63 Commits
Author SHA1 Message Date
Cody BrittainandGitHub 3f62424312 [MDB Ignore] [IDB Ignore] Kills off /obj/item/device (#21774)
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>
2026-02-01 05:14:26 +00:00
e0aa218843 Shell May Cry: A comprehensive rework of synthetics. (#20721)
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>
2025-12-21 16:26:23 +00:00
VMSolidusandGitHub 1f0776859b Tweak Hardsuit Costs (#21513)
It turned out these hardsuits had the cost of their roundstart modules
baked into the suits, whereas the machine shop manufactured ones don't
start with such modules, which made them significantly worse than making
literally any other hardsuit. Nobody ever actually had a reason to make
the AMI suit or rescue suit for instance.

So I've tweaked the recipes for the advanced EVA (to reflect that it
doesn't come with a complimentary RCD), rescue suit (to reflect tha it
doesn't come with maneuvering jets and a whole chemical lab), and the
AMI suit to be honest had no business costing phoron (the electronics
already cost phoron). They've all 3 had their other material costs
tweaked in response to fill some new niches. Such as the rescue suit
being the cheapest on steel, but most expensive on aluminium. If you're
pressed for materials, make different suits.
2025-10-30 16:57:26 +00:00
5fec421dae Destroy several sources of lag (#21422)
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>
2025-10-04 11:05:07 +00:00
Casper3667andGitHub 073755c9a1 Allow the hazard rig to be made at roundstart and add sprites for taj/unathi/ipc versions of the combat rig (#21341)
The hazard rig tech levels were lowered, permitting the machinist to
make it without research personnel present. Materials needed are
unchanged. The ballistic protection of it was also buffed to be equal to
the security voidsuit.
The combat rig had new sprites added, allowing taj, unathi and IPC to
also use it.

Done on the request of VeteranGary.

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/item/clothing/rig/combat.dmi | Noble Row (Aurora Station) |
CC0|
2025-09-15 12:01:56 +00:00
VMSolidusandGitHub f0c1388eae Mech Riot SMG Burstfire Fix (#21356)
<img width="504" height="112" alt="image"
src="https://github.com/user-attachments/assets/e95708f0-958c-4dfa-b131-b64db1b559a5"
/>

This PR fixes an issue where the mech "Riot SMG" could not be toggled
into burst fire mode.
2025-09-15 12:00:22 +00:00
VMSolidusandGitHub 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
VMSolidusandGitHub 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
VMSolidusandGitHub dbbc3621bd Add Datums For Falcata Boards (#21127)
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.
2025-08-09 12:23:25 +00:00
6a323856a8 Falcata Exoskeleton (#21077)
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>
2025-08-06 12:55:42 +00:00
VMSolidusandGitHub a13fafc56e Add Missing Mech Modules (#21022)
This PR adds back in missing recipes for the teargas and smoke exosuit
grenade launchers, which were present in the game files, but not
available to manufacture unlike their stinger and flashbang
counterparts. Both of these launcher types previously weren't accessible
anywhere in the game.
2025-08-06 12:33:02 +00:00
VMSolidusandGitHub 14898118ab Increase Pilot Suit Cost (#20999)
In my last PR, it turns out that the pilot hardsuit was straight up
better than the EVA hardsuit to a point there wasn't any reason to ever
make the EVA suit.

Rather than nerf or remove the pilot suit directly, I've opted to make
it instead now require Plasteel, making it the first exosuit to require
this material.
<img width="500" height="519" alt="image"
src="https://github.com/user-attachments/assets/a2af52a6-ac06-4665-835d-6ed99899b168"
/>

<img width="490" height="512" alt="image"
src="https://github.com/user-attachments/assets/55c56d1f-3d60-4035-8fa3-cd0f930ff461"
/>
2025-07-17 10:41:03 +00:00
VMSolidusandGitHub a9b2d8d27d add missing pilot suit assembly (#20995)
This PR adds in the missing construction recipe for the pilot hardsuit
assembly, which wasn't present in the mechatronic fabricator.

