After talking with Catsin, it was agreed to enforce that all taj get
siik'maas as the edge cases of a taj not having it are few and very far
between.
It does not change their extra optional languages, letting them still
learn 2 extra for a total of 4 languages. The forced ceti basic and
siik'maas, and then the optional ones are between tradeband, freespeak,
sign, siik'tajr and one of the subspecies specific ones (yassa,
nal'arasan, delvahhi).
Swaps out the sound effects for the Comet Explusion event to something a
little less... loud.
I may come back in the future and create a voiced line so it matches
other events.
---------
Signed-off-by: Fyni <itsfyni@gmail.com>
OpenDream's `EmptyBlock` pragma had a bug that prevented it from firing
in certain cases of empty `for()` loops. That has been resolved and it's
uncovered a few issues with your code.
Please merge this ASAP as it has no impact on current behavior (besides
saving CPU cycles) and the bad code is currently blocking OpenDream CI
for the linked PR.
Suplexes now only deal 15 brute on hit, and now stun the attacker for as
much time as they stun the victim. This reframes the use of a suplex not
as a free kill tool that should be spammed at every individual, but
instead as a tool to reset a fight to a neutral state, including
auto-disarming the other party and equalising the playing field.
I have seen a significant number of rounds where the antagonist just
goes around suplex spamming everyone. It sucks.
As title. Those movables proved not to be super fun in-round largely due
to lack of balancing mechanics and counterplay from players. Reverting
for now! Original reduction in hazard density from
https://github.com/Aurorastation/Aurora.3/pull/21571 unchanged.
Adds the medical patient gown to the loadout, locked to offduty and
passenger only, intended to be used for characters staying in the
medical ward. The sprites are also replaced with ones from Bay,
alongside adding 2 new preset colored versions.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
Replacement icons are by [AtomicWorm](https://github.com/AtomicWorm)
from Baystation https://github.com/Baystation12/Baystation12/pull/25436
Pretty simple, this make the price scanner yellow/gold so it is easier
to spot at a glance from the export scanner.
The destination tagger is also added to the toolbelt, similarly to the
export, price and crate scanners.
The new sprite is by me.
Finally tracked down the bug causing events to fire while no players
were in-game; a check in GetWeight() was running a for loop for
'var/mob/living,' not 'var/mob/living/living' as it ought to have been,
causing it to detect players observing and at the main menu as active
participants.
## About PR
- Reduces the site's cost from `2` to `1`.
- Tweaks wall destroying logic of horde type mobs to a saner
alternative.
- Fixes corpses created by landmarks not getting assigned with the
specified access. Fixes#21527
- Creates an abomination subtype that is guaranteed to spawn with a
disguise.
This PR fixes a literally 12 year old bug, by making it so that
roundstart loadout items no longer spam the world with their on_equip
sounds. I have not however found the cause for the backpack sounds
though. That one is significantly harder to locate.
https://github.com/user-attachments/assets/54fbeada-d685-4c15-8383-d197ecf26363
- Fixes hull beacons, radial lights and decal light sources not emitting
light. Thunderdome is no longer dark, fixes#21565
and fixes#21567
- Fixes radial lights not drawing any power from the powernet it's
connected to. Also refactors its toggle logic, since it never stopped
processing despite `STOP_PROCESSING` macro
# Summary
This PR rebalances the spawn count and radius of overmap hazard
clusters, as well as adjusts some of their overmap movement behavior.
## Justification
Mining trips to exoplanets distant to the Horizon can force miners to
spend large portions of a given round just trying to navigate around
overmap hazards; in the worst cases, the sheer number of dead ends and
blind spots can result in their effective removal from the first 60-90
minutes of a round, and the worst delays can obviate the need for their
materials in the first place. While reducing these hazards would also
benefit the Horizon and offships, the primary motivation was to reduce
mining's "dead time" in any given round.
## Details
Most overmap hazard types have had their 'count' (the number of clusters
spawned) and radius reduced, to open up more navigable space on the
overmap. This has been compensated for by modifying movement
probabilities, speeds, and behaviors of overmap hazards.
The intervals between overmap hazards moving (their effective speeds)
has been made variable; different clusters of movable hazards will no
longer always proc movement at the same time.
