139 Commits
Author SHA1 Message Date
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
KanoandGitHub aec06bc427 Adds an interactive away site: Outpost Nemora PART I (#20993)
## 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 |
2025-10-19 10:21:12 +00:00
ASmallCuteCatandGitHub 4192ab80a4 This tweak makes Crusher meow less loudly. (#20668)
Small nerf to the volume of Crusher's meows (should theoretically affect
all cats as well)
2025-04-07 12:03:50 +00:00
5db905615d Re-added the Turbine (#19828)
![image](https://github.com/user-attachments/assets/8cf5c42a-0f36-49ae-b34e-19567c747a28)

This is intended for future use.

This is a direct port from Paradise, modified to work with our code.

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

| Path | Original Author | License |
| --- | --- | --- |
| sound/effects/electheart.ogg | tigercat2000 (Paradise) | CC-BY-SA |
| icons/obj/pipeturbine.dmi |
[PestoVerde322](https://github.com/PestoVerde322) (Beestation) |
CC-BY-SA |

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-12-28 18:30:31 +00:00
RustingWithYouandGitHub f3f802b372 Uueoa-Esa, Part 7 - The Wasteland (#19014)
Adds several ruins for the Wasteland.
2024-05-06 14:56:24 +00:00
CrosariusandGitHub edd0376490 Bare-clawed Unathi footstep sounds. (#18975)
This PR will add barefoot walking sounds for Unathi. Their claws will
make a clicky sound when they walk around. The sound files are
lightweight, and should be less than 75 kilobytes total.

The claw clicks are bespoke, sourced from a family dog and edited for
clarity and noise reduction.
The footstep noises beneath are from walk_indoor_barefoot.mp3 by
dragonmin -- https://freesound.org/s/554592/ -- License: Creative
Commons 0



https://github.com/Aurorastation/Aurora.3/assets/30341877/322a9767-ba2c-41df-82ae-21a7f80816ac
2024-04-20 10:25:59 +00:00
RustingWithYouandGitHub 52cd17a872 Moghresian & Ouerean Animals (#18691)
* moghresian animals

* otzek to crate, changelog

* cl

* the refactoring

* no xenomeat

* use_check_and_message, booleans

* more use_check

* oops

* armor components

* get_blocked
2024-03-25 22:17:46 +00:00
57067892d8 Ports the weather system from Nebula. (#18706)
* part 1

* compiles?

* IT WORKS

* vis contents

* fixes

* umbrelloid

* umbrella 2

* dsasdd

* stuff

* lmao

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-03-24 14:05:00 +00:00
82beece3db Backports the new zombification mechanics from the Konyang zombie event. (#18710)
* Reorder parasites

* sounds

* organ defines, dmdocs

* maiming stuff

* undead changes, abilities

* hylemnomil, undead sprites

* antibodies

* antibody extractor code

* icons

* antibody fixes

* antibodies vial, rock break sfx

* You're all going to die down here.

* hylemnomilz eta vial and attributions

* zombified organs can't be removed

* hylemnomil zeta edits

* fixes

* lmao

* easier check

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2024-03-24 14:04:52 +00:00
a16fce4b71 Konyang: The Infected (#18301)
* ipc zombies

punch sounds & corpses

jungle map & icon fix

sounds

zombie village

glowing screen: you should kill yourself, now

light

ship 1

da wreck

infected outpost

ok ok ok

globs & templates

* changelog

* Update code/modules/mob/living/simple_animal/hostile/ipc_zombie.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>

* Update code/modules/mob/living/simple_animal/hostile/ipc_zombie.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>

* dmdoc & parent call

* unspeakable its patterns laid

* yeah

* glob

* Update code/modules/mob/living/silicon/robot/items/robot_tools.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>

* Update code/modules/mob/living/silicon/robot/items/robot_tools.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>

* Update code/modules/mob/living/simple_animal/hostile/ipc_zombie.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>

* Update code/modules/mob/living/silicon/robot/items/robot_tools.dm

Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>

* dmdoc

---------

Signed-off-by: RustingWithYou <63625389+RustingWithYou@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
2024-02-03 00:18:05 +00:00
f10fc6ef7e Simplemob Sounds (#17175)
* mob sound

* emote sounds

* changelog

* made ives consistent

* Apply suggestions from code review

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>

---------

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2023-09-02 10:15:48 +00:00
senorsapoandGitHub 6ef56f3c71 max payne 3 (#16502)
* cocaina