There was already a recipe in the circuit imprinter for the pilot suit
central control board here:
<img width="491" height="267" alt="image"
src="https://github.com/user-attachments/assets/aaeed072-75e5-4c94-a98e-9e1839939e06"
/>

However, no such assembly existed in the exosuit fabricator: 
<img width="508" height="329" alt="image"
src="https://github.com/user-attachments/assets/21eca010-8a09-4848-843f-e9b1aab0546e"
/>

And while the code implied it was possible to make a pilot suit by using
the pilot circuit board on an EVA suit assembly, it would instead make
an EVA suit.
<img width="315" height="183" alt="image"
src="https://github.com/user-attachments/assets/167889a4-f04a-4415-a3eb-77988f546649"
/>

So this PR adds the ability to make the pilot hardsuit assemblies
directly, allowing for the pilot suit to be made using the circuit board
that already existed as a roundstart hardsuit option.
2025-07-13 11:08:37 +00:00
GeevesandGitHub 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
GeevesandGitHub 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
df13ee2c09 Mining Module Given Hailing + Jetpack Material Change (#19715)
Cyborg mining module now has hailing channel

Cyborg Jetpack Module now requires silver instead of Phoron

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2024-08-01 15:52:56 +00:00
FluffyandGitHub a40c981263 Made all the design template production speed into seconds (#19169)
Made all the design template production speed into seconds, slowing the
printing down.
This also works in fixing the UI hitting the rate limit.

Fixes #19168
2024-05-23 19:22:57 +00:00
c07340bcf5 Energy Weapon Recharging: The Future Is Now (#17969)
* charge stuff

backpack charging

adds to antag uplink & ert suits

* modules for breachers & backpacks for lizards

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

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

* requested changes

* hghghuh

* Update code/game/objects/items/recharger_backpack.dm

Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>

* variable tweaking

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

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

* Update code/game/objects/items/recharger_backpack.dm

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

* Update code/modules/clothing/spacesuits/rig/modules/utility.dm

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

* Update code/modules/clothing/spacesuits/rig/modules/utility.dm

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

* Update code/modules/clothing/spacesuits/rig/modules/utility.dm

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

* Update code/modules/clothing/spacesuits/rig/modules/utility.dm

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

* recharger for new suits

---------

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Alberyk <Alberyk@users.noreply.github.com>
2023-12-26 02:31:25 +00:00
FluffyandGitHub c25c8b6a37 Last editorconfig fixup (#17782)
* one

* two

* three

* fsdsdf
2023-11-20 18:22:42 +00:00
CampinKiller24andGitHub cea8ca8d9a Adds Stinger Grenades (#17474)
* balls

* lint this

* lint deez

* le change

* Update stinger.dm

* i am going to murder the new linter

* sprite

* Update CampinKiller24-ready-or-not.yml
2023-10-05 10:16:21 +00:00
20304206f3 TGUI bug roundup part 6 (#16630)
* taj chat colours

* ah, I finally said it for real - I love you

* cl

* lost my halo, now I'm my own antichrist

* and I say hey...