Carp continue to have a random chance to move in a random direction
every interval. Space dust and meteors now also have a chance to spawn
in as movable hazards, but they will only ever move in one direction.
While more dangerous to passing shuttles and ships than carp, they are
also much more predictable.
The current numbers were based on observation of several randomly
generated maps during testing, but will likely need adjustment as it
faces actual miners and we accumulate their feedback. I erred on the
side of 'less difficult' to avoid overtuned rocks from smashing crew to
pieces every round.
Adds the **Orion Miner** (officially the **Orion Mining Skiff**), an
all-in-one mining mega-shuttle with landing capability. Yes, the entire
ship can land. There is no secondary shuttle to get into.
<img width="704" height="1408" alt="image"
src="https://github.com/user-attachments/assets/b58d1305-2dbd-4c20-9305-f88535522af2"
/>
The Orion Miner is intended to be a lowpop (or solo, if necessary)
mining experience for people to try their hand at mining and exploration
without being critically dependent on other departments for
functionality. If you like mining, often go on low-pop and/or dislike
having to rely on other staff (medical/engineering/etc) for basic
necessities, this ship is for you!
Miners have their own supplies, access to thrust, navigation, and
equipment slightly better than that of the Horizon to compensate for
lack of support. This includes medical equipment and lifesaving
medication, in theory making solo miners on this shuttle statistically
less likely to die of preventable causes like blood loss or lung
ruptures.
While this ship can be crewed by a single person if necessary, it has
space for 4 crew total: 3 fully-equipped miners, plus 1 crewmember or
technician. (They are also provided an EVA suit and can use extra
equipment as necessary). This ship does not come with an explicit
captain.
Ore redemption consoles and mining equipment vendors are also present to
give crew the full mining gameplay loop. Minus the sales, at least -
though you could absolutely sell off or give away your spoils to the
Horizon or other offships if you so desired.
## Ship Features
- Full docking and landing capability. The ship _is_ the shuttle.
- An ore smelting plant and cargo bay.
- Ore redemption consoles and mining vendors, for the full miner's
gameplay loop.
- A Grauwolf for hazard clearing and (secondary) self-defense.
- A canteen and kitchen with adequate supplies.
- A hydroponics bay.
- Three atmosphere-rated airlocks. The rear one (north of the shuttle)
is a docking port.
- Emergency treatment-capable medical bay with adequate medical
supplies. It's no Horizon, but it is capable of saving people from
otherwise ruinous injuries.
- Technical storage and main engineering.
- Full SCC corporate affiliation. As a ship of Orion Express, this ship
can and should be able to interact (and possibly partner) with the
Horizon without a hitch.
## Additionally...
This PR also comes with a minor refactor to the way ore processing
machinery works: code has been streamlined, redundancies have been
eliminated, and machines should now work properly even when moved in
space (for example if it is on a shuttle).
<img width="991" height="351" alt="image"
src="https://github.com/user-attachments/assets/8f99dc29-8927-40e0-9856-b8ad5b2d35cb"
/>
This PR also comes with a minor resprite to the `sleekstab` sleek
stabilization kit. It is basically a recolor of the "small first aid
kit" combined with the stabilization kit's rainbow pattern. See
IconDiffBot for the raw sprite.
And last but definitely not least, this PR expands Odyssey landing zones
to accomodate larger shuttles and expands shuttle standards to be bigger
(45 tiles long).
## Notes
<img width="1292" height="936" alt="image"
src="https://github.com/user-attachments/assets/dbcb0f3e-6509-4ff4-a53c-90f1255e6152"
/>
This is an **oversized** shuttle, about 30% larger than the Intrepid by
size and 20% larger than the Lone Spacer. While tested with many, many
different away sites, stations, and exoplanets, including the Horizon
(which it _can_ dock with), it's not guaranteed to be able to land at
_every_ site nor is it guaranteed to do so safely.
