12 Commits

Author SHA1 Message Date
Batrachophreno b3b4f4b9c6 INDRA, general nuclear fusion update (#21285)
Fixes https://github.com/Aurorastation/Aurora.3/issues/18951
Fixes https://github.com/Aurorastation/Aurora.3/issues/19447
Fixes https://github.com/Aurorastation/Aurora.3/issues/20283
Fixes https://github.com/Aurorastation/Aurora.3/issues/21395

Overhauls a wide variety of INDRA behaviors and related gas/material
properties.
changes:
- balance: "Fusion reaction modifications. Higher radiation and
temperature output, comparable power output."
- balance: "Increased rad resistance modifier of Borosilicate Windows
from 1 -> 4 and (closed) Blast Doors from 1 -> 6."
- balance: "INDRA Field Strength minima/maxima changed from 1-100 ->
20-120. Power costs increased significantly."
- balance: "INDRA instability increase per tick now limited, similar to
Supermatter (prevents sudden instability spike from instantly nuking
it)."
  - balance: "APC cell charge rate increased 10x."
  - balance: "Rebalanced contents of INDRA hard storage compartment."
  - balance: "SMES coils capacities halved, throughputs doubled."
  - balance: "SMES unit maximum coil capacity increased from 6 -> 8."
- balance: "TEG maximum power output increased from 500000 -> 2500000."
- balance: "Power wasted from exceeding TEG maximum power output
decreased from 50% to 33%."
- balance: "Portable generators of all types have had their power
generation capacity doubled."
- rscadd: "New 'Fusion Codex' app added for all crew with ACCESS_ENGINE
that details all available nuclear fusion chains."
- rscadd: "Boron added as a singleton/reagent. Poisonous to vaurca,
still usable in nuclear fusion as fuel assembly rods."
- rscadd: "INDRA Field Strength now scales plasma temperature entropy,
power output from temperature multiplier, and instability increase per
tick."
- refactor: "'Boron' gas renamed to 'Helium-3'. Boron is not a gas. Deal
with it."
  - refactor: "'Steam' gas renamed to 'Water Vapor'."
  - code_imp: "Descriptions added to gas singletons for future use."
  - qol: "Minor remap of INDRA control room for usability."
  - qol: "Standardized gas canister naming conventions."
- qol: "INDRA and APC TGUI interfaces now use use kW, MW abbreviations
for high wattages."
- bugfix: "INDRA Kinetic Harvester no longer rapidly deselects materials
for harvest when too many are being generated at once."
- bugfix: "INDRA EM Field effect no longer considers the camera within
its reactor chamber a destabilizing influence."
  - bugfix: "INDRA reactor core now produces radiation as intended."
- bugfix: "Deuterium and Tritium canisters no longer contain 50%
standard hydrogen (inheritance issue)."

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Geeves <22774890+Geevies@users.noreply.github.com>
2025-10-05 20:13:06 +00:00
Batrachophreno 387cee9243 Object Examine Text Overhaul (#20923)
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>
2025-07-21 15:35:14 +00:00
Batrachophreno 27b5079066 Stock parts power usage and examine handling (#20892)
In preparation for future development, both A.) increased the power draw
of upgraded machines in more predictable ways and B.) reformated Examine
text output to handle displaying machines' upgradeable parts and what
they do in a more user-friendly way.

A.) is important because it opens the door to adding upgrade components
available for more machines.

B.) is important because not only do we need to communicate those sorts
of mechanics in a clean, clear, consistent way, but it also opens the
doors to being able to communicate more types of interaction mechanics
similarly well (such as assembly/disassembly tips).

Examples of new Examine boxes:
![Screenshot 2025-06-26
102050](https://github.com/user-attachments/assets/d7aa8b4c-b35f-4477-a1a2-b2846e92e06c)
![Screenshot 2025-06-26
102140](https://github.com/user-attachments/assets/0abb0a4c-a373-4427-af47-cadd192dfdc7)
![Screenshot 2025-06-26
102109](https://github.com/user-attachments/assets/886e4298-8a60-4cbb-be69-3de4cc8254d5)
![Screenshot 2025-06-26
102030](https://github.com/user-attachments/assets/5752da8c-b567-4337-94d4-b2ac2ca7ac36)

Note- while updating, made get_examine_text() also give Antagonism text
boxes to ghosts and storytellers, not just active Antags. This seemed
like a no-brainer thing but can be split into a separate PR if
requested.

---------

Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2025-06-30 18:02:57 +00:00
Fluffy 9acce89e2a Weapons Racks (#19338)
Added weapons racks, can be locked/unlocked with an ID card.
Added weapons racks sprites, from Wezzy.
Refactored some circuitboard code, moved the defines, applied the
defines, DMDocs.
Moved mutable appearance appearance flag set to the mutable appearance
file.
Reorganized the Horizon armory with the weapons racks, moved things
around, put down markers on lockers depending on the danger level of
their content, reorganized content of the remaining lockers.
Made weapons racks constructable with circuitboards.


![image](https://github.com/Aurorastation/Aurora.3/assets/65877598/8b4ec7ae-40c4-4cd7-b338-76120d468b90)

![image](https://github.com/Aurorastation/Aurora.3/assets/65877598/a69d1f85-c4b2-4643-af2b-6832e3ea2c43)

![image](https://github.com/Aurorastation/Aurora.3/assets/65877598/11c1afe4-0fa1-4708-8eb4-64e1f5594913)

sound/items/metal_shutter.ogg -
https://freesound.org/people/bruno.auzet/sounds/524695/ (CC0, sound was
edited)
2024-06-09 17:07:52 +00:00
Fluffy 9afe761db3 Some refactors, DMDoc and UT (#18365)
* dsfa

* accessories fix

* fixed "has been hit by" message with intent check

* sdfa
2024-02-12 15:32:23 +00:00
Fluffy 4538e2a7cc Fix indentations (#17481)
* cbt

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* fsadffsda sad

* sadfasd

* jhn

* dsfa

* saf

* safsad

* sda
2023-10-05 10:15:58 +00:00
Matt Atlas 31c73ead85 Ports the radiation subsystem and cleans up damage flags. (#15715) 2023-02-07 13:22:47 +01:00
Wildkins a4461a17af Implement Bay's SSmachinery and power usage updates, further unclogging the toilet (#13910) 2022-05-16 18:50:16 +02:00
Sparky bd4b88b045 You see me rollin' - Roller Bed Tweaks (#11150) 2021-02-16 19:41:55 +01:00
Matt Atlas c30cd94024 Reworks armor damage reduction + armor components + more goodies. (#11106)
Ports Baystation12/Baystation12#27254 and Baystation12/Baystation12#24787 and everything inbetween I guess.

Note that this PR makes guns and armor overall stronger. Lasers also once again do organ damage.
2021-02-14 17:54:45 +02:00
Werner af16a489a6 Removes Weapons (#7415)
* Adds icon and hitsound where needed.

* Moves alt_attack to /obj/item and deletes weapons.dm

* Replaced /obj/item/weapon with /obj/item

* Fixes merge issues.

* Fix merge issues.
2019-11-16 18:36:13 +01:00
Lohikar 4ed82ce486 Add Runtime Station (#3350)
Ports Runtime Station from /tg/, a debugging map meant to speed up boot time during development.
Also adds RTGs, a low-output (< 10 kW) upgradable buildable infinite power source, and allows placement of cables on catwalks.
2017-08-29 12:39:35 -05:00