* fix init error

* inhales
2023-06-24 09:31:42 +00:00
71a56b850b Adds the Weeping Stars, some Coalition regions, new start sound effects (#16322)
* starting out

* HEWWP

* fixing the list

* adding away sites

* bumping the stargazer down

* fix this fucking away site

* fix 2

* fix 3

* oops

* im at my limit

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2023-05-26 10:43:17 +00:00
AlberykandGitHub dda849d548 The Circus is Here (#15874)
* circus

* code stuff

* Fixes

* the circus is here

* The funny

* Final touch

* things

* Fixes

* area fix

* More spawn and item fixes

* More fixes

* Fix mind

* changelog

* stuff

* tweaks

* Fixes

* circus

* a

* fixes

* areas

* finally

* changelog

* circus fix

* hidden

* Shuttle fix

* Shuttle fix

* circus

* The circus is here for real

* Fixes

* fixes

* tweak

* Should be fixed

* Area fix

* shuttler

* Forgot some stuff
2023-04-30 21:10:08 +00:00
2ad9106ba8 My Ough is Augmented: The Cybernetic Schlorrgo (#15907)
* The cybernetic schlorrgo

* changelog

* the horror

* tweaks

* Update code/modules/mob/living/simple_animal/friendly/schlorrgo.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>

* Update maps/random_ruins/exoplanets/adhomai/adhomai_schlorrgo_cage.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>

---------

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2023-03-01 17:53:40 +01:00
AlberykandGitHub fdb8d1f1c5 Space Sector Lobby Elements (#15712) 2023-02-07 12:44:27 +01:00
FluffyandGitHub 3562562067 Musical instruments (#15616) 2023-02-03 23:46:38 +01:00
AlberykandGitHub ff229569ae Under the Twin Suns: the S'rand'marr Sector (#15295) 2023-02-02 14:51:06 -03:00
Matt AtlasandGitHub 9e54d75b03 Adds chugging, knocking on a table and slamming your hand on a table. (#15501) 2023-01-10 20:44:44 +01:00
Matt AtlasandGitHub 65cece06b7 Adds a ship to ship combat system and weapons for the Horizon. (#14851) 2022-11-05 20:11:16 +01:00
Wowzewow (Wezzy)andGitHub 8593ac9e5d TEG resprite (#14705) 2022-10-22 22:30:59 +02:00
Wowzewow (Wezzy)andGitHub 9e3467bb72 pai sounds (#14579) 2022-08-18 19:34:07 +02:00
Matt AtlasandGitHub f768a9022d Removes ERT from standard gameplay. The Horizon now sends distress beacons for other Overmap vessels instead. Barricades and crew armoury buff. (#14371) 2022-08-02 17:59:51 +02:00
VisVirificandGitHub c475e9d010 Shaker and Cyborg Drink Synthesizer Additions (#13652) 2022-04-27 17:45:35 +02:00
Wowzewow (Wezzy)andGitHub 23f1dcdef8 Squelchy Skrell Stuff (#13078) 2022-03-01 17:10:46 +01:00
Matt AtlasandGitHub 5bcf84cb23 Overmap exoplanet generation, ported from Bay. (#12362) 2022-01-17 22:16:48 -03:00
nerocavalierandGitHub 3ea3236553 Please merge ASAP - Vannatusk sound Reduction (#12530) 2021-09-21 20:51:54 +02:00
Matt AtlasandGitHub b64224770c Ports Bay's updated evacuation controller and bluespace jump. (#12445) 2021-09-07 17:12:10 +02:00
AlberykandGitHub 869f8fbca3 Schlorrgo Evolution Expanded (#12385) 2021-08-31 17:58:09 -03:00
AlberykandGitHub 2134a4ca69 Adds a new mining dungeon (#12272) 2021-08-05 18:08:34 +02:00
Casper3667andGitHub 28c1fdbef4 Removes several sounds with incompatible license (#12263) 2021-08-01 17:22:43 +02:00
Matt AtlasandGitHub a1c25ba1f9 Ports Technomancer from Polaris. (#11595) 2021-05-08 16:08:53 +02:00
GeevesandGitHub 9422b83560 Pyromania Update (#11805) 2021-05-08 12:08:23 +02:00
Matt AtlasandGitHub 68dff443d6 Deletes the clown outfit from the game. (#11722) 2021-04-24 18:24:33 +02:00
GeevesandGitHub d8b26be170 Skrell Slaps (#11355) 2021-03-07 19:22:05 +01:00
GeevesandGitHub eb47aa907a Pig (#10947) 2021-01-16 12:30:02 +01:00
Wowzewow (Wezzy)andGitHub aed95dc846 some random sounds here and there (#10900)
fixes rustle1.ogg
new vaurca antenna twitch sound
new zippo sounds
new wall hitting sounds