_Do note that this size comparison picture uses an old version of the
ship._
## Pictures
_Pictures may not be fully representative of the final design. See
MapDiffBot or the attached map screenshot at the top of the PR for the
final design._
<details>
<summary>Details</summary>
<img width="1316" height="1310" alt="image"
src="https://github.com/user-attachments/assets/fc58c3a8-6c61-41d7-9e69-9852986c76ca"
/>
<img width="1172" height="1111" alt="image"
src="https://github.com/user-attachments/assets/eb3d9d38-b7e5-42a4-88b1-310ff08a1c5d"
/>
<img width="1209" height="1151" alt="image"
src="https://github.com/user-attachments/assets/d1b1842e-f2f7-4525-a5e5-8d6f8c26f9be"
/>
<img width="1251" height="1253" alt="image"
src="https://github.com/user-attachments/assets/cd2b7a40-cb3f-4151-9057-7dc9dfe69ddd"
/>
<img width="1105" height="1198" alt="image"
src="https://github.com/user-attachments/assets/1ae5a5e3-ba73-433f-8186-0c24a77dcade"
/>
</details>

-Adds cream cheese to the game because I'm tired of committing the
atrocity of making foods out of blocks of cheese and cream.
-Adds 5 new food dishes to the game including a few commissioned dishes
from Sankt Frederick (The new dishes: Belinas, Bierocks, Cream cheese
bagels, Cream cheese toast, and smoked salmon bagels)
-Adds 2 new beers to the game, a Xanan one and one from Sankt Frederick
-Adds the new beers as well as multiple existing beer bottles to the
Booze-O-Mat because currently there is no place to get any bottles of
beer on the station which is more than a little weird.
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>
Papers no longer have double text shown when examining them.
The slide projector projections can now be examined again, and papers
and photos can be looked at properly through it.
It hasnt been jargon for years, and the code still had a few references
I noticed. Most of these are just icon names, which arent at all visible
on the player side, but one description for specifically the cargo order
of a item still mentioned it. Funnily enough, the actual item itself had
a correct description.
Sleepers can now, albeit slowly, remove alcohol from the bloodstream via
Blood Dialysis, same as with reagents in the bloodstream. The action is
slow, decreasing BAC by about 0.05 per minute (0.1 per 2 minutes). Do
note this will consume a *lot* of blood and likely fill up the dialysis
beaker in the process.
The sleeper also now features a live BAC counter to monitor the alcohol
dialysis in real time.
<img width="444" height="492" alt="image"
src="https://github.com/user-attachments/assets/4359e217-92d6-4d8f-b632-31498c1a8dc2"
/>
To counteract this and make sure ethylredoxrazine (the anti-alcohol
drug) doesn't get completely made irrelevant due to this, it has been
buffed to work about twice as fast as the sleeper without requiring any
blood sacrifice. Exact numbers depend on metabolism but generally
speaking it decreases BAC by 0.1 every 1.2 minutes or so.
Of note: ethylredoxrazine in testing had rather shitty metabolism before
and might as well have done nothing at all - probably because it was
metabolizing at 30% the rate of other medicine. This PR aims to make it
actually useful, but the numbers might have made it too strong.
Feedback's appreciated.
Here's a comparison table for the TL;DR between the two things now:
<table>
<tr>
<td>
<td> Sleeper
<td> Ethylredoxrazine
<tr>
<td> BAC decrease rate
<td> ~0.05 / minute
<td> ~0.08 / minute
<tr>
<td> Drains blood
<td> Yes
<td> No
<tr>
<td> Neutralizes alcohol effects while in bloodstream
<td> No
<td> Yes
</table>
From the list of bioaugments requested by Schwann.
https://docs.google.com/document/d/1SLbll969PyJ_H9J1LP8cmdso9OMozUc8MGOVZkY4HbE/mobilebasic
Gravity Adaptations are a bioaugment that serves as an implanted
alternative to legbraces, which grant the same effect. These are unique
to Galatean Offworlders in the same vein as legbraces being unique to
offworlders. They also essentially have the same effect, making the
offworlder immune to the effects of "Gravity Weakness". To make this
work, I refactored the gravity weakness mechanic to operate via a
signal, which has a shared response between legbraces and gravity
adaptations. This "Cancelable signal" pattern is going to be fairly
common going forwards as I refactor a variety of systems to allow far
greater degrees of unique interactions, without the need of hardcoding
said interactions at the source.
