56 Commits
Author SHA1 Message Date
KingOfThePingandGitHub c4ecbb650d Updates Sprites: Safes & Girders (#21224)
## About PR
Updates the girders and safes/wall safes to not use sprites from
probably 1999 anymore. The girders now take our not-so-new 3/4th
perspective into account.
They have been ported from Shiptest and modified by me. Below are the
new sprites. Please enjoy.

> <img width="328" height="97" alt="image"
src="https://github.com/user-attachments/assets/495f1ed0-99d9-41da-a4ae-35560bccb0bf"
/>
> <img width="872" height="106" alt="image"
src="https://github.com/user-attachments/assets/f00b4b69-26cf-40ea-b5bc-807edca12e87"
/>


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

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/structures.dmi (girder) | nefarious (Shiptest) | APGL-3.0  |
| icons/obj/structures.dmi (safe)| Any% (Shiptest) | APGL-3.0  |
2025-09-09 10:10:56 +00:00
Avery MarieandGitHub faada1a9ff Machinist Remap (#18734)
The current machinist bay is extremely tight and hard to maneuver in.
It's shape is odd, and players generally do not like using it.
So, with some creative insight from @NobleRow, I remapped the entire
workshop to replace where RnD and Exploratory chemistry were.

I moved exploratory chemistry and RnD to where the old machinist shop
was. Xenoarch's artifact storage and equipment room has been merged, and
telescience is where the old artifact storage room was.

New Workshop - We do lose some maintenance space, but it is made up for
by the improved playability of an extremely popular role.
I also put the water tank in maintenance because most players do this
already.
![StrongDMM-2024-03-23 14 49
57](https://github.com/Aurorastation/Aurora.3/assets/98699252/b80a45ce-b6a3-4f6f-886d-ba73fc9560a4)



Modified xeno storage - The storage area is entirely independent from
the equipment area. Nothing really changes, aside from layout and
location. I might revisit this and give dedicated lockers instead of the
racks for the suits, however.
![Modified Xenoequipment and
storage](https://github.com/Aurorastation/Aurora.3/assets/98699252/fded1180-c1e5-441d-b0f4-121a7fffeeb2)

New RnD/Chemlab - I tried a different layout to have RnD be visible to
the hall again, but it was very bad due to the 3x3 requirement for the
machinery to optimize QOL. There is less seating in this area, but I
added folding chairs to the science storage area incase they needed more
chairs. This map change does, however, make it so science is more
'consolidated'. RnD is now directly across from the RD's office, and
much closer to the meeting room and storage area.

![ADJUSTEDSCI](https://github.com/Aurorastation/Aurora.3/assets/98699252/e69ff311-6564-4fcc-aa5c-a4d19262809b)


New telescience location - Honestly I just moved it to where it is now
because it is barely played, but would still benefit xeno-arch the most,
I think.

![TelescienceNew](https://github.com/Aurorastation/Aurora.3/assets/98699252/61d1a105-a356-4bd2-9500-749427373a22)
2024-04-06 22:56:40 +00:00
WickedCybsandGitHub 19e8d47bed A Multi-Z Away Site: The Blue River (#15634) 2023-02-03 23:56:03 +01:00
AlberykandGitHub ff229569ae Under the Twin Suns: the S'rand'marr Sector (#15295) 2023-02-02 14:51:06 -03:00
Wowzewow (Wezzy)andGitHub 9ca13871fe Baby Got Back(Packs) (Resprites and sorts storage.dmi) (#14342) 2022-07-10 08:35:57 +02:00
SleepyGemmyandGitHub 005f30b76f Window Rework (#13805) 2022-07-05 14:27:29 +02:00
Wowzewow (Wezzy)andGitHub a791db9c4b The Last of the Lockers (#13954) 2022-05-24 18:56:36 +02:00
GeevesandGitHub 169e87ba19 Thermal Safe Drill (#10996) 2021-01-24 12:15:14 +01:00
GeevesandGitHub 3746997d82 Windowgrille Spawner Tweak (#10348) 2020-11-05 11:38:24 +01:00
TheDanseMacabreandGitHub 7521381baa Swaps out some old icons for some nicer icons. (#8422) 2020-03-18 21:13:35 +01:00
fernerrandGitHub d13a6058ec Remaps the Srom, adds a bunch of map assets that were used during the skrell arc (#8175) 2020-02-10 17:43:54 +01:00
alsoandanswerandWerner bf45eef8cc Big Bad Bed Upbed (#7120)
Better bed, bedsheet and linen bin sprites
Also added some additional bedsheets , functionally similar, of course. ( Have fun, mappers! )
Added more functionality to bedsheets.
2019-11-18 00:41:07 +01:00
alsoandanswerandErki d875dcfc3b Weapon, pickaxe and shield resprite (and a bunch of other stuff) (#6776)
this resprites some weapons,