* doing htat is probably a good idea

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2023-07-04 12:38:03 +00:00
RamkeandGitHub 0f4da3700e ISS module thing (#16269) 2023-05-12 18:22:27 +00:00
GeevesandGitHub e07439dce3 Hardsuit Storage Module (#15711) 2023-03-05 07:01:30 +00:00
GeevesandGitHub d89e09b0d1 Leg Actuator Tweaks (#15675) 2023-03-01 17:34:12 +00:00
GeevesandGitHub aadabe1935 Exosuit Tweaks (#15673) 2023-02-03 23:45:19 +01:00
BenedictandGitHub 4a25ff7155 Exosuit Equipment Tweaking (#13925) 2022-05-23 12:47:40 +02:00
GeevesandGitHub 39e66cc5be Exosuit Phazon Module (#12157) 2021-07-14 22:37:50 -03:00
GeevesandGitHub 30c1877dbe Prosthetic Groin Cap (#11252) 2021-03-01 13:36:42 +01:00
GeevesandGitHub 7efa56ad4b Mecha Combat Repath (#11267) 2021-02-27 13:55:45 +01:00
GeevesandGitHub bcdfbfd4a7 Exosuit Part Examine Tweak (#11260) 2021-02-24 16:00:39 +01:00
GeevesandGitHub bb5e8f577c Exosuit Cleaner (#11270) 2021-02-24 14:22:45 +01:00
GeevesandGitHub a0b0301d11 Foam Time (#10776)
Added a mounted foam sprayer to the mechfab hardsuit modules tab. It's a hardsuit module that consumes 1500 cell charge to spray a line of metal foam.
    Added some effects to metal foam walls that make them a bit more flashy when destroyed, as well as adding a click cooldown so they can't be spammed down.
    Aggressively slamming someone through a metal foam wall now does some damage to them.
    Clicking on a metal foam wall with building materials will now attempt to turn it into a wall, taking a bit longer than a standard girder would. Clicking on it with a floor tile will now turn it into plating, if the space below is an open space or actual space.
2020-12-16 23:22:04 +02:00
WildkinsandGitHub bc2ada79bd Fix Mechfabs not dispensing synthskin limbs (#10709)
title
note that this also makes all ipc limbs a subset of external/[organ_type]/ipc now
fixes #10707
2020-12-06 14:43:29 +02:00
kyres1andGitHub 87ac8edc07 Resprites mechs, adds a few new things (#9950) 2020-09-13 02:03:59 -03:00
AlberykandGitHub e00bd260c8 Increases some robotic combat mech costs and levels (#9885) 2020-09-08 14:02:51 +02:00
AlberykandGitHub 13f303ce81 Removes mesons and material scanners from the station (#9726) 2020-08-24 13:58:14 +02:00
mikomyazakiandGitHub 4de53f1d56 Replaced all instances of armour/armoury with armor/armory (#9593) 2020-08-06 20:57:30 +02:00
GeevesandGitHub 7dd0bb2b56 Robot Cleanup (#9332) 2020-07-17 14:26:30 -03:00
GeevesandGitHub 35a0dff2dc Mining Mech Equipment (#9084) 2020-06-13 14:10:08 +02:00
GeevesandGitHub 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
GeevesandGitHub 9dfc7a47cc Mechfab (and More) Changes (#9000)
The mechfab no longer has a useless null category that does nothing when clicked on.
    The exosuit category in the mechfab has now been split into body construction and equipment construction for ease of use.
    Radio, Diagnosis Unit, and Actuator construction has been added to the exosuit body category as well.
    Many RnD machineries have had their names changed to lowercase to match the style of the rest of the game.
2020-06-04 21:48:41 +03:00
GeevesandGitHub 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
DoxxmedearlyandGitHub e1731b5fca Prosthetic stomach name/sprite/mechfab (#8574) 2020-04-01 20:26:50 +02:00
AlberykandGitHub d2a228a91d Merge branch 'master' into fuck_rd_once_more 2020-03-30 20:21:03 -03:00
GeevesandGitHub 55650f065f Mechfab Fix (#8556) 2020-03-30 00:17:08 -03:00
GeevesandGitHub 2a8564e7d4 RnD Rearrangement (#8494) 2020-03-28 09:30:46 +01:00
Alberyk 27d8f182dc Stuff that I forgot to change. 2020-03-27 20:15:41 -03:00
Alberyk ac6080c8dd Robotics changes. 2020-03-27 20:09:49 -03:00
Matt AtlasandGitHub 82437acd43 Materials subsystem, material defines instead of strings, structure materials. (#8447)
The shitcode crusade begins.
2020-03-18 20:19:11 +01:00
DoxxmedearlyandGitHub 38956f1c7a Return of right feet to the mechfab (#8452) 2020-03-16 10:38:06 +01:00