.
Fixes dyn cartons being invisible out of the Condimaster.
Adds sounds for watering, weeding, and sampling hydroponics trays, in
addition to a one second timer for weeding and sampling specifically.
Intended to add more feedback to hydroponics work - right now it's very
mute and lacking in visible messages.
Adds a new functionality to hatchets! They can now uproot plants,
killing them instantly, on a two second timer. This is to avoid the
tedious and arthritis inducing process of clicking on a single tray
several times to kill one plant.
Transitioned some tray documentation to DMDocs.
https://forums.aurorastation.org/topic/20198-mission-briefing-auroras-gamemode-revolution
To-do:
- [x] Finish storyteller verbs.
- [x] Storyteller landmarks.
- [x] Proper storyteller spawning. Right now the gamemode system is
happy with just picking one storyteller and no actors.
- [x] Antagonist whitelists code.
- [x] Adding the Storyteller whitelist.
- [x] Mission map loading code.
- [x] Map in a bunch of missions.
- [ ] Storyteller adminhelps.
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: DreamySkrell <>
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.
Ported SSThrowing from TG, to handle throwings.
Updated movement system to the latest iteration, made it a datum as per
latest iteration.
Updated pass/hit handling of atoms, introduced pass_flag_self to
determine what atoms allow to pass.
Moved procs and defines around to make them more organized.
* 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
* Initial commit of new drugs
Start on caromeg and oracle
Further work on caromeg
Fix nicotine and caromeg
Begin populating map
Designer cocaine effects
Weaken heroin, Joy now causes genetic damage
Added an artificial alternative to morphine, tramarine, that can be used in its place.
Nerf new opioids, fix tramaline recipe
Added special mentholated adhomian cigarettes, for NKA cigarettes
General fixes
Fix recipe pathing
Add coca leaves, cocaine recipes, and coca drinks
Update Chemistry-Reagents-Medicine.dm
Null name for abstract drug class
Remove abstract_class from reagents (shouldn't be used there)
* Oracle sprites by Wezzy
* .
* Begin resolving issues from code review
* Remove all per-player data from drug singletons
* Resolve Arrow's code review
* Apply suggestions from code review
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Update code/modules/hydroponics/seed_datums/smokables.dm
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
* Removed coca plants from the standard garden and hydroponics vendors (they remain as contraband and in the xenobotany garden)
* Fix merge conflict errors caused by snack PR
---------
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
Co-authored-by: Cody Brittain <cbrittain10@live.com>
* i alone am the honoured one
* THROUGHOUT HEAVEN AND EARTH I ALONE AM THE HONOURED ONE
* hollow point
* nanana
* ssss
* tgsay final touches
* stuff
* tgui inputs
* help
* carpal tunnel syndrome
* ffff
* again and again and again and again
* hehehehe
* dsada
* readd sanitize
* whoops
* dsad
* nah fuck that
* sd
* fix
* ow
* remove prefs for testmerging
* oops
* oops 2
* fix that
* f
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
changes:
rscadd: "Ported a new chat system, Goonchat, that allows for cool things like changing font style, size, spacing, highlighting up to 5 strings in the chat, and DARK MODE."
rscadd: "Repeated chat messages can now get compacted. You can disable this in goonchat settings."
rscadd: "You can change icon style to any font on your system."
tweak: "The game window has been altered a bit to adjust for this."
rscdel: "Removed skin style prefs as they are no longer used."
Converts reagents to use typepaths instead of IDs.
Centralises reagent spawning in a lot of places to use reagents_to_add instead of a variety of custom methods or initialise overrides.
* Ports a psionic system from Bay.
* Rip out this shitcode.
* shitcoden't
* fixes
* it should work fully now
* Admin fixes
* Remove todos
* remove todos part 2
* Removes psi-armour. We don't need this for now.
* Skrell are now operants. Tweaks coercion.
* Adds thralls.
* Temp removal of psiarmour. Fixes psigrabs.
* Thrall assay.
* fixes
* More fixes
* unused define cleanup
* Log and powers
* Skrell powers are done.
* Update code/modules/psionics/events/mini_spasm.dm
Co-Authored-By: Geeves <ggrobler447@gmail.com>
* Update code/modules/psionics/events/mini_spasm.dm
Co-Authored-By: Geeves <ggrobler447@gmail.com>
* Update code/modules/psionics/equipment/cerebro_enhancers.dm
* did this work???
* jargon
* arrow's fixes
Co-authored-by: Geeves <ggrobler447@gmail.com>
How to build machine blueprints!
Use steel sheets like normal, then rotate the frame how you like it using the directional arrow. From here use a Multitool to finalize it and then wire it up like you would before.
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;
All << is converted into to_chat().
* Base work for the unathi robot subspecies.
* Adds metabolism species, kidney vars, and the robot unathi organs.
* Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here.
* First autakh implant power.
* Fixes the organs action button this time.
* Finishes more implants, and interactions with flashs and vaurca.
* Prepare for great changes.
* Drops the real bomb, boss.
* He who fights with monsters.
* Far more work into augments and limb removing powers.
* Limb verbs should be good now.
* A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case.
* Probably the last work on implants.
* Some extra touches.
* Some tweaks to the species.
* More fixes and adds kyre's sprites.
* More runtime fixes.
* Fixes the species name too.
* Fixes travis.
* Updates this file too to work with the new tools procs.
* Adds changelog
* Fixed changelog.
* Unathi hair and lore description.
* Some tweaks to this too.
* Locks away them for now, they will be released after we got all the events and etc done.
* Changes this chemical.
* Fixes an airlock runtime.
* Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning.
* Organs removal changes; can't take out the organ if it is too damage.
* Restricts them back again.
* Robotic organs now have the proper icons and names.
* Adds sprites for their organs and some extra tweaks.
* Fixes this missing icon.
* emp should also now hurt assited organs.
* Tweaks more organ related things.
* Fixes the head not being properly set as well.
* Fixes their flags.
* fixes the flag for real this time.
* Poze's review.
* Changes the au'takh organ buttons to don't be animated.
* Helps with adminbus or something.
* Fowl's requested changes.
* Fixes a typo.
* Robotic limb's brute and burn mods are now controlled by the limb model.
* Fowl's changes once more.
* Stops some spam.
* More grammar.
* No eal.
* Skull's review.