namely the butterfly knife and switchblade to not be comically oversized
(you know, they're...concealable.)
tweaks some other sprites too, like the handles of polearms and the stunbaton
this doesn't change how they look from afar, they're practically the same in glance value
riot shield taken from Eris (and tactical shield is a modified version of that)
made ebarrier use same colors as eshield (this makes more sense, honestly)
2019-08-24 15:20:31 +03:00
AlberykandWerner 6393c26326 Adds a system for random explorable space sites (#6320) 2019-05-05 23:37:03 +02:00
LordFowlandErki 1086e1fdb2 [Ready for Review] Unapologetic Psych Buffs - Now with 80% less Mike Pence! (#4377)
This PR removes brain surgery's ability to instantly cure all traumas. Now traumas have been roughly divided into four categories of treatment:
1: Chakra therapy cures traumas that directly affect physical behavior, such as tourettes or paralysis. It is accomplished via the crystal therapy pod available to the psychiatrist.

2: Hypnotic therapy cures traumas that directly affect mental behavior, such as phobias or confusions. It is accomplished via the mesmetron pocketwatch available to the psychiatrist.

3: Isolation therapy cures traumas that cause hallucinations. It is accomplished via the metronome and facilitated by the isolation room available to the psychiatrist.

4: Surgical therapy cures traumas that do not fit into the above categories. It is accomplished via brain surgery.

Using the crystal therapy pod's neural scan function will provide the psychiatrist the brain damage the patient suffers from in numerical form. It falls upon the psychiatrist to determine how much of this brain damage is being caused by mental traumas the crystal therapy pod is equipped to deal with. Excessive cycles will cause increasing amounts of radiation damage.

The mesmetron pocketwatch requires the patient to believe in hypnosis. It then puts the patient into a slumber, where the psychiatrist can hypnotically suggest new behavior, provided the patient continues to believe in hypnosis. Each suggestion cures a single hypnotic trauma.
The isolation room is equipped with a metronome. When active, the metronome will have a chance every ticktock of the metronome to cure an isolation trauma, provided the patient is totally alone.

The psychiatry office has been expanded into a complete mental health ward. The only thing it is lacking is beds, as I believe recovering mental health patients still belong in the recovery ward.

The chaplain can also cure isolation and chakra traumas by dispelling the demons within with his null rod. Staring at the supermatter unprotected has been known to hypnotize. Electricity applied by any source directly to the head is also known to sometimes cure electroshock trauma.
2018-04-08 16:29:33 +03:00
LordFowlandskull132 6f3fa4eba9 Shafted (#2704)
Ladders now have proper open-space shafts. Their sprite has been edited to remove the faux-hole, and also the down sprite is now at the same vertical pixel adjustment as the up sprite, so it looks kinda like they connect.

For security's sake, you can no longer fall down an openspace if there is a ladder on the openspace tile. Strangelly enough there was already code for not falling down if there was a ladder below you.

Added flight to some simple mobs that had been excluded from Alberyk's initial runthrough (parrots, bees, bats, and shades.)

The purpose of this PR is that you can now fly up ladder shafts.
2017-06-13 22:52:42 +03:00
skull132andGitHub 1a95ddf774 Emergency ladder sprites + placement (#2658)
Ladders added to emergency storage lockers (random chance), engineering storage (1), and EVA (1).