<img width="797" height="84" alt="image"
src="https://github.com/user-attachments/assets/01622f2b-56a1-4fb8-ae43-d78afd35f3b5"
/>
<img width="935" height="91" alt="image"
src="https://github.com/user-attachments/assets/309bbc66-d6aa-44b1-9a59-64f7fc800c90"
/>
<img width="617" height="259" alt="image"
src="https://github.com/user-attachments/assets/81a1f973-b1af-45c1-8373-05549fde286a"
/>
I have tested this PR and have verified in my dev environment that it
works as advertised.
**Overview:**
The first huge fuckoff mapping PR for giving the Horizon enough extra
space to be able to comfortably map on it for the duration before NBT2
and not be super cramped (extends aft by 6 turfs).
Includes a SECOND vault to heist at the back of the ship and a lot of
maint area people can repurpose. Notably, this also removes the Xenobio
Hazardous Containment room and the Medical Emergency Storage room
(contents of the latter have been moved). Otherwise, y'all got more
ship.
**Map Images (OUTDATED NOW):**
<img width="2453" height="868" alt="Screenshot 2025-10-16 141649"
src="https://github.com/user-attachments/assets/be9a540d-af92-46b4-b59f-e298204a678a"
/>
<img width="2450" height="940" alt="Screenshot 2025-10-16 141702"
src="https://github.com/user-attachments/assets/b96f3f3e-dd4b-4457-9c5c-1f09f8bb7a00"
/>
<img width="2452" height="895" alt="Screenshot 2025-10-16 141714"
src="https://github.com/user-attachments/assets/9a16e55d-8386-46d9-a3d3-d4e5a0ff6ec0"
/>
**Misc Features:**
<img width="1069" height="685" alt="Screenshot 2025-10-16 141727"
src="https://github.com/user-attachments/assets/89c14f85-f476-4f91-bd02-7c36f36a4418"
/>
<img width="983" height="825" alt="Screenshot 2025-10-16 141736"
src="https://github.com/user-attachments/assets/6b20da20-982c-4ec1-b252-3507f1211e94"
/>
<img width="1382" height="951" alt="Screenshot 2025-10-16 141743"
src="https://github.com/user-attachments/assets/fdfd683d-33a4-47e3-9df8-dec1f9286598"
/>
<img width="2405" height="863" alt="Screenshot 2025-10-16 141803"
src="https://github.com/user-attachments/assets/c539c4bd-4a8f-4326-a30b-5a1d09eca26b"
/>
**changes:**
- qol: "Hugely expands the Horizon's maints and adjusts/expands much of
the aft of the ship."
- rscadd: "Adds a new Vault to Horizon (Deck 3 aft, behind the Gym)."
- rscdel: "Removes Xenobiology Hazardous Specimens compartment."
- rscdel: "Removes Medical Emergency Storage compartment."
- spellcheck: "Replaces a few mentions of 'room' with 'compartment.'"
- spellcheck: "Renames the Bridge Break Room to Bridge Wardroom."
- spellcheck: "Renames the Kitchen to the Galley."
- spellcheck: "Renames the Dining Hall to the Mess Hall."
- spellcheck: "Renames each Washroom to the Head."
This PR implements a variety pack of new interactions for Medical Stasis
(stasis beds, stasis bags, and cryogenics), which should broadly extend
their utility. Not all of it is necessarily a good thing to have around,
such as for instance stasis slowing down the rate at which the liver
removes toxins. A few more organs have by extension been time
differentiated to allow for this change to take place.
As a general rule of thumb, most organ effects that are handled "per
second" are proportionally slowed down by the stasis rating of a given
source of medical stasis. This can be a good or a bad thing depending on
the context.
**Good effects of Stasis:**
- Slowing down appendicitis.
- Reducing the damage organs take per second from most per-second
sources.
- Making kidneys and livers deal less dangerous effects to their owner
when severely damaged.
- (Not in this PR, but was done in a previous PR): Brains lose BA
slower.
**Bad effects of Stasis:**
- Organs also heal slower from all per-second sources, this includes
chems. So while they take less damage, they're also taking less healing.
- The liver's rate at which it filters the blood is reduced. You get to
stay black-out drunk for 10x longer if placed in stasis.