taken from /tg/ and bay
2021-01-09 18:41:47 +01:00
Matt AtlasandGitHub 8007ccd2ea IPC battery rework, ion rifle nerf, surge damage. (#10245)
- EMPs no longer deal permanent damage. Instead, they deal a temporary kind of damage called surge damage, that lasts for 10 seconds at maximum.
  - Surge damage makes mechanical or assisted limbs count as broken and nonfunctional.
  - Surge damage has special interactions with the mechanical heart and eyes.
  - EMP damage is no longer randomized. It is now much more consistent.
  - IPC battery is no longer represented as nutrition. Instead, the microbattery organ contains a super-capacity cell that is used for all their actions. This is represented with a new HUD icon.
  - Hardsuits can now be charged in robot chargers if you are wearing them.
  - Ion bolts now have a hit sound.
  - Removed the ion rifle lethal mode.
  - The ion rifle now has four shots.
2020-12-19 01:34:40 +01:00
Wowzewow (Wezzy)andGitHub 8ea465254d Chair Fixes (#10815) 2020-12-17 17:31:00 +01:00
GeevesandGitHub bd8d269c7b Emergency Grill Things (#10212) 2020-10-10 00:54:32 +02:00
GeevesandGitHub 0dd7d9661d Antag Notification (#10068)
Added sounds to becoming an antagonist, so people who are alt-tabbed are aware of it.

Ported from: PolarisSS13/Polaris#6840
2020-09-27 18:36:59 +03:00
Wowzewow (Wezzy)andGitHub 7114d3525f More new sounds and fixes equip sounds (#9464) 2020-08-12 11:17:39 +02:00
Wowzewow (Wezzy)andGitHub 4b1faebb80 adds crushing cans on your head and bottle flipping (#9340) 2020-07-30 11:59:28 +02:00
Matt AtlasandGitHub fbba380b32 Adds new synthlore title screens, reworks title logic. (#9407)
Leaving the lobby screen list empty now adds all icon states to the lobby screen list. Also, only one dmi plays at a time.

This means that adding a new title screen is now as simple as just adding it to the dmi. Or making a new dmi for a new category.

Added a new sound when you click things in the menu - more futuristic.
2020-07-25 15:34:28 +03:00
fernerrandGitHub f9bf5aefb0 Ports some lift stuff from Bay (#9257) 2020-07-19 15:59:45 -03:00
Wowzewow (Wezzy)andGitHub 1f754c759c re-adds radio sounds, properly this time (#8237)
they should have proper pauses and checks and shit, and should actually be properly balanced because I ported these from Bay
2020-05-30 17:36:42 +03:00
Wowzewow (Wezzy)andGitHub 50063a9481 Adds sounds to falling over (#8866) 2020-05-17 11:28:42 +02:00
Matt AtlasandGitHub 2e5fdf970c Landmark Shuttles (#8512)
The lifeless live again. Or in this case, what never actually lived here.

Ports Baystation12/Baystation12#17460 probably for real this time. What this allows us to do is create shuttles on runtime and make shuttles easier by just making landmarks and a shuttle instead of areas and shuttles. Also allows runtime landmark creation via flares or whatever AND allows shuttles to use different landmarks at will.

I removed most of the overmap stuff, I think. It shouldn't be hard to slam it in whenever we need to.

Changes:

    "Shuttle code has been completely reworked."
    "Shuttles can now be modified to have more than one destination."
    "Shuttles now have a takeoff sound."
    "You can now throw mobs against walls to damage them. A lot."
    "You now need a neckgrab to throw mobs."
    "BEING UNBUCKLED DURING SHUTTLE LAUNCH IS DANGEROUS! Don't do it."
    "Adminghosts can now interact with all shuttles."
2020-04-05 21:15:31 +03:00
AlberykandGitHub 8463300224 Cold War Arc Release: Hearts of Plasteel Edition (#8585) 2020-04-05 16:31:56 +02:00
Matt AtlasandGitHub 9ab1f2cfb1 Projectile impact effects, sounds and blood splatters. (#8444)
Based.
2020-03-20 21:28:28 +01:00