We'll see if that's too much or not.
2017-06-10 22:40:21 +03:00
LordFowl 426317e156 Retiling 2017-01-29 15:29:24 -05:00
Alberykandskull132 2c6dad2dd3 More bay merge fixes (#1243)
- Fixes #1227 
- Fixes #1236 
- Re-add lamarr.
- Fix bootknife thing
- Fix a couple of things related to borgs
- Re-add our tator items
- Adding back all the hardsuit modules back to robotics
- Fixing a couple of missing sprites, like fireaxe cabinet
- Fixed missing computer sprites when no power
2016-12-18 22:13:42 +02:00
LordFowlandskull132 1062b03eee Runtime v. Mouse + Head-spears (#1083)
Fixes runtimes in mousegun and beegun, fixes head-spear issues.
2016-10-29 21:30:31 +03:00
LordFowlandskull132 56e288e910 Vaurca Content 2 (#426)
Vaurca hivemind language added.
Vaurca appropriate name generator added.
Tied Vaurca language to their neural socket organ.
Added a method for non-Vaurca to intercept the Vaurca hivenet so long as they construct the correct item.
Sprites for Vaurca organs.
Neutered all Vaurca.
Cutting open a Vaurca for surgery now requires heavier equipment.
Injecting a Vaurca with a syringe now will take time.
Adds various Vaurca cosmetic items available via loadout.
Adds a few new burst-fire weapons exploiting the burstfire fix - obtainable via research or adminbus.
Ports the ability to stick heads on spears from Paradise-code.
Added an error message when trying to bite someone before the cooldown expires.
Removed spoken Vaurca language.
Heavily nerfed K'ois' properties.
Halved the nutrition value of nutriment, returning it to old-code state.
Nerfed the damage dealt by bite, while reducing the cooldown.
Fixed burstfire weapons spamming attack messages when fired, allowing for more automatic weapons.
Fixed Vaurca player ability to select coloured eyes.
2016-06-24 14:55:44 +03:00
Zuhayr 8f6666a32e Converted barricades to material system. 2015-05-17 02:01:20 +09:30
PsiOmega 1511e2b3f4 Ports /vg/'s Nas-Sie remake.
Second phase:
New Nar-Sie itself.
Two endgame phase - Nar-Sie and Supermatter Cascade.
Culty mobs.
2015-04-12 16:19:16 +02:00
PsiOmega f3be9b41f0 Ports /vg/'s Nas-Sie remake.
First phase: Port cultify procs.
2015-04-11 13:58:08 +02:00
Hubblenaut 109ef9ac89 Adds gambling tables 2014-09-28 21:48:57 +02:00
RavingManiac 1f5ee94096 Supply/scrubber upward pipes, downward pipes and pipe caps added. 2014-09-06 01:22:03 +08:00
Ravensdale a3e4a43536 Changes most viable, used entries of plasma with phoron. 2014-04-10 05:05:04 -07:00
Zuhayr d38c190a57 Merged multiz icons into structures.dmi. 2014-01-25 03:13:56 +10:30
Chinsky fdaa2a2aad Fixes #3911
Icons for tables were just GONE.
2013-11-30 06:06:03 +04:00
Iamgoofball a75492d26b Startoad's plasma windows commit, I'm doing the github stuff for it.
https://github.com/StarToad/Baystation12/commit/3677121b51af852ed951c214c57a08fab60222c1
2013-11-01 18:53:45 -07:00
Chinsky fadc121dac Can flip weakened reinforced table now too. 2013-10-11 10:52:24 +04:00
Chinsky daba423428 Tableflips!
You can now flip non-reinforced straight, 1-tile wide tables.
Complete with ugly codersprites for flipped tables.
2013-10-11 02:13:59 +04:00
petethegoat@gmail.com 981ea58a47 Updated bedsheets and linen bins. Moved bedsheets out of defines, into bedsheet_bin.dm.
Standardised airlock_control.dm, and removed some useless spawn()s.
Updated a few things in paperbin.dm.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4891 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-16 14:17:06 +00:00
petethegoat@gmail.com 606e40729a Fixed issue 1008. (Putting stuff into the seed extractor doesn't update sprites)
Added floor safes.
Fixed the icon paths (or lack thereof) for bluespace artillery, and the capitalisation.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4883 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-15 16:17:55 +00:00
petethegoat@gmail.com 5b1e7cb336 Removed the bandolier, on account of it looking like shit. In the two places where it was used, it's been replaced with the normal satchel.
Added the safe! A majestic two tumbler chunk of metal.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4882 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-15 15:01:16 +00:00
d_h2005@yahoo.com 60bce6c53b -Adds a new wizard artifact, the gem-encrusted hardsuit. Attack protection is equal to the highest values of robes + normal rig suit, and it allows spellcasting like a normal set of robes. Maybe now wizards can stop dying after blinking into space/teleporting to Borg Deathsquad Arrived.
And hopefully they WON'T use it to explore the derelict all around every round. We'll see.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4794 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-02 05:34:03 +00:00
d_h2005@yahoo.com d8fcb3576f Commiting Pewtershmitz' wooden table and floor sprites.
Adds Cheri trees, sprites by Pewter. They're not in the vending machines yet, until we get some foods for them going.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4789 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-01 00:53:46 +00:00
Kortgstation@gmail.com 02c1c7cd35 The purge continues.
------------Removed entirely------