- (Not in this PR, but was done in a previous PR): Brains heal their BA
slower.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
The blood type was already stored in the medical records, but was not
visible to players. With this, anyone with medical record access can see
the blood type and change it, and anyone with a medical hud can also see
what it is in the person's medical record.
Yeah I don't really have anything special to say about this one
> - imageadd: "Resprited woolen hats."
> - imageadd: "The colorable woolen hat now has an accent color."
> - rscadd: "An uncolorable, generic woolen hat has been added to the
loadout."
I trust you will be able to tell which one is the new sprite.
<img width="2049" height="1025" alt="woolen"
src="https://github.com/user-attachments/assets/462c765d-ed1c-4c52-a0c7-cdaf96c138e8"
/>
The shelves function similarly to a smartheater, but store various
things that can be found in the commissary. The current shelf types are
food & drinks, toys, cigarettes & lighters and clothing.
A cash register was also added, which can store credits and handle
transactions same way that a quik-pay can.
The quik-pay also got a small upgrade, in that it can add items to it by
clicking on the items.
Smartfridges also got an upgrade, so they can have different amounts of
overlay displays by only changing one list and one var.
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/machinery/smartfridge.dmi | Tomixcomics (Aurora Station) |
CC-BY |
<img width="586" height="458" alt="image"
src="https://github.com/user-attachments/assets/1fad54c6-b708-489c-9616-950271facc89"
/>
Example of what the shelves look like.
Adds two new recipes, one cocktail and one snack item, with a particular
focus on the frontier.
<img width="305" height="389" alt="new food"
src="https://github.com/user-attachments/assets/633b7efc-5cf4-487c-8a22-cd6e14eecf32"
/>
Voidman's Stew - Fishballs in sauce from Sun Reach
Carian Strogonoff - Mushroom strogonoff! (I wanted ot make this slightly
glow but could not get it to work)
Witch-spirit - The trendiest new cocktail, using Reach wine as a base
Algae Chips - Fried and crispy algae from Sun Reach. Available in
Getmore! vendors until somewhere more suitible can be created.
All sprites by myself.
---------
Signed-off-by: Fyni <itsfyni@gmail.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
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"
/>
Before, trying to clean a bowl with a rag would fill it with water,
preventing it from being cleaned. This stops the water from being moved
to the bowl.
Makes the consoles compatible to be positioned next to
railings/platforms, and hopefully doesn't break something I didn't
check. I broke this by accident in an earlier away site PR
Fixes#21502
---------
Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
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.
Ports https://github.com/tgstation/TerraGov-Marine-Corps/pull/3528
Credit goes to original coders. This PR makes large objects transparent
when something important is behind it.
For now the list of large objects and the things make them transparent
by using this component as follows:
Large objects:
- Trees
- Cranes
- Old shipping containers (new ones doesn't allow anything to go behind
it)
The things make them transparent:
- Mobs
- Carts
- Portable generators
- Nuke
## Images
https://github.com/user-attachments/assets/a4f8ddfc-0fde-4b2d-8bd8-d15e1c6e8e0b
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| code/datums/components/large_object_transparency.dm | nemvar (TGMC) |
AGPLv3 |
Based on feedback and testing. Previous entropy rates were too
aggressive, made it easier to raise temperatures, also updated blackbody
color range. Power output formula modified for compensate for average
temperature range change. TLDR this should feel more fun and responsive.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Will say this here on the top, this PR removes all letterman labcoats,
it also does these things:
> - imageadd: "Standardised the sprite of most if not all
standard/corporate labcoats."
> - imageadd: "Colorable labcoats now use the new, standard colorable
palette."
> - imageadd: "Uplifted the sprite of long labcoats."
> - rscdel: "Removed all letterman labcoats and the science labcoat."
Now, to explain each change
> - imageadd: "Standardised the sprite of most if not all
standard/corporate labcoats."
Basically, if the corporation did not have a specified white color on
their wiki page, then their labcoat uses the colorable white palette.
> - imageadd: "Colorable labcoats now use the new, standard colorable
palette."
> - imageadd: "Uplifted the sprite of long labcoats."
Hopefully self-explanatory
> - rscdel: "Removed all letterman labcoats and the science labcoat."