gib.dmi (all the gib icons are in blood.dmi and actually used there)
livestock.dmi (all the icons are in critter.dmi or animal.dmi)


--------fire.dmi---------
1old
2old


-----alien.dmi----------
oldweeds
oldweeds1
oldweeds2


---------blob.dmi-------------
blobOLD
blob_damagedOLD
blob_damaged2OLD
blob_idleOLD
blob_coreOLD
blob_spore_tempOLD
blob_nodeOLD
blob_factoryOLD


---------structures.dmi-----------
21 unused lattice sprites, I’m not typing all their names


--------------weapons.dmi------------
dice
d20


------------uniforms.dmi------------
spiderman

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4367 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-11 08:18:39 +00:00
petethegoat@gmail.com 2d33156bb0 Added ladders.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3880 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-20 21:11:17 +00:00
baloh.matevz b31ce8e533 - Ported BS12 code for smart tables. They now include T tables and full tables which continue into 1-tile thick tables. You still can't do everything ever but you can at least make T shaped table pieces.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3612 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-18 22:08:49 +00:00
polyxenitopalidou@gmail.com 091936f0b5 •Softcaps, flippable
•Improved bodybags, also changed sprites. Scream at me if you don't like them, I'll change them back. Also sorry for the 114KB new sound.
•Sorry but I really have to defecate while writing this

•You can find the unused newscaster sprite of my new project in terminals.dmi

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2928 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-08 17:44:32 +00:00
petethegoat@gmail.com 6b7d4efb03 VEY VEY VEY VEY.
Added the "Surgeon" mediborg sprite.
Laser gun inhands! Woooooaoaaahah.
Fixed up some hair and shit, added alt half-bang hair.
Some fixes for the Bloodhound.
MOTHERFUCKING WIRES! Almost no one will appreciate this, I have no doubt. But -I- appreciate it.
New tinted window sprites.
VEY VEY VEY VEY.

Oh, and I gave the laser cannon a new description.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2478 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-04 01:30:10 +00:00
baloh.matevz cea7302b08 Smooth tables added
Tables now automatically determine which direction and sprite they'll use. They will connect to any adjacent table unless there is a window between them (regular, reinforced, tinted, whichever)

To achieve this I had to reverse all sprite directions in the dmi file, this means that on the dreammaker map, every single table piece faces the exact opposite way. I will fix this on monday but can't at the moment. There are no issues on the map tho as all the dirs get recalculated at map load and whenever an adjacent (cardinal or diagonal) table is created or deleted.