Quite honestly? File bloat, and they did not look all that great, these
are my arguments for their removal. That's about it.
Had to remake this PR since for some reason TGUI changes snuck in on
some commit on the last one.
As requested the PEAC now has to instead go through a 5 second windup
before being loaded. This also gave me the totally original, definitely
not stolen from elsewhere idea to make it possible for someone else to
load it instantaneously for you, making fast reloading and rapid fire
still possible through the power of teamwork.
<img width="2560" height="1440" alt="image"
src="https://github.com/user-attachments/assets/d71dd82c-0f53-4923-a3d4-b9a3b5240b88"
/>
---------
Signed-off-by: 4000daniel1 <95170823+4000daniel1@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
- adds a new hostile_events check to prevent hostile events from
spawning in maintenance areas that are crew-facing, so far just the deck
3 crew lounge maintenance and bar maintenance.
- deletes errant holopad under the bartender scrubber
- relocates smartfridge interaction point so it's next to all the other
machines
---------
Signed-off-by: Mnemeory <227217321+Mnemeory@users.noreply.github.com>
Co-authored-by: hazelrat <83198434+hazelrat@users.noreply.github.com>
This PR just makes it so that the psionic messages from Wulumunusha no
longer only check if the user is a skrell, and instead check if the user
is psionically sensitive. Skrell will automatically pass this check, so
it mainly just comes up for non-canonical interactions with antag
psionics. This is also relevant for if at any point in the future
psionics are reworked.
## About PR
Adds an interactive away site. Full of evil, traps, point-defense horde
cleaning and story. This is part 1 of the changes. Currently incomplete
on some mechanics mostly pertaining north-east section of the ruin but I
believe this has enough content as is and a good step for the next
changes to come!
## Detailed Changelog
<details><summary>Contains spoilers, click to expand!</summary>
<p>
- `A revivable mob type`. If this mob wasn't burned or deleted by any
means within a 3 minutes period, it will revive.
- `Abominations`, a subtype of revivable mob. This type can spawn with a
chance to split into smaller creatures in death, if someone approaches
close enough. These mobs are also able to mimic appearance of humans,
being completely pacifist until it reaches to its unsuspecting prey or
gets attacked before it could.
- `Mob tracking console`, tracks any mobs/objects that exists in the
same Z level as the console itself, and included in a global list.
Displays its data in a TGUI screen.
- `Rigged (trapped) vents`, if it detects a player passing by within 1
tile radius from an unwelded rigged vent, it'll spawn up to 2 mobs. The
chances of triggering varies on following coniditons: running (100%),
walking (medium chance), throwing items near it (very small chance).
- `Storytelling holopads`, core logic is ported from Paradise Station,
made by Qwertytoforty. I did minimal modifications to make it work with
our codebase and do some additional things.
- `Footprint mapping helper`, allows mapping footprints of any type.
- `A light fixture subtype`, has a 50-50 chance to spawn as broken or
functional after Initialize.
- `An extraction mini game`, special to this ruin. It entails finding 5
canisters scattered randomly in the ruin and killing every creature
that's lurking around. If these conditions are met players are required
to hold off an extraction device and protect it from the waves of
creatures, while swapping said canisters. Modified from phoron deposit
ruin.
</p>
</details>
---
### What's the overall story this ruin tries to convey, and where it's
allowed to spawn at?
This isn't final and a subject open for change where deemed fit. This
ruin is a remnant dating back to pre-Interstellar War. Solarian Alliance
Science Facility (SSF) Nemora, is a failed experiment/expedition
co-conducted by Department of Colonization. I believe it'd make sense to
find this ruin in the old Solarian frontiers far from the Core Worlds,
even so if the sector in question was colonized, nothing would've
stopped a department of a desperate nation in search for their gold in
blind hope. But not too close to an inhabited space.
***This needs to be evaluated by a lore nerd!***
**Possible Sectors:**
- Valley Hale
- Badlands
- Weeping Stars
- Light's Edge
- Lemurian Sea (still up in the air for this one, but I like to think
Solarian suveyors took a swing at it at the time)
- All Crescent Expanse Sectors (east, west, far).