Ingame I removed the annoying CORNER/SIDE/ALONE, EAST/WEST/N... blabla menu as it determines this by itself now.

So yeah, smooth tables.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1583 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-14 17:10:19 +00:00
cagerrin@gmail.com ac4bb6e6e6 -Sprites for thermite melting effect.
(below is function notes for whoever recodes it, my attempt failed pretty badly)
-Overlay in effects.dmi should be applied when thermite is triggered(turf/simulated/wall/attackby(), in game\turf.dm)
-Wall isn't deleted, instead density var is set to 0
-When wall with var/thermite = 1 is attacked by crowbar, delete wall and replace with girder sub-object using melted icon_state from structures.dmi, deconstructable by welder rather than crowbar
(neither deconstruction should produce usable metal(slag perhaps))

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1556 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-09 05:12:25 +00:00
tronaldnwn@hotmail.com 4cfd1b7d12 - Attempted to straiten up some clothing dms
- Finally got the NASA Jump suit to be spess worthy. Admins please don't spawn a billion of these.
- Jumpsuits can now be used as spess suits if you add the flag "SUITSPACE"
- Tower Caps are in the Hydro seed vending machine again, and you can get logs from them!
- Sec's vending machine has 12 donuts by default, and can spit out 2 boxes of donuts if hacked.
- Logs can to be sawed with a circular saw, makes two planks each. Otherwise can be used to get more seeds.
- Planks can be formed into wooden objects, currently just wooden tables and wooden barricades.
- Wooden barricades, they can be made from 5 planks. They cannot be moved once built. You can repair with more planks, and destroy them by bashing it (giving a few planks).
- Wooden tables now deconstruct into wooden table parts (no more transmutation of wood to metal).
- Plant scanner now lists water and nutriment level.
- Ammonia, nutriment, and diethylamine are VERY good for plant nutrient. Other types of chemicals have been altered to be more effective. Sugar causes everything to grow, weeds and pests, and plants. Cryodone is very good to save plants from poison and death, water gives a 1:1 ratio for injection, soda water is very good for plants, nutriment now works on plants (it is a fertilizer), and radium properly kills your plants slightly.

- Moved the wooden log to harvest DMI
- Added some related semi place holder sprites for wooden tables, wooden planks, and wooden barricades

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1502 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-26 00:00:56 +00:00
baloh.matevz ecdbe5d1da 1 tile thick reinforced tables added. Their sprites are not really the best but I had to loose the gradient due to them needing to combine together.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1482 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-21 10:21:24 +00:00
baloh.matevz cd6697fd75 Single tile wide tables added in a full set including corners.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1478 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-20 20:17:30 +00:00
baloh.matevz 8b2be74d09 - Wirecutters have a 50% chance of changing to the yellow sprite
- Upon spawn, the screwdriver picks between 7 colors
- Electrical toolboxes now have a 5% chance of spawning with insulated gloves in them. (I did my maths, there are 12 electrical toolboxes on the station, this means only one of them will contain the gloves about once every two rounds) Most of these toolboxes are in protected areas anyway. (Part of DangerCon 2011)

Mapping:
- Tech storage now contains a pair of insulated gloves. (DangerCon 2011)
- There is now an oxygen canister near disposal, in emergency storage and the CE's office. Toxins has a toxin canister near the maintenance access, the incinerator has two toxin canisters and two oxygen canisters again, the construction site north of robotics has a small plasma tank. (All part of DangerCon 2011)
- Notices about financial cuts (announcing the removal of tools, equipment and supplies as determined by Dangercom 2011) now spawn on all heads' desks
- Wooden tables now look nicer
- 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1455 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-16 23:27:18 +00:00
baloh.matevz 3af0095ff3 Small tweaks to smooth lattice code. (When you spend 4 hours working with lattice with a red dot in the middle, it becomes almost intuitive that the dot should be there.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1335 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-02 06:10:40 +00:00
baloh.matevz 64d33a6f0b - Smooth lattice added
- Lattice can no longer be placed on floors
- There can only be one lattice on each tile (no lattice stacking)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-02 05:34:25 +00:00