<details><summary>Details on story. I'd advise to skip this bit to not
spoil the experience if you're not reviewing this PR. Spoilers alert,
click to expand!</summary>
<p>
Shortly before the Second Great Depression, when the upcoming crisis had
begun to be felt within the nation's departments, some surveyors from
the Department of Colonization encountered an anomolous signal,
incalculable energy levels in deep space. When they decided to
investigate its source, small expedition teams went missing after a
while.
This drew the attention of the department, as seeing multiple expedition
teams went radio silent. A third-party incursion was suspected here,
pirates or worse. This led to the deployment of sufficiently armed Navy
corvettes to the last known coordinates of the expedition.
To no avail, all that was found was the vacant shuttles of the
surveyors, drifting in orbit around an anomolous asteroid. This gave
room for further discussion in the smaller parts of relevant
departments, after hearing what the inital expedition members had left
behind. The department conceded to pursue this further, funding a
thorough investigation to unearth what was hidden and to see if this was
a threat to demolish or an unexpected resource to exploit.
In time, an outpost was constructed and a researcher, eminent in their
field was commissioned to oversee operations on behalf of the
department. A majority of the attempts didn't go far enough beyond to
bear any fruit. As the progress was too slow and unsatisfactory in the
eyes of funders, this led to a review of the project and therefore
forced Nemora's hand to commence an experimental approach, which proved
a success, _so to say_.
Following this incident, the outpost crumbled under the weight of the
crises that had befallen it. All subsequent requests and communications
fell on the deaf ears of the nation in the midst of a large scale
economic crisis, forced Nemora to join the caravan of "low priority"
demands along with many other pressing nation affairs. In the end, the
facility remained forgotten, burried beneath the many rubble inflicted
by the inevitable storm of change Spur has known, Interstellar War. But
this may yet change, now the same Spur has turned their gaze back to
those uncharted heights, in a desperate attempt to exhaust what is
little known.
</p>
</details>
---
### What does "interactive" part entail exactly?
This ruin contains some coded elements (traps, objectives, consequences
of some choices made), attempting to imitate a gameplay loop what a
player would expect from an admin controlled event. While this may not
go further than some coded/scripted events, I think this ruin has some
fun content for security/engineering/medical departments.
Currently this PR contains some core functionality for actual "choices
matter™" stuff for part 2 (if this gets approved).
Also most of the functions used in this ruin was made so it could be
used in any maps.
## Images
this:
https://discord.com/channels/157516682288562176/1162868440814600232/1393057047443931197
and this:
https://discord.com/channels/157516682288562176/1162868440814600232/1395312791925166160
<img width="4736" height="6144" alt="image"
src="https://github.com/user-attachments/assets/9526d40d-4da3-44b6-9220-80cf48ff2c72"
/>
## Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| /environmental_storytelling_holopad | Qwertytoforty (Paradise Station)
| CC BY-SA 3.0 |
| icons/obj/structure/bluespace_portal.dmi | Paradise Station | CC BY-SA
3.0 |
| icons/obj/structure/urban/bunk_beds.dmi | TGMC | CC BY-SA 3.0 |
| hospitalcurtain in icons/obj/structure/urban/tailoring.dmi | TGMC | CC
BY-SA 3.0 |
| roadbarrierwood in icons/obj/barricades.dmi | TGMC | CC BY-SA 3.0 |
| icons/obj/flora/rocks_brown.dmi and icons/obj/flora/rocks_grey.dmi |
TGMC | CC BY-SA 3.0 |
| the_thing and the_thing_chitin in icons/mob/npc/human.dmi | TG | CC
BY-SA 3.0 |
| sound/music/quarantined_outpost.ogg | Betrayer by Karl Casey --
https://karlcasey.bandcamp.com/track/betrayer | CC BY 3.0
| sound/effects/earthquake_rumble.ogg | Digging.wav by prozaciswack --
https://freesound.org/s/82722 | CC0 1.0 |
| sound/effects/robot_talk_1.ogg & sound/effects/robot_talk_2.ogg |
Robot Talk SFX by TheEndOfACycle -- https://freesound.org/s/674306/ |
CC0 1.0 |
| sound/effects/light_heavy_on.ogg | Light - Heavy lights turned on by
TILIADESIGN -- https://freesound.org/s/486536/ | CC0 1